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Posts from "HW rulez" mod (add-on) for HoMM3. Auto-translated

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#238
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I also support lifting all kinds of bans, such as those on "Fey" and "Grail," etc. I understand your position, but most players won't accept such radical changes; it's a huge step. And without the majority's opinion, nothing will happen. If something is introduced or removed, it should be done gradually.
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#239
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Juristis
And if a player suddenly moves from this castrated environment to a normal one, panic and swearing immediately begin, claiming that same damn SoD is to blame for placing obelisks near the Castle, and now they'll lose 5 more marks and won't be able to get that maxi-con easily on 121 as they are used to. And if there's even morale in a stack of gremlins, the chair burns up in an instant.
And the most curious thing about such people is that they constantly rely on their own morale and rejoice in it, but if some gremlin or griffin gets a checkmark in a con—it's a blow below the belt!
It's like modern hunting, where they pump a boar full of tranquilizers so that God forbid it does something unexpected. And I, as a Hero with a shotgun, prove that I am Homo sapiens and just a man!
How have they not yet come up with the idea to "remove certain units from the starting respawn." Like, no archers—only dwarves and zombies:)

As for the topic—yes, the fewer prohibitions, the more interesting. Because if you wish, you could fit something like "cannot use Armageddon when the army only contains own same-faction demons or Efreet" under such a prohibition—but that's exactly how the game is played: -You immediately look at the start—hives, cons, starting army, exits/passages, Dragon Utopia, heroes...
-You develop a strategy of action.
-If you see 2 out of 3 components of a build—naturally, you are constantly searching for the last element.
-If you see that obelisks are everywhere—it's logical to take the opportunity and find the grail.
-If you see a refugee camp—no one will judge you for having a titan on the first turn
-A scholar can give Explosion or Armageddon on 114—and this too will change the entire subsequent strategy.
IMHO, if the guards of cartographers and hill forts were strengthened—they could be left unchanged. Say, 100-249 level 7...
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
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#240
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I would only focus on reworking the Heroes of Might and Magic game, everything else is minor and not important.


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#241
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Wizard, make a gift for the lady on her birthday, and add a revamp.
By the way, this is the only significant gameplay change that I would probably support.
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ICQ - 488-784-621, skype - juristis18

Весна 2014.
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#242
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In my opinion, all these WtG-like expansions only make sense when combined with a mirrored deck. Without it, the game will still be very unbalanced due to the random cards. By the way, should we still expect the mirrored deck, or not?
#243
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I might be wrong, but since we're already discussing this, why not simplify things and add a rule stating that players can mutually agree on how to play and with which rules? If you want to upgrade Vampires and the other player wants to use Hillfort and build a Grail, then that's fine, as long as the other opponent doesn't mind. Of course, there will be more discussion before the game, but most players will be able to fulfill their desires, and there will be fewer "useless" objects on the map. You might say that anarchy already allows for this, but based on my observations, in anarchy, everyone either targets Diplomats or Necromancers. However, this would add more variety, in my opinion, and by the way, you can agree to play without Diplomacy).
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In reply to Scorpiona
#244
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Scorpiona
I would only want the Might and Magic game mechanics overhaul; everything else is minor and not important.
Juristis
Wizard, make a gift for the lady on her birthday, add the overhaul!
I will definitely work on that:smile20:
StickyFingaz
should we still expect the mirror update, or not?
Yes, it's definitely worth waiting for. Some progress has already been made in that direction, but everything takes time.
Real life is unpredictable; you can't control it with checkboxes ;)

Added 4 minutes later
Iamsamstan
I might be wrong, but since we're already discussing this, why not make it simpler and add a rule stating that players can mutually agree on how to play and with what rules?
Hmm... I thought that this point didn't even need to be written down. That is, the portal rules are the portal rules, but in each game, players have the right to make their own adjustments if both agree, and they do not contradict the tournament regulations, if the game is part of a tournament. :rolleyes:
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#245
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Juristis
And if, suddenly, a player from this "castrated" environment ends up in a normal one, panic and swearing immediately begin.
I agree with everything else completely, but here, I've heard, it's not quite like that - there are many strong players on Wargame The Red Dragon, some of them probably, like Yog, decided to try something new at some point.
Rabe
Haven't they come up with the idea of "removing certain units from the starting spawn" yet? Like, no archers - only dwarves and zombies.
Well, why not, I suggested banning ranged attacks a few years ago.
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#246
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Juristis
Exactly.

Actually, I would remove half of the restrictions from the rules. Vicc, as far as I remember, quite accurately described the real overpowered strategies in the game; if I'm not mistaken, these included Necropolis builds, Diplomacy, 4 damage dealers, and stealing control from units under the effect of Slow, as well as hit-and-run tactics. Everything else doesn't have such a big impact on the game and could easily be allowed. For example, Mullich and level 4 specialists were unbanned; did anyone suffer because of it? No one did; it just means there are fewer rules to remember. Are they better than Gunnar, Kirr, or Crag? That's a rhetorical question.
In my opinion, it would be possible to allow Fae, Mages, and Vampires. And Isru and Vidomina, but only prohibit them from being chosen as starting heroes, like Gosh. At least they finally removed the Red Rush strategy. Also, remove Cartographers and Forts from the map. And allow the Grail, in all castles.
And all these 2-level buildings and 3 starting units are just catering to the small weaknesses of players who want a relaxed game, where everything goes smoothly and the game is under complete control. This is the same as the absence of morale, gold sink, experience for troops, overpowered scouting, replacing scrolls with gold, etc., in Warlords. And as a result, you get those very "knife-throwers" that were mentioned above, who need the sun to shine at the right angle, the knife to have the correct weight, and the wind to blow only in their favor, in order to hit their target. And if this player, who is used to this castrated environment, suddenly finds himself in a normal one, then panic and swearing immediately begin, saying that everything is the fault of the damn SOD, who placed obelisks near the castle, now I will lose 5 more marks and will not be able to take that max-cons with a level 121 hero, as I was used to. And if the morale of a stack of Gremlins is also low, then the chair will burn out in an instant.
I'm exaggerating here, of course, but I hope the point is clear. I wouldn't want young generations of players to repeat the mistakes that former top players made.

well... but if you give people the opportunity to be in a sandbox where they can feel like "daddies" and have "a million" different settings?
as the saying goes, let the child play with whatever he wants, as long as he doesn't cry.
the topic of skill is somehow parallel to starting armies, the contents of respawn locations, morale, and other game mechanics.
to understand this, you just need more time and experience. and not everyone strives for this skill. your own sandbox is always closer to your heart :) I was like that myself a year ago :rolleyes:

and what is hero skill?
my IMHO:
it's not just honed micro-management skills, where a hero without morale takes a max-cons with a level 121 unit, but also the ability to make a more optimal decision in a specific situation, choosing priorities depending on the army, hero development, as well as taking into account the risks of morale, the risks of mini/max banks and captain's hats dropping from dungeons, the ability to manage your emotions in situations where everything went wrong, the ability to get out of such situations, etc., etc.

Heroes is a deeper game on a subtle level than it might seem at first glance.
you just underestimate the power of morale and captain's hats =)

P.S. the knife-throwing comparison is excellent :smile54:
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#247
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I predict that soon there will be (or maybe there already were) requests to add a checkbox to disable morale and GS :) We used to play WT under SoD, now it'll be SoD under WT :D
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Весна 2012.
In reply to zoog
#248
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zoog
Well, why not? I suggested banning ranged attacks a few years ago.
You guys just have short memories ;)
злой_романтик
I predict that soon (maybe they already have) there will be requests to add a checkbox to disable morale.
Everything is going as it should, it's already happened many times :cool: I suggest we start placing bets on whether it will be in the mod or not.
злой_романтик
Before, we played with Warlords under SOD, now it will be SOD under Warlords :D
Let's have our own SOD under Warlords with blackjack and whores! (c)

But seriously, let's get back to the important things, i.e., discussing the mod and how to improve it.
Otherwise, it will be like in Krylov's fable, no matter how hard the Swan, the Crab, and the Pike tried, the cart still remained where it was...

The discussion about bans and rules is not directly related to the mod. This is decided at the portal level, and there are separate topics for this. The mod only monitors compliance with them. And now it is starting to acquire its own additional functionality.

I suggest discussing how to best design the window for the "veto" system.
The simplest option: each player has a window with a list. The "veto" takes place in the chat, i.e., players communicate, who is first, who has which color, etc., and then each player in the list can mark the "vetoed" Castle. The list itself can look like its picture + name.

Another option: we "veto" in the chat, only the host can make changes in the list window, and all other players are observers.
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#249
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9 image boxes with castle pictures (I think arranging them in a column from top to bottom would be convenient, like when making a normal selection). And below each, have labels like "Castle," "Rampart," "Tower," etc., with checkboxes next to each city. Clicking the checkbox would remove the city from the selection. A removed castle could be marked with an "X," for example.

Added after 37 minutes
Another small suggestion: I would like it to be possible to view a hero's guild of mages without a spellbook, without having to buy it. No one prevents you from looking at the items in the store.
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#251
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skd
I don't consider myself a fan of Jebus Cross =). The 2nd level for Castle doesn't have to be built even on Minimost. If a 2nd level is mandatory, there will be other reasons for restarts (only 2 stacks came in, or only one native hero in the tavern). You need to play with what you're dealt.
By "second level" I meant the second stack, sorry. Messed up.
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Осень-Зима 2013-14.
#252
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By the way, maybe I'm suggesting something silly, and it might already exist in the original version... It's annoying to search for the latest save among a bunch of saves whose names don't fit, clicking on "suspicious" ones and checking the date... Maybe you could add a button to sort saves by date?