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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3. Auto-translated

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#3219
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Suggestion from Indra

In the HD mod, there is an error in the structure of template 6lm10a. Perhaps the error was present in the file from the beginning. I think that sooner or later it will have to be fixed, so perhaps it makes sense to do it as soon as possible. The essence of the problem: apparently, the author intended to create a symmetrical structure, but the connections between zones 25-16 and 21-7 are different. Red has 6K, blue has 3K. In addition to the overall asymmetry, the 6K connection confuses the red player because he cannot visually distinguish the passage into the strategically useless zone 7 from the exit to the important zone 9. I suggest making both connections 3K for ease of use for players, or both at 6K as in the original 6lm10. /topic/at/338114/
http://heroes3.tv/player_#s
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#3220
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Wouldn't it be 10 times easier to add this clarification to the template description? +Sometimes, this is considered a kind of penalty for the red player [off]although I would increase all his blocks by 2 times for this[/off].
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#3221
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I'll ask here because the quick combat mechanic is also part of the mod. Situation: a bot elementalist with 2 stacks and a 50-damage arrow attacks the hero. In a real battle, the losses are about 40 gremlins, and the arrow fires immediately. In quick combat, it's 7, as if they don't use magic at all, right?
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#3222
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Quick was a cheat even before the mod, just in a different way. And now, the fact that it doesn't use magic or morale is quite obvious. I've been repeatedly and severely beaten and killed by the computer's magic when replaying Quick.
Summer 2013


#3223
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I don't remember the exact dates of the posts, but it was stated that quick battles are similar to auto-battles, and magic, morale, and distance attacks work in them.
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#3224
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I also read something similar here, but in reality, it doesn't happen that way. I remember a recent case – Lacus attacked me, and on the quick battle option, it offered me to retreat (the computer had the first turn), but on the replay, it was killed with a haste cast on the computer's main stack. And there were even several cases where the computer attacks cities and wipes out the entire army with magic. And when taking clues, the result varies greatly, especially with the presence of oil, for example.
Summer 2013


#3225
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Yes, that's correct; all the more perplexing is the author's confidence in the similarity – perhaps he only meant it in relation to the specific situation of a quick unit against archers.
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#3226
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Morale works in quick battles; this has been verified through experience: those interested can create a map with a large number of creatures and attack them one by one with 6 units. If, as you say, morale doesn't work in quick battles, then it's a guaranteed loss, but in reality, the creatures will attack in quick battles and often. The funniest thing is that replaying manually in case of a loss in a quick battle allows you to escape :). Conclusion: first, morale works in quick battles; second, morale in quick battles and manual battles are different; third, quick battles are a cheat :).
http://www.twitch.tv/mikevalentine/
#3227
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Mizrael
The funniest thing is that replaying manually after a quick battle loss allows you to escape.
The morale in quick battles and manual battles differs.
Back then, I checked, and the morale in quick battles definitely mirrors the real values, just like in manual replays. Is there a save file to confirm this?
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#3228
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My approach to morality has always been the same in quick games, as well as when replaying. However, the magic system definitely needs to be adjusted; in many cases, it has become easier to defeat computer opponents in quick games, which shouldn't be the case. They are already weak, and there's no room for further weakening.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
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#3229
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Juristis
My approach to morality in quick games has always been the same as when replaying. However, magic definitely needs to be adjusted; in many cases, it has become easier to defeat computer opponents in quick games, which shouldn't be the case. They are already weak, and there's no point in further weakening them.
Exactly, they are weak! Or maybe we should increase their experience gain?:rolleyes:


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#3230
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zoog
Back then, I checked, and the morality in quick matches definitely mirrors real-life situations, just like in replays. Is there a save file to confirm this?
I actually showed this on stream; I might still have the save file somewhere, but what's the point? It takes 5 minutes to create a map with 4-5 clues. Anyone interested can test it themselves.
http://www.twitch.tv/mikevalentine/
In reply to Mizrael
#3231
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Mizrael
Actually, I showed this on stream; the save might still be somewhere, but what's the point? It takes 5 minutes to create a map with 4-5 clues. Anyone interested can test it themselves.
Well, that's what I was testing. Your result might have been on some incorrect version of the mod. That's where the interest lies. Otherwise, someone might decide to give up after hearing your words and just quit the game.

Added 5 minutes later
baratorch, please (and many will agree with me) reduce the time bonus when loading to 1 minute. And if it's not too much trouble - remove the receiving map headers when loading.
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#3232
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[+] new HD+ multiplayer mode: players fight over neutral monsters (+ guarding banks, conservatories, utopias, etc.) (in-game PvP Neutral Combat option).
Thank you! It's like you knew. I've always wanted to play like that. It will be interesting to try.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#3233
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zoog

Added 5 minutes later
[/U]baratorch, I (and many will agree) ask you to reduce the time bonus when loading to 1 minute.
And if it's not too much trouble - remove the receiving map headers when loading.

Who are these "many"? 1 minute is often not enough to remember, it needs to be at least 4 minutes.