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

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#364
day 1 i have 100 master gremlins + 6 gargoyles
You do not, not in real game. And there you should barely dare to attack any bigger dwarverys because of morales.
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#365
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zoog
You don't, not in a real game. And there, you should barely dare to attack any bigger dwarven units because of morale.
In an absolutely real tournament game, there were around 280 gremlins on the first day. How to explain that?
241-568-808
#366
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And with a caravan? Okay, let’s stop with the off-topic discussions here.
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#367
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zoog
And with a caravan? Okay, let's stop with the off-topic here.
It's certainly more challenging with a caravan, but still feasible. On maps like Anarchy, secondary resources are located within a day's march from the castle or on the balance, so theoretically, it's all possible.
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#368
The_
Hehe.
Yeah, it's famous trick. Unfortunely for "The _NEO_ effect" this trick is known already long time ago.
Anyway nice pick up there, not easiest battle, wp.

Looks like my post was for nothing.
Sorry, did not see that this problem has been reported before.
#369
Im sure not everybody knew. Sharing your knowledge is always good.
#370
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>> version 1.35 <<

[info] 1.35 will only connect with 1.35. Saves are compatible with earlier versions.

+ The "mt_Diamond" and "h3dm1" templates have been officially included in the mod.
!!! The names of the updated templates begin with the prefix "mt_". "h3dm1" does not have a prefix.

+ In the h3dm1 template, teleporters connecting planes have been changed to one-way (like in Diamond), and an inconsistency between single-cell and double-cell monoliths on different planes has also been fixed.

+ Restrictions on scrolls for the Mirror map have been restored to SoD levels.

+ The "red rush" message has been disabled on the Mirror map.
+ The "red rush" message is no longer displayed to the last player.

+ A bug causing computers to get stuck in loops in new teleporters has been fixed.

+ Bron and Illor's starting positions have been corrected.

+ If there are cities on the map that allow building Mage Guilds of level 4 or 5, at least one of them will definitely have control.

+ Autosave at the beginning of the day.

+ New options for random maps (SoD only):

+ An experimental checkbox for rebuilding Mage Guilds.
You can rebuild a floor only after the Mage Guild has been fully built.
Spells do not repeat.
A new menu for selecting which floor to rebuild by Shift+clicking on the guild.

+ Option to choose "always start with two stacks for heroes".
+ Option to change one-way teleporters into two-way ones (connects entrance to entrance, exit to exit).
.
http://heroes3.tv/WiZarDX_576
http://goodgame.ru/channel/WiZarDX_576/
создатель мода ХВ рулз :
/topic/10609/

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#371
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+ if the map has cities with the ability to build 4-5 guild halls, there will definitely be control in one of them.
Could you elaborate on this point?
I.e., if I have a city that can build a swamp, a citadel, and a tower = will the tower definitely have 100% control? And if I have a city that can build a tower, an Inferno, and a Dungeon = will one of these cities definitely have 100% control, while the others won't? Or will they all have 100% control? Or will one have 100%, and the others will have a random amount?
+ autosave at the beginning of the day.
And also this, I think you added it for a reason, but I don't immediately understand the value of this addition. How will this save differ from the opponent's save at the end of their turn?
241-568-808
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#372
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The_
Could you elaborate on this point?
I.e., if I get swamp + Citadel + Tower on x3dm1, does that mean 100% control in Tower? And if I get Tower + Inferno + Dungeon, does that mean 100% control in one of these towns, and no 100% in the others? Or will it be in all of them at once? Or will it be 100% in one, and random in the others?

It will be 100% in one, and random in the others. Villages in treasure zones are also counted in the General list.
.
http://heroes3.tv/WiZarDX_576
http://goodgame.ru/channel/WiZarDX_576/
создатель мода ХВ рулз :
/topic/10609/

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#373
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WiZarDX_576
+ fixed the initial armor value.
Illor?
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#374
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WiZarDX_576
in one, it will be 100%, in the others, it will be random. villages in treasure maps are also included in the overall list.
The principle is now clear, but it's unclear why. I wouldn't want to start another argument, but where did this new rule come from, which, as I understand it, is now mandatory?
I hope the Mirror tournament will be played on 1.34 without the mandatory requirement to play on 1.35.
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#375
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+ if the map has towns with the possibility of building 4-5 Guilds, there will definitely be control over one of them.
This is a clear and crude intervention in the gameplay, in my opinion. Yes, it's convenient, but you could end up disabling morale and Global Skills for neutral creatures.
*or is this only for mirror matches? Well, in that case, never mind...
Thanks for everything else.
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#376
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The_
The principle is now clear, but it's unclear why it was introduced. I wouldn't want to start another flame war, but where did this new feature come from, which, as I understand it, is now mandatory?
I hope the mirror map tournament will be played on version 1.34 without the obligation to play on version 1.35.
Then, in order to prevent the game from turning into a stalemate of running around in circles when there is no control, because in mirror maps the road network is not tree-like, as in standard templates, but cyclic.

This should not have a significant impact on the game strategy, because on h3dm1 there are 10 cities per plane (on Diamond there are 12), so control, purely in theory, usually exists somewhere. Knowing that control definitely exists doesn't really help - building 3-4 GM5s is only possible on XL+U, on mirror maps the game ends earlier.
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#377
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WiZarDX_576
+ if there are towns on the map with the possibility of building 4-5 GM, then among them there will definitely be control.
If there is only one Castle with GM5 on the plane, then it will have both TP and DD. But if there are 2 Castles, the game may come down to a guessing game: one guessed right, the other didn't... It looks strange, of course, but time will tell.
In reply to The_
#378
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The_
and also this, I think it wasn't added just for fun, but I can't immediately understand the value of this addition, how will this save differ from the opponent's save at the end of his turn?
so that it's on turn 111, when the opponent doesn't have autosave.
so that in case of random crashes, the opponent doesn't have to lose time.
Wicc
Illor?
yes, it's fixed, I forgot to mention it.
.
http://heroes3.tv/WiZarDX_576
http://goodgame.ru/channel/WiZarDX_576/
создатель мода ХВ рулз :
/topic/10609/

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