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

4.7 (6 ratings)
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I think it should be done like this:
Player1 vs Player2 #game - template\112.gm2
It's better to take the number from passwords.txt - it seems to store all the generated games, which is quite convenient - you can delete unnecessary saves, and the numbering won't be disrupted.
648050691
In reply to baratorch
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baratorch


3: Player1 vs Player2\3\112.gm2


This is optimal, in my opinion. And it's not necessary to include the template name; everything is already described in the description.
Мой стрим-канал: http://heroes3.tv/Grizvald.

Восстановил старый номер аси, теперь тут: 625045517

"Это нам идеально подходит" (с)

"Лабета - папашка на первую неделю" (с)

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If the folder name includes the date and time the game started, old save files will definitely never be overwritten by new ones (players will just have to clean up the clutter themselves). For example, if Player 1 and Player 2 started a game on September 7th at 7:05:38 PM, the folder name will include the text "20150907190538". When resuming a previously started and saved game, the corresponding folder will need to be specified.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
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It's difficult to sort through the save files manually. It would be great if the HD mod automatically placed them in the correct folder, for example, redник_vs_blueник_vs_date of game_vs_template.
And so that when loading, you could choose which of these folders will be used as the main one, games.


In reply to baratorch
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baratorch
3: Player1 vs Player2\3\112.gm2
or maybe
4: Player1 vs Player2\2SM2c, M+U, 1441608083\112.gm2
Both options seem good. What is 1441608083 in the example? Is it a generation number? (like a map seed?) What is the probability that it will repeat, and what does it depend on?

As an alternative, could we name the folder not Player1 vs Player2, but simply with the opponent's nickname?
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Here's the thing. There's no way to get the game start date from the save file.
However, the save file does store the map name. It's possible to extract the start date from the map itself, but if the map hasn't been saved or has been overwritten, that's a problem.

So, we also need to change the naming of random maps, writing the creation date and time instead of the number. Then the date and time will also be in the save file.

And then, a simple, universal option would be [map name]\112.gm2, as it would also work for offline single-player.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
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And also, if possible, create a text file with a password in each separately created folder, rather than one file, as it is now (although this is not particularly critical for me).
Мой стрим-канал: http://heroes3.tv/Grizvald.

Восстановил старый номер аси, теперь тут: 625045517

"Это нам идеально подходит" (с)

"Лабета - папашка на первую неделю" (с)

In reply to Grizvald
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by the way, is it possible to implement a feature where, after entering the correct password of an opponent, it would be automatically saved into the save file or a text file? It often happens that after exchanging passwords and reviewing the game setup, we forget the password, and it gets lost in the old logs of ICQ. Then, when there's a need to return to a specific save, it becomes impossible to find the right one. Although, I'm just kidding, I haven't looked at old saves in ages... but it could be useful for analyzing certain controversial moments to be able to retrieve several games of the same player.
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First of all, I want to express my sincere gratitude to Baratorch for his enormous contribution to the development of Heroes 3. In my opinion, it's incredibly cool that the HD mod isn't just some hastily put-together thing but truly deserves respect for the functionality and convenience it brings. The HD mod is used by almost everyone who is somehow connected with Heroes, and its importance cannot be overstated (who would want to manually reorder units again?). Secondly, I would like to propose a discussion about introducing something similar to an initiative scale (turn order of creatures), which exists in more modern parts of Heroes. Before implementing anything, one must always consider how it will affect other aspects of the game, such as balance, etc., and in this case, the scale does not affect the balance at all; it only improves the ability to predict, making the game more convenient. Instead of calculating which unit they will move with, both players can spend that time thinking how they will do it and assessing the situation on the battlefield. Introducing such a scale would be useful for both beginners and experienced players – the game will become slightly more meaningful for beginners, and experienced players, as mentioned above, will have the opportunity to manage their time more rationally and avoid tedious manual calculations of unit speeds. Ultimately, it benefits both groups. Of course, the ability to keep all this in mind or sit down with a pen and paper distinguishes a beginner from an experienced player. Therefore, if such a function is introduced, it should have the option to be turned off for those who don't need it. This concerns the usefulness of this mod feature. In addition, introducing such a scale would also be beneficial from a design perspective. When playing with the HD mod, the battlefield doesn't stretch across the entire screen, and the battle takes place in a small window surrounded by a large amount of unused space, which could be used wisely. A very good solution was moving information about creatures outside this window to somehow fill the free space. Similarly, one could add a turn order scale that visually fills the space without being bulky. I could go on like this for a long time, but even putting it simply: what could be better than quickly selecting units during tactics (recently implemented), seeing how many enemy units will be killed when you attack (already available), and seeing the turn order? (...) In my opinion, this could look something like this: /attachments/40458/ Added: I do not rule out that someone might object, saying that it deprives them of an advantage over their opponent, but I consider this approach somewhat selfish and inconsistent with the HD mod (this is just my opinion). Let me explain – during a battle, any player can access the reference book and accurately determine the order in which the units will move. An experienced player will do this very quickly, while a less experienced player will take a long time, forcing the opponent to wait tediously until they finish counting, but in the end, they will still arrive at exactly the same result. If a person plays in a tournament, then logically, they know how to count. The ability to determine the turn order is not some kind of super-knowledge granted only to the chosen ones, nor is it a measure of a player's skill. The turn order scale fully aligns with the main ideas of the HD mod, namely "improves the functional part of the interface, makes the game more convenient," "each player can customize the game according to their needs." Skill in Heroes is about knowing how to choose the right strategy, clear dungeons/utopias with minimal losses, conduct reconnaissance and resource gathering efficiently, manage spells correctly in combat, and attack/defend/wait effectively. If player "A" plays Heroes poorly, they will never win against player "B," and no scale will help them with that. The turn order scale is similar in essence to the built-in damage calculator, showing how much damage your unit will inflict and how many enemy units from that unit will be killed. Of course, you can disable this option as well and boast that you calculate everything manually, but is it necessary? ps: I got out of read-only mode
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Sometimes, the suit keys completely undress the hero – a terrible disadvantage when time is short and the backpack is full; how can this be dealt with?

Added 3 hours and 53 minutes later
Wicc
suggestion to introduce something like an initiative scale (turn order of creatures), which is present in more modern parts of Heroes.
I'm an average player, but I've never had problems with this. If a person doesn't know the speed of the creatures, they need to learn the basics, not look for hints – and it distracts from the game. In Heroes 5, there are 2 different speeds for units – that's where it's relevant. And technically, it's more complicated than a more useful system, in my opinion – when the ordinal number of neutral units is displayed next to their numbers – it's perfect for competitive play. You can combine it with your suggestion if it makes implementation easier.
648050691
In reply to Wiar
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Wiar


If player "A" is not good at Heroes, they will never win against player "B", and no rating system will help them.

Incorrect. As for the rating system, it could only be useful as a simple indicator, because besides beginners, no one needs it, in my opinion.
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The hardest battles are fought in the mind
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shameonyou
Incorrect
I'm sure you're mistaken; perhaps you mean 1 skill level against all the features of the subject?
It would be interesting to conduct several battles between decent players on a clean, stripped-down SOD against newcomers with the HD mod. However, you'll have to approach the former with a knife (figuratively speaking).
648050691
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I mean that a weaker player can win a certain percentage of games against a stronger player over time, because there is randomness in Heroes.
zoog, he said Wiar, not Wicc :confused:.
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The hardest battles are fought in the mind
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There are many random factors, and time management/efficiency is one of them, and it becomes critical only in certain cases, mainly due to poor prioritization, and experience helps with that. But, of course, the distribution of wins will change because of it.
648050691
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Hello everyone, I'm using my phone, and it's really inconvenient to browse the forum to find an answer. I have a problem: the launcher isn't working; it won't launch the game. I see that the launcher is running in the processes, but when I try to start the game, the game window appears and immediately closes. Can you please tell me how to fix this?

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