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10 years ago
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This is the main thread for any general discussions about HotA and questions for the team. Starting today, all necessary official threads are open in this section: [INFORMATION] Horn of the Abyss — contains the most important information about the project concept, links, and a list of the team. HotA Online Game Rules — adapted rules for online play in two languages. Bug Reports — bug reports from users, questions regarding any technical issues in HotA. General Questions and Discussions — general discussions about the project, HotA gameplay, and future development plans. _______ And here's the first news item: simultaneous turn mode (abbreviated as ST) has been implemented in HotA+HD. You can download the latest HD version and find more detailed information in the corresponding thread.
baratorch
HoMM3 HD 4.0 RC3

Description of Simultaneous Turn Mode (manual)
10 years ago
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Is there a plan to implement simultaneous turn-based gameplay in the Conflux?
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10 years ago
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No.
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10 years ago
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Right away, a question: in the 111 map, is it possible to see which heroes the opponent is hiring? Because this often determines whether or not the restart point will be captured.
In reply to =Lizard=
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10 years ago
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=Lizard=
Right away, a question: in Heroes of Might and Magic Online, is it possible to see which heroes the opponent is hiring? Because this often determines whether or not a restart is possible.

If this is a question about Heroes of Might and Magic Online, it's best to ask it in the Heroes of Might and Magic Online forum.

If this is a question about Heroes of Might and Magic, then yes, it is possible, just like in Clash of Heroes.
10 years ago
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During simultaneous turn actions, opponent units are only displayed when the turn is passed, i.e., hired units for the opponent's 111 heroes in the tavern should not be visible.
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10 years ago
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Is there a plan to introduce water features on random maps?
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10 years ago
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In the long run, yes.
10 years ago
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In anticipation of the new Heroes tournament, I want to share some brief thoughts on player choices for the Mininostalgia template. Hopefully, this will be useful for newcomers, even though most of what is written will be obvious. I also hope there will be controversial points, so the opinions of other players are interesting.
Castle: The best choice. Stables, upgrading to angels/archangels, and often a good respawn point (yes). Relatively easy to defeat.
Rampart: Chance of getting stables, good resources in the area (yes). My favorite support town. On week 2, with loggers and granders, it quickly clears the respawn point and allows you to scout into the treasure zone. In the first week, it's best to simply capture it, gather as much as possible without losing momentum, and return your troops. Use loggers to collect free resources. Save moves for other zones.
Tower: Chance of getting stables, upgrading to titans, artifact market, guild hall level 5 with library (just in case), observatory. It's always worth taking; the question is how to prioritize it.
Inferno: Good potential. Worth taking with a couple of castles + ramparts (if available) and starting demonizing from week 3 (earlier, and you'll lose tempo). No crypts or stables. As a result, it doesn't offer much benefit early on, so it's a questionable choice depending on the situation. Castles and Ramparts compensate for this by providing advantages in all areas.
Necropolis: Chance of getting stables. Difficult and time-consuming to fight vampires, zombies, and skeletons on the surface. Poor underground options. Vampire lords are expensive and don't provide much advantage in terms of tempo. If Necropolis comes up, gathering skeletons also slows down the pace. A weak choice.
Dungeon: Chance of getting stables. Difficult and time-consuming to fight vampires, zombies, and skeletons on the surface. Poor underground options. However, you can portal to external dwellings, double mana, guild hall level 5, and an artifact market. It's not easy to take back the town. Any mage heroes, Shakti, and Ajit are the most dangerous.
Citadel: Chance of getting stables. Free artifacts from wagons and skeletons. Cyclops upgrade/improvement. If there are bear lairs in the treasure zones, we can easily build them up. A good choice.
Swamp: No stables. Few upgrades for hydras.
Fortress: Chance of getting stables. Herbal respawn point, artifact market, university, guild hall level 5. Possible path to phoenixes (expensive, rare). Very difficult to retake. Mage heroes and a large army with high speed. A good choice, but random in terms of benefits.
Conflux: No stables, Grotto is expensive. There are pirates available if needed and nixies to tank in the early Dragon Utopia. Not an obvious choice.
P.S. Is it okay that I'm writing this here, or should I create a separate topic?
In reply to shpilenger
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10 years ago
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p.s. Is it okay that I'm writing this here, or should I create a separate thread?

No, there's already a general thread for this.

Regarding the points mentioned: I disagree that demonizing with Inferno units is only justified starting from the third week. I believe that the benefit from demons is so significant that you should start as soon as you have the financial means.
10 years ago
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Hello, we have the following problem: we are playing together via Hamachi using TCP/IP. I am using a desktop computer, and my friend is using a laptop; both are running Windows 7. We enable simultaneous turn mode (STM), which was recently added in update 4.0, and start a game. On the first day, the second player with the laptop (blue) used their first hero to capture a stone mine and a watchtower, and stopped one step away from the mine. On the next day, their primary hero was inside a castle, which should not have happened. Please provide instructions on how to resolve this issue.
In reply to JLeXIcH
10 years ago
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JLeXIcH
Hello, I have the following problem: we are playing together via Hamachi over TCP/IP, I have a computer, and he has a laptop, both running Win7. We enable simultaneous turns (ST), which was recently released in update 4.0, and start the game. On the first day, the second player with the laptop (blue) occupied a stone mine and a hut with his first hero and stopped one step away from the mine. On the next day, his primary hero was in the Castle, which should not have happened. I request instructions on how to solve this problem.

For bugs related to ST, please write in the HD mod section.

regarding the question:
baratorch
StickyFingazWe just played simultaneous turns on Jebus with dread1. ... We load the autosave - his heroes are in the wrong place.
I also saw on the stream today how heroes changed position during ST.
I figured out what the problem is, and it will be fixed soon.For now, there is no way to solve it. This can happen (after the first day or when loading a game) until I release the fix.
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10 years ago
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Hello everyone, could you please tell me if in HotA or GOG versions, pressing the G key causes the unit to shoot at an empty space? And how do you send an archer into melee combat? I can’t find any information, or maybe there is no such option? In the Era version with the HD mod, right-clicking on the shield on the right side brings up a pop-up menu – send the archer into melee or ranged attack. Is there something similar in HotA?
10 years ago
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Nope.
10 years ago
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I was bored, so I decided to play through a Heroes campaign. I might be missing something, but in the "In Search of the Horn" mission from the "Storm of Seas" campaign, Bidli and Dargem need the Captain's Hat to get to the portal through the ghosts. I have the hat, but it's only on the hero's inventory, not in these underwater corridors. How do I get it there?

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