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HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.Auto-translated
Already wrote about this here, I'll write again. Generating random maps causes a lot of bugs. Considering that the generator only appeared in Armageddon's Blade, and in SoD it's absent by default, one can conclude that the developers never paid any attention to it. And in online play, the generator is the foundation of the game. In the new HD mod, by the way, it's also absent. Is it realistic to make an "advanced" generator or not?
An advanced generator is being made and will continue to be made in HotA
It would be nice to integrate a restart system into the HD mod (not just for Overlord mode). So that both players have a "restart" button, and when clicked, the map is automatically recreated, and the game immediately starts with a new layout (this would eliminate the hassle of exiting the game and setting up the map settings each time). You could also add a restart counter (when the restarts run out, the button automatically disappears).
P.S. By the way, with such functionality, a new feature appears - a mutual restart. If, at the end of the blue player's turn, both players click the "restart" button, the map is recreated, and no one's restarts are spent. If only one player clicks, their restart is spent. (If playing without Overlord mode, this will slightly prolong the restart process, but it pays off in the time saved on manually recreating the map).
!
Here's another idea: when loading a game, add the ability to change the timer with the mutual consent of the players.
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.
Here's another idea: when loading a game, add the option to adjust the timer with the mutual consent of the players.
Just in case, here's why this might be useful: when both players are running out of time, they might want to add more time and continue the game comfortably. This can be implemented in another way - by adding a button in the game that says "add time," and when clicked, a window pops up for the opponent asking, "Do you agree to add time?". If they agree, the time is added to their turn. (By default, say, +30 minutes)
P.S. Another global benefit of this feature is that players will be more willing to agree to reduce the timer in tournaments.
It's not that easy to quickly find the right save file from the folders named after players. This is because the folder names themselves are difficult to read. Could you add a separator to the save file name, for example like this: herolwy vs rebellious 15nov12-0133
That way, a game that lasts for several days/weeks will be difficult to follow. Using the sequential generation number is definitely better.
Well, the folder is already named after the initial generation (if you didn't realize it, the first 6 digits in the name represent the date:), i.e., the beginning of the game. I simply modified the current name by replacing the month number with a three-letter abbreviation – this makes it visually less jarring and added a hyphen between the date and the generation number.
Well, the folder is still named after the initial generation (if you didn't figure it out, the first 6 digits in the name are the date).
I just started using it, haven't looked into it yet. I checked – the date is set to the start of the game, not the save, so there won't be a problem with the first game in several folders. Your format is definitely more convenient, but I still think the generation number (1, 2, ...) is simpler and more convenient.
Added after 2 hours 56 minutes And how do I find the save in the directories and how do I manage the new save method? It's a silly question, but the fact that there's no description on the official website is already a problem.
Added after 18 hours 23 minutes The game doesn't see the directories and saves in them.
*I finally found a solution – UI.Ext.ScenarioMgr.Folders = 0. But my opinion remains the same – this should be in the description, not in the changelog. Although I could have looked more carefully at default.ini myself.
So, I finally found the time to clarify the situation:
Three months ago, I once again started trying to work on the Overlord mod.
And this attempt turned out to be promising (previously, I hadn't been able to achieve anything; I didn't even know where to start and couldn't come up with anything on this topic).
The work ahead was not going to be quick. First of all, I needed to analyze a lot and reverse engineer the code of the original game.
I wasn't sure if I would even have time to create a decent, working version of the Overlord mod in the near future.
So, I asked Sav for help (the main programmer of Hota, in case anyone doesn't know).
Sav made more progress in analyzing the game's code than anyone else. He agreed to help. He agreed to give me all his work, on the condition that the Overlord mod would only be available for Hota.
I am part of the Hota team, I have invested a lot of effort in it, and I am interested in its development, so this agreement suited me personally. I agreed.
That is, I cannot create the Overlord mod for SoD because I am bound by my word.
And even if I weren't, the Overlord mod code is now tailored for Hota; the implementation for SoD would be structurally different. The fact that I focused on one platform (Hota) also reduced the development time.
For three months, I worked on the Overlord mod at a rapid pace, spending every free and not-so-free minute on it. I was very tired. During this time, I coded so much for the Overlord mod that it's more than I coded for all the other HD+ features in four years of development.
During these three months, my wife started to hate me and my HD project. If I hadn't finished it in these three months, it's completely unknown whether I would have ever finished the Overlord mod, because I wouldn't have been able to work at that pace for longer.
In Hota, there will be implemented game elements tailored for the Overlord mod, which will allow you to play with the Overlord mod for longer, focusing not on a fixed game date, but on the state of the game. Intelligent algorithms for interrupting the Overlord mod, which will allow you to play the Overlord mod to the fullest, will be developed jointly with Sav or even by him alone (I'm not sure if I will have time).
So, the most advanced and complete Overlord mod is only possible within the framework of Hota.
In my opinion, the “Online Lobby” isn’t that essential. During an opponent’s turn, you can take your time and carefully consider your next move. On large maps, you might change your mind several times about how to make a particular move. There are other aspects of the game that need improvement more than this.
provided that the Overworld Hub will only be available for Haven.
I understand that all of this is based on pure enthusiasm and is a gift (I don't have access to electronic payments yet), but it still reminds me of the workload in stores, if anyone remembers, or other practices of monopolists. Not a criticism, just my subjective assessment; no need to respond to this. Vinceras
On large maps, you might change your mind several times about how to make a particular move.