Isn't there any copyright infringement with the owners of third-party heroes?
This software isn't working!
New here? I'm Roha — want a quick tour?
Isn't there any copyright infringement with the owners of third-party heroes?
This software isn't working!
They write the code from scratch, although I don't know if that's allowed... But formally, nothing is stolen (except for the game's resources being publicly available).
Come on, it worked perfectly fine on my brother's Android phone... Although at that time, there were a lot of problems, starting with the lack of random map generation and ending with the complete inadequacy of the computer opponents.

Installation
To run VCMI, you need Heroes of Might and Magic III: The Shadow of Death or the complete edition.
Windows:
Unzip the archive into the game folder:
By the way, he likes Russia and Putin))
He says he's afraid to share the sources because if it comes out, his project will be at risk. But I'm still trying to persuade him.

By the way, he likes Russia and Putin.
Regarding the sources, he says he's afraid to share them because if it comes out, his project will be at risk. But I'm still trying to persuade him.
Wouldn't it be easier to ask him to remove the limit on the number of cities?
I think many would gladly contribute a whole bunch of changes to these source files.
Only then should the number of creature IDs be increased and made equal to NCF/increased even further, so that later it won't be necessary to edit this separately, right?

And by the way, I think it's quite possible to increase the number of factions even without the source code. I see where they are added. But it needs to be tested.
By the way, regarding his question: what are we going to do? What are our plans for the source code? It's a good question. There are many ideas, but how can we systematize the information?
For now, Nargott with his WGE is the clear leader in this regard, but with access to the source code, we can create something even more epic.
Is there anything else?
Well, to be more specific, I would like the following changes:
1. Allow combat scripts in Multiplayer. It was probably done this way initially as a protection against cheaters, but in reality, it only gets in the way and prevents creating interesting specializations for heroes.
2. Remove counterattacks. In theory, this change could be implemented now by giving everyone immunity to counterattacks, but that's not a good solution either – a small number of units with counterattacks wouldn't be a problem. Why? It would immediately eliminate annoying tactics like focusing fire and improve the dynamics. Well, in theory, of course, but such a theory is worth testing. Moreover, this type of game modification is reversible – if it doesn't work out, you can give all creatures the "counterattack" skill, and everything will be exactly as it was.
3. Limited firing and casting ranges for units. I'm tired of many online games ending with someone stumbling upon a "yellow druid" squad near a portal. Creatures, while relatively balanced in the player's army, become inadequate overpowered units as neutrals, against which you suffer significant losses regardless of tactics. This shouldn't happen – the player should always have the opportunity to tactically counter the AI. To achieve this, instead of various half-range firing and other things, which are only half-measures, all range penalties should be removed, but the range should be limited. If you want to shoot, get closer. Then measures can be taken against this.
4. By the way, it would be good to modify the damage calculation formula for creature spells as well. Ideally, give them different spells that don't match the hero's magic. The a-la hero magic formula doesn't work well for them.
5. That is, the number of IDs for spells in the game should be increased.
6. When limiting the firing range, archers and casters find themselves in a rather unfavorable position. But here, another change is needed – so that a turn and an attack/shot/cast can be combined (unless specifically set otherwise for each specific case). This is a-la a new King's Bounty, for example.
Nargott spent a lot of time trying to "improve" archers by finely adjusting their speeds and firing ranges, especially noticeable in his crossbowmen with enhanced firing at short ranges, but this method of solving the problem is simpler and more comprehensive. To avoid making archers too overpowered, one could, of course, consider some means of "locking" them down, but that's already a second iteration.
7. Obstacles. Already implemented in the form of a city wall, but it would be better to extend these algorithms to rocks and other things, as in Heroes 7. This means that there should be cover from archers.
8. Perhaps some new abilities for creatures/heroes that cannot be implemented with scripts. Including the scripts themselves.
Something like that, I guess.