r/HoMM • • May 20 '25

Other/Fluff AI posts are banned.

347 Upvotes

There was a community post centered on discussion for it. I left it up for longer then I said I would to get more input. The general consensus is either "ban it" or "only 1 day a week".

In looking back over the AI posts that come into the sub, and the heroes 3 sub, they fall into 1 of 2 categories.

The first are users who post links to AI but have never participated in this sub or the heroes 3 sub in any way other then their links. In other words, they are drive by low effort karma farming.
The second is users who have participated but post "hate fetish" for lack of better word. They claim its slop, that its bad, but they still post it. And they post stating that its bad. Why would you share something you think is bad just to get others to hate it? That creates a negative vibe that I don't want here.

I believe that AI as a functioning system has a place in society at some point. It should help to automate jobs that humans don't want to do and provide cheaper, faster, and more reliable medical care in some cases. I say that as someone that works for a medical company that employs doctors. As an artist, I do not believe that AI should be used to make art. Be it images, movies, stories, shows, songs, or anything else for entertainment.


r/HoMM • • 1d ago

Other/Fluff Heroes of My Dreams & Stuff. Castle Faction

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418 Upvotes

Astrologers proclaim week of Knights!

This is the first entry in my fan project about reimagining classic HoMM factions.

Concept. The Knight faction has always been present in one form or another throughout the Heroes series. My take on these classics was to emphasize its humanistic character. Traditionally, human knights are portrayed as a clerical, theological society with a penchant for irrational mysticism. I've always found this rather excessive: in a world populated by countless fairy-tale creatures and fantastical monsters, it makes far more sense for humans to represent the power of reason.

My Knights are something of children of the Renaissance and the Enlightenment. They rely on knowledge and technology, even in its late medieval form, and I went to great lengths to make their armies look as though they had stepped straight out of lavishly illustrated books on the history of European arms and armor.

For a change, I chose red and yellow as the Knights' primary colors (the humans of Enroth have traditionally favored cooler hues), giving them a certain regal grandeur. This combination evokes the Royal Standard of Great Britain, the Gryffindor coat of arms, and also... the pre-upgrade Knight lineup from Heroes II. Yay.

A Pinch of Lore. Both narratively and aesthetically, everything here revolves around the chivalric Order of the Swan and the royal house of Gildenveil, whose castle stands on the shores of the lake that bears their name.

King Leo Gildenveil had no children, but one day, while his wife Queen Ledania (pun intended, here and throughout – author's note) was taking a stroll along the shores of Gildenveil, an angel appeared before her in the form of a radiant swan. Soon afterward, she laid an enormous golden egg, from which three children hatched.

The angel, of course, was actually a sophisticated artificial organism created by the Ancients to counter the threat of the Kreegans (as we all know from the history of Enroth). However, the exact role it played in the conception of the egg has never been conclusively established.

The children were named Cedric, Isolde, and Edmund. Leo Gildenveil accepted them as his own and raised them accordingly.

The Knight campaign begins with King Leo being, as tradition demands, old and frail. Isolde has been abducted by the Warlocks of the Erebyd Isles, and Cedric, the eldest of the egg-born siblings, sets out to find her, leaving the small kingdom in the care of his younger brother Edmund.

Gameplay. Knights are a Might faction, equally proficient in attack and defense but considerably weaker in magic. Knight gameplay revolves around their traditionally high troop morale and strong hero leadership, as well as an extensive Enlightenment skill tree. This skill increases resistance to magical attacks, boosts damage against undead and demons, and allows players to enhance armor, war machines, and the ammunition capacity of ranged units in unique ways.

LINEUP

1.0. Peasant

Concept & Design. When I was younger, I really disliked the Peasants in Heroes II. Weak, ridiculous, and utterly out of place with their drab appearance amid the splendid, swashbuckling parade of plumes and capes that made up the Knight army.

These days, I've grown rather fond of the fellows, especially since they've become something of a meme within the series.

My Peasants are plump, rosy-cheeked, and quite fashionable, sporting linen coifs beneath their hats — a look particularly popular among historical reenactors and role-playing enthusiasts.

Besides, I was absolutely dying to give someone a goedendag. Such a wonderful weapon, yet so rarely seen in games. And then, lo and behold, the Peasants came along.

Gameplay. Unlike their counterparts in Olden Era, my Peasants are still rather weak individually, but they make up for it in numbers. Their abilities are: Mob Mentality (Peasants automatically attack the nearest enemy stack whenever another allied stack attacks it) and Taxes (every recruited Peasant generates 10 gold per day. Well, maybe 5. But definitely not 1! Game balance has never been my strong suit).

2.0. Arbalester

Concept & Design. When designing the second-tier ranged unit, I based its appearance on the most recognizable (though certainly not the only) depiction of a Genoese crossbowman: a kettle hat, a brigandine worn over mail, and, most importantly, a pavise strapped to his back!

Fun fact: this Arbalester design is actually quite old. I drew the first sketch back in 2015, when my friend and I were trying to develop a computer game based on the rules of the board game Cyclades, but set in the European Renaissance.

Gameplay. I wanted the Arbalesters to be the first unit to showcase the faction's Enlightenment mechanic. Upon upgrading them, players can choose between a second shot per turn and flaming bolts that deal additional fire damage and ignite plant-based obstacles on the battlefield. But the biggest innovation is the pavise! Thanks to the enormous shield on their backs, Arbalesters take only half damage from attacks coming from behind.

 

3.0. Halberdier

Concept & Design. With the Halberdiers, I always wanted to combine two of the most flamboyant and extravagantly dressed archetypes in European military history: the German Landsknecht and the Swiss Guard.

In the end, the Landsknecht influence turned out to be considerably stronger, but I rather like the resulting plumpness and magnificent mustaches.

Gameplay. As usual, Halberdiers can attack enemies from one tile away, keeping their opponents at a distance. They also possess the Hold the Line! ability, which increases the morale of all friendly stacks occupying adjacent tiles.

4.0. Monk

Concept & Design. In my imagination, the Knight faction desperately needed a second ranged unit.

I had absolutely no desire to introduce fanatical, magic-wielding clerics here. On the other hand, I've always loved the archetype of the cheerful, boisterous monk, like Friar Tuck from the Robin Hood stories or Friar Jean from Rabelais' Gargantua and Pantagruel.

Given the more engineering-oriented, down-to-earth nature of my human faction, I eventually decided that the Knights' fourth-tier unit ought to wield firearms.

And so I imagined a monastery surrounded by vineyards, where warrior monks spend their time grinding gunpowder down in the cellars, preparing ammunition for their hand mortars.

Initially, I wanted to call the unit a Prelateer, a portmanteau of prelate and musketeer. A rather clumsy invention, so in the interest of clarity, I eventually decided to simply stick with Monks.

Gameplay. Thanks to the sheer power of their handheld bombards, Monks suffer no ranged damage penalty and can blast their enemies with shameless efficiency at any distance. Upon upgrading, they gain a damage bonus when making ranged attacks against enemy war machines and tents. And since they are still monks, after all, they can also Heal the last surviving creature in a friendly stack.

5.0. Swan Lady

Concept & Design. I wanted to turn the classic Castle Swordsman archetype into a female warrior (Ubisoft apparently had the same idea when developing Heroes VII). Three major inspirations kept circling in my head: the Lady of the Lake from Arthurian legend, whose hand emerges from the water to offer Excalibur; Saber from the Fate anime franchise (if you look at the old pencil sketches in the second-to-last image, you'll notice that the earliest design resembled Saber much more closely); and the legend of Lohengrin, the Knight of the Swan. The result of weaving these ideas together is what you see before you.

Gameplay. Swan Ladies attack twice per turn, with their second strike occurring after the enemy's retaliation. They also block 25% of incoming non-magical ranged damage with their shields and deal increased damage to undead and demons thanks to the faction's Enlightenment ability.

6.0. Cavalier

Concept & Design. Drawing the cavalry was by far the most difficult and time-consuming part of the whole lineup.

I went through countless references of tournament knight armor and, for some inexplicable reason, ended up choosing the most elaborately decorated and richly inlaid examples I could find.

But it was fun though.

Gameplay. As usual, Cavaliers are exceptionally fast and possess the Jousting Bonus (+5% damage for every tile traveled before attacking).

Their lance strikes also ignore 25% of the enemy's defense.

7.0. Archangel

Concept & Design. The only flying and mythical creature in the Castle lineup is, of course, the Archangel.

Well not exactly mythical, of course. It is by no means a creature of divine origin, but rather a thoroughly scientific creation: basically an AI (if I may be so bold as to use the term!) developed by the Guardians.

I borrowed the Archangel's appearance and attire directly from Luca Giordano's painting The Fall of the Rebel Angels, but armed it with a Heroes III-style flamberge – a sword with a wavy blade, of the kind still carried by the Vatican's Swiss Guard. Since we're dealing with a flaming sword, why not make it flaming in every possible sense?

Gameplay. Mechanically-wise, Archangels behave exactly as supernatural champions of goodness and light should (they even wear red capes!): they resurrect fallen allies, deal additional fire damage with their attacks, are immune to all negative effects, and are especially effective against demons.

Take a look at some early doodles from different times at the end of the gallery, and the whole lineup.


r/HoMM • • 1d ago

Might and Magic - Lore related. Academy ✨

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37 Upvotes

Magic in Bricks


r/HoMM • • 2d ago

HoMM3 - Vanilla/SoD/Complete. What do YOU think is behind steel bars of Inferno fortification?

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251 Upvotes

TLDR; Ive been researching HoMM3 lore, and can’t find explanation to what it is we see behind steel bars of the fortification sprite in the town (screenshots added). What do YOU think is there?

EDIT2:

It is most similar to other portals in the game (Example), and Inferno is know for teleportaction and summoning powers. So a hellish portal is the simplest explanations!

EDIT1:

Seem most of us agree that it is some kind of power source. This makes sense looking at in-game Inferno powers (like Town Gate and Devil‘s teleportation) but also the HoMM Kreegan lore and their extra terrestrial origins where the explanation relies on advanced technology, and thus requires power. So what could it be?

* “Fallen” or imprisoned, biblically accurate angel. Tortured perhaps, to harness its power. A bit of horror, but still magical, creative, “fantasy” way of framing the source of power. My new head canon.

* Wormhole generator (as seen in movie Contact). The idea here is that inferno units come from remote corners of universe (as they are not native to Enroth) so they are “summoned“ via this device. It’s just another portal. Would make sense why it’s not there before you build the citadel, which of course increases unit production!

* Just your regular infernal power generator (flux generator, fission/fusion reactor, etc.), to keep them devils nice and warm! :)

Other group of people (like myself!) who used to play at super low resolution had their imagination offer more… interesting explanations:

* dragon or octopus

* maw of a frog, clam, salamander, or other demonic creature

* Hula Hoop or a skipping rope for Efreets:)

OriginalText:

There are many captivating elements in homm3, many of which have fascinating lore. One that has always been a mystery to me, is the double-spinning-shiny-thing behind the steel bars of Inferno’s fortification.

When playing this game 20 years ago, I thought I was looking at a dragon, as it looked to me like movement of wings. Then after LoTR movies, I started imagining it to be an Infernal artefact, akin to the Ring of Power. Some powerful, concentrated evil poured into these spinning wheels that only great Infernal smiths could forge…

and as with any head-canon I didn’t question it. Then recently I stumbled upon ancient collection of HoMM III lore, as I was investigating the Forge faction. I then went a rabbit hole discovering that Angels are robots, Devils are Kreegans (an evil super advanced race which wages war and burns all resources they find, and the reason why Enroth has been disconnected from Ancients). There is more, but in essence “Devils“ teleport because of advanced technology. I guess Town Gate is that technology, but for whole armies.

this made me wonder: what is that infernal machinery/spinning wheel/evil ring by the game’s lore, or others’ head canon?

I scoured the internet and found NOTHING. No one has ever been curious about it. No one has spoken about it.

Have I missed something? Do you have head canon for it? What is it for you?

I am very curious!


r/HoMM • • 2d ago

Other/Fluff Guys I have some bad news. 3DO has cut the New World Computing staff.

101 Upvotes

r/HoMM • • 2d ago

HoMM2 fHeroes2 AI is kinda crazy on Broken Alliance map with Impossible? Even Normal can feel crazy at times.

20 Upvotes

I've recently been playing Broken Alliance as Blue. I've constantly had to restart the game because every single time (except when they play Warlock or Wizard), the AI gets T6 unit building by week 1 and spawns far more of the units then I could ever afford.
The closest I got, when I was playing on Impossible, with a Might hero, is trying to rush the enemy castle with a (temporarily) superior army by the end of week 1. I miss 1 exact movement from getting the empty castle, and during the new Week, they have 4 bone dragons waiting for me. With Warlock AI it's Minotaur kings and Hydras. With Sorceress it's phoenixes. How the hell can AI afford all of those things, units, stuff, without cheating resources? Do they start with 20k+ gold and 20 of every resource? Not to mention, every single time the enemy castle has all the 2 turret upgrades and a moat built - how the hell can they reach T6 units with all of these things built?

And not to mention all the other factions showing up with T6 units during the 2nd week, while you can barely get out trolls by the same time (and cannot even afford them).

The only thing I can come up with is - reroll the map until you get crazy lucky with unit spawns (peasants, dwarfs), straight up rush the enemy castle with your starting army, and try to take it before the end of 1st week. But even then, it's RNG upon RNG. And winning against even plain Minotaurs or hydras in the city is a stretch.

I get that fheroes2 is supposed to have a more competent AI, but that combined with the resource advantage can sometimes make the enemies feel impossible to beat, without intentional cheesing or abusing the AI weaknesses (the quirks it sometimes has). It'd be better to either reduce the amount of resources the AI starts with or intentionally slow down the speed it tiers up units?? Like making them unable to tier up to T6 units during the 1st or 2nd week (even if they have the resources)? And being able to toggle it on/off on the map editor?

Still remember 1 game where purple shows up with several Titans by week 3. Making the AI more capable doesn't mean they should be literally impossible even for veterans (and having to hope that the AI bugs out and leaves his city empty)..


r/HoMM • • 2d ago

HoMM3 - Vanilla/SoD/Complete. Brave New World scenario secret map location with Tome of Water

84 Upvotes

As a Teal player, you can get Tome of Water artifact on the first day. Tome of Water gives the hero knowledge of all Water Magic spells.

The event with the artifact is not visible even in the map editor.
If you go behind the Freelancer's guild on the central island, an event triggers where you get a Tome of Water. Thanks to Reddit user ApplePie.


r/HoMM • • 2d ago

HoMM1 FirstHOMM new Release, now in Brazilian Portuguese

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28 Upvotes

To the Brazilians and Portuguese, I have not forgotten about you. Especially my friends in Porto Allegre. Made a new font and one of your countrymen has offered to improve the machine translation.

Indygier did a very high quality Polish translation (so I've been told) and spotted a lot of bugs, most of which have been fixed.

Download it free here: https://firsthomm.com/

I've been doing testing of campaign playthroughs as livestreams on youtube here: https://www.youtube.com/@firsthomm I'll be testing out the new campaign "The Spirit World" to see if my weird victory conditions work.

For everyone else, many bug fixes on animation, the campaign game has been tested more fully, and improvements to the Spirit World campaign to now make it playable.

2026-10-21 Release Notes:

*12 languages supported! added BR - Brazillian Portuguese to languages - adding new font and machine translation, no buttons - they remain in English.

*fixed campaign game gateway assigned to player

*improved PL translation - thanks to Indiger

*removed hero faction banner for hero on horseback art mod (bug reported by Indiger)

*revert to normal hydra art if a shipyard is present in castle (bug reported by Indiger). The castle construction workers have some swamp reclamation work to do to make a shipyard.

*fixed missing buttons and screens for FR,DE,PL,RU (cost per troop, hiscore buttons, hero dismiss, restart scenario, campaign screen, campaign buttons, kingdom overview screen)

*fixed a few missing translation keys (tough,impossible maps, luck and morale modifiers, select info hover text, quikinfo hero stats)

*fixed some rendering bugs where L1 tiles were clearing the L2 tiles obscuring them (chests behind castles)

*fixed routing to allow hero to collect treasures behind castles

*fixed victory conditions in Spirit World to handle the shipwreck dual tile event structure

*updated Spirit World campagin maps to have better creature assignments, minor map bugs


r/HoMM • • 2d ago

HoMM5 [MOD] HoMM5 widescreen + font + skip intro

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60 Upvotes

I have two problems with HoMM5: 1) no widescreen support 2) too much Monotype Corsiva. Could not google up any reliable fixes, so I wrote my own mod.

The mod does this for base game and HoF:

  • Widescreen UI with no stretching
  • Fullscreen/windowed checkbox in the settings

For base game, HoF and ToE there are also options to

  • Remove fade to black on start and remove intro vids
  • Replace the font with Palatino for non-header text

The mod works via DLL hook with proxy d8input.dll and an extra .pak archive generated by installation utility from games files. So no game files are modified on disk.

Palatino required some custom tuning for letter spacing. Tested on 4K, 2K, 1080p.

GOG, Steam and Heroes 5.5 are supported.

The mod currently is absolutely not peer tested yet. Any feedback is appreciated.

Download link: https://github.com/nvzoll/homm5-widescreen-patch/releases/download/v0.4.0/homm5-widescreen-patch.zip


r/HoMM • • 2d ago

HoMM3 - Vanilla/SoD/Complete. New Horizons 0.85 launches today (experimental early access)

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1 Upvotes

r/HoMM • • 4d ago

HoMM5 Nobody understands Heroes 5 like I do

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180 Upvotes

r/HoMM • • 4d ago

HoMM2 Heroes 2 now online in browser and works also on phone

93 Upvotes

So I just discovered Heroes 2 is in browser with touch support ... Sadly not many people play so I thought I would spread the word.

https://heroes2online.com/heroes2/play


r/HoMM • • 5d ago

HoMM1 HoMM4 C++ from scratch Update-2

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48 Upvotes

r/HoMM • • 5d ago

HoMM2 HOMM 2 FORSAKEN LANDS, VERY TOUGH MAP

12 Upvotes

Had a lot of fun with this one, playing green on normal difficulty. It is very tough, took numerous tries, recommended


r/HoMM • • 7d ago

Might and Magic - Lore related. STRONGHOLD (LEGO)

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58 Upvotes

r/HoMM • • 6d ago

HoMM3 - HotA Heroes 3 HotA: Victorious defense against the Tower boss with Horn of the Abyss artifact

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3 Upvotes

A battle video from my gameplay of the map World 4 You : )


r/HoMM • • 7d ago

HoMM5 Heroes5: Battlefield remake Day 32

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30 Upvotes

r/HoMM • • 8d ago

HoMM5 Only 2 things are certain in life...

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156 Upvotes

r/HoMM • • 7d ago

HoMM5 Oh, okay...

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37 Upvotes

r/HoMM • • 8d ago

Other/Fluff Heroes of my dreams & stuff

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203 Upvotes

Heroes of Might & Magic holds a special place both in my eternally boyish heart and in my aesthetic worldview development. And it was Heroes II, rather than III, which influenced me most, unlike the majority of my fellow enthusiasts. Its incredibly touching illustrative style, its storybook spirit, and its Renaissance sensibilities left a lasting mark on me.

Now the time has come to show you a long-running fan project of mine, one I’ve been secretly doodling for many years, in those moments when I’m out of juice to do anything else.

And let’s be honest: every one of us (those who get it, get it!) tends to secretly nurture visions of our own personal Heroes in our ageless imagination. The one true version, visually perfect and flawlessly balanced gameplay-wise. What should the conceptual rosters look like? What should their visual identity be? Which mechanics should be improved, which ones added, and which ones discarded like food that just doesn’t taste right?

My fan project is an attempt to imagine faction lineups that are cohesive and thoughtfully balanced in their design, the way I would like to see them in my dream version of Heroes. Since I’m not yet particularly skilled at painting Arcadian landscapes, there won’t be any town screens for now (perhaps someday, if you’re interested and we’re determined!). For the moment, you’ll see only art of the units and heroes for each faction.

The artworks will come with lengthy descriptions covering the lore and mechanics, but above all, the design. For me, this is also a kind of research at the intersection of history, mythology, fairy tales, and my tender affection for HoMM. When imagining and sketching these little characters, I drew on a wealth of references and allusions to pop culture and classical myths. But you won’t find any AI-generated images here, no matter how much you ask (and that’s another reason we won’t be seeing any town screens just yet).

So, my lovelies! Between now and the end of the year, I’ll be posting conceptual designs for the heroes and lineups of the eight classic Heroes armies (roughly on Thursdays, perhaps?). One faction per week.

All the designs and the visual logic behind them will follow these principles:

1. Lineups will be built around the idea of magical factions: alliances of different creatures and professionals united by a common theme, as in Heroes I–IV, rather than fantasy races, where a lineup consists predominantly of one species divided into different classes, as in Heroes V–VI. The only exception, as usual, will be the titular human faction, the Castle knights. They get a pass; it’s tradition. But no orc archers, orc stormtroopers, orc mechanics, and orc alcoholics! If it’s an orc, there’s only one of him, and he’s unique.

2. There will be eight factions, half of them broadly “evil” and the other half broadly “good.” They’ll oppose one another in pairs: day and night, life and death, civilization and wilderness, cunning and brutality. I originally intended to publish them in the order of these opposing pairs, but certain holidays might force me to shuffle a few things around 🎃.

3. Since Heroes III is, by overwhelming popular consensus, the most beloved and celebrated installment of the series, I’ve drawn seven units for each faction, ranging from pawns to queens. No upgrades, although some units will occasionally come with rough notes on possible upgrade options.

4. Since Heroes II remains my own most dearly beloved installment to this day, each faction will have one hero, shown in one of their two variations.

5. For the same reason (Heroes II!), the factions will lean toward a mythological, fairytale aesthetic, while unit names will be as clear and concise as possible. The armies in my dream version of Heroes are conceptually simple, but expressive. With a few rare exceptions, you won’t find any “mighty hip-fired axe-throwers,” “tourmaline capybara riders,” or “ethereal boatman-prosecutors” here.

6. Visually, you’ll find plenty of unmistakable nods to pop culture, films, books, and cartoons in the unit designs. This is a deliberate choice. First, it’s a heartfelt homage to those wonderful worlds that set my childhood imagination ablaze. Second, many of the unit designs in Heroes II–III follow precisely the same principle.

7. Conceptually, however, there will be no references to contemporary pop culture. All the creatures in our factions will be drawn from ancient myths and fairy tales. With perhaps a couple of exceptions (after all, we can respectfully count Tolkien among the great mythmakers), you won’t encounter creatures invented specifically for D&D or other modern fictional universes.

8. I really wanted this project to preserve the spirit of storybook illustrations and that original, childlike sense of magic, unclouded by excessive complexity. I hope looking at these pictures and reading their captions will bring you as much joy as creating them has brought me.

And for now, here are a couple of sketches to give you a taste of things to come.


r/HoMM • • 7d ago

HoMM5 It is possible

5 Upvotes

#StopKillingGames


r/HoMM • • 8d ago

HoMM3 - HotA Newest addition

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36 Upvotes

Fan art oil painting - Zydar ("pixelated realism")

So far:

Sandro - done

Zydar - done

Solmyr - done

Malekith - done

Crag Hack - done

If youre like it, add me on instagram https://www.instagram.com/pcm4k3r/ to see future (probably not only Heroes artwork :D)


r/HoMM • • 8d ago

Might and Magic - Lore related. Arcane Avatar 🧞

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8 Upvotes

r/HoMM • • 8d ago

Other/Fluff How HoMM sparked a guitar pedal in rl

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11 Upvotes

What’s the most memorable experience you’ve had thanks to Heroes of Might and Magic?


r/HoMM • • 9d ago

Other/Fluff Heroes Gog games on Linux/wine

10 Upvotes

I got all Heroes games except 6 (didnt try) working on Linux (directly without launcher for the Gog ones, luv me directly clickable desktop shortcuts) and wanted to share the fundamental basis of how in case people struggle because not all of these are easy even with launchers like Lutris, H5 was a huge pain.
Some of these I did a while back, so it can be a bit vague.

Heroes 1: stock wine works for install, use 32bit prefix, but call game with dosbox -conf /path/h1/dosboxHOMM1_single.conf (dosbox can be installed straight from package manager)

  • fix any "..\" in the "mount" section with full path references to the files in question using forward slashes
  • needs a block on top like the following. Needed midi device ID "xx" is seen in: alsactl info|grep --color -e ^ -e "iface:"

[sdl]
fullscreen=true

fullresolution=desktop

output=opengl

[render]

aspect=true

[midi]

mididevice=alsa

midiconfig=xx:0

[IPX]

ipx=false

  • Fullscreen is not static but can be toggled off/on with Alt-enter anyway
  • not sure if opengl is correct in all cases, if it doesn't work just try other stuff the dosbox documentation lists.
  • Working settings in the "Game Dos Settings" for me are "SoundBlaster16/AWE32/Compatible", "16 bit stereo" and "VESA Compatible".
  • sometimes the midi device ID seems to change and this config needs to be re-edited unfortunately.

Heroes 2: stock wine works for install, use32 bit prefix, but call game with dosbox -conf /path/h2/dosboxHOMM2_single.conf

  • further adaptions like in Heroes 1 above, but the mount block does look different

Heroes 3: stock wine does not work anymore, I used wine-ge with a 32bit wineprefix. You can just call all the installers for HD mod, Hota and such with the same prefix and gradually stuff everything in there.

  • H3 is quite friendly to just copying the installation folder if you're juggling multiple HotA versions or messing with other mods
  • for VCMI just follow the guide on their page, but it can be beneficial to symlink and replace ~/.local/share/vcmi if you want to play around with multiple versions.

Heroes 4: stock wine on 32bit prefix works just fine for me, HD mod and editor are a bit annoying. More detailed guide about these exists here.

Heroes 5: stock wine does not work anymore either, use proton (I used proton-sarek) as I described here. Short form out of that for not crashing on startup:

  • cd /path/h5proton/pfx/drive_c/h5/bin/
  • STEAM_COMPAT_CLIENT_INSTALL_PATH=/protonpath STEAM_COMPAT_DATA_PATH=/path/h5proton /protonpath/proton run /path/h5proton/pfx/drive_c/h5/bin/H5_Game.exe
  • Proton can convert a protonprefix between different proton versions for easy testing around but you need to rename the base folder to pfx if you're coming from a regular wineprefix

For the other ones assuming people have them on steam, just check protondb ;) H8OE is super easy, H7 needed some specific proton version (8?) to play nice (7.5 mod needed some CLI action with the proton variables like used for H5 but steam-specific, dont have the details on hand atm), H6 was a pain even when I was still on Windows so I assume it's hard.

In theory: install H3 first out of the first 4 because it's the trickiest on wine level, and just stuff H1/2/4 into the same 32-bit prefix with the same runner. H1/2 probably dont care about wine version at all anyway since they're DOS (although the DOS layer can be very finicky too), and H4 has been strangely robust throughout wine versions for me.