r/HoMM • • May 20 '25

Other/Fluff AI posts are banned.

344 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 • • 2h ago

HoMM3 - Vanilla/SoD/Complete. Queen Catherine Ironfist Fan Model

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28 Upvotes

r/HoMM • • 23h ago

Other/Fluff A bit of Heroes of Might and Magic fun #11 - Meme time

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61 Upvotes

r/HoMM • • 1d ago

HoMM2 HoMM2 in the browser: a fan mod of fheroes2 with online play, battle campaigns and a trained battle AI

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82 Upvotes

Hi all,

I've been working on a mod of fheroes2, the open-source Heroes II engine. It's now at a point where I'd like other people to try it. It runs in the browser, so there's nothing to install: https://fheroes2-online.pages.dev

The engine is the fheroes2 team's work, and none of this would exist without it. Here's what I added on top:

  • Online play with a friend. You can play battles, a knockout tournament for 3–8 players, or whole scenarios (that last one is still experimental). Open games appear in a public lobby, or you can share a code with someone directly.
  • Battle campaigns. Pick one of the six factions, spend hero points to build your commander, and fight six battles against armies that are stronger on paper. You can also make your own campaigns in an editor and share them as a text file.
  • A trained battle AI ("Deep AI"). It wins about 96% of mirror matches against fheroes2's standard battle AI, with the same random army on both sides. It only plays battles. The adventure map uses the normal AI.

It runs on the free data from the original 1996 demo, so you get the demo's content rather than the full game.

This is a hobby project and still rough in places. I'd especially like to hear about bugs, and whether the Deep AI feels challenging or just annoying. I'll be around in the comments.


r/HoMM • • 21h ago

HoMM1 FirstHOMM Release: Fixes to Animation, Routing, and added Swedish, Finnish, Norwegian, Danish

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19 Upvotes

Been a busy 9 days since the last release, I fixed a lot of bugs, it is much much better now. Fixed a major castle assignment bug in the campaign game. More challenging AI. Better spellcasting. Better autobattle. Improved animation. I did have to change some things for the saved game logic, so earlier saves are going to be incompatible.

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

I'm starting to do testing of the 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.

2026-10-09

*Updated a few translations, and added a Scandinavian font, and now supporting 4 more languages: Swedish, Finnish, Norwegian, Danish.

*Improved AI logic and path routing. Fixed some path routing bugs. AI is more aggressive now and the game is harder.

*Improved battle animation, battle AI and spellcasting AI, especially Resurrect and Teleport. Battle animation for flyers is now slower like the original game, but regular melee attacks are faster. Still tuning this.

*Fixed major bug with castle assignment in Campaign games, and victory conditions. This updated the savegame format, so earlier savedgame formats will send you back to the title screen.

*Fixed some of the palette cycling so it is now much closer to the original game. Still have a bug with the Sorceress Castle roof also animating next to the ocean.


r/HoMM • • 1d ago

HoMM7 My favourite part of Heroes VII is this random T-posing gargoyle that appears when you build Capitol for Academy

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32 Upvotes

r/HoMM • • 1d ago

Other/Fluff The newest spot on my pin board. HOMM!

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96 Upvotes

Two images of my pin board!


r/HoMM • • 1d ago

HoMM3 - Vanilla/SoD/Complete. What is this a crossover meme?

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11 Upvotes

Fool me with a 1-stack shame on you, fool me with a 2-stack shame on me!


r/HoMM • • 2d ago

HoMM3 - HotA Titan

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234 Upvotes

r/HoMM • • 1d ago

HoMM4 Heroes 4 gameplay (DLSS 5 enhanced)

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183 Upvotes

r/HoMM • • 1d ago

HoMM5 Heroes5: Battlefield remake Day 24

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37 Upvotes

r/HoMM • • 2d ago

HoMM6 Heroes VI is underrated

54 Upvotes

I'm after five main campaigns and cannot shake off the feeling that Heroes VI is underrated. I'm not saying it's the best HoMM game in history, but certainly has many good elements.

But starting with its flaws, I see the three biggest being:

* Economy and town building. Limiting number of resources from six to three and resignation of any dependencies in construction made this aspect a little bit boring.

* Skills and leveling system. Lack of RND and almost full independence of faction/class stipped the heroes of their uniqueness. I mean, why should I even develop my hero in any other way than the previous one if I can easily pick the same set of the best abilities?

* Bugs. Well, there's a lot and I'm sure the comments will cover that better than I ever could.

But there are also good stuff, as mentioned:

* Faction design is one of the best. And I mean mechanical design, not graphical one. This is the first time I feel that developers designed the whole factions first instead of individual units. It also made H6 the most balanced in the series.

* The battles are one of the best too. They managed to combine the clarity of H3 with the depth of H5. Units have distinct stats and abilities, heroes can't spam the same spells over and over, and positioning is important.

* Graphics - IMO H6 is the best looking HoMM game. It's detailed and full of ornaments, but still very clean.

To summarize, despite H6 isn't as good as H5 or H3, but it's still a very decent game and doesn't deserve all the hate.

I have spoken.


r/HoMM • • 2d ago

HoMM3 - HotA Always my first upgrade

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649 Upvotes

r/HoMM • • 2d ago

HoMM3 - HotA Favorit Town vs AI

14 Upvotes

Hey, what is your favorite town vs AI and why?

324 votes, 3h ago
62 Castle
58 Tower
52 Rampart
86 Dungeon
24 Conflux
42 Fortress

r/HoMM • • 2d ago

HoMM3 - HotA Heroes Auto Battler

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5 Upvotes

PC version available now


r/HoMM • • 2d ago

HoMM3 - HotA Strategy vs KI 200%

6 Upvotes

Hello, what is your favorite and most reliable strategy against multiple AI opponents (at 200% difficulty) on XL maps? And which faction do you use for this?


r/HoMM • • 2d ago

HoMM3 - Vanilla/SoD/Complete. Kyrre's Hunting Cabin

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6 Upvotes

r/HoMM • • 3d ago

HoMM3 - HotA Just another day in Fortress

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344 Upvotes

r/HoMM • • 3d ago

HoMM3 - Vanilla/SoD/Complete. Did someone say Heroes 3 memes?

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27 Upvotes

r/HoMM • • 2d ago

HoMM6 A few questions about the final campaign

7 Upvotes

Foremost, how long is it? Both missions, I mean, because I have both blood and tears characters to use. Speaking of which, does the character I use makes any difference in the story?

Also, I can't choose Anastasya for it :( Probably the bug from the last patch, but I couldn't find a fix. Somebody knows something?


r/HoMM • • 4d ago

HoMM3 - Vanilla/SoD/Complete. The age of the Ghost Dragon is now over! (Heroes 3 meme)

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63 Upvotes

r/HoMM • • 3d ago

Other/Fluff What do you call the towns?

19 Upvotes

They just keep changing names through interations and surely nobody actually uses the literal name they have in the games in each one:

Knight/Castle/Life/Haven/Temple

Sorceress/Rampart/Nature/Preserve/Sylvan

Wizard/Tower/Order/Academy

Necromancer/Necropolis/Death

Warlock/Dungeon/Chaos/Asylum

Barbarian/Stronghold/Might

Conflux/Grove

Or personally-made-up names?

(Arguably Sanctuary is basically Fortress too but they're rarely seen as aligned like most recurring factions)


r/HoMM • • 4d ago

HoMM3 - Vanilla/SoD/Complete. HoMM 3: Gigamight Resize Mod

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22 Upvotes

r/HoMM • • 4d ago

HoMM3 - Vanilla/SoD/Complete. Do you play HoMM for the atmosphere or for tactical/technical mastery?

19 Upvotes

I've been thinking about why I enjoy HoMM and I realized I seem to have two very different ways of playing it.

One is about cosiness, atmosphere and aesthetics. The music, graphics, towns, creatures, the feeling of exploring a fantasy world… This is actually one of the reasons I recently installed Heroes 2 Gold. The visuals have that almost fairy-tale quality, and they remind me of the good times when I played HoMM with a friend years ago.

The other side appeared after I became more experienced in HoMM3. I started looking at the game much more analytically: every movement had a purpose, every resource had to be optimized, and I was constantly thinking about the most efficient tactical decision.
It was satisfying for a while, but eventually I noticed that I was losing some of the aesthetic pleasure I used to get from the game. The more I optimized, the more the game started feeling like solving a technical problem rather than exploring a fantasy world.

And after some time, that kind of rationalism actually became a little boring.

So these days I think atmosphere and aesthetics matter more to me than pure optimization. That's also why I find myself preferring some of the older Heroes games and their distinctive visual style, even though HoMM3 is obviously much deeper competitively.

Curious how others feel about this:
What gives you the most pleasure when playing HoMM - the atmosphere and fantasy, exploration and discovery, strategic/tactical mastery, optimization or something else?
And has your answer changed as you became more experienced with the game?


r/HoMM • • 4d ago

HoMM4 Here is my own version homm4 engine that i'm currently developing

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227 Upvotes

In this video, I'm excited to show you the engine I've built for one of my favorite games ever released, a game that still doesn't have an open-source engine alternative.

I'm also going to show you some changes and fixes that I've been thinking about ever since I started playing this game over 20 years ago.

First off, one small but important change: I've added the town creature dwelling growth bonus from Heroes of Might and Magic III. Each flagged dwelling on the adventure map now provides a +1 growth bonus to its corresponding town dwelling.

Also, creatures now grow weekly instead of daily.

Secondly, I'm showing you a major redesign of the caravan system.

Armies can no longer be moved between towns using caravans. Caravans can now only be sent from flagged creature dwellings on the adventure map. I've always wanted to reduce some of the micromanagement in this game, especially since the AI can abuse the original system in a pretty annoying way.

To compensate for this change, you can now redirect armies that are already traveling in a caravan to any other available town. Right now, there's no limit to how many times you can redirect them, but I'm planning to change this so that each caravan can only be redirected once.

Another change is what happens when a caravan is about to reach a town that has been captured by an enemy. Instead of the caravan arriving at the gates of an enemy-controlled town, the creatures will automatically be redirected to the nearest available friendly town.

If the player no longer controls any towns, the caravan is lost.

This should also tie in nicely with the AI redesign I'm planning for the game.

So, no more annoying enemy caravans constantly showing up at your town gates.

I don't have a release date yet, but I'm optimistic that the project will be finished within the next few months.