Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Library of Enlightenment > Thread: Progression questions
Thread: Progression questions
onomastikon
onomastikon


Hired Hero
posted November 30, 2005 03:31 PM

Progression questions

Hello, me noob still here with some more noobish questions about HOMM3 if I may:

1. I see the immediate worth of certain skills, say Armorer. At Expert, thats 30% less damage, meaning all your troops have 30% more effective HP or are about 1/3 meaner. But then there are other skills, like... First Aid, or Navigation -- now these are also nice things to have, I am sure, but I just don't see how that can compare in any way to having a 10-30% bonus to your entire army strength all the time. So my questions are these: Is this an oversight? And: Is there a way to influence anytihng? I mean, when you go up a level and are offered a choice, is this choice dependent on anything in-game that one can influence? And is it better to just choose an advancement in some other skill (even not a great one) so that you can save precious slots for things like Armorer or Wisdom? (Or am I missing something?)

2. What exactly do the difficulty settings make difficult by exactly how much? I ask because when I play on "Normal", I never have enough resources until about the end of week 6 -- then I have so much that if there is anything left to build, I can build it easily and/or (subsequently) just recruit whatever I want. Are most games played on "Hard"?
I ask because IIUC most people try to climb the creature tech tree to 7th level asap (right?), often upgrading those too -- so how do you do that with so few resources?

3. I see now that there is a lot of consensus here in the community that certain towns are better than others in almost all circumstances. I am still a newbie so I will withhold judgment (although I do see the appeal of a Castle or a Dungeon over an Inferno on almost all maps I have seen), but my question is: Is this addressed in any mods which try to balance things out (e.g., making the wimpier races less costly, or the more powerful ones more expensive or somehow nerfing them)? And if so, could you recommend any and/or give links to them -- especially ones which don't go too overboard?

thank you

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 13, 2005 05:02 PM
Edited By: angelito on 14 Dec 2005

Quote:
Hello, me noob still here with some more noobish questions about HOMM3 if I may:

1. I see the immediate worth of certain skills, say Armorer. At Expert, thats 30% less damage, meaning all your troops have 30% more effective HP or are about 1/3 meaner. But then there are other skills, like... First Aid, or Navigation -- now these are also nice things to have, I am sure, but I just don't see how that can compare in any way to having a 10-30% bonus to your entire army strength all the time. So my questions are these: Is this an oversight? And: Is there a way to influence anytihng? I mean, when you go up a level and are offered a choice, is this choice dependent on anything in-game that one can influence? And is it better to just choose an advancement in some other skill (even not a great one) so that you can save precious slots for things like Armorer or Wisdom? (Or am I missing something?)

I think u canīt compare "battle" skills like armorer (expert armorer means 15% damage reduction, not 30% btw...) and offense with "map" skills like navigation or estates.
If u have a map with much water and many islands, navigation is as important as logistics is on maps without water. Armorer and Offense wonīt help ya if u canīt reach your opponent.. There do exist skills which help ya in any map (or most of them), and there are skills which u will need for some specific kind of maps only.
About the choice of skills when leveling up, there is a new thread on first page about these percentages. Should answer your questions i guess.

Quote:
2. What exactly do the difficulty settings make difficult by exactly how much? I ask because when I play on "Normal", I never have enough resources until about the end of week 6 -- then I have so much that if there is anything left to build, I can build it easily and/or (subsequently) just recruit whatever I want. Are most games played on "Hard"?
I ask because IIUC most people try to climb the creature tech tree to 7th level asap (right?), often upgrading those too -- so how do you do that with so few resources?

Most online games are played on 130%, on richer maps (templates) u play on 160%. The reason why u donīt have enough resources till week 6 for your building order is simple. You donīt fight enough!! If u play on 130%, u should have at least 4 heroes day 1! If the map is richer, even more. And now u should try to fight with all 4 heroes, and not just with the hero u have chosen as starting hero. Donīt worry about the experience points your "main" will miss if the fights are done by other heroes, coz he will get much more experience some days later with better troops. With the resources and the money u will get from the fights u do with all your heroes in week 1/2, you will be able to build high level dwellings in your town, buy these high level troops and do even more tougher fights with your heroes.
Take Castle town for example. If u are able to get all the wood u need, fight some crypts in week 1 (full crypts give 5000 gold and can be done on day 1 normaly without any big losses!!), u could build castle and cavalier dwelling week 1. This means u could have 6 cavaliers on day 8. If u r lucky and have stables in your area, you could even have 6 champions! And this is for sure a strong army! Now u will get much more experience points (perhaps out of a tough guarded pandoras box!) for your main hero. So his stats raise, he will prolly get expert earth soon, and with mass slow and 6 champs, u wipe out the whole map () Try to get tactics, and no1 can stop u. You get more resources, more money (medus stores, imp caches, nagabanks) and be able to build your portal of glory in week 2.

Quote:
3. I see now that there is a lot of consensus here in the community that certain towns are better than others in almost all circumstances. I am still a newbie so I will withhold judgment (although I do see the appeal of a Castle or a Dungeon over an Inferno on almost all maps I have seen), but my question is: Is this addressed in any mods which try to balance things out (e.g., making the wimpier races less costly, or the more powerful ones more expensive or somehow nerfing them)? And if so, could you recommend any and/or give links to them -- especially ones which don't go too overboard?

The more rules u set on a match, the more unbalanced the different towns will become. Donīt rule out any hero or any battle spells, and u will have a more balanced game, than if u would ban these log heroes and implosion or armageddon. If a map is big enough, Inferno will get very strong coz of the demon hoarding ability. Castle will be strong coz of his Archangels and conservatories, but a town like Dungeon could stand a chance with Armageddon or summon elemental for example. Fortress has big defence and many wyverns out of hives for example. Stronghold is very fast (in cleaning the map) and has the best might heroes. And so on.....Only real problem is Necro (even armageddon doesnīt help vs legions of skeletons..) and prolly Conflux. But all other towns are not that unbalanced as it seems on the first view.
Just my opinion of course.
____________
Better judged by 12 than carried by 6.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted December 13, 2005 05:35 PM

So very true. One of the worst rules ever invented is banning of spell specialists by some players who only know how to play might hero + one of castle, stronghold or rampart (those players often aren't even good at that). Banning offensive spells is lame as well. Dungeon is unstoppable when it gets armageddon, so it sounds fair to me that the town that would normally lose every time would occasionally get an opportunity to have a nearly 100% win. Same goes for Inferno + armageddon. (Since demon hoarding doesn't really compensate for its weakness.) Banning hives is very lame too because it makes fortress too weak compared to the other towns. (And no - strong level 5 critter does not compensate for the overall weakness.)
Only town that doesn't really win from removing certain rules is Tower. A town that's supposed to have the strongest magic will not be able to realize its potential in most of the games. It is nearly impossible to collect 100+ gems it needs to build level 5 mage guild + library + all of its upgraded dwellings + titans. Whether by design or because of the bugs snow does not have Gardens and Naga Banks won't give you gems.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
zsa
zsa


Famous Hero
posted December 15, 2005 12:32 AM

I agree that fewer rules is better and it is true that a lot of times people invent them to just increase their advantage.

I always found it ludicrous to ban certain spells from the game completely (like impo, arma). I see banning lvl 4-5 scrolls fair game, but not banning spells completely. Most of the time I do not like banning lvl 4 spellcasters either.

However, I did play with no lvl 4 spell casters before and it is not a bad rule on more open templates.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0474 seconds