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Heroes Community > Library of Enlightenment > Thread: Make the game of your dream! Resurrection of HoMM3
Thread: Make the game of your dream! Resurrection of HoMM3 This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Tapani
Tapani


Adventuring Hero
posted September 17, 2006 02:53 AM

If you go for banning cartographers, you should also disable expert view air/earth. Those reveal the whole map as well.

//Tapani
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 17, 2006 01:52 PM

1)
reply to Angelito
I think that bug that you have seen could be caused by E1 patch. I have just set probabilities of Navigation and Diplomacy to 0, however that distorted skill table (total sum of probabilities per hero class must be = 112). So i revised skill patch to E2 version  and uploaded to site. A1 patch will be also revised a bit later.

2)
reply to Tapani
actually View Earth/Air are strong spells...perhaps it would be better either to place them on higher level or ban them. Question will be included into votings and discussions.
3)
For Natives lovers - Download new E3 patch:

http://randommaps.narod.ru/text.html

P.S. not tested yet. any bugs - please write me email
4)
i propose to organize "roundtables" on changes, votings, expression of ideas and live discussions . Place, agenda and time to be defined later.
____________
I play HoMM3 at www.heroes-
III.com

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Ecoris
Ecoris


Promising
Supreme Hero
posted September 17, 2006 03:31 PM

Quote:
I have just set probabilities of Navigation and Diplomacy to 0, however that distorted skill table (total sum of probabilities per hero class must be = 112).
No SAG, that is not correct. The sum can be anything. However the single probabilities cannot exceed 127. Otherwise they're treated as 0.

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maretti
maretti


Responsible
Supreme Hero
posted September 19, 2006 11:52 AM
Edited by maretti at 11:54, 19 Sep 2006.

I tried to install the B3 patch but my game crashes with that installed. So there must be some kind of problem with it.

About the C1 patch: I think its a mistake to change the value of the resistance arts. These arts are actually quite usefull.
____________
Crag rules, Orrin and Ivor suck

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liophy
liophy


Famous Hero
Bulgarian
posted September 25, 2006 01:56 PM

I have a suggestion about autosaving. It regards the cheating from some players who load the map and spy the oponent.

So - the idea is to prevent this. It could be realised by disable of the autosave and save option at all.

The only save of the game will be done upon disconect or not at all. That way you will be sure that the other dont use second PC to spy you.

You may say its kind of paranoic, but there are important games when you want to be sure there is no cheats.

And if its possible to program - it may be implemented special additional patch that activates the save only if both the players get online together - like save build from to parts that needs to be assembled as an artifact.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 08, 2006 05:47 PM

Bump.
____________
Better judged by 12 than carried by 6.

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lkru33
lkru33


Promising
Famous Hero
3x NFL Pick'em Champ
posted December 08, 2006 07:18 PM

I hope the construction of a better H3 does not die out.  Definitely an excellent idea! Sag and the experts, make it happen
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted December 09, 2006 02:24 PM
Edited by SAG at 15:43, 09 Dec 2006.

team, i'm pretty busy now with New H3 Tourney that is 70-80% ready. I will make separate post when it will be ready.

Anyway today i post some more info on topic (description is not full, more tables to follow):

1) DON'T CHANGE THESE TXT FILES WITH EXCEL OR NOTEPAD. USE SPECIAL TEXTEDITOR OR TXTTABLESEDITOR TOOLS.

2) Some patches may work incorrectly if they are not fully downloaded. I use free hosting website, therefore download speed is slow. Sizes of the files: Artraits (~29kb), Hctraits (~4kb), Objects (~187kb), Sptraits (~46kb).

3) E3 patch (Natives) works incorrectly when number of heroes exceed limits (e.g. both players play same town). I will revise it later someday.

4) IMPORTANT! Some patches needed to be on host PC (i suppose B,C)..and some needed to be on both PCs (A,D,E) - in order to work correctly. I noticed that one player was asked for Navigation even with E2 patch on my PC, therefore i think that BOTH players need it. This information needs further validation.

5) Witch hut (and maybe University? ) may still offer Navigation or Diplomacy even with E2 patch.

6) So what can be changed with txt "patches" or i would say "configuration files":

(Crtraits)
Units:
Name of the unit
Cost of unit (gold, resources). example: can make Crusader to cost gold 1000 + 1 ore
Fight Value (not sure, perhaps it's used during setting guards) current setting example: Pikeman's Fight Value is 100, Archangel's is 6033.
AI Value (not sure, perhaps it's used by AI to determine which guards to fight first) current setting example: Pikeman's AI Value is 80, Archangel's is 8776.
Growth per week
additional Horde Growth (with special buildings in town)
Hit Points
Speed, Attack,Defense
Damage low/high
Number of Shots
Number of Spell casts
Neutral guards quantity low/high

(Objects.txt)
Pictures & animations (any object like trees, heroes, spell animations)
Passability of each object (normally 1 cell, but sometimes more e.g. Utopia)
Entry cell of each object
Terrain placement restrictions (can object be placed on 1) water 2) lava 3) sub-terranian 4) rough 5) swamp 6) snow 7) grass 8) sand 9) dirt)

(CrGen1.txt)
Names of creature dwellings

(artraits.txt)
Cost of artefact
Slot
Class (Treasure, Minor, Major, Relic, Special)

(ballist.txt)
Ballistics
% chance to hit Tower/Gate/Wall
number of shots
damage from 1 shot (1 or 2 points)

(Building.txt)
Cost of town buildings (gold, resources)

(CrBanks.txt)
Name of bank
Chance to get level of bank (from 1 to 4)
Number of guards in stack
Type of guards (up to 4 different types)
Chance of upgraded unit in bank
Combat value
Reward (gold, resources, creatures, artefacts). Artefacts can be setup only as Treasure, Minor, Major, Relic

(Hctraits.txt)
This is table for skill probabilities and level-ups.
Hero aggression index
Starting primary skills (attack, defence, SP, knowledge)
Probability of gaining a primary skill (level 2-9)
Probability of gaining a primary skill (level 10+)
Probability of gaining a secondary skill
Probability of getting hero type in town tavern

more txt description to follow...

6) Some ideas that i think about: more wells, less Obelisks.

7) What do you think about balancing Inferno and Tower towns?
According to poll at my website, only 3% of people play Inferno and 5% play Tower (40 responses so far). Maybe it's good idea to make Medusa store appear at Lava terrain only and contain 15-25 demons as bonus inside? Or you would prefer to keep it "as it is"?

8) THANKS to all who post their thoughts here...and to those who still love this game

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God2
God2


Adventuring Hero
Your benevolent deity
posted December 24, 2006 01:25 AM
Edited by God2 at 01:27, 24 Dec 2006.

Looks promising! I am looking forward to test this later. I do have a couple suggestions though:

1. Magog fireball attack.

While this is no bug, a friendly-fire AOE range attacker in a faction that has mostly melee walkers in its army is rather pointless. The only time I get any use out of these are when attacking towns or when hitting ranged troops that are placed inside obstacles and guarded by one unit.

Proposed solution: Either remove the fireball effect and add 1 or 2 more average damage or more attack skill, or remove the friendly fire trait.

2. Diplomacy and joining armies.

"The Power Liches wishes to join your army in search of honor and glory..."

This can turn a multiplayer game completely. I have been on the losing end of a game after my opponent got "lots of power liches" to join him in week 2-3 or so. These occurances are random, and randomness can be very balance disrupting at this level. (Getting 300 instead of 500 gold in a pile is ok. Recieving 34 Liches instead of fighting them is not ok.)

Proposed Solution: Either remove both diplomacy and joining armies completely, or restrict joining armies to heroes that have diplomacy, and only allow a small percentage of the original stack to join, based on diplomacy level. (As an example, basic could give 5% of stack, 10% with advanced, and 15% with expert.)
____________
www.shoryuken.com


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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 24, 2006 05:17 AM
Edited by angelito at 05:20, 24 Dec 2006.

Diplomacy is ruled out in 99,9% of all multiplayer games anyway.

And the multihex attack of the magogs has its advantage too. Often a player tries to protect his shooters in a corner with some melee fighters. When he knows opponent has a horde of magogs, he prolly has to think about a different strategy..
____________
Better judged by 12 than carried by 6.

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black_knight
black_knight


Known Hero
LT League
posted December 30, 2006 10:03 AM
Edited by black_knight at 10:06, 30 Dec 2006.

Inferno is to week, so maybe Arch Devils can be better, or creatures cost not so much or smth. :]

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 27, 2007 09:15 PM

specially for allied 2v2 games i added new patch B5. This patch eliminates tents and boarder guards only. do you need anything else?

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Fortress_fan
Fortress_fan

Disgraceful

posted January 28, 2007 12:22 PM

You have to balance Conflux and Necropolis. Right now they are overpowered. Nerf Phoenix growth and double the cost of buying magic skills in the University. Necromancy should also be nerfed, Basic: 5%, Advanced: 10%, Expert: 15%.

And allow Eagle eye and Scholar to give the hero level 5 spells. Estates should give max 800 gold per day. Change the native terrain for neutrals from Dirt to Sand.

Just my two cents.

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HeymlicH
HeymlicH


Famous Hero
posted January 28, 2007 12:58 PM

Quote:

Patches may be installed with different features like disabling at all Cartographer/Hillfort and banning Dimention Door, Fly, Water walk and Magic Mirror



Why are you banning Magic Mirror? I never considered this spell very important, what am I missing there? Is it just a MP thing?


For the Conflux: Maybe you can reduce the number of Alchemist's Labs on the map to make mercury less available. This change will basically hit Conflux, Necro and Inferno, making it harder for them to upgrade the level 7 creature and build the mage guild. For Inferno you could increase the number of Imp caches to compensate for this. Or modify the resource silo to give 2 mercury (is this possible?).

For necro - it will be very hard to balance this. Their strength is scaling with map size. Making them balanced in a huge random map probably will make them unplayable on small and medium maps. However, removing necromancy artifacts and disabling the amplifier would at least help.

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Jkwo
Jkwo


Hired Hero
posted February 06, 2007 06:23 PM

I'm not sure if it's possible, but getting rid of the expert armorer/air shield/extra damage from towers bug would be terrific.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 06, 2007 07:04 PM

Indeed, those bugs are annoying.

Im curently concentrating on SPtraits con file, since many spells need major tweaks. However, i dont think any radical change that is not aproved by 100% ppl is wanted.

Some of the changes that are surely to be in are increasing the efficiency of magic mirror, fireshield, fireball etc.

ON the other hand, all these patches in txt format make them look cheap. because of that im thinking of creating an instalation procedure that will incorporate this patch (and any other trait based one) into the game itself (not just puting the files into data folder) without any need for external tools.
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Jospan
Jospan

Tavern Dweller
posted February 15, 2007 11:33 PM

Doubtlessly one thing that brings Doom for the magic heroes are the way they grow in secondary skills! Look at the Wizards: they are offered Scholar NINE times (a skill for support heroes only), First Aid SEVEN times (they dont even get First Aid Tents) and more EIGHT to Eagle Eye (does anyone uses it??) and so u have 24 times wasted, what means more than 20% of all!

Witchs? even worse! TEN times for Eagle Eye, 6 for the poor Navigation, Seven for Navigation, while only TWO for the so needed Air Magic

Need to balance all of this to magic heroes to be more effective.

If the changes can be used to balance towns and creatures, so we need to balance especially Inferno and Fortress Towns. Tower a litte bit would be good i think.

My Suggestions on Inferno:

Familiars: +1 Health would be nice!
Magogs: Is it possible to immunize Inferno Creatures from it's fireball attack? Its a double-edge
Cerberi: They are good enough I guess,
Horned Demons: Maybe a little more damage and 1 or 2 speed!
Pit Fiends: I Think they are good already
Efreeti Sultans: They are already good. Maybe they can enjoy one more defence?
ArchDevils: Please give more hit Points here!

PS: Only suggestions. I think not ALL of them shall be aplied together or the city may become overpowered and the idea is to just balance a little.

Fortress:

Gnoll Marauders: OK
Lizard Warriors: Maybe some attack points?
Serpent Flies: +1 Point of damage would be nice
Greater Basilisks: Is it possible to enhance its special? 30% or more to stunning would be cool. Fortress NEEDS to relly on them!
Might Gorgons: Already strong enough I guess.
Wyverns: More hit Points (at least a few) and much more attack and defence. Maybe 3 or 4 of each :/
Chaos Hydras: OK I guess.

The fact is Fortress needs balance desperately
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 16, 2007 12:24 AM

I don't think fortress needs any balancing, i find them quite strong. In fact, they have become my favorite H3 town for hot seat games.

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batman
batman


Hired Hero
posted February 28, 2007 11:51 AM

Native heroes

I allways wondered why the hero type is never important to his troops, troop morale, luck, movement, nothing ...

For example how come a necromancer or a demoniac can lead angels, monks and griffins in battle just as good as a clerc ? And if the demoniac only has castle toups they have excelent morale too !

Can you make some rule so that good-aligned troops under the command of a neutral- or evil-aligned hero do not get that +1 morale bonus for 'all troops of one alignment' ?

That is:

Dungeon, necropolis and inferno heroes can lead dungean, necropolis and inferno troops as they always did, but if these troops are led by conflux, stronghold and fortress heroes, or by castle, tower and rampart heroes, then troops do not benefit from +1 morale bonus.

Conflux, stronghold and fortress heroes can lead conflux, stronghold and fortress troops as they always did, but if these troops are led by dungeon, inferno and necropolis heroes, or by castle, tower and rampart heroes, than the troops do not benefit from +1 morale bonus.

Rampart, castle and tower heroes can lead rampart, castle and tower troops as they allways did, but if theses troops are led by dungeon, inferno and necropolis heroes, or by fortress, stronghold and conflux heroes, than the troops do not benefit from +1 morale bonus.

All other morale bonuses in the game work as before.

What do you say, can this be done ?

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 28, 2007 12:27 PM

Quote:
i suggest to make B3+B5 in one and maybe replace spell scrolls with something else like resource or gold piles.  


B3+B5 is possible, i will make it in few weeks perhaps. i can't substitute specific object with specific object. i may only ban selection of specific object, but it will be substituted randomly.

Quote:
Can you make some rule so that good-aligned troops under the command of a neutral- or evil-aligned hero do not get that +1 morale bonus for 'all troops of one alignment' ?

This is impossible with txt-patches, maybe developers of "Wake of Gods" unofficial add-on can do it with wide ERM-language capabilities. However i don't think that +1 moral is critical for the game...

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