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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»
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 28, 2007 01:08 PM

Sag, I have problems understanding your rules refering to Heroic Tribes.
- Do I have to play the native town the hero belongs to?
- How can I win a game when my main is restricted to level 5??
- Am I allowed to use this hero every game? Or only in finals?
- Can I only use ONE hero the whole game?

I really have no clue how this "Heroic Tribes" tournament works.
____________
Better judged by 12 than carried by 6.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 28, 2007 05:35 PM

Angelito, you posted into wrong thread

next time please port here or on WCL sub-tournament Forum here.

Quote:
- Do I have to play the native town the hero belongs to?


No.
Quote:
- Am I allowed to use this hero every game? Or only in finals?


In Finals only.
Quote:
- Can I only use ONE hero the whole game?


Any quantity of heroes.
Quote:
-How can I win a game when my main is restricted to level 5??


Starting level of your "bonus hero" is limited. Futher in game can be any level.

P.S. good questions, i will include them into Tribes F.A.Q.

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champion
champion

Tavern Dweller
posted March 14, 2007 03:16 PM

Hi,

It's a great thread, thank you.

My biggest complaint is when playing HOMM3 is that the Necromancy skill is not fair for the opponent, there is no alternative to this at town types that doesn't have a hero with that skill.

So I should eliminate this skill from the game easily.

Anyone agree? I am sure many of you will disagree.

Regards,
Champ.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 18, 2007 06:24 PM

impossible to remove starting Necromancy skill with txt file. i would say that more easy and more balancing is removal of vamp lord's animation and decrease of skeletons health to 4 or 5 points...does anybody agree?

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nevermind
nevermind


Famous Hero
posted March 18, 2007 09:02 PM

Quote:
impossible to remove starting Necromancy skill with txt file. i would say that more easy and more balancing is removal of vamp lord's animation and decrease of skeletons health to 4 or 5 points...does anybody agree?


Hey sergey sup ?


Umm i think making skellies 3 hp and also reducing attack to 1-1 will do the trick and i donno about taking lords animation its just too much fun to play with them , maybe reduces their hp also?

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 19, 2007 09:20 AM

Quote:
Umm i think making skellies 3 hp and also reducing attack to 1-1 will do the trick and i donno about taking lords animation its just too much fun to play with them , maybe reduces their hp also?

Hey Nev, u r still with h3 community?  3hp is too low i think, even with 4hp or 5hp skells will loose much power - like imps...25hp for vamp lords? but in this case we need to add something to Ghost drags i think maybe +25-50hp?

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champion
champion

Tavern Dweller
posted March 19, 2007 02:03 PM

I agree to weaken the skeletons and strengthten the ghost dragons.
I would not modify the vampire lords.

Champ.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted May 04, 2007 11:14 PM

Hi SAG,

i really overlooked this very good threat. I also checked you HP ..and dammed i shouldve seen that before...very good balanincing work for Random Players!

Good to see that you DONT do another WOG.

One small change should be made: Nagabanks should give gems, according to the other buildings.

Good work!

Xarfax1

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sag
sag


Promising
Supreme Hero
WCL owner
posted May 05, 2007 08:35 AM

Quote:
Nagabanks should give gems, according to the other buildings.

that will make disbalance - Dungeon will become less strong. You have enough gems with Mystic Gardens

by the way i keep contact with T.E. developers and they really can make wonders...like "army exchange buttons", "no relics in tombs", they fixed "town view" bug and made many many more cool features. I proposed to make "no dirt roads", proposed to add type of terrain were battle will occur into cell description (sometimes it's not easy to understand)...

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 06, 2007 11:01 PM

Quote:
that will make disbalance - Dungeon will become less strong. You have enough gems with Mystic Gardens ...
Dungeon has resource silo, artefact merchant AND medusa stores where they can get sulfur from. Tower has resource silo, artefact merchant and NO building. Every special building should reward you with 1 specific type of resources imho. Tower(snow) has no mystical gardens (at least not without any patch...)
Inferno only has Imp caches (besides silo), which give very low amount of mercury, while 1 full naga bank is enough for a whole dragon building.
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iwannarefresh
iwannarefresh


Hired Hero
newbie
posted May 07, 2007 04:31 PM

I dont know what version you play here. In my games ("In the wake of GOD"), naga banks usually give gems instead of sulfurs.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 07, 2007 04:33 PM

The Library of Enlightenment is for Heroes 1 -3. In the Wake of God has its own subforum here.
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Better judged by 12 than carried by 6.

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iwannarefresh
iwannarefresh


Hired Hero
newbie
posted May 07, 2007 04:44 PM

Ah, I see.
Btw, I've checked the WOG forum. It's not interested me like here, no tactics, no tutorial for beginner, no damage caculation, etc. Is the WoG forum is something to make patches (add-on) for H3 WoG? If so, I'd like to be here. Im pleased with this version, and enjoy the game like it now.
Sorry for an off-topic entry ^^

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iwannarefresh
iwannarefresh


Hired Hero
newbie
posted May 20, 2007 05:58 PM
Edited by iwannarefresh at 17:59, 20 May 2007.

Quote:

Eagle Eye - add % how often a spell may be learned (perhaps 60% for bas./70% for adv./80% for exp.), should be able to learn level 5 spells
Mysticism - more spell points recovered (4/7/10)
Sorcery - more effect(10%/20%/30%)
Scouting - add range (maybe 1/3/5 instead of 1/2/3) and perhaps remove the spell Visions alltogether and make Scouting teach you the spell instead (may be very hard to code though...)
First Aid - more effect (75/125/200, resurrection would be neat too)
Learning - increase the effect(10%/20%/30%, maybe even 15%/30%/45% ?)
Scholar - should be able to teach even level 5 spells
Necromancy - decrease the effect (5%/10%/15%)
Diplomacy - this is quite tricky to balance, as it doesn't seem to rely on numbers and math, so maybe remove it entirely...?


I personally agree with you, want to balance those skill more. Except the Scholar skill, it seems good just as it. When play a game, how wonderful if I can hire Alamar, or Jeddite with a Scholar hero
As far as I can remember when read this thread, making those changes is quite difficult, not just make change to those .txt files.
But Sag prolly help us

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GabyStan
GabyStan


Known Hero
Seeking Wisdom
posted June 04, 2007 06:51 PM

SAG said:
Quote:
by the way i keep contact with T.E. developers and they really can make wonders...like "army exchange buttons"

WOW! Can't wait to see this one available, that's for sure...
Crazy as it sounds, 6 min turns seem no longer enough, so a few of us agreed to play 8 min turns. Don't be , just think when you transfer 5-7 creature armies, 5-6 artifacts+scrolls and 3 war machines in a 6-8 hero chain: it seems to take forever. Plus you make 2-3 fights with scouts using only the high lvl creatures, then you make another 2-3 fights in the end with main hero both with lvl 7 only and with all troops on. How long can this take, alone (w/o the seconds you need to think over your tactics etc.)?

And just tell a newcomer you don't play 1-2 min turns, but 6-8 min only. He'll go back playing SP in no time (pls don't ask me to only exploit 50% of a turn's potential! - if you limit one's abilities, you are just like a communist, arn't you?).
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Your worst enemy is... yourself.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted June 05, 2007 06:10 PM
Edited by SAG at 18:14, 05 Jun 2007.

did i told about "no mana quick combat"? it's wog-feature available in T.E., also saves time...boring notification windows "you already visited this place" and some others disabled, instead information is displayed in status line...damn, i have to translate 35 pages of T.E. manual, it takes time lol. 1 major problem - T.E. is not compatible with ROE/AB/SOD.

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted June 05, 2007 09:08 PM

If you're going to weaken the HP of the Vamp Lords, be careful. Keep in mind that it will throw off the ability, as more will be dying if they are attacked first. This nullifies the ability to some extent, which I believe is your intent, and it isn't a bad thing. Just be careful. Skellies definitely need to be weakened.

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vigant
vigant


Adventuring Hero
posted June 08, 2007 09:51 AM

Quote:
titan's bolt  - wtf?

this is the spell you get in your spell book when you equip the combination artifact Titan's Thunder (thunder helmet + titan's gladius + titan's cuirass + sentinel's shield). i think it does nice dmg, but it's very hard to get, because those 4 relics are really rare.

p.s. lol @ relics are really rare try to say it loudly and quicky a few times ><

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doom3d
doom3d


Known Hero
Avatar of general Z
posted June 13, 2007 06:08 PM

You may want to give +1 SP and +1 Knowledge starting bonus to all magic heroes, and balance logistics/pathfinding probabilities.
IMO it would make magic heroes more playable.

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reyasl
reyasl

Tavern Dweller
posted June 04, 2011 09:45 AM

hey alldono if this thread is dead or not but i trying
my think about this game is its balanced enough depends just of the point of view lets say stronghold vs necro dono whats unbalance here maybe cus necro can get more skeletons that is true but if you look deeply lv2 and 3 units are pretty lame at stronghold almost all units are good if you have enough gold and other needs you will make Behemoth in the first week wich you cant make ghost dragons at necro in first week and about heroes stronghold got almost all heroes attack 4 that matter alot...especially first weeks lets say im stil wrong well to balance is very easy make the cyclops building to cost less crystals and the spell destroy undead at more dmg (after that necro will be inferior maybe)
i can give infinite examples
whats realy unbalanced is the diplo that is true that can be fix very nice the units instead of join make half of them flee so you fight vs more less (that isnt original i just dont remember where i saw it)
lv5 spells DD town portal implosion and more strong spells to can be used just once/day so stronghold or fortress have nothing to fear
about unless spells skills well why to cut out the water is nice using a boat is just lame you lose 1 day to just get in the boat well if somehow to make that to not lose the move when you in or out in the boat
the protection spells are not realy unless earth fire water etc lets say you give protection earth so all units so the enemy cant give you slow to your units...fire protection no curse on your units etc
skills iwannarefresh told some of them i just those wich im not realy agree
Eagle Eye is unless until you keep fighting with a hero vs cpu to learn new spells 1v1 multiplayer is realy lame so better to learn new spells each week lv 1 spells 2 3
Mysticism more mana or is unless
Scouting to find gold or something or little exp or to see the enemy number
First Aid like iwannarefresh said to resurect the unit instead but limit 200hp or 100 to be more balanced 10pikeman die those all together got 100hp so first aid to res them or an archangel die to res them with hp 100 or 50
Scholar is good as how is
(the game is balanced but in time become unbalanced that is the problem)
to deeply balance the game is easy i would say more but dono if matter now or this project is close or not

           

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