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Heroes Community > Library of Enlightenment > Thread: WCL: Welcome to new Homm3 version - T.E.!
Thread: WCL: Welcome to new Homm3 version - T.E.! This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted August 01, 2007 01:59 PM

What exaclty is the role of bank, is there a min limit or a max limit of borrowings and what are the charges, is it a adventure map bulding?


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Balamut
Balamut


Adventuring Hero
posted August 01, 2007 02:46 PM
Edited by Balamut at 14:55, 01 Aug 2007.

What it is like, playing on our rules and templates?

Let's take 2sm4d template with 160% difficulty.

On this template you know for sure, that opponent will not come to you at first week. So your target is to build maximum what you can (usually it is level 6 with castle). Else we try to capture villages on 1st week, there is one "your" village and two "common", that means they are just between you and your opponent. Second week usually is reach for choises.
1) You can try your luck in treasure zones (There are four of them and all are equally distanced from both players). Usually on second week players start to collect angels and wyverns.
2) Or you can try to rush your opponents through one of "common" villages. As it is said, nobody knows what will be given to you and your opponent in treasure zones, so if you don't want to rely on luck you should try to win quite early .
3) You can even try to force through Main Guard - monsters guarding path between your starting zones. But it's only for tough (or extremely lucky) guys. Main Guard is as strong as guard to center zone on Jebus, and you started on harder difficulty and your zone is not as reach as in Jebus. I never broke main guard on second week. And breaking it early usually is amazing for opponent and you can easily take his starting town.

If both of you choose to seek in treasures first than third week will be race of weaponry. Players try to take as many as they find (or as they are allowed by their opponent). You take utopas, pandora boxes and going on collecting angels and wyverns. Meanwhile magic guild is builded to supply you with high-level spells. Every day you look in tavern, and if you see that you look stronger than your opponent you can stop to increase your power and try to conquest opponents starting town to prevent him from buying population of next week.
End of 3rd - begining of 4th week is usual time to have final battles. To this time your hero is high leveled, good equiped, has fully upgraded army and is expert in two magic schools. So final fights can be quite long and interesting. But I have to say, that due some reasons at least half of final fights are with known result. I mean that winner in final fight is often determined by what players were doing during previous 2-3 weeks.

If your opponent is going to capture your starting town and you don't think that you can resist him now - than you can try lost your town and seek luck in other treasure zones. While he will be busy managing your empty territory you have chance to find something that will help you to increase your power. If on Jebus, as I see, breaking to center is critical and often you can block opponent in his starting zone, there isn't anything special to flee from your starting area on 2sm4d. You can even capture enemy's main town instead, and it's not rare situation.

For my opinion, this template is good for playing for fun and to train fighting neutrals. But I think it is less suitable for big tournaments than 8mm6.


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Balamut
Balamut


Adventuring Hero
posted August 01, 2007 03:04 PM
Edited by Balamut at 15:10, 01 Aug 2007.

Quote:
What exaclty is the role of bank, is there a min limit or a max limit of borrowings and what are the charges, is it a adventure map bulding?




No building is required. To open bank menu you should click on gold icon while you are in town view. In appeared menu you select what resource or gold you want to borrow. Than bank shows you how much you can get (for gold it's 2000 + your daily income). And you can write exact number (for example 888 gold ).
Banks fee is 50% (rounded to high number). So if you borrowed 3 gems you should return 5.
Bank try to return your debt at the begining of every turn. And it don't ask you - just take your debt from you .

P.S. I am free at tommorow evening, if you want to taste TE.

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liophy
liophy


Famous Hero
Bulgarian
posted August 08, 2007 11:18 AM

About "creature gain experience":

When you get pandora box with exp points - does it counts for the creatures?


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Balamut
Balamut


Adventuring Hero
posted August 08, 2007 12:54 PM

Quote:
About "creature gain experience":

When you get pandora box with exp points - does it counts for the creatures?



No, creatures gain experience only from battles.

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Gallow
Gallow


Bad-mannered
Known Hero
Avenger
posted August 24, 2007 12:24 AM

well maybe the 3DO staff were drunk when they made necropolis,and they added all that,(necromancy,skeleton trans,etc)and then you are playing a MP game and wtf 5 k skeletons well i say this cos i played in xl map,in teams,but we won vs them,but no matter,good idea that of lower the necromancy percent and stuff(for save necro of be banned haha),but anyways i dont like necro

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 07, 2007 11:51 AM

changes in recommended TE settings:
WCL recommend to play with Creature experience enabled. Complete set of rules/recommendations for TE will be published on WCL soon.

new TE version 1.03R should be released in September-October. At the moment, there are lots of discussions about possible changes. I'm not able to translate all ideas, however will post here few:
- Obelisks most likely will be replaced by something else. Current proposals: +1000 exp stones; Witch huts; +1 primary skill objects
- Unification of starting hero spells
- Mass spell re-balancing. Maybe there will be higher cost of mass spells or maybe "mass" versions will be separate spells of level 3/4.
- Likely, Spell School tomes and S.Hat will require Wisdom for high-level spells
- Some interesting changes in "Land mines" and "Sands" spells - to make these spells more useful
- Some minor town re-balancing changes: Conflux and Necropolis still too powerful (some creature and building prices will be up) and Tower is still outsider, so few improvements will be made like +5 gremlins to starting hero troops. A bit less trogs to Dungeon starting troops (-3 or -4).
- Red Orb function revision. Most likely it will act as "reducing X% of offensive magic). Maybe reducing 75%.
- More quick and easy switching to "quick combat without mana usage" - perhaps with some hotkey.

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Sub_Zero
Sub_Zero


Adventuring Hero
posted October 09, 2007 06:20 PM

is it possible to change the starting spells in TE? I would like to se the lvl 4 heroes be a important part of the game again. if not i guess i just have to turn off the "modify heroes"-alternative but i really like some of the changes like creature specialists giving more life and grwoth to the creature.

also, one important change that have been asked about many times. dungeon starting on native ground. I know it must be hard to do something like that, but isn't there anybody who knows how to change this?

make such a huge difference fighting crypts when you get the extra speed you were suppose to get, in stead of the creatures in the crypt getting it.

i'm very pleased with the TE-version, makes thing a lot faster. although i use it with the "Hctraits"-script you made in the thread "resurection of homm3" or something similar. didn't like that heroes can get all magic schools. all in all, very good job

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted November 11, 2007 04:34 PM
Edited by SAG at 08:37, 02 Dec 2007.

useful add-onn to TE 1.03q version: it shows table with classes info (how to assemble classes) when you Ctrl+Left_click on Classes icon
Add-on is compatible with 1.03q; it doesn't change anything else. Download it HERE and unpack to ..\DATA\s folder and have fun
It works only if host has this add-on.

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Pollo2002
Pollo2002


Famous Hero
posted December 01, 2007 10:43 PM
Edited by Pollo2002 at 04:17, 02 Dec 2007.

I would like to know if TE programmers have find the way to make scripts that works in online battles and changes creatures stats.
Since you need to use the IP command that nobody knows how to use except slava.
I tried to find it out but i couldnt.

The reasons is that i tried long ago to make Enchantments effects to be based on spell power (not just duration, for example if you have 10 spellpower, Stonesking gives +10 defense). But for doing that i need to make scripts that change creature stats (Basically i have nullify the actual effect of the spell and make one of my own)
But in online games the information of the stats that changed doesn't go from one pc to another properly without the proper use of the ip command and it results in a crash.

Since TE programmers are working on it for so long maybe they have figured it out.

Also i have a question in version F i could access to the standard txt files like sptraits. Now i can't, and if i want to create one and put on the data folder the games crashes. What's going on? how can i access the txt files?


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SAG
SAG


Promising
Supreme Hero
WCL owner
posted December 02, 2007 08:35 AM

Quote:
I would like to know if TE programmers have find the way to make scripts that works in online battles and changes creatures stats.

no idea...if you know Russian - try to ask on specialized  WOG 3.5 forum.
Quote:

how can i access the txt files?

try to extract txt files from LOD...afaik TE team changed some names of txt files and their format.

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Pollo2002
Pollo2002


Famous Hero
posted December 02, 2007 05:53 PM

nice link to the forum but i speak German, english and spanish.
Definilty i don't speak russian.

____________

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Borsook
Borsook


Adventuring Hero
posted December 05, 2007 06:42 PM

Is there anyway to make the changes work in old campaigns? I can run them, but none of the TE changes appear in those maps.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted December 10, 2007 07:19 PM

Quote:
When is the new version of TE going to be available ?

Horn got young baby, so i guess new version will be delayed till April-May 2008.

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kyrub
kyrub


Hired Hero
posted January 06, 2008 01:18 AM

I've played several games on TE, fantastic enhancements, thanks a lot. The speeding up of the game is my favourite one.

The only thing I really disliked was the creature experience.

OBJECTIONS:
1) The creatures lose their unicity when they are incredibly beefed up. I am just trying to imagine those monster serpent flies eating swordsmen for breakfast...
2) There are too many levels, you even cannot notice that your level 3 creature has just passed from level 6 to level 7 and what it actually means.


I know it was mentioned not to post new proposals. But I just can't resist with this one (nothing wogish, though):

Could you possibly make an COMBAT OPTION to cast Dispel at advanced level, even  if the caster has already reached expertise in Water magic? This is totally illogical in the original game, you can't dispel only one unit because you are an "expert". You are forced to dispel everything. Dumb.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 06, 2008 01:09 PM

Quote:

The only thing I really disliked was the creature experience.

OBJECTIONS:
1) The creatures lose their unicity when they are incredibly beefed up. I am just trying to imagine those monster serpent flies eating swordsmen for breakfast...


Hmmm...too quick opinion i guess. Try to play 10-15 games with experience, with recommended set of TE settings/rules, on 2sm4d(3) template and with strong human opponent. Then post your impressions again Each template has own features, so perhaps Jebus will be less balanced with experience than 2sm4d(3). I'm not sure, i haven't yet played Jebus on TE. However Balance and 2sm4d(3) are pretty balanced. I fear "Monster" serpents same way as i fear "Monster" swordsmen under command of Sorsha or troglodites of Shakti with HP 18 or Tazar with increased Armory skill...
Quote:

2) There are too many levels, you even cannot notice that your level 3 creature has just passed from level 6 to level 7 and what it actually means.


It doesn't matter a lot - same way as you don't notice in SOD how much attack/defence bonus have your creature specialist gained with 1-2 more levels. You may pay attention to levels of your level7 creatures because 5% HP bonus/per level is important
Quote:

I know it was mentioned not to post new proposals.

Not really...Feel free to express your ideas. Not too many, not too crazy and try to follow main TE objectives - easy gameplay, balance, strategy choices, bug fixing.
Quote:

Could you possibly make an COMBAT OPTION to cast Dispel at advanced level, even  if the caster has already reached expertise in Water magic? This is totally illogical in the original game, you can't dispel only one unit because you are an "expert". You are forced to dispel everything. Dumb.

Good idea. I will talk to developers to know their opinion. Perhaps even 3 options: Dispel all, Dispel opponent's all, Dispel opponent's one stack.

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kyrub
kyrub


Hired Hero
posted January 06, 2008 05:21 PM
Edited by kyrub at 17:24, 06 Jan 2008.

OK, I'll try more with experience.
I forgot to mention I really like the taxes idea.


Quote:
Perhaps even 3 options: Dispel all, Dispel opponent's all, Dispel opponent's one stack.


Caution. That is what "Cure" is good at, it's a nice distinction and makes Cure interesting alternative. With Dispel you can dispel opponents, with Cure you can dispel bad stuff from yourself (e.g. mass slow). Dispel is universal but blunt against mass spells. Should be conserved IMO.


Just a notice:
You were talking somewhere about some future possibility of raising the mass spells costs in TE - if so, there should be this possibility of distinction between expert and advanced level.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 06, 2008 07:27 PM

taxes idea is not popular there was idea of making mass spells as separate level4 spells...i don''t like it much and not sure it will be done in 1.03R version

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kyrub
kyrub


Hired Hero
posted January 14, 2008 12:33 AM
Edited by kyrub at 00:42, 14 Jan 2008.

Quote:

Question: what is the script that handles the modification for Necropolis ? I want to try some changes.



You meant modifying necromancy, right?

It is slightly off topic, but I found an answer here:
http://www.celestialheavens.com/forums/viewtopic.php?t=5297&highlight=necromancy

The guy is firstly quotinq some TE scripts
and than he hands the necro modification for 5%, 10%, 15% (bas, adv, exp).

Of course, you'll need to change the values for the artifacts as well - and ban the amplifier (or lower its value to 5%, if you want to keep it).


-- Great for anybody who wants (like me) to play TE mostly in the one-player games.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 25, 2008 08:23 PM

"NO DIRT ROADS" patch ready for TE All dirt roads are substituted by "average" roads.

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