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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»
black_knight
black_knight


Known Hero
LT League
posted September 22, 2008 04:00 PM

Little Nice Thing

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liophy
liophy


Famous Hero
Bulgarian
posted September 25, 2008 11:46 PM

You didnt clarify where to put the script. I put it in DATA folder, but somehow it didnt work. Is it the wrong place, or something else is the problem?

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night_on_earth
night_on_earth


Hired Hero
posted September 26, 2008 01:45 PM

just curious

I consider the TE an awesome tribute to the HoMM3 community. Keep on the good work!

After reading the thread and the current manual version on "sitebug.com" I am confused how necromancy and the according heroes are currently treated in TE 1.03q. Is there an accompanying manual version which is up to date?

If not, I have the following questions:

What are the current measures and decisions to make necropolis a balanced town?

Is necromancy still a valid secondary skill?

If yes, which are the current percentages?
How are necromancy specialists treated?
Is the amplifier still working or not?

If necromancy is disabled, which skill is replacing it when it comes to dead knights and necromancers?

Thank you in advance for taking the time to answer my questions.

____________
night on earth

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 26, 2008 07:48 PM

Quote:
You didnt clarify where to put the script. I put it in DATA folder, but somehow it didnt work. Is it the wrong place, or something else is the problem?

Sorry, forgot to mention. All ERM scripts should be placed into \DATA\S\ folder. I will edit original message to avoid misunderstanding.
Quote:
Is there an accompanying manual version which is up to date?


No. New manual will come with new version of TE (1.03R), however this version is delayed.
Quote:

After reading the thread and the current manual version on "siteburg.com" I am confused how necromancy and the according heroes are currently treated in TE 1.03q.
What are the current measures and decisions to make necropolis a balanced town?


Necro skill was disabled. Instead of Necro skill, heroes have advanced second skill. That was major change for Necropolis.
Quote:

Is necromancy still a valid secondary skill?
If yes, which are the current percentages?
How are necromancy specialists treated?
Is the amplifier still working or not?


No (for all).
Quote:
If necromancy is disabled, which skill is replacing it when it comes to dead knights and necromancers?


Skill just does not exist anymore, so it's never offered. All other skills are offered according to skill tree and table of skill probabilities (hctraits.txt)

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samael
samael

Tavern Dweller
posted September 26, 2008 11:41 PM

H3TE is still very buggy, some games are impossible to finish even in hotseat, because the game crashes with "ERM errors". it would be great if people would rather work on the stability instead of releasing new scripts.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 27, 2008 09:23 AM

Quote:
H3TE is still very buggy, some games are impossible to finish even in hotseat, because the game crashes with "ERM errors". it would be great if people would rather work on the stability instead of releasing new scripts.

Samael, looks like you installed TE incorrectly. Perhaps you added some additional WOG scripts or maybe you don't use recommended settings (available at Question #8: at WCL TE setup page). HeroesBy community played over 2500 multiplayer games on TE and there were only few minor bugs (fixed few years ago). Also, problem may happen because you used Hot seat mode. As far as 99% games are via internet, Hot seat mode is not tested much. Some fixed maps come with own scripts that may cause errors. Play on random templates or on TE-corrected fixed maps (they come with installation). Hope this will help.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 27, 2008 10:11 PM
Edited by Rainalcar at 07:53, 28 Sep 2008.

The lis of my suggestions; actually, it was a (very) preliminary to do list of my 'never got even close of finishing' mod. The stuff I mention that is already implemented in TE just leave out and don't quote please. Forgive me I mention stuff you already implemented.
I do think that a balance mod for H3 is very needed, but you need to make it as fixed as possible. Do not allow for too many rule changes, perhaps none at all. Your goal should always be - everything is allowed.

--------------------------------------------

Turn times simply take too long too often. This is to prevent that, and to improve money build somewhat since it is almost always a mistake to take that route in multiplayer.
Hero price:
1st = 2500, 2nd = 3000, 3rd = 3500, 4th 4000, etc.
There is a reason why this is implemented in Heroes 5.

You cannot buy more then three heroes per day in total (all Taverns combined). Again, fastens turns, but more importantly, prevents hit and run by a margin.

A hero cannot retreat/surrender in the round in which he already casted a spell. The AI, however, can do this. In order to prevent hit and run.

Magic Spring fills mana up to 1,5*K once per week. It is vastly overpowered, especially for might heroes.

Hero will not use magic in the Quick Combat mode. I don’t see a purpose of allowing this to be changed, cause if you expect to use mana in a battle, you will not let the AI fight for you.

Add a button to buy all troops, priority on higher levels if gold is insufficient.

All chests offer the same amount of Gold and Experience: 1000, 1500, 2000. You may deem this too radical, but ask yourself: how many times have you taken Experience from the Chests in multiplayer? Chest sizes can be discussed.

If possible, allow the possibility of negative luck occurrence, analog to negative morale. If not, change Devil specialty and ban Misfortune.

Any shooter creature may use melee attack if it isn’t blocked.

Artillery, Archery and First Aid specialists will always have Ballista, Ammo Cart and First Aid Tent correspondingly at start.

SPELLS
If a hero possesses a Book of, or a Scroll, he still needs the appropriate Wisdom skill to use a spell.

You must increase the cost of Mass spells. It is one of the reasons that makes Might heroes so great, they should have difficulties casting all the time.

Reduce Visions range:
Basic Air: 3 + 0,5*SP  
Adv Air: 3 + SP
Exp Air: 3 + 2*SP

You must do something with DD and Fly. E.g.:
DD:        
One jump always
Drains all movement points
Basic Air: cost 50
Adv Air: cost 40
Exp Air: cost 20
Fly:
No Air cost 40
Terrain does not affect Fly
Basic Air: Movement cost 600%
Adv Air:  Movement cost 500%
Exp Air: Movement cost 400%

You must improve Hypnotize:
No Air cost 40
Basic Air: 20*SP + 20
Adv Air:  30*SP + 30
Exp Air: 60*SP + 50

Weaken Animate Dead:
No Earth cost 23
Animates 40*SP + 20/40/60

And Ressurection:
No Earth cost 24
Ressurects 40*SP + 40/70/100
Cannot appear in Necropolis

Weaken Implosion:
Basic Earth: 55*SP + 40
Adv Earth: 60*SP + 80
Exp Earth: 65*SP + 120

Change Town Portal:
Always to nearest town
Drains movement  down to 500
Basic Earth: cost 40
Adv Earth: cost 30
Exp Earth: cost 20, shows which town army will TP to

LOGISTICS
Change to 10/15/20%. Specialty is ok.

OFFENSE
Change to 5/10/20%. Was too powerful. Change specialty to fixed, or to +50% increase at level 20 Hack (instead of +100%).

ARMORER
Change to 3/6/10%. Same as above.

LEARNING
Change to 15/30/50%

EAGLE EYE
Change to 40/60/90%, a hero can use a spell immediately in the combat he learned it in if he possesses the required Wisdom level.
If the latter is not possible, then the hero receives a random lvl 3 spell when hero lvl5 and Adv Eagle Eye, and a random lvl4 spell when hero lvl10 and Exp Eagle Eye.

INTELLIGENCE
Change to 20/30/50%.

SORCERY
Change to 5/10/20%.

TOWNS
Mana Vortex fills mana up to 1,3*K once per week. It is vastly overpowered, especially for might heroes.

Library of Enlightment improves stats by +1 to all (not that important).

External dwellings do not increase town population.

Cartographer: increase price to 30000.

Hillfort: all upgrades cost 200% of their normal price.

All heroes may sacrifice both artifacts and creatures on the Altar.

Witch Huts can teach a hero all the skills (no option to decline).

Naga Banks now give gems instead of sulfur.

Leave Orb of Inhibition as is, but change Recanter’s so that it disables lvl1-3 spells. Now that will be interesting, since it will actually become a magic hero favored artifact.

This is very important: weaken many artifacts. Make the Sword of Judgment a +6AD, +2SK, and similiar. AD is not a problem, but SP and K is because the artifacts are the ones that enable might heroes to dominate the game. K has diminishing returns after 12 - without artifacts or map bonuses a level 18 Barbarian will have 3/3 SP/K! Now try to play that hero properly.

Also, try to make luck and morale bonuses harder to acquire if you dont have the skills. As it stands, they are useless mostly, for all the artifacts are mostly treasure and are easy to find.

Fix Luna .

Limit Ballista’s shots to 24.

Do NOT allow all heroes to get all Magic types. It kills uniqueness somewhat.

Disable taxes all out.

Do not allow hero classes whatsoever. If you want an international true Heroes but balanced version you cannot allow yourself to venture into WoG...

Disable experience of creatures. The same reasons as above. You can make a different TE version, but you must make one solid as stone if you want people to get along with it.

Demon farming can become imbalanced. I think it is better to improve Inferno by changing resource requirements or creature stats than to improve their potential imbalance.

I want Necromancy back... If it really cant be done allright, but if it can I would want it.

3 stacks at start is fine. Just make them weaker (I think you already did).

Rebuild Mage Guilds? What does this mean?

Always start with level2. I dont know what to think of this. It is needed is someone plays 200%. I guess it can stand.

change the buildings that give angels/wyverns so that they give neutrals (like Gold Golems or such). It is totally imbalancing, especially for Castle.

Try to fix Diplomacy in a way that it allows joins but not overpowered.

Make Crypts able to appear on all terrains.

------------------------------

Enough for now .

edited for clarity.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2008 12:13 AM
Edited by Salamandre at 00:54, 28 Sep 2008.

Personally I think some of those are the worse ideas I read about HoMM3. From the amount of success it had in ToH, HoMM3 proved to be the perfect game, only ban was for logistic specialist, which were reserved for custom maps.

What means to you "turn time take too long"?! A skilled player will need time to develop a winning strategy, and this from the start. A noobish will move his main and then will cry "move faster please"

From my personal experience I almost always know  there will be an improved challenge if my opponent takes long, specially  on the first turn, which is crucial.

Hit and run was discussed in xxx threads. My opinion remains the same: you can counter it successfully, and if you can't , revise your homm basics. With 8 heros recruited on day one, a skilled player will show his superiority over an amateur one. If every one had to rely on 2-3 heros at start, game dynamic will suffer greatly. And that's why almost nobody played HoMM4, no chain, heroes cost increased.

Dimension door drains all M points so it can be used once? Well, what a crappy spell. It was used to be the ultimate spell, now would be crap.

Town portal always to the nearest town? Well, I am mapmaker and I would hate you for that change; Bye bye XL maps with full interactivity and such. It puts heroes to a basic level.

Most of your demands/suggestions exist already in the game (WOG). If you like to be so masochist why just do not restrain yourself by getting any magic skill, so town portal will always be to the next town.

Heroes is not about mathematics, but about an immersing atmosphere and a valuable random factor; of course, that could lead to various unbalances, but there is where UBI came almost to perfection, allowing complex precision both with randomness.  

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 28, 2008 01:23 AM

Your opinion you are in title to, but keep in mind that I'm no noob here. So keep the discussion on the level.

Anyway, I have nothing against chaining. I played games in hundreds where I had 7-8 heroes day 1. And yes, I believe it was a mistake of 3DO to allow that. I am not against an 8 hero limit, I am against incredibly long turns (mine included) which were neccessary not just to think of some great strategies, but also just to manage all that quantity. As I said, Nival had very good reasons to fix this, and I believe they did it perfectly (nonetheless I enjoy Heroes 3 far more, so I just made an example with no intention of comparing the two).

Hit and run can be countered successfuly in some (rare) cases.  

I disagree that is the reason no one played H4. I believe the main reason were the feeling the game was rushed, shown in technical qualities and a poor multiplayer. I agree that they changed to much for the players to swallow at that time. Still, H4 is a great game, if you can get along with its minuses. Looking at Equilibris, it is much better balanced then H3 (which I hold a more difficult task in this respect).
Hero cost increased in H4? As far as I recall, that is not true. Native heroes cost 1500, non native more but their cost remains fixed. They implemented a counter so that you can't buy more than one hero from the same Tavern in a 7 day period (probably a mistake).

You think that the ability to DD over lots of Golds is crap?! I think that what I wrote still makes DD overpowered, and better ideas are most welcome.

If you play an XL map where you don't get TP and the opponent does you are dead. As simple as that. No chain can save you if you are on equal level. I agree that the middle solution would be best, so you could propose.

Why do you feel me being a masochist? You said it's about the challenge, right? TP and DD are as far as away as you can get from challenge.

Oh, I agree that there MUST be a BIG random factor in Heroes. I LOVE that. But what I don't want to see is always the same skills, always the same heroes, and game breaking imbalances.

UBI as Ubisoft?
____________

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samael
samael

Tavern Dweller
posted September 28, 2008 02:02 AM

Quote:
Quote:
H3TE is still very buggy, some games are impossible to finish even in hotseat, because the game crashes with "ERM errors". it would be great if people would rather work on the stability instead of releasing new scripts.

Samael, looks like you installed TE incorrectly. Perhaps you added some additional WOG scripts or maybe you don't use recommended settings (available at Question #8: at WCL TE setup page). HeroesBy community played over 2500 multiplayer games on TE and there were only few minor bugs (fixed few years ago). Also, problem may happen because you used Hot seat mode. As far as 99% games are via internet, Hot seat mode is not tested much. Some fixed maps come with own scripts that may cause errors. Play on random templates or on TE-corrected fixed maps (they come with installation). Hope this will help.


sorry, i think you misunderstood me. i play all my MP games on TCP/IP and hamachi (over 100 games now) on random maps. my point was that some games that crash always at the same day, cant be continued even in hotseat. i have a save where the game always crashes with "ERM syntax Error.File: erm Line: 3999 Reason:"!!DW"-incorrect internal Dwelling number" and its impossible to continue no matter if TCP/IP or hotseat, just like the games where recruiting a certain hero from tavern instantly crashes the game. but most of the time when the game crashes, it happens randomly and it can be continued when reloading. ive also described some bugs in my post from July 28 (especially the first aid-problem), and would be glad to know if these things are even considered "bugs" or if they are just results of my "incorrect installation". thanx in advance.

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samael
samael

Tavern Dweller
posted September 28, 2008 02:14 AM
Edited by samael at 02:20, 28 Sep 2008.

Quote:

Rebuild Mage Guilds? What does this mean?



Quote:

If you play an XL map where you don't get TP and the opponent does you are dead. As simple as that.


thats why there is the "Rebuild Mage Guilds" option. i strongly recommend you read the TE documentation before spamming this forum again, Rainalcar. and btw, most of the things you mentioned can be changed by simply editing some text files, so there is really no point in requesting when its much easier and faster to do it yourself. the real difficulty would be to actually find people that will play such a crippled H3 version, but thats another story...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2008 04:29 AM
Edited by Salamandre at 04:53, 28 Sep 2008.

Quote:
Your opinion you are in title to, but keep in mind that I'm no noob here. So keep the discussion on the level.

Anyway, I have nothing against chaining. I played games in hundreds where I had 7-8 heroes day 1. And yes, I believe it was a mistake of 3DO to allow that.

Hit and run can be countered successfuly in some (rare) cases.

If you play an XL map where you don't get TP and the opponent does you are dead. As simple as that. No chain can save you if you are on equal level. I agree that the middle solution would be best, so you could propose.



I never said you are a noob. But I continue to believe(seeing your requests from this and from the other thread about artefacts) that you did not play much MP or if yes, not against skilled players.

Hit and run can always be countered, not only in rare cases. You just have to know your movement radius, use the right creatures, and the most important, use your SEVEN secondary heros to scout the external radius area. But of course, when you do not like to play with 8 heros...this may be too difficult for you. Do I need to add that it requires long turns also?

Your ideas about dimension door/TP are naive, as I never saw them make a cheap win. There is no way TP or dim door can give a victory in a easy way if your opponent know how to play. Even on an XL map, TP can be overcome by effective chaining.

It happened to me to play opponents who received dimension door and it was annoying as hell, but the challenge was greater and I enjoyed it, and that is all about. Even if I lost that game the fault was entirely mine, as I allowed way too much free time to my opponent to build mage guild level 5. I never did again that mistake.

I am strongly against a game where you will end identical to your enemy. What is strange is that you request always for diversity in your posts and then ask for prohibiting every thing that bring randomness. Am I wrong?

And NO, I dont think it was a mistake from 3DO to allow 8 heros day one. As I previously said, the time used to play a turn is about what you can do during this time. More you do, better the game is.

As Samael pointed, your request leads to a totally crippled version. If you enjoy it, thats fine. But I doubt that you will find among the heroes fans here any who will accede to your demands.

@Samael: I don't think WOG is enough bug free to be played MP. All I know is that most of scripts will make the game crash, so maybe 1/10 from your games will finish, and with most of scripts disabled. Unfortunatelly WOG was money free and that can be see. It is a wonderful tool to imagine single scenarios, but MP will never work.

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samael
samael

Tavern Dweller
posted September 28, 2008 05:39 AM

Quote:

@Samael: I don't think WOG is enough bug free to be played MP. All I know is that most of scripts will make the game crash, so maybe 1/10 from your games will finish, and with most of scripts disabled. Unfortunatelly WOG was money free and that can be see. It is a wonderful tool to imagine single scenarios, but MP will never work.


Salamandre, its true that WOG is unplayable in MP, but i was talking about TE, which is a different mod and only uses WOG as its base.
i play TE with all hard coded options, map enhancements, WOG artifacts and creature stack experience disabled, for over a year now, although its still a little buggy as i described above. but even if i have to reload the game, lets say 2 or 3 times during a 6 hour match, its still so much better than the original h3 (which also crashes sometimes), because it saves so much time and work. you can for example split 50skellies with ONE mouseclick into a group of 1-1-1-44-1-1-1. with the original h3 you need about 24 clicks to do that (correct me if im wrong). you can also trade all creatures between heroes with 1 click which makes chaining much easier. those things alone will save you hundreds of clicks during a game and speed up gameplay. once you get used to it, its very hard to play the original H3 again, because it gets really annoying to worry about finishing the hero chain within the time-limit, when you can do it with a few clicks in TE and then think about more important things.


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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 28, 2008 07:14 AM

Quote:
Quote:

Rebuild Mage Guilds? What does this mean?



Quote:

If you play an XL map where you don't get TP and the opponent does you are dead. As simple as that.


thats why there is the "Rebuild Mage Guilds" option. i strongly recommend you read the TE documentation before spamming this forum again, Rainalcar. and btw, most of the things you mentioned can be changed by simply editing some text files, so there is really no point in requesting when its much easier and faster to do it yourself. the real difficulty would be to actually find people that will play such a crippled H3 version, but thats another story...


A nicer quote would be nice. I did read it, but didn't notice that part. Spamming? Whatever you wish to call it.
____________

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 28, 2008 07:43 AM

I know you did not say that I was a noob, but there was no need of mentioning it in any context. Those arguments (noob would say this, do this, etc.) just have a tendency to flame even the useful debates. Let's just leave it at that and talk over the important issues.

I didn't say 8 heroes are a problem... I said that there should be some thinking involved in their purchasing, that it is not always a one way road that you must build to max herowise asap.

Then you probably played only maps where the case is as you described it. And I said that it is not ideal and that there are probably better solutions, point being better solutions are required.
You said that you lost to DD, but made a mistake by allowing your opponent to build a Mage Guild. But that is my point - you can counter DD by trying not to allow your opponent to get it (which is quite hard if he is any good on a closed map) but you cannot counter Expert Air DD once he gets it, if you don't have it as well. One player getting DD and the other Water Elementals is a game breaking imbalance.

I said that the random factor must be preserved... If you think that I am against diversity, than I would probably want Tomes, Utopias, Orb of Inhibition, Recanter's etc. etc. all out. I don't want to. But there has to be a degree of level between the players for the game to be (better) playable.

I have no objections to your opinion about the 3do thing, you are in title to it.

This is not true, what crippled? Crippled version of heroes is imo "No DD/Fly/Necro/Flux/dipl/fill with whatever usually comes here (and it can be a LONG list)". I said that I don't want ANYTHING out. I DON'T want any rules (well, ok, hmg probably cannot be avoided). I just want some game imbalances fixed. You may deem fair when you get Fire Shield and I TP in my Guild but I find that just to much for my taste.

But, if I may notice, you didn't mention all that much as unacceptable to you from the whole list. So I guess you concurr with some. That is something too.
____________

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 28, 2008 07:54 AM

Quote:
New script for TE
allows to show not just message "Artifact" but also it's picture and name (when you right-click on it). May be useful if artifact is not fully visible. DOWNLOAD IT. Extract file into \DATA\S\ folder.

Made by SAG


Perhaps you could also add a description of the artifact's properties? It would look nice.
____________

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 28, 2008 07:03 PM

Quote:
@Rainalcar : The list of my suggestions;

Thanks for expressing your opinion. Such brainstorming may bring some good ideas. However keep in mind, that current version of TE is close to "ideal" version. Changes for future version may happen, but change will be released only if 1) majority of skilled players should consider it important. 2) it will be possible to implement change
Quote:

Hero price:
1st = 2500, 2nd = 3000, 3rd = 3500, 4th 4000, etc.

That's for "Native" style lovers. In Russia (TE developers are russian), this style is not popular; at Gamespy some people play it, but again less than 15% games are Native. I don't think that this change will be done

Quote:
...more importantly, prevents hit and run by a margin.

h'n'r can be restricted in other and more easy way. Either magical h'n'r limitation (if u cast spell, u can't retreat this round; already done in TE) or some other possibilities

Quote:
Magic Spring fills mana up to 1,5*K once per week. It is vastly overpowered, especially for might heroes.
not really. Nice object. If we restrict Magic Spring then we should restrict Mana Vortex too. Not much sense. It's doesn't bring critical disbalance into game.

Quote:
If possible, allow the possibility of negative luck occurrence, analog to negative morale. If not, change Devil specialty and ban Misfortune.
Luck and Moral perhaps will be changed in 1.03R version, i'm not sure about details

Quote:
Any shooter creature may use melee attack if it isn’t blocked.
It's done. For fights vs neutral guards only.

Quote:
Artillery, Archery and First Aid specialists will always have Ballista, Ammo Cart and First Aid Tent correspondingly at start.
I think they have from start (in TE).

Quote:

If a hero possesses a Book of, or a Scroll, he still needs the appropriate Wisdom skill to use a spell.
Under discussion (for books and Hat). Spell scrolls doesn't exist anymore. Substituted by gold piles.

Quote:
You must increase the cost of Mass spells. It is one of the reasons that makes Might heroes so great, they should have difficulties casting all the time.
Under discussion. There was idea to put Mass spells (as separate spell) to some high levels of guild. Yet not clear, will this be done or not.

Quote:
You must do something with DD and Fly.

DD is limited to 2 jumps on expert Water. However many people still play with "no DD/Fly " rules.

Quote:
You must improve Hypnotize
Improved afaik
Quote:
Weaken Implosion:
Done
Quote:
Change Town Portal
TP is in Fire school, so it's weakend already.

Quote:
LEARNING
Change to 15/30/50%
Already changed and perhaps will be changed again.

Quote:
Hillfort: all upgrades cost 200% of their normal price.
Interesting idea.

Quote:
All heroes may sacrifice both artifacts and creatures on the Altar.
Done

Quote:
Limit Ballista’s shots to 24.
lol, not important. Will not be done.

Quote:
Do not allow hero classes whatsoever. If you want an international true Heroes but balanced version you cannot allow yourself to venture into WoG...

Disable experience of creatures. The same reasons as above. You can make a different TE version, but you must make one solid as stone if you want people to get along with it.
It's already solid as stone. With experience and with classes. (taxes are disabled in WCL)

Quote:
I want Necromancy back... If it really cant be done allright, but if it can I would want it.
No way Even without necro skill i faced 850 skeletons beginning week3 on Jebus.

Quote:
Make Crypts able to appear on all terrains.
Will be done i guess.

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Perhaps you could also add a description of the artifact's properties? It would look nice.

Perhaps. I will look into it in few weeks, maybe.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 28, 2008 10:57 PM

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Hero price:
1st = 2500, 2nd = 3000, 3rd = 3500, 4th 4000, etc.

That's for "Native" style lovers. In Russia (TE developers are russian), this style is not popular; at Gamespy some people play it, but again less than 15% games are Native. I don't think that this change will be done


Would it be possible to make this possible as an add-on? I agree that if it's not popular it should not be included.

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Magic Spring fills mana up to 1,5*K once per week. It is vastly overpowered, especially for might heroes.
not really. Nice object. If we restrict Magic Spring then we should restrict Mana Vortex too. Not much sense. It's doesn't bring critical disbalance into game.


I agree, it doesn't if your SP and K are always 15+ (quite common). Only if you aim to avoidi ridicilous stats of heroes which can easily lead to one sided battles should my suggestion be noted.

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If possible, allow the possibility of negative luck occurrence, analog to negative morale. If not, change Devil specialty and ban Misfortune.
Luck and Moral perhaps will be changed in 1.03R version, i'm not sure about details

I see no reason to change anything but to implement negative luck. It would imo be a huge mistake to take out the lucky factor which is the essence of the skills.

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If a hero possesses a Book of, or a Scroll, he still needs the appropriate Wisdom skill to use a spell.
Under discussion (for books and Hat). Spell scrolls doesn't exist anymore. Substituted by gold piles.


I don't think it's that much of a price to pay to wield those artifacts.

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You must increase the cost of Mass spells. It is one of the reasons that makes Might heroes so great, they should have difficulties casting all the time.
Under discussion. There was idea to put Mass spells (as separate spell) to some high levels of guild. Yet not clear, will this be done or not.


I think the cost raise is a better solution. Otherwise you are condemning all heroes to Wisdom, which is wrong. There should never be a skill which you cannot live without.

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You must do something with DD and Fly.

DD is limited to 2 jumps on expert Water. However many people still play with "no DD/Fly " rules.


Well, limit it to 1 cast. Or make it very costly, in mana or movement points. It would still be very powerful.

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Limit Ballista’s shots to 24.
lol, not important. Will not be done.




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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted October 04, 2008 12:09 PM

- Installation took: 10 minutes
- Games played on TE: 3
- Overall satisfaction: 8
- What I like best: interface changes
- What I like less: perceived aim to remove almost all randomness from the game
- Creature experience: tested and dislike it
- Tax on army: played with once and hate it

My last contribution, if some of the stuff mentioned isn't remedeed than TE will imo remain a very good attempt for Heroes 3 Equilibris, but no more. For myself, I will stay with the original game. I referenced the guide.

Suggestions:
-Allow to disable experience all together, so that it is not even possible to view its screen. Not that important though.
-"2.1. All weekly/monthly growth increases are disabled." Why?
-"3.2. Harpy (and harpy hags) can stay close to enemy after attack." This is a mistake, makes shooters useless against them.
-Is it possible to make "3." work in a battle vs human as well?
-As I said, leave Hillforts but raise the cost of upgrades to >100%.
-You went too far with Resistance. 30% is way too much, there was no need to change this. Especially when Boots are now a Major artifact, you can get 50% like nothing. Crazy.
-Armorer was an always-take before, now even more. It should be reduced from 5/10/15, not increased. Offense the same.
-It seems to me that you tried to balance skills with respect to hero classes. I believe this to be a mistake, I highly doubt that people will play (in a majority) your mod if you insist on the classes, and if you don't skills again become unbalanced. If you are making a TE edition of Heroes it has to be Heroes. No one will mind weakening DD, but they will mind if suddenly their opponent buys movement to attack their main with no troops, and they had no way of knowing that.
Its not that I don't like the classes, or think they are bad: if they were included in Heroes3 from the start I'm sure there would be no, or few issues concerning them, but introducing them in a balance patch isn't a smart idea.
-Logistics is too powerful... Reduce to 5/10/20, and make specialty 10.
-First Aid specialists will add (40+10*level)% to First Aid Tent hit points.
That is ok, but the skill is useless. Give it Ressurection on Expert and 7th level. With 3 shots only, a 100-200HP Ressurection isn't much of a deal.
-7.1.* Witch Hut visiting will show the dialog window which asks if you want to learn secondary skill. The price of learning is 500 gold.
Unneccessary. If you are so afraid of getting Eagle Eye send a scout.
-10.6. Relic artifacts in Warriors Tombs and Survivors are replaced with Endless Sack of Gold.
Why is this needed I don't understand. It would seem that you are trying to avoid random factor as much as you can, which is the essence of Heroes, but you, e.g., keep Utopias where one can get Black Orb (and he's fighting Castle of course) and other similiar "fabulous" Relics, while the other can almost assemble Angelic Alliance. Because of luck! Oh, and please don't "fix" this . The best player in the word cannot have more than 80-85% wins... If he does, he is exploting his opponents by playing newcomers, the game by playing the same setting all over again, is a cheater etc. If you want to win 100% play Starcraft.
-I'm glad that the Bank can be disabled... But I guess some people may like it.
-Spirit of Oppression should imo even be Major. Artifacts are the worst problem. Many should be weakened, but if that is not possible, I guess we can always play Balance template.
-All heroes can learn all Magic Schools. I'm kind of indifferent to this, personally, I would rather leave it out because it makes all might heroes that much the same. Just balance schools (weaken Earth, as you did), and you won't have a problem that Earth appears commonly for Barbarians.
-DD and Fly are still overpowered. And with Guild rebuilding you can hope to get them very soon, and if it's a map like Extreme your stats will be in 20s in no time. You have to make it expensive, really expensive, 40 mana or so, and it has to drain a lot of movement.Expert DD should allow two casts, each drains 50% movement, if you make one step you lose one cast. Fly the same. Just to cast it you need to have like 50% movement on Expert, so you will have half of movement left to fly.
-I changed my opinion about increasing cost for Mass spells, you shouldn't. Just make K and SP more difficult to come by.
-I would like an option to replace observatory buildings with something else. I hate when I get it Day 1 in a place where I can spy my opponent's starting town or vice versa. It would also make Scouting more worthwile.


What I (came to) love:
-3.1. Any shooting creature can use melee attack even if it isn’t blocked.
-3.3. Archangels and Pit Lords have the choice to cast a spell or move onto the corpse hex.
-4. Altar of Sacrifice is indifferent to visiting hero type. Any hero can sacrifice both creatures and artifacts.
-The bug fixes
-2.2. Starting heroes will always have three stacks of monsters. First and second level creatures specialists – (1,1,1) and (2,2,2) accordingly, 3rd level creatures specialists – (1,3,3), all others – (1,2,3). Number means creature level in the slot. By the way, in tavern only left hero (with native alignment) will have army, all others will have a single monster. Artillery, Archery and First Aid specialists will always have Ballista, Ammo Cart and First Aid Tent correspondingly at start.
-All the changes in building and unit costs, Phoenix growth reduction.
-3.1. Armies exchange. You can exchange the whole armies by clicking the "Change Army" button on the hero meeting screen. Also you can exchange two heroes’ armies (or hero and garrison armies) on the town screen. Just use Ctrl + click on the hero portrait.
-3.3. Army split. Ctrl + click on the creatures stack will split 1 creature in each empty hero/garrison slot. It works on hero screen, heroes meeting screen, town screen (for hero and garrison armies) and on the adventure map screen (in Status window, when current town or hero is displayed there).
-3.4. Armies consolidating. This action is opposite to previous one. Alt + click on the army slot will merge all creature stacks of the same type from other slots. It works on the same screens like 3.3. function except the ‘garrison creatures without hero’ case.
-3.5. Stack/hero dismiss. Ctrl + Shift + click on a stack/hero will dismiss it. It works in the same cases like 3.3. function (to dismiss a hero from adventure map screen you should click on his icon in the list of heroes). This way you can dismiss last army stack or hero, which is in a town. Of course confirmation request will be shown before dismissing.
-3.7. Temporary moves nullification. You can see how far can move your hero next day if he’ll stay on the spot (without this day moves counting). Just right-click on the "Sleep/Wake Hero" button (second from the top in the right column). All heroes will have their moves reset to zero temporarily. Make the same click to return them back.
-4.3.* Total recruitment is available now (click on the town icon under it’s name on the town screen or Ctrl + click on the town icon on the adventure map screen).
-Scouting – +(1, 3, 5) to scouting radius. Expert Scout can retreat (moving to the right tavern slot) without battle from the adventure map.
Not bad, but Scouting is still useless. You don't want to retreat with your main, but even if you do you can always do that, just find a neutral. Visions isn't a very useful spell anyway with Diplomacy disabled.
-Eagle Eye – 7th level hero receives View Air and View Earth spells in his spellbook.
Nice, View Air especially. But again, a scout skill.
-Mysticism – revives (3, 6, 10) spell points or (5, 10, 20)% from total mana capacity (which is greater) per turn.
- Navigation – only part of hero movement points will be lost during boat boarding (75%, 50%, 25%). 7th level hero receives Scuttle Boat spell in his spellbook.
What about Summon Boat?
-Creature specialists HP improvement is a fine idea, sure, it makes higher level creatures better (becuase of better A/D), but low level specialists increase A/D of their creatures much faster.
-4th level spell specialists spell changed. This wasn't balanced, but mostly for Ressurection (and Animate on level 3). Meteor, Chain especially, even Prayer, weren't that much of a problem.
-6.1. Heroes resetting
-6.2.* Magical Hit-and-Run tactic limitation.
-7.3. To quicken playing HMM, many objects don’t generate special windows when been visited.
-9.1.* Starting resources quantity setting for every human player.
I always disliked the 10000 Gold and considered it too much, and Impossible was to harsh.
-9.3.* Chess-like timing control.
-10.2.* Spell scrolls are replaced with gold piles.
-I like spell changes for the most part, but some are strange. E.g. I don't think that you understand what Expert Sorrow, which is so easy to get being level 3, now does. It is a killer unless the opponent has Expert Water or is Necro. Also too good vs Neutrals. Place it at least back to level 4. Have you ever fought someone who has -3 morale?
I do like Slow change. Killing 40 Hydras Week 3 Day 1 with 7 Naga Queens was just to obvious.
-Intelligence
Weaken it. 50% on Expert is enough.

So, to put it short: concentrate on making all skills useful and balancing artifacts. E.g. make Orb of Inhibition disable all but level 5 spells, that wouldn't make it as appealing to a pure might hero.

Just a question for the end, is it possible to disable the ultra fast battle animation?
____________

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Draco
Draco


Promising
Famous Hero
posted October 06, 2008 06:42 AM

I gotta say, I enjoy TE very much now. I would give it a 8-9 out of 10.

I especially like the speed enhancements to the game.

I was playing WOG mostly for some of the enhancements (start lvl 5, 10 skill slots, banned DD/Fly/TP) and I am glad that most of these migrated to TE.

There are however a couple things I would like options to change, that I believe I probably notice more then others as I regularly play 3hv3cpu or 3hv4cpu hotseat games.

I would like the option (in game) to disable the classes

Clearer description of the options, Minsk rules is listed, but the game invites you to read the manual, but the manual doesn't mention Minsk rules at all. (I have found the rules here at HC)

This I don't think is possible at all, but I would like the game to check after a map is generated if the computer players will be able to reach their wood and ore pits. The last two games of TE I've played (out of 4 total) I've had at least 1 dead CPU because lvl 7 were blocking them from ever leaving their main castle.

Logistics heroes were nerfed to much, possibly change the skill from being +5/level to +5/5 levels starting at lvl 1.

Offence and Defense specialists are to strong now that some spells have been weakened.

Do not remove the quick combat using mana (we always play every battle on quick combat either w/ mana or w/o)

I don't know if this is a template problem or TE but I've been locked in a zone with no exits, no portals and no entrance to treasure zone, I don't recall ever seeing this before TE.


I would like to say Great Job!

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