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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»
sub_zero
sub_zero


Adventuring Hero
posted January 31, 2009 07:18 PM

20% armorer is a big difference, especially with an armorer-specialist

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted January 31, 2009 07:26 PM

If it was so critical, all players would always play Tazar or Mephala. But it's not so. Most good players start with creature-specialists because of their HP bonus. I don't think that there was much reason in increasing armor, but I don't think that it's very important.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted January 31, 2009 08:22 PM

Armorer could stay at 15%, but Offense should go down. 90% of heroes games are decided in fighting the map, and that is where Offense's 30% bonus becomes huge. All the good players can beat huge neutral stacks always the same way: by "abusing" AI, having a big stack, fodder, big attack and offense skill. Some of it can it rectified, and it should be. If you make the game more difficult then the luck factor between players will become less emphasized, for it will be easier for a slightly better player to use his quality to his advantage.
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sub_zero
sub_zero


Adventuring Hero
posted February 03, 2009 01:52 AM

Quote:
Yesterday I beat 94 water elementals including 16 ice week 1 on balance with ramp and taz (13 grand elfs).


what kind of stats/skills/army did you have? would be awesome if someone could actually illustrate how to do such week1 fights. maretti beating horde water elemental, angelito beating horde dendroids with gogs and imps, etc....no idea how you do it

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drmonumbo
drmonumbo

Tavern Dweller
posted February 03, 2009 07:18 AM

Yeah.
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 03, 2009 08:08 AM

you can find some intresting saves from games in BEST GAMES and THE GREAT HALL. Some are for SOD version and some are for TE version.

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sub_zero
sub_zero


Adventuring Hero
posted February 03, 2009 11:11 AM
Edited by sub_zero at 11:21, 03 Feb 2009.

i have seen them also downloaded some saves from a tournament between Bulgarian and Lithuanian players. really enjoyed them and learned some things from them. but when it comes to fighting a full horde of water elementals with a stack of ice elementals, beating 65 dendroids week 1 with a low level hero, 26 gogs, 95 imps and 2 efrets.......and still have enough army to beat a devil dwell afterwards...i just don't know how it can be done have tried the dendriod fight myself, didn't stand a chance

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 03, 2009 01:04 PM

Quote:
...beating 65 dendroids week 1 with a low level hero, 26 gogs, 95 imps and 2 efrets.......and still have enough army to beat a devil dwell afterwards...i just don't know how it can be done have tried the dendriod fight myself, didn't stand a chance
Most of the time you fail because:
1. You do not use your single fodder well enough (lurking away is more important than taking first retail!)
2. You use your shooters too long on the same stack (no need to shoot down a stack to 1 or 2, you will run out of shots sooner or later)
3. You underestimate the amount of damage a bunch of level 1 troops can deal, especially with bless or bloodlust.

But this is not the right thread for discussing "tactics"..
____________
Better judged by 12 than carried by 6.

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liophy
liophy


Famous Hero
Bulgarian
posted February 03, 2009 01:47 PM
Edited by liophy at 14:07, 03 Feb 2009.

I am big fan of TE. I like it so much, that i quit playing SOD for more than 6 months.

But still i agree with some of the points made by Maretti:

- 20% armorer is too much
- neutral monsters MUST have moral
- neutral guards MUST have the chance to have upgrade stack (Maretti didnt mention it, but i am sure this will be his stance).

The good thing is that moral and upgrade stack can be switch on/off, so i always give moral and upgrade stack to neutrals.

I always tunr OFF creature experience aswell. So the game is not at all  easier than SOD.

Its just FASTER (real time) with all the automatic buttons (exchange army, split single fodders, consolidate stacks), the always cobblestone roads and so on.

And its much more fun with the new creature specialist. I got tired from the "tyris sucks" and so on. Now you really need to thing twice wich hero to choose.

And about classes - thats one of the best feature in TE. It gives another dimention of the game. Now you need to build a lot more complicated strategy about the picking of the skills. You may play aggresively - trying to get movement classes, or you may try to play defensively and more secure - by developing might clases (most of all warrior).

So all in all - TE is great, and the best thing is that most of the features is opptional.

My advice to the developers is - make ALL the changes to SOD to be optional. Simply ALL OF THEM. That way it will be perfect for everybody.


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liophy
liophy


Famous Hero
Bulgarian
posted February 03, 2009 02:00 PM

Quote:

Some interesting idea:
One member of TE development team (nick ASM) is working on great feature: simultaneous turns. Players will be able to move, fight, build during opponent's turns. Expected, that such mode can be used during first 6-8 days in game and will save around 1-1,5 hours in multiplayer games. Work is in progress, done approximately 50% of total scope. However many programmers still don't believe in success of this project, too many problems have to be solved. I don't expect that simultaneous turns will be ready by May 2009, though I respect efforts of this programmer.



That would be a phenomenal, groundbreaking improvement. This will boost online games eneourmously. This will atract even more new players, as the newbies are often impatiant in the begining of their "carrier". And it will be even more important on long maps, where there is no chance to meet before week 3.

I understand there is a lot of possible problems, but it worth all the efforts.

For me - all the developers must unite their efforts towards this goal. If needed sugestions and ideas about how will it work, or gameplan problems to discuss - i will be glad to give my input.

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liophy
liophy


Famous Hero
Bulgarian
posted February 03, 2009 02:06 PM

SAG, you said that it is worked on repeats of battles.

Why dont you make somehow saved in logs every action. Like Ivor moves here, Ivor moves there, Ivor picks this, Ivor exchange army with Jenova...

If you have this info in log file, you can replay the turn exactly as it is.

In the same way the fights can be saved on logs and replayed.

After the logs there is need to create some sort of Heroes Player, who will read and play the logs. You load the log file, and the game start to play infront of you. You just sit there and watch. Pause button, rewind and fastforward are must.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 03, 2009 03:08 PM

Quote:
SAG, you said that it is worked on repeats of battles.


This feature is working already. However, it just shows heroes movements at the moment, so I need to spend more time on enhancing it. In general idea is the same - you load day 1, start movie and relax

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liophy
liophy


Famous Hero
Bulgarian
posted February 03, 2009 03:13 PM

Quote:

Quote:
Maybe all heroes wich start with archery must have ammo cart. Just as all heroes wich start with artillery have balista.

AFAIK it's already done in T.E. 1.03q



I dont know wich one is 1.03q, but if its the current one - only archery SPECIALIST have ammo cart. Ivor doesnt have cart for example.

Another suggestion (maybe need discussion) - make an artifact with the effect of pathfinding. Maybe one major wich gives 50% and one relic wich gives 100%.

Since there is an artefact thats equal of expert logistic - why shound be one with the effect of pathfind...

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted February 03, 2009 09:01 PM

I am not sure is it possible to preserve neutrals' upgraded stack possibility and avoid the bug at the same time. If it isn't, as someone pointed to me before, the system in TE should stay as it is, so no possibility of random upgrades.

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pdesbois
pdesbois


Adventuring Hero
posted February 06, 2009 02:59 PM

Questions about H3

Hi all - first off, sorry that this is not the correct place to ask these questions, but I did not find any other place (pls redirrect if necessary).

H3 was to me the very best of t he HOMM series sofar (played only till H4), and I always had some questions that I never knew how to solve:

1) How can I disable the tavern's ability to recruit Heroes, without disabling the building itself (as the building is a pre-req for other buildings)? If not possible, is there a way to 'edit' the hiring cost for any Heroes (the point here is I want to build a map, where you have 2-3 starting heroes ONLY and cannot hire additional ones - or it is too expensive...) ?

2) Is there a way to determine that, once a hero is killed, the victorious hero does NOT gain his artifacts?
Also, is it possible to set what skills a specific Hero will be able to choose or that will be forbidden / unavailable to him?

3) Can you set the hero's behaviour, as to how he will gain his primary skills (such as taking a Ranger but having him progress more like a Druid)?
Lastly, the 'computer' behave as warrior, explorer, builder, etc... What does each specifically mean?

Thanx!
____________
" Karate ni sente nashi . "

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 07, 2009 10:58 AM

1. - yes. possible in homm3 TE version with ERM scripts. Read about ERM language in WOG forum
2. - yes. possible in homm3 TE version with ERM scripts.
3. - not sure. There is ERM command, but looks like it doesn't work correctly.
warrior - agressive heroes, AI will build and buy creatures, average exploration
explorer - less agressive heroes, but AI will buy a lot heroes and will open map quickly
builder - AI will focus on building own town

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bones
bones

Tavern Dweller
posted February 21, 2009 09:01 PM
Edited by bones at 09:20, 22 Feb 2009.

Hi all!

First, I would like to congratulate all the people involved in this project.
I consider myself a hardcore H3 player so the original Wog was for me just a joke. TE is not!
It would take to long to write about what I like on TE – no crystal for Cyclops, less pop-up windows, balanced secondary skills, heroes classes and many others - so I will focus on what I dislike and make some suggestions.
1)Army Exchange button  is great but takes “chain heroes” to a whole new level. I use it a lot but is a big exploit. Hero who is  receiving troops should have the movement reduced to the same level as the hero who gave the troops. And/ or the exchange should be limited to one/day/hero . It’s much more natural this way; troops have their own movement.
2)Inferno is still just to weak. My recommendation : 220 Hp for Archdevil , 30-50 damage and -3 for enemy luck. For 1-6, 15-25% extra Hp.
3) I’m not sure but I think that resistance doesn’t work correctly. Expert resistance + surcoat and only 1/7 resisted, many times. Also the game crashes at least once every two hours.
4) Some spells are still on the wrong level. Blind should move up and/ or have duration reduced. Curse/ bless level 2 or 3 , magic mirror level 3. Mass spells should cost a lot more or see 5)
5) It would be great to have an option with which one can ban all schools of magic and heroes who possess them. Yeah, no mass and weaker spells. Tactics would change completely.
6) I miss those magical grounds and i  would like to see them in random maps. Fighting on cursed ground, holy ground …. Or being forced to sneak on a fiery field for expert Town portal. Imagine that!
7) To many templates are available only for 1vs1.
That’s All for now. If the feedback is good, I have more, don’t worry.

Bones feedback:
- Installation took: less than 20 minutes
- Games played on TE: more than 100
- Overall satisfaction: 8-9
- Creature experience: disabled , I think it’s a bad idea(I tried both)
- Tax on army – bad idea

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liophy
liophy


Famous Hero
Bulgarian
posted February 22, 2009 09:38 PM

Its strange that you can exchange Ballista, Ammo Cart and First Aid Tent  between heroes, but you cant hide your ballista if you have only your main hero. Sometimes you dont want it in the battle, but you have no choice to remove it. Maybe it must be possible.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2009 10:00 PM

Yes, and you forgot to suggest also that slow creatures are hidden, so they don't affect your movement, resistance is removed, so your blind always work and ammo cart is indestructible, so you never run out of ammo.

My grandmother said to me one day: don't take a balista if you don't have the skill.
____________
Era II mods and utilities

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 23, 2009 07:52 AM

Quote:

1)Army Exchange button  is great but takes “chain heroes” to a whole new level. I use it a lot but is a big exploit.


If you don't like chaining, then play Native or 1-Hero styles. However, majority of online players play Regular style and chain each turn a lot! So, your idea to give penalty for chaining is not popular and will not be implemented. By the way, limiting chaining was one of major mistakes in homm4, that resulted in low popularity of homm4 for multiplayer.
Quote:

2)Inferno is still just to weak. My recommendation : 220 Hp for Archdevil , 30-50 damage and -3 for enemy luck. For 1-6, 15-25% extra Hp.

We've planned some changes for Inferno, currently in discussion.
Quote:

3) I’m not sure but I think that resistance doesn’t work correctly. Expert resistance + surcoat and only 1/7 resisted, many times. Also the game crashes at least once every two hours.


Perhaps you had some problems in installation. Game almost never crashes.
Quote:

4) Some spells are still on the wrong level. Blind should move up and/ or have duration reduced. Curse/ bless level 2 or 3 , magic mirror level 3. Mass spells should cost a lot more or see 5)


Mirror is disabled ATM. Perhaps we will put it on level 3, TBD.
Quote:

5) It would be great to have an option with which one can ban all schools of magic and heroes who possess them. Yeah, no mass and weaker spells. Tactics would change completely.


It's possible to make option "no mass spells", so even if hero has expert school, he will not be able to cast spells on expert (mass) level. However, I doubt that this option will be popular, so it's development will be with very low priority.
Quote:

6) I miss those magical grounds and i  would like to see them in random maps. Fighting on cursed ground, holy ground …. Or being forced to sneak on a fiery field for expert Town portal. Imagine that!


Hard to determine the right place where to put this land...In general, it can be implemented in future.
Quote:
7) To many templates are available only for 1vs1.


That's not related to TE version. I think that lack of 2vs2 or 3FFA templates is because such games take more than 8 hours and people rarely play them. Anyway, it's easy to make new template so you can design it yourself. I plan to put new interesting template Spider (to WCL), have a look at it.
Quote:

If the feedback is good, I have more

Post it here and thanks for feedback
Quote:
Its strange that you can exchange Ballista, Ammo Cart and First Aid Tent  between heroes, but you cant hide your ballista if you have only your main hero. Sometimes you dont want it in the battle, but you have no choice to remove it. Maybe it must be possible.

Maybe. Not evident change. Few days ago I even had to put a spell on my Ballista in attempt to destroy it
Quote:

I dont know wich one is 1.03q, but if its the current one - only archery SPECIALIST have ammo cart. Ivor doesnt have cart for example.


Right, my mistake. Possibly, we will add cart to all heroes with Archery.
Quote:
Since there is an artefact thats equal of expert logistic - why shound be one with the effect of pathfind...

We've thought about it. IMHO Pathfinding still is not as useful as some other skills like Offence, Armor etc. So, if we will make artifact that will substitute this skill, then secondary skill will become even less important.

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