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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»
liophy
liophy


Famous Hero
Bulgarian
posted February 23, 2009 12:44 PM
Edited by liophy at 12:52, 23 Feb 2009.

Quote:

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.



Well, if its not usefull enough why did you make pathfinding 75% instead of 100%?

And if  Boots and Logistic are cumulative, why not the path Relic and the skill. Lets say - with the two combined, you can walk as on dirt road. I imagine it like that. Expert Path gives you 100%, and the path artie gives you 50%. If you have both - you walk on terein like on dirt road.

And its not only the skill itself, its the classes. You have Speedy. Thats why the skill path is important.

And maybe if you make possible to have  explorer not only Nav+Scout, but Nav+path. That way not only Path, but Navigation will become more usefull (higher chance for explorer), wich will be good.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 24, 2009 12:08 PM

Quote:

Well, if its not usefull enough why did you make pathfinding 75% instead of 100%?


what do u mean? Pathfinding always remove 100% penalty, even in SOD

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liophy
liophy


Famous Hero
Bulgarian
posted February 24, 2009 04:07 PM

Yes, in SOD it is 100%, but on TE it says its 75 on expert. Maybe its just the note wrong, but the effect is correct. Take a look in game.

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bones
bones

Tavern Dweller
posted February 28, 2009 04:35 PM
Edited by bones at 16:40, 28 Feb 2009.

Quote:

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.


Ok. I disagree but i can live with it.
Quote:

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


I look forward.
Quote:

Hard to determine the right place where to put this land...In general, it can be implemented in future.


There's no need to determine. Random is OK.
Quote:

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.


I know.I've made some changes myself but i still don't fully understand how to do it. If there's a manual/ thread anywhere  it would be highly appreciated.
Thanks  
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liophy
liophy


Famous Hero
Bulgarian
posted March 11, 2009 11:42 AM

There is one interesting idea: Make possible to retreat from battle against neutral monsters WITH your army - to buy it like in main fight.

This is because almost all the people ask for load anyway. So at least let the mistakes cost them something. Unless its jebuss - the money will be crucial factor, your movement will be slowed for 1-2 days and in general it must be enough.

Offcource - it will be optional, so whoever finds the idea bad - dont use the feature.

But i personaly got sick of "i messed up, can we load".

If such feature is implemented, when you buy your army, the monsters that you fight(regardles on map or in building) must stay as before fight.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted March 11, 2009 01:59 PM

I think that player agreeing before the game regarding loads is sufficient. It is true that most people allow loads, so I guess that those who don't should mention it, or vice versa. But all the good players know each other anyway, so this isn't that relevant imo.
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liophy
liophy


Famous Hero
Bulgarian
posted March 11, 2009 02:39 PM
Edited by liophy at 14:59, 11 Mar 2009.

Quote:
I think that player agreeing before the game regarding loads is sufficient. It is true that most people allow loads, so I guess that those who don't should mention it, or vice versa. But all the good players know each other anyway, so this isn't that relevant imo.

Practice shows that this is NOT sufficient. All the time its the same - you agree not to load and still they ask for it. And if you dont give the load, its you that looks like bastard. And most of the times they just quit the game.

The truth is - all the time suicides happens. And lots of good games are ruined by suicides.

For me its better that the suicide dont finish you, but just penalise you with the huge money cost and the few days slowing to start from the castle.

And again i repeat it - as all the features in TE, this should be optional.

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xlnt
xlnt


Known Hero
posted March 11, 2009 02:49 PM

I find a lot of sense here, i support this request for enhancement : )

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted March 11, 2009 03:03 PM

Quote:
There is one interesting idea: Make possible to retreat from battle against neutral monsters WITH your army - to buy it like in main fight.

This is because almost all the people ask for load anyway. So at least let the mistakes cost them something. Unless its jebuss - the money will be crucial factor, your movement will be slowed for 1-2 days and in general it must be enough.

Offcource - it will be optional, so whoever finds the idea bad - dont use the feature.

But i personaly got sick of "i messed up, can we load".

If such feature is implemented, when you buy your army, the monsters that you fight(regardles on map or in building) must stay as before fight.


Liophy's idea is really interesting.

But I am against it. Stupidity must be punished. If you attack a naga bank with 2 angels, you are punished by losing the army / the game. If it's not stupidity, but rather inexperience, this will help the player learn things (the hard way).

Yet, IMHO, this CAN be included as an option PLAYER SURRENDERS TO NEUTRAL CREATURES, but I wouldn't use it.

People should know that attacking a neutral guard TIMES stronger than your army means game over.

What is more, it is usually confidence or desperation that makes you attack a strong guard. If you are in need of money, how are you supposed to pay for the lives of your creatures?

Finally, I thinks this will make the game too easy - one more way to "rectify" a mistake or to go home.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 11, 2009 03:25 PM

the idea was to make such retreat as a "feature" of Diplomacy skill - one of possible changes. I personally like another function of Diplo - reducing enemy's army quantity, however not sure which version will be accepted finally.
Regarding loads: in my games I normally allow loads such way - "I can give u 1 load, but if u win, then no report". That's a kind of protection against too risky strategy. Also, lately I play without moral of neutral guards, so game is much more predictible.

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liophy
liophy


Famous Hero
Bulgarian
posted March 11, 2009 03:44 PM

Quote:
the idea was to make such retreat as a "feature" of Diplomacy skill - one of possible changes. I personally like another function of Diplo - reducing enemy's army quantity, however not sure which version will be accepted finally.
Regarding loads: in my games I normally allow loads such way - "I can give u 1 load, but if u win, then no report". That's a kind of protection against too risky strategy. Also, lately I play without moral of neutral guards, so game is much more predictible.


Well, for me "no win for you after load" must be unspoken rule. But still, you know...

For me this will be nice feature for semi-friendli games. As i said - it should be optional, so whoever hates it - let him switch off.

About diplomacy reducing neutral guards - isnt it the same as if you fight with higher offence and deffence? So you will make diplomacy combination of half offence/half armorer. And offcource it will not work in main fight, because i suppose there will be no reduction there.

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted March 11, 2009 04:06 PM

diplomacy and charm reduce enemy creatures' quantity in Heroes 4 and this IS WAY too overpowered. (those leaving the opponent's army / neutral army offer to join you for gold - diplomacy and WITHOUT gold - charm)

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 11, 2009 04:23 PM

Quote:
But I am against it. Stupidity must be punished.
I don't think that's a correct saying for such a case. If you face "lots" of creatures guarding a level 7 dwelling day 7, it could be a game winner to flag it (2 more creeps than if you wait 1 more day) that day. You may handle 20-35 enemies without too many losses, but 40 or more would be deadly. I don't think it is stupid to take the chance and fight them. If they are too many, you have your "punishment" by paying lots of gold instead of just asking for reload.
One one hand, it is ok, to attack them with a scout and retreat (costs 2500 gold), but doing it with main hero and surrender (probably costs 10,000 gold) is called stupid.....fail to see the logic behind that issue
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bloucester
bloucester


Famous Hero
MSN can go to hell
posted March 11, 2009 09:27 PM

you fail to see the logic angelito, because this is not stupid. this is what i call a premeditated risk. stupid is attacking lots of devils week two with 30 grand elves, 6 unicorns, cents and some silver pegasi to outspeed the devils. and then finding archies...

stupid is attacking a FULL naga bank with 3 rocks and 1 behemoth and so on...

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted March 11, 2009 09:35 PM

2 questions;
1, have weaker towns such as Fortress and Inferno been buffed at all in any way already, and 2, is it possible to download the balance changes but not WoG features such as stacks leveling and classes?
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted March 11, 2009 10:00 PM
Edited by bloucester at 22:02, 11 Mar 2009.

fortress and inferno are NOT weaker towns, but they have received some great bonuses - increased creature growth (gnolls, lizardmen, BASILISKS, gogs (maybe), hounds, DEMONS), no need for resource silo for gorgon upgrade, no need for guild lvl 2 for fiends upgrade.

yet, the biggest and most DISBALANCING changes IMHO are in the tower and stronghold towns - no need for genies to build giants and reduced naga cost and no crystal cost for the cyclops dwelling, as if stronghold wasn't powerful enough. these are amongst the main reasons for my anti-TE campaings

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted March 11, 2009 11:24 PM

Fortress isn't terrible, and I love it to death, but IMO both the Hydra and the Mage Guild have issues, I was just wondering if TE buffs them at all.

Giant thing I'm not too concerned about due to the prohibitive cost of the Cloud Temple.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 12, 2009 02:21 PM

1) Tower is still not as good as other towns (in general). However a lot depends on template.
2) @SwampLord: yes you can disable stack experience and classes in TE.

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pacifist
pacifist


Famous Hero
posted March 12, 2009 02:55 PM

Pay neutral monsters to retreat with army? And what if my main has only 1 dragonfly ? he will be able to return castle for 2500 + cost of DF . I think it's a small cost for the poor town portal.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 12, 2009 03:26 PM

That will be actually more expensive than fleeing (cost surrender+cost rehiring). The advantage is that he keeps the DF.
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Era II mods and utilities

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