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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes of Might & Magic III: Horn of the Abyss
Thread: Heroes of Might & Magic III: Horn of the Abyss This thread is 99 pages long: 1 10 20 30 40 ... 41 42 43 44 45 ... 50 60 70 80 90 99 · «PREV / NEXT»
Hobbit
Hobbit


Supreme Hero
posted August 08, 2012 06:21 PM

Yeah, I meant that no different battlefields for new creature banks is nothing strange and it's the same as in SoD or even RoE. Sorry for misunderstanding.

But still - I guess it would be great if every creature bank would have some new background. Of course if it's possible.
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Horn of the
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antistar
antistar


Adventuring Hero
betrayer...
posted August 09, 2012 06:41 PM

Congratulations

To my great shame I didn't check on HotA for 1 year and something now.

I would like to congratulate the dev team and all Heroes Community.

[waiting for English HotA to be realeased ]
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He rides in battle against impossible odds, never stopping until he reaches his goal.

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lordriton
lordriton


Known Hero
posted August 10, 2012 04:22 PM

Quote:

[waiting for English HotA to be realeased ]


+1 !!!


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Sorry for my miserable english, i'm french.

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pellish
pellish


Famous Hero
posted August 10, 2012 05:35 PM

I have come up with ideas for two new secondary skills particularly fitting for captains and navigators. They may sound silly but I think it's worth mentioning at least. Also, they will probably need some tweaking.

Basic Plundering - when killing an enemy hero, the player recieves 10% of all the enemy's resources. (too much?)
Advanced Plundering - same as above but 15%
Expert Plundering - 20%

Basic Sailsetting - only half of your movement points are used when entering or leaving a boat.
Advanced Sailsetting - same but only a quarter is used.
Expert Sailsetting - no movement points are reduced when entering/leaving a boat.

What do you think of my ideas? Silly or good?

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Ayreon
Ayreon


Famous Hero
posted August 10, 2012 05:41 PM

I like the idea of plundering. Though 10% sounds a bit too much. Maybe how much you get could also depend on the strength of the defeated hero?
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pellish
pellish


Famous Hero
posted August 10, 2012 05:44 PM
Edited by pellish at 17:45, 10 Aug 2012.

Quote:
I like the idea of plundering. Though 10% sounds a bit too much. Maybe how much you get could also depend on the strength of the defeated hero?

Yes or possibly depending on how much time has run. I have no idea if it even would be possible to script but I thought it was a nice idea.

What do you think of the Sailsetting skill? Too OP?

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Ayreon
Ayreon


Famous Hero
posted August 10, 2012 05:59 PM

Sailsetting as a skill I think might better be off included in the navigation skill, but adding the possibility itself could be fun. Not sure if I'd use that skill often though.
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pellish
pellish


Famous Hero
posted August 10, 2012 06:05 PM
Edited by pellish at 18:07, 10 Aug 2012.

Quote:
Sailsetting as a skill I think might better be off included in the navigation skill, but adding the possibility itself could be fun. Not sure if I'd use that skill often though.


Yes, I see your point. Use of the skill would greatly depend on the map you're playing. I believe it would come of good usage on maps such as Back for Revenge, Thousand Islands and HotA's Burning Isles.

It'd make maps with lots of water terrain far more interesting.

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Hobbit
Hobbit


Supreme Hero
posted August 10, 2012 06:27 PM

Quote:
Plundering - when killing an enemy hero, the player recieves 10% of all the enemy's resources. (too much?)

Good idea - but it shouldn't be constant. I believe something like (1/number of enemy's heroes)*x where x is:
- 5% of enemy's resources on basic level,
- 10% of enemy's resources on advanced level,
- 15% of enemy's reousrces on expert level
would be much more balanced.

Quote:
Sailsetting - only half of your movement points are used when entering or leaving a boat.

Too OP. Admiral's Hat gives no penalty for that and it's a combined artifact - made of one major artifact and a relic!
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solitaire345
solitaire345


Promising
Famous Hero
posted August 10, 2012 06:31 PM
Edited by solitaire345 at 18:32, 10 Aug 2012.

10%/15%/20% per hero is really too much. It would screw AI, because it likes sending out scout heroes with one single creature. Also I kind of see a flaw in logic here: how does the carried treasure of your enemy depend on your skill? I think it must depend on the cost of hero's creatures too.

Sailsetting skill sounds interesting, but also the bonus seems too big to me. I suggest something like 20%/40%/60% or even less.
I also remember somewhere in this forum was formula for calculating how many movement points a hero would have with Admiral's hat and possible exploitation of this formula to gain large amount of movement points by swapping movement artifacts. Don't remember that discussion exactly, but I think it was proven by someone that it is possible to get as much  movement points as you want by embarking/disembarking and carefully equipping/unequipping artifacts.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 10, 2012 06:37 PM

A known bug, very enjoyed by our chinese friends to end water maps in one day and claim high score.
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Era II mods and utilities

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Furjoza
Furjoza

Tavern Dweller
posted August 10, 2012 07:24 PM

The thing that Heroes 3 really needs is Advanced Editor. Not only with new objects but also with new possibilites for winning/loss conditions  and many other things!

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Ayreon
Ayreon


Famous Hero
posted August 10, 2012 07:33 PM

Quote:
The thing that Heroes 3 really needs is Advanced Editor. Not only with new objects but also with new possibilites for winning/loss conditions  and many other things!


With ERM you can easily do that. You can let player X win the game at any moment, so to speak.
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Yogdush
Yogdush

Tavern Dweller
posted August 10, 2012 07:55 PM
Edited by Yogdush at 19:56, 10 Aug 2012.

Quote:
10%/15%/20% per hero is really too much. It would screw AI, because it likes sending out scout heroes with one single creature. Also I kind of see a flaw in logic here: how does the carried treasure of your enemy depend on your skill? I think it must depend on the cost of hero's creatures too.

Sailsetting skill sounds interesting, but also the bonus seems too big to me. I suggest something like 20%/40%/60% or even less.
I also remember somewhere in this forum was formula for calculating how many movement points a hero would have with Admiral's hat and possible exploitation of this formula to gain large amount of movement points by swapping movement artifacts. Don't remember that discussion exactly, but I think it was proven by someone that it is possible to get as much  movement points as you want by embarking/disembarking and carefully equipping/unequipping artifacts.

Good points.

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Pellish
Pellish


Famous Hero
posted August 10, 2012 07:57 PM

Quote:
10%/15%/20% per hero is really too much. It would screw AI, because it likes sending out scout heroes with one single creature. Also I kind of see a flaw in logic here: how does the carried treasure of your enemy depend on your skill? I think it must depend on the cost of hero's creatures too.

Sailsetting skill sounds interesting, but also the bonus seems too big to me. I suggest something like 20%/40%/60% or even less.
I also remember somewhere in this forum was formula for calculating how many movement points a hero would have with Admiral's hat and possible exploitation of this formula to gain large amount of movement points by swapping movement artifacts. Don't remember that discussion exactly, but I think it was proven by someone that it is possible to get as much  movement points as you want by embarking/disembarking and carefully equipping/unequipping artifacts.

As I said, the skills are mere suggestions. They will need tweaking for more balance.

I gave it some thought and maybe the Plundering skill could only take effect when you capture an enemy's town? That seems more logical given that a town would be the place where enemies store their resources. 5%/10%/15%?

50% reduced movement points could be the effect of Expert Sailsetting? Basic reducing 10% and advanced reducing 30. This may be more balanced.

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Hobbit
Hobbit


Supreme Hero
posted August 10, 2012 08:14 PM

Quote:
The thing that Heroes 3 really needs is Advanced Editor. Not only with new objects but also with new possibilites for winning/loss conditions  and many other things!

That's what a new HotA Map Editor would be like.
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solitaire345
solitaire345


Promising
Famous Hero
posted August 10, 2012 08:18 PM

I gave it some thought and maybe the Plundering skill could only take effect when you capture an enemy's town? That seems more logical given that a town would be the place where enemies store their resources. 5%/10%/15%?
One of Fnord's scripts implemented such feature.

50% reduced movement points could be the effect of Expert Sailsetting? Basic reducing 10% and advanced reducing 30. This may be more balanced.

I suggest you to learn ERM, create such script and play normal game to test it yourself.
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Wazzz
Wazzz


Adventuring Hero
posted August 10, 2012 08:29 PM

its a fantasy/sci fi game mostly known for the fantasy aspect, plunder would be alright with just taking heroes out as it is.

but maybe limit it to gold only? wouldn't want to take away some of ALL their resources, now, would you?

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pellish
pellish


Famous Hero
posted August 10, 2012 09:24 PM

Quote:
I gave it some thought and maybe the Plundering skill could only take effect when you capture an enemy's town? That seems more logical given that a town would be the place where enemies store their resources. 5%/10%/15%?
One of Fnord's scripts implemented such feature.

50% reduced movement points could be the effect of Expert Sailsetting? Basic reducing 10% and advanced reducing 30. This may be more balanced.

I suggest you to learn ERM, create such script and play normal game to test it yourself.

This is not for my personal interest. I am merely suggesting this to the HotA crew in case they think they're good ideas.


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Pellish
Pellish


Famous Hero
posted August 11, 2012 04:23 PM

HotA bugfix released:

https://www.dropbox.com/s/q5etub9eeivj8k7/HotA1_1Bugfix.exe

Changelog can be found on forum.df2.ru.

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