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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 50 ... 58 59 60 61 62 ... 70 80 90 99 · «PREV / NEXT»
4305673
4305673

Tavern Dweller
posted January 03, 2013 09:20 PM
Edited by 4305673 at 21:21, 03 Jan 2013.

Quote:
Forge.


Hmmm, I really think it's hard to make Forge fit into Heroes III.
But I'll have my fingers crossed

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Furjoza
Furjoza

Tavern Dweller
posted January 04, 2013 01:09 PM

Guys Tyvm for next version. Im wating for working editor and ofc for English version and for me it will be enough I dont care about other towns of campaign. Upgraded editor and English version are the most important imho. GL HF

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gatecrasher
gatecrasher


Known Hero
posted January 05, 2013 01:39 AM
Edited by gatecrasher at 19:04, 07 Jan 2013.

Hello everybody!

At the first I have to exuberantly praise the HotA team for their devotion to the HotA-Add-On, which IMHO outclasses the official ones.

Since you HotA guys are considerate of proper balancing I want to point out that by introducing the shot limit Ballista and Cannon got even weaker.


I don't want to be obstrusive, but here are a few balancing ideas to make the War Machines a more relevant gameplay element:
(I hope they are not too extensive)

- "Ballistics" Skill to affect Ballista/Cannon as well (e.g. by reducing/removing the range/obstacle penalty or by providing "Accurate Shot" special abbility to Ballista Cannon). This way would also improve the usefulness of Ballistics.

-"Ballistics" Skill to adjust damage to max damage value for Ballista/Cannon (always inflict max dmg)

- Simple increase of HP (or HP increase based on character level) for all War Machines.
(By the way: Hasn't got the Cannon to have more HP than the Ballista given its higher price and sturdy cast-iron tube?)

-Cannon to cost 1 or 2 additional Sulfur/Mercury (for gunpowder), Ballista to cost 2-5 additional wood.

-Better base damage for Ballista/Cannon or/and Artillery/Ballistics to increase base dmg.

-Better hero level-based damage progression of Ballista/Cannon.

-Enabling Ballista/Cannon (and other War Machines) for defending heroes during siege.

-Improved effect of "Artillery" Skill.

-"First Aid" Skill to make the tent conjure "Cure" on unit being healed(removal(or chance of removal) of negative spell effects).
-> usefullness of "First Aid" Skill improved

-Effect of "Ring of Life" artifact (+1 health for all units) for First Aid Tent.

-Ammo Cart to provide a 5% bonus to Archery Skill or a general 5% bonus for ranged attacks or +1 Attack rating for ranged attacks.

-Unlimited shots for units defending during a siege.


And a few skill balancing ideas:

- Better effect of Expert... Sorcery/Mysticism/Armorer/Eagle Eye/Learning.

-Expert Scholar to enable learning and teaching of all spells.

-Expert Scouting enabling to spy out enemy stack numbers

-Expert Scouting to provide additional inforamtion at thieves guild

-Expert Mysticism to prolong spell duration

-Luck in general or Expert Luck solely to slightly enhance the chance of getting high reward from treasure chests


Idea for a new spell (Water magic):

-"Flood wave/Tsunami" pushes back all enemy units + damage to enemy units or reducing health of the entire stacks by some percentage




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gatecrasher
gatecrasher


Known Hero
posted January 05, 2013 02:03 AM
Edited by gatecrasher at 18:51, 28 Jan 2013.

And one additional urgent proposal for unit balancing:

-Melee penalty for Beholders (and possibly Evil Eyes likewise).
This remains Dungeon still Medusas without Melee penalty.


One minor interface idea:

-Replace tan/teal/pink player color by yellow.


Unit balancing ideas (in order to slightly weaken Castle+Rampart):

- Grand Elf cost up to 240/250 gold

- Crusader cost up to 420 gold

- Black Knight Cost up to 1250 gold

- Upg. Hell Hole gold cost down to 2500 gold + resources...

- Upg. Gnoll Hut gold cost down to 800 gold

- Gnoll Maradeur cost down to 65 gold

- Monk/Zealot to be spellcaster (Cure), cost to 420/470,
 -1 attack for both

- Serpent Fly/Orc population to 8/12/16

- Phoenix cost down to 2800

- Ballista/Cannon to cost wood




Pirates/Mates to provide a small Sea movement bonus or Pirates/Cannon to provide a +1 Morale/Luck/Attack rating bonus to allied troops during a ship battle

In order to reduce the impact of "Necromancy":

-Skeleton health to be reduced to 5 / lower Att or Def rating







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elaf
elaf


Adventuring Hero
posted January 05, 2013 06:38 PM

Yeah, Tsunami! Great Idea!

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 05, 2013 06:43 PM

I agree that some minor buffs to certain secondary skills wouldn't hurt - could open new and interesting hero's builds

The tsunamy spell souns cool
____________

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Sguazz
Sguazz


Known Hero
posted January 05, 2013 07:43 PM

A quick question:
Is it my procedure corrected?
1) Install SoD (Eng)
2) Install patch 3.0->3.2 (sd30to32.exe)
3) Install HotA 1.2 (Rus)

Game doesn't start

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Anonymus9809
Anonymus9809

Tavern Dweller
posted January 05, 2013 08:16 PM

Quote:
A quick question:
Is it my procedure corrected?
1) Install SoD (Eng)
2) Install patch 3.0->3.2 (sd30to32.exe)
3) Install HotA 1.2 (Rus)

Game doesn't start


I think, the WoG is also must to be added...

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 05, 2013 08:20 PM

Quote:
I think, the WoG is also must to be added...

No.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 05, 2013 08:44 PM
Edited by Storm-Giant at 20:45, 05 Jan 2013.

A clear procedure "how to install" should be added to the OP, along with mirrors to the download and some update to the info of the masterpost as well.

Anyone willing to help creating the how to install?
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 05, 2013 08:56 PM

First and second main post contain the install requirements, take 2 minutes to read.

After installing on SoD, use h3hota.exe to start the game. If it still does not work, then your original game may be corrupt, either downloaded from creepy sources or your disc is damaged.

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Sguazz
Sguazz


Known Hero
posted January 05, 2013 10:02 PM

I've read "(it can be installed over every version)"!
My disc is original (Oh Yesss! ) and the patch is in my Hdd from the far 2001!
However I've found the problem: after the installation (SoD+patch3.2), it's necessary to launch "Heroes3.exe" with the CD in the CDROM; quit from SoD and then launch "h3hota.exe". Necessary only at the first time.

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blueskirt
blueskirt


Adventuring Hero
posted January 07, 2013 04:30 AM

I was thinking about proposing the same thing regarding balancing secondary skills.

Expert Scouting could gives the benefit of having a permanent Visions spell cast, or having a Rogue in the army.

And Learning is notorious for being such a fraud, wasting one skill slot to get nothing in return. What if expert Learning allowed the player to choose which primary skill their heroes receive on leveling up?

Although I don't mind if nothing is done to give lesser spells and secondary skills a much needed buff to spice things up a bit and open up new strategies, I simply feel the game would be better if it offered more interesting choices instead of giving me these no brainers whenever my heroes levels up.

Ideally, skills should be designed in such a way that having to choose between basic Eagle Eye and Earth Magic, or between basic Offence and First Aid, are as thrilling as having to choose between basic Wisdom and Logistics.

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Siegfried
Siegfried


Famous Hero
posted January 07, 2013 05:22 PM

Quote:

Ideally, skills should be designed in such a way that having to choose between basic Eagle Eye and Earth Magic, or between basic Offence and First Aid, are as thrilling as having to choose between basic Wisdom and Logistics.


Agreed! Absolutely!

This is part of why i'm doing new scripts, offering some extras if a hero has some skill combination. So those crap skills become a valuable extra "enabler". F.ex. a hero having both Eagle Eye and Scouting has the option to reveal an arbitrary part of the map. Or Eagle Eye and Archery giving an extra bonus to shooters (maybe the no obstacle penalty?). And Learning together with Leadership gives extra Exp to the troops. And so on. I think there are endless possibilities of making unnecessary skills an interesting option.

To spice up a single skill is not the only option you have

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gatecrasher
gatecrasher


Known Hero
posted January 07, 2013 06:04 PM
Edited by gatecrasher at 18:05, 07 Jan 2013.

On the other hand....
It might have been intended that there be some lesser usefulls skills so as to have players draw the short straw on several occasions.

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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted January 07, 2013 07:06 PM

Quote:
-Dwarf cost up to 125 gold

-Pikemen cost up to 65 gold

-Halberdier cost up to 80 gold

It'd make them useless.

Quote:
-Pirate Cost down to 200 gold or Pirate growth to 8/12/16 or Gunpowder Storage to increase growth by 1 or 2 ?

It'd make them too strong.
____________
Horn of the
Abyss on AcidCave

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gatecrasher
gatecrasher


Known Hero
posted January 08, 2013 04:24 AM
Edited by gatecrasher at 12:55, 08 Jan 2013.

OK, you have a point there.

Still have a few ideas, especially to balance Magic Schools

-Extend Fire Wall by one hex.

-Expert Fire Shield: 33% of damage is counter-inflicted.

-Maybe damage balancing with offensive Fire spells.

-New spell (Fire Magic): Volcano: places a volcano on battlefield, which generates a lava flow as obstacle (or just the volcano itself being obstacle) and damages one enemy stack at random.
Only one volcano to be allowed on battlefield. Volcano can't be placed inside of Fort walls.

-New spell (Air Magic): Stealth: selected stack will get invisible for a number of rounds until attacking (except for ranged attacks?) or enemy unit tries to travel to occupied hex.

-New spell (only to get from scroll): Peace: no combat possible for one day. After use scroll is to perish

-Conflux Magic University to cost 2 of each resource apart from wood/ore additionally

-Magic University as map object: guarded by Mages/Enchanters/Magic Elementals. Reward: Spell Scroll.

-20% resistance for Inferno units against Magog fireballs or possibility to target Magog's fireball at unoccupied hexes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2013 08:15 AM
Edited by Salamandre at 13:20, 08 Jan 2013.

Quote:
Ideally, skills should be designed in such a way that having to choose between basic Eagle Eye and Earth Magic, or between basic Offence and First Aid, are as thrilling as having to choose between basic Wisdom and Logistics.


There is nothing thrilling about this choice: you select logistic, wisdom will be offered again 6 levels later.

Due to combat mechanics, you need natural fighting skills more than any other weird bonuses we can invent for first aid. Even if the tent would resurrect a full stack every turn, we would still choose offense over, because it is more profitable. And eagle eye is already enough good as it is, just don't use it on your main, skills must be scattered between all your heros, each one with a purpose. Learning is useless, I agree.

I think the game is enough enjoyable as it is, and will be even more with a new town. If you push to change skills mechanics, it will turn into another WoG, but without possibility to skip options.
____________
All my Era II mods

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 08, 2013 08:28 AM
Edited by artu at 08:29, 08 Jan 2013.

When this is finally over, and I mean really over, will we be able to play a random Wog map in Era 2 with the new town, creatures, artifacts?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2013 08:33 AM

No, looks like WoG will never get the tenth town. VCMI probably.

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