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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Super Thread is 548 pages long: 1 70 ... 108 109 110 111 112 ... 140 210 280 350 420 490 548 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2015 10:06 PM

mcafee is a spam. You get it offered for free when downloading other useful files. Believing that you are protected with mcafee is like believing an umbrella will protect you from nuclear holocaust.
____________
Era II mods and utilities

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hippox89
hippox89


Famous Hero
posted February 14, 2015 10:42 PM
Edited by hippox89 at 22:43, 14 Feb 2015.

Yeah, true. It's certainly noteworthy that protection software themselves can counteract their usefulness by being the cause of many headaches. Like, slowing the PC down in general by being unnecessarily bloated, scanning and sucking the resources from your system at inappropriate times, deleting safe files and so on. Much can be remedied by user configuration if adequately supported, though.

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hcdood
hcdood

Tavern Dweller
posted February 15, 2015 09:06 AM

HOTA and windows 8.1

I'm set up on Windows 8.1, got this addon installed on a clean GOG Heroes 3 Complete edition and the game crashes every 2-3 minutes...
-I ran compatibility with Win Xp, Sp2, Sp3, Win 98 etc...
-run as admin,
-disabled scaling for high DPI..

No success.

Has the game been tested for WIN 8.1 or am i wasting time trying?


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hippox89
hippox89


Famous Hero
posted February 15, 2015 11:56 AM
Edited by hippox89 at 11:59, 15 Feb 2015.

With HD mod installed then HMM3 runs without any crashes for me in W8.1. I don't use any compatibility settings. You do need to install the packages that Windows will prompt you to, though. Like 'Direct Play' and another one that I think was a .Net package. You probably already did this.

If you don't like HD mod for whatever reason then you should try running the executable with affinity on. You have to make a bat file in the root HMM3 folder and put 'start /affinity 1 h3hota.exe' inside it, then run it.

I highly recommend to install HD mod instead if you didn't already do so.

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Pit
Pit

Tavern Dweller
posted February 15, 2015 12:58 PM
Edited by Pit at 12:59, 15 Feb 2015.

I have the same problem at XP i just replace Mss32.dll & Mp3dec.asi files from HD mod to my HoMM3 folder. Maybe this will help you also..

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hcdood
hcdood

Tavern Dweller
posted February 15, 2015 02:32 PM

hippox89 said:
With HD mod installed then HMM3 runs without any crashes for me in W8.1. I don't use any compatibility settings. You do need to install the packages that Windows will prompt you to, though. Like 'Direct Play' and another one that I think was a .Net package. You probably already did this.

If you don't like HD mod for whatever reason then you should try running the executable with affinity on. You have to make a bat file in the root HMM3 folder and put 'start /affinity 1 h3hota.exe' inside it, then run it.

I highly recommend to install HD mod instead if you didn't already do so.

Well, to be honest, I haven't installed HD mod, i just installed the HOTA version over the complete one.

I'll try it as you suggested and report back. Thanks.
____________

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Evaline
Evaline


Known Hero
posted February 15, 2015 03:20 PM

About antivirus crap

Please add something like this "If You have antivirus then uninstall it first before trying to install HotA" to a first post in this topic.

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Kindrel
Kindrel

Tavern Dweller
posted February 16, 2015 01:07 AM

This is really cool, I'd love to try it out. Great work guys!

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ciggi94
ciggi94

Tavern Dweller
posted February 16, 2015 01:14 AM

Salamandre said:
mcafee is a spam. You get it offered for free when downloading other useful files. Believing that you are protected with mcafee is like believing an umbrella will protect you from nuclear holocaust.


I don't think mine is, because I got the payed version for free via my bank :-)
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 16, 2015 09:07 AM

ciggi94 said:
Salamandre said:
mcafee is a spam. You get it offered for free when downloading other useful files. Believing that you are protected with mcafee is like believing an umbrella will protect you from nuclear holocaust.


I don't think mine is, because I got the payed version for free via my bank :-)


Regardless of where you got it, McAfee is a known resource hog. Unfortunately it's company policy, but otherwise I am not touching it with a 10-foot pole. There are other virus scanners out there which are as good or even better, which have a far smaller system footprint.

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Bob9001
Bob9001

Tavern Dweller
posted February 22, 2015 05:11 AM

is there a bug thread for HOTA or is this it?
____________

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nik312
nik312


Promising
Famous Hero
posted February 22, 2015 09:36 AM

N t
Bob9001 said:
is there a bug thread for HOTA or is this it?


There are two. Links in the first post

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culgil
culgil


Adventuring Hero
posted March 01, 2015 07:40 PM

Dear HotA crew, thank you very much for this great addon!

Cove town fits very nicely, the balance changes for the other towns, but also for water elements, luck and scouting are highly welcome, and all those many small, but very convenient changes are simply wonderful (like accumulating dwellings, number of approximate army sizes and the possible number of killed units in combat screen!).

After playing some time, here are some experiences I made and suggestions for small or medium-scale changes:

1) When playing Dungeon, it it quite annoying that the mana vortex triggers for the first visiting hero (every 7 days). So if you want to use the vortex bonus for your primary hero, you can't deliver new troups with a secondary hero... It would be great to be asked before the bonus is applied. The question could involve the name of the hero, because else there could be confusion if there is a garrisoned hero as well (or garrisoned heroes generally do not trigger the vortex). For the battle scholar academy, a similar situation might arise: Imagine there is a witch hut in front of your town with a skill you like to level up quickly. Than you would like to send a newly recruited hero there first and apply the +1000 experience afterwards, which unfortunately is not possible.

2) When choosing your starting hero in the map configuration screen (scenario and RMG), it might be convenient to see not only his specialty on right-clicking him, but also his starting secondary skills (and perhaps his starting spell and starting army). So if you want to choose a hero with offense, but do not know them all by heart (yes, I don't), you will see easily who comes with offense right from the start.

3) Speaking about starting armies, I learned to know that from all heroes with lvl 4 unit specialties only Bron (basilisks) and Illor (stormbirds) start with lvl 4 creatures. TBH, I don't understand why. It is quite a huge bonus to start with lvl 4 creatures (concerning higher attack, defense and HP), so why doesn't Sorsha start with Swordsmen or Marius with Demons? I understand that mages or vampires would be too powerful (and there is no hero for medusas). But also the stormbirds with a speed of 9 are quite strong in the beginning, while Aeris starts without his pegasi... (to complete the list, Stronghold and Conflux each have two heroes with ogre / fire elemental specialty)

4) Artu and Sal recently discussed a possible function of banning a town in a scenario or random map. I think such a function might be interesting. Imagine you want to play Dragogeddon just for fun, so you would like to disable all towns but Conflux, Dungeon and Inferno. Or you don't like Conflux or Necropolis, so just disable them for all colours and that's it. (Obviously, colours with fixed towns in scenario maps could not be changed then)

5) Someone (don't remember who it was) brought up the idea of varying the maximum number of heroes depending on map size. This seems to make sense to me. On small and medium-sized maps, you hardly need all 8 heroes. And on huge and giant maps, 8 will not be enough...

6) As we all know, still many secondary skills and war machines are unbalanced / useless. So rebalancing them cautiously would be great! How this may be achieved might better be discussed in length in a separate thread. I just wanted to express that IMHO this is one of the major remaining challenges.

7) The new water elements are nice, but there still is no neutral unit recruitable at sea only. So here is an idea for one:
Hippocampus: increases hero's movement rate at sea (the seahorses are pulling your boat ), dwelling is also at sea. Similar function than nomads on sand, useful for primary and secondary heroes alike.

So, again, great thanks for the nice addon, guys! I am looking forward to the already announced 1.3.6 release

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nik312
nik312


Promising
Famous Hero
posted March 03, 2015 12:44 PM

culgil said:
Dear HotA crew, thank you very much for this great addon!

Cove town fits very nicely, the balance changes for the other towns, but also for water elements, luck and scouting are highly welcome, and all those many small, but very convenient changes are simply wonderful (like accumulating dwellings, number of approximate army sizes and the possible number of killed units in combat screen!).


Thank you, we appreciate your appreciation and I hope that you appreciate our appreciation of your appreciation 'cuz we would definetely appreciate such appreciation of an appreciation appreciation...  Ok, I definetely need to go have some sleep...

culgil said:

1) When playing Dungeon, it it quite annoying that the mana vortex triggers for the first visiting hero (every 7 days). So if you want to use the vortex bonus for your primary hero, you can't deliver new troups with a secondary hero... It would be great to be asked before the bonus is applied. The question could involve the name of the hero, because else there could be confusion if there is a garrisoned hero as well (or garrisoned heroes generally do not trigger the vortex). For the battle scholar academy, a similar situation might arise: Imagine there is a witch hut in front of your town with a skill you like to level up quickly. Than you would like to send a newly recruited hero there first and apply the +1000 experience afterwards, which unfortunately is not possible.



An interesting idea actually, we'll probably consider it.

culgil said:

2) When choosing your starting hero in the map configuration screen (scenario and RMG), it might be convenient to see not only his specialty on right-clicking him, but also his starting secondary skills (and perhaps his starting spell and starting army). So if you want to choose a hero with offense, but do not know them all by heart (yes, I don't), you will see easily who comes with offense right from the start.



There've been such ideas but we had no time for proper realisation yet.

culgil said:

3) Speaking about starting armies, I learned to know that from all heroes with lvl 4 unit specialties only Bron (basilisks) and Illor (stormbirds) start with lvl 4 creatures. TBH, I don't understand why. It is quite a huge bonus to start with lvl 4 creatures (concerning higher attack, defense and HP), so why doesn't Sorsha start with Swordsmen or Marius with Demons? I understand that mages or vampires would be too powerful (and there is no hero for medusas). But also the stormbirds with a speed of 9 are quite strong in the beginning, while Aeris starts without his pegasi... (to complete the list, Stronghold and Conflux each have two heroes with ogre / fire elemental specialty)



Bron's army was a bug, that became a feature. To highlight that it is accepted as a feature we introduced a Bron-like army for one of new heroes. But changing old armies is a bit too much. We never change anything  that important from original game without particular need for it. As for 4th level creatures on start - there seems no need for it for any old town neither in terms of balance nor in terms of game logic.

culgil said:

4) Artu and Sal recently discussed a possible function of banning a town in a scenario or random map. I think such a function might be interesting. Imagine you want to play Dragogeddon just for fun, so you would like to disable all towns but Conflux, Dungeon and Inferno. Or you don't like Conflux or Necropolis, so just disable them for all colours and that's it. (Obviously, colours with fixed towns in scenario maps could not be changed then)



Function of banning some elements may appear only as a tool for building custom templates.

culgil said:

5) Someone (don't remember who it was) brought up the idea of varying the maximum number of heroes depending on map size. This seems to make sense to me. On small and medium-sized maps, you hardly need all 8 heroes. And on huge and giant maps, 8 will not be enough...



Firstly, it is difficult to realise. Secondly, it is unneeded: for L maps and lower 8 heroes are quite enough while for XL and higher being able to build strategy with only 8 heroes at once is a matter of skill. And yes, you can have more than 8 heroes. Just hide those above restriction in town garrisons and use them as soon as some other ones are dissmised/hidden. That's just part of gameplay

culgil said:

6) As we all know, still many secondary skills and war machines are unbalanced / useless. So rebalancing them cautiously would be great! How this may be achieved might better be discussed in length in a separate thread. I just wanted to express that IMHO this is one of the major remaining challenges.



That is the next major direction for the balancing process.

culgil said:

7) The new water elements are nice, but there still is no neutral unit recruitable at sea only. So here is an idea for one:
Hippocampus: increases hero's movement rate at sea (the seahorses are pulling your boat ), dwelling is also at sea. Similar function than nomads on sand, useful for primary and secondary heroes alike.



New neutrals will continue appearing. Including at least one water-themed.

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culgil
culgil


Adventuring Hero
posted March 04, 2015 01:11 AM

nik312 said:
Thank you, we appreciate your appreciation and I hope that you appreciate our appreciation of your appreciation 'cuz we would definetely appreciate such appreciation of an appreciation appreciation...  Ok, I definetely need to go have some sleep...

I appreciate that
And thanks for your quick reply on my really lengthy post!

nik312 said:
And yes, you can have more than 8 heroes. Just hide those above restriction in town garrisons and use them as soon as some other ones are dissmised/hidden. That's just part of gameplay

Funny. I'm playing the game for a long time already, but didn't consider this possibility yet! One never stops learning...

nik312 said:
That is the next major direction for the balancing process.
[...]
New neutrals will continue appearing. Including at least one water-themed.

That's both good news! Great!

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hippox89
hippox89


Famous Hero
posted March 06, 2015 12:10 AM
Edited by hippox89 at 00:19, 06 Mar 2015.

Spotted at heroes3.tv today >  'First show tournament Heroes III - Horn of the Abyss' announcement with a bracket. Date March-April. All matches is bo1 expect the final which will be a bo3.

Look at the player line-up !

Stinger
Amiloo
Dirty_Player
Maretti
Hell Light
Pit for LM
Gomunguls
cobra

heroes3.tv

I'm very exited about this show tournament because watching such strong players competing in HotA should prove very interesting. There's of course not much doubt that the players isn't nearly as familiar and intimate playing the current version of HotA competitively compared to SoD at this point in time, but I still hope to see some great show matches nevertheless.

Maybe this also means that 1.3.6 will be released very soon, so it can be used for the tournament, although we hardly know a thing about the patch at this point.

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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted March 06, 2015 03:24 AM

hippox89 said:
Maybe this also means that 1.3.6 will be released very soon, so it can be used for the tournament, although we hardly know a thing about the patch at this point.

You're right

HotA 1.3.6 is out. It's not very huge, mainly bug fixes and some graphical changes.



[!] - Important Information.
[-] - Bug and error fixes and changes to previous elements.
[+] - Innovations.

Version 1.3.6

HotA bugs
[-] Fixed a crash caused by trading between two ally heroes in a multiplayer game
[-] Fixed a bug that sometimes prevented choosing a starting hero for a random map
[-] Fixed Satyr AI casting on creatures that already have Mirth cast on them
[-] Fixed the mistakes in Satyr's spell hint
[-] Fixed the location of the specialization name in the hero window

Gameplay
[+] Kinkeria's learning specialization effect was replaced with the doubled skill
   effect

SoD bugs
[+] Fixed crash sometimes caused by starting large map after playing on small one
[+] Removed the ability to cast Dispel on a squad that only has Disrupting Ray effect
   active (Disrupting Ray is indispensable)
[+] Fixed the crash on a saved game load that has more than 128 symbols
[+] Fixed the description of Luck bonuses on a creature when total Luck is more than 3

Map Editor
[+] Fixed the editor crash on Wine
[+] Fixed the unfading object properties tooltip
[+] Fixed a SoD bug with mixed up Blood Obelisk and Cage of Warlords in Fortress
[+] Fixed a SoD bug with mixed up Elemental names in the Conflux events settings

Interface
[+] Added borders and background for artifact images in game messages

Graphics
[-] Updated Cannon image
[-] Added Experimental Shop animation
[+] Added the image of an Experimental Shop for Snow
[-] Updated Black Tower image
[+] Added the images of a Black Tower for Snow and Swamp
[-] Updated Mansion image
[-] Fixed Wolf Raider Picket image
[-] Fixed Wineyard shadow
[-] Fixed and changed the images of Boxes, Bags, Ropes, Abandoned Boats and Bone
   on Sand
[+] Added new Boxes, Bags and a Corpse on Sand
[+] Added new Yucca Trees for the sand
[+] Fixed the gamma of palm trees on certain Desert Hills
[+] A new Shrub obstacle for swamp has been introduced
[-] Updated Cove hero portraits
[-] Fixed Kalt's portrait
[-] Fixed the misaligned Pikeman's portrait
[+] Fixed the Champion's portrait
[-] Fixed the Pikeman's wrist during battle
[-] Fixed Orc's low contrast image on the map
[+] Fixed Scholar, Monk and Zealot map image shadow

Miscellaneous
[-] RMG templates for maps of new sizes were changed
[+] Land decorative tail level on random maps was decreased from 4 to 1
[+] The name of Sand Trees was changed to Yucca Trees
[-] Some map and text fixes


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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 06, 2015 11:32 AM

cool.

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hippox89
hippox89


Famous Hero
posted March 06, 2015 01:20 PM
Edited by hippox89 at 13:30, 06 Mar 2015.

Well, that was quick ! Congrats to the whole crew on releasing 1.3.6. I think it's a very nice patch overall.

Some of my initial impressions for what such non-solid feedback is worth:

Pros

-The new and updated objects graphics and animations is quite stunning in general especially when you compare them side by side (old and new). I was initially a bit reserved about the old Experimental Shop and Wolf picket, but after getting used to them, and now with the revisions made to them, they fit right in. More snow objects is always welcome, too.

-The new cannon looks great and detailed. The Pikeman/Halberdier's wrist looks more natural now.

-It's nice to see some changes made to speciality skills. Kinkeria's double learning doesn't seem half bad especially because Learning takes Learning Stones, chests, Pandora boxes, etc., into account in HotA.

-all other changes and additions that I didn't mention by name.

Neutral

-Some of the updated Cove portraits look a bit blurred now, e.g. Jeremy, Leena. However, I don't really have any objections to the actual changes made to the characters. I think the new Dargem portrait looks very good.

-I have to get used to seeing artefacts on a darker background, but I can see why it makes sense to make it the same as in the hero screen. I'll probably get used to this quickly, tho.

Cons

None right now.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 06, 2015 01:31 PM

I'd like to see these guys guarding Pyramids instead of Gold/Diamond Golems:

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