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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 70 140 210 280 ... 287 288 289 290 291 ... 350 420 490 548 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 12, 2018 07:48 PM

Yeah that's nice and all. Still they could help a guy out, instead of just ignoring him, when he is asking nicely.
Everyone might not agree 100% with their changes.

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avatar
avatar


Promising
Supreme Hero
posted March 12, 2018 08:38 PM

There was HotA 1.0. It contained changes to H3 than some peoples didn't agree. Then there was HotA 1.1, 1.2, 1.3, 1.4... In every update there were changes that some people didn't like. More - even AB and SoD there were patches with changes that some people disagreed /more expansive Angels, stronger Lizard Warriors. It all balance matter. In 20-years old H3 history, there wasn't possibility to make backwards. Allowing such possibility will result many diffirent game 'versions' and it would lead to dissaster at multi area. And hota is created for multi gaming. We have to live with it.
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Frco
Frco

Tavern Dweller
posted March 13, 2018 11:44 AM

I really like those changes actually. AI armies from Tower are now much stronger, because they really helped Tower a lot.

Conflux nerfed? Finally, until then, AI who use Conflux was always the strongest.

But yeah, I agree that not everybody like all the changes.

I dont like only one change.
I really dont like that they changed numbers instead of words in army sizes.

I was very used to words few, several, pack, lots, horde....
Now, when I see 1-4, 5-9, 10-19, 20-49, 50-99...it just feels strange. I have dozens of map with Hota over me, and still feels weird. So yeah, if it would be possible to change this just by some simple deleting any line...please let me know
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pellish
pellish


Famous Hero
posted March 13, 2018 12:32 PM

phoenix4ever said:
Yeah that's nice and all. Still they could help a guy out, instead of just ignoring him, when he is asking nicely.
Everyone might not agree 100% with their changes.


Why would they though? By the same logic everyone could ask "nicely" for small, different changes to the core and we would end up with their source code.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 13, 2018 01:05 PM
Edited by phoenix4ever at 15:16, 14 Mar 2018.

Yeah but these are balance changes.
Mostly everyone agreed Conflux and Necropolis was OP in RoE-SoD, but apparently HotA decided that Inferno and Tower were underpowered towns.
Devils already became better when they introduced negative luck, but apparently that was'nt enough and Arch Devils had to give -2 to enemy luck and Pit Lords should not even require Mage Guild level 2 anymore, Inferno is already a very easy town to build, except for requiring maybe above average gold.
With Tower they decided to throw mages out of the build chain and have us buy them AFTER giants, instead of looking at the issue there was with Mage Tower: It required an obscene amount of rare materials. Why not move some of those from Mage Tower to Upg. Mage Tower, so they can at least produce mages.
And Conflux is already nerfed a lot, but apparently HotA decided that a level 1 unit should be upgraded as one of the very last units in Conflux. Sure they might become OP under certain circumstances in the beginning of the game, but they only have 3 hp and dies VERY easy, especially in sieges.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 13, 2018 01:11 PM

Are those changes hardcoded? It does not seem to me, as I saw hex editing possible in the other "editing hota" thread. So basically, modding at all levels, both for Hota, Sod, and Wog, boils down to same pattern: learn and do it.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 13, 2018 01:19 PM

@Salamandre I already asked in the "How to edit HotA" thread, but the changes would'nt take effect as HotA somehow overwrites it, that's why I ask here.

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C32
C32

Tavern Dweller
posted March 13, 2018 01:57 PM

eXalted said:
gatecrasher said:
BUG?

I've just played the map "Beware of Demons". After defeating the Necropolis player I couldn't do anything but wait for victory after 4 weeks. There isn't a keymaster's tent for the purple borderguard, is there? Moreover the red Inferno player did not attack me.


This happened to me too. I replayed the map 6-7 times until I won and only once I saw the inferno hero on the map. It was the second week and he had Devils. I was pretty shocked!


I actually managed to defeat all enemies on 200% difficulty...
It took at least a hundered restarts, becuase I needed the castaway to give me a very specific artifact :-)

But there is no bug. This surely is not the first nor last map, where you are facing an enemy that you cannot reach and you must achieve a different objective than defeating him.
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Jei
Jei

Tavern Dweller
posted March 13, 2018 02:26 PM

Hello!

Can you add Cheat Engine Speedhack to Hota? So i wouldn't need Cheat engine. Or make the game work as fast.
If you don't understand what i mean then try it.
It makes the game run extremely well. Im using x5 speedhack and hero speed lowest. The world and its movement is pure gold. Brings everything to life

PS! Hota Team, your making something wonderful! never stop
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gatecrasher
gatecrasher


Famous Hero
posted March 13, 2018 10:35 PM

pellish said:
phoenix4ever said:
Yeah that's nice and all. Still they could help a guy out, instead of just ignoring him, when he is asking nicely.
Everyone might not agree 100% with their changes.


Why would they though? By the same logic everyone could ask "nicely" for small, different changes to the core and we would end up with their source code.


I strongly prefer FLOSS over proprietary software.
Like VCMI for instance.

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eXalted
eXalted

Tavern Dweller
posted March 14, 2018 12:05 AM

C32 said:
But there is no bug. This surely is not the first nor last map, where you are facing an enemy that you cannot reach and you must achieve a different objective than defeating him.

Yeah, but the Inferno hero doesn't even appear on the surface (only in one game I was able to see this happen). He is nowhere to be found.

I rushed the Necropolis castle at the end of Week 2 and I kept spamming the End Turn after that for weeks until the "You Win" message appeared. Nothing happened during that time - no inferno hero, nothing.

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Popcioslav
Popcioslav


Hired Hero
The best H4 unit
posted March 14, 2018 02:29 PM

phoenix4ever said:
Yeah but these are balance changes. Mostly everyone agreed Conflux and Necropolis was OP in RoE-SoD, but apparently HotA decided that Inferno and Tower were underpowered towns.


To be honest, Inferno kind of is? Or was, I still don't know what people has decided on the state of this town and if it was actually viable in the complete edition.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 14, 2018 03:22 PM
Edited by phoenix4ever at 15:23, 14 Mar 2018.

Maybe I am just extremely good with Inferno, cause I find it very easy to play with in HotA.
Inferno is very easy to build and the speed of Efreet Sultans and Arch Devils and Arch Devils no retaliation ability makes for some very fast and sneaky top tier units. Sure the faction is low on hp, but that is not really an issue, especially now with negative luck.
Cove is definitely the strongest town, but Inferno is definitely not bad.

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bloodsucker
bloodsucker


Legendary Hero
posted March 14, 2018 04:38 PM

Maurice said:
the base game never considered creature stacks with more than 4K units ... Breaking the limits in that way takes the game into a whole different range than what the designers released.


Well, it was 3DO who created the Cloack of the Undead King and, except for WoG Ghosts, the liches are always the ones getting thousands of units. So, I'm with Sal, they never thought the game would be played 20 years later and didn't bother to polish some features.

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gatecrasher
gatecrasher


Famous Hero
posted March 14, 2018 10:41 PM

phoenix4ever said:
Maybe I am just extremely good with Inferno, cause I find it very easy to play with in HotA.
Inferno is very easy to build and the speed of Efreet Sultans and Arch Devils and Arch Devils no retaliation ability makes for some very fast and sneaky top tier units. Sure the faction is low on hp, but that is not really an issue, especially now with negative luck.
Cove is definitely the strongest town, but Inferno is definitely not bad.


Under real circumstances Cove definitely isn't the strongest town. It's so darn expensive that it is really difficult to build a punchy army.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 14, 2018 10:52 PM

When you say expensive you mean building the town up or buying the creatures each week? In any case it is far from being the most expensive in both cases and Cove's units are so damn strong.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted March 15, 2018 12:28 AM

About version 1.5.1's Cove faction

I really do think that the Cove faction is too slow in overall upgrading to their best units.

So, this faction takes too much time, gold and, resources in order to prime up this latest HoMM 3: HoTA faction. Three(3) levels of the same level creature is quite time consuming.

If the HoMM 5: T.o.T.E approach to choose the first or second upgrade of  these specific units, then it becomes tolerable and more balanced compared to all other factions of the same title/version/Edition.

In conclusion, I do not like the Cove Faction for its time and resources consumption is, literally, unacceptable. It even proposes that it can be overpowering when its comes to city sieges because of the very powerful Canon of a war machine(attacks both units and the Castle's walls/towers). I thought that we, all members of this forum, not to allow this tech. advance to be implemented in the medieval era's game of HoMM. No pre-modern weaponry such as all gunpowder based weapons.

P.S. The Cove suggests the piracy, sorcery and, masters of the universe's faction of Snake Mountain as all of them implemented in the same faction of HoTA. Makes one weird and out of place faction.


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Now, all 7 titles can be played on Windows 10 Home/Pro Editions. Thanks to the good ole' Gog.com people, all the series can be played on any decent multi-core PC.


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Evaline
Evaline


Known Hero
posted March 15, 2018 10:07 AM

bloodsucker said:
Well, it was 3DO who created the Cloack of the Undead King and, except for WoG Ghosts, the liches are always the ones getting thousands of units. So, I'm with Sal, they never thought the game would be played 20 years later and didn't bother to polish some features.
3DO had nothing to do with Cloak of Undead King because 3DO was only a publisher, not developer. Balance was ruined by NWC in SoD standalone expansion (with artifacts combinations and trench damage). RoE and AB (with Conflux completely banned including Luna and other Conflux heroes) were a way better balanced.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 15, 2018 11:26 AM
Edited by Maurice at 12:12, 15 Mar 2018.

bloodsucker said:
Well, it was 3DO who created the Cloack of the Undead King and, except for WoG Ghosts, the liches are always the ones getting thousands of units. So, I'm with Sal, they never thought the game would be played 20 years later and didn't bother to polish some features.


That really depends on how long you keep playing. Most "regular" games (i.e. campaign maps, single scenarios and random maps) that were possible in the vanilla game and its expansions (notably SoD, because of the Cloak ) are finished long before you could accumulate them till such levels.

It's because people started modding that they ran into these rough edges that they have to deal with it. Unfortunately, as you already said, NWC went bankrupt and was unable to facilitate this - if they ever wanted to, in the first place. Their original design didn't, in any case.

Let me put it this way: because they never expected people to reach that outer perimeter, they also never bothered to polish the rough edges. It would have been wasted energy.

LucPatenaude said:
So, this faction takes too much time, gold and, resources in order to prime up this latest HoMM 3: HoTA faction. Three(3) levels of the same level creature is quite time consuming.


You're talking about exactly 1.000 unit that has a second upgrade option. That hardly slows down the faction with respect to others. At most, it's one turn extra and a bit of resources. As a trade-off, I think their number of creature boosters is less than most factions.

Quote:
It even proposes that it can be overpowering when its comes to city sieges because of the very powerful Canon of a war machine(attacks both units and the Castle's walls/towers)


I guess you are forgetting Cyclopses and Cyclops Kings? Those units can also attack Castle walls, besides normal units.

Quote:
I thought that we, all members of this forum, not to allow this tech. advance to be implemented in the medieval era's game of HoMM. No pre-modern weaponry such as all gunpowder based weapons.


Given how popular the HotA expansion is, with the Cove town, I'd say you are wrong here. For me personally, I like the faction. It's well rounded, with a nice variety of units. It has weaknesses as well as strengths. Besides, gunpowder in our real world made its introduction by the late Middle Ages and it's not as much of a stretch to consider it viable here in this game of medieval fantasy.

When considering tech that makes little sense within the Heroes of Might and Magic brand (not the Might & Magic RPGs) is laser cannons and high tech factories.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 15, 2018 02:07 PM

Is there any way to edit the Default Template Pack?  I usually play the >Huge maps now but the only template that can make those maps is the default template pack.  All the other templates seem to be for XL or less.

I can't find where those Huge templates are stored.  I'd like to edit them to automatically disable things I don't want to show up in my random maps like certain towns, spells, artifacts and hero's.

I've found where I can do all the things I want in the template editor but can't find the templates for the huge maps it picks.  In the map editor it says 8XM8 Huge from pack Default Template Pack.

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