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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 Popular Thread is 306 pages long: 1 40 80 120 160 200 240 280 ... 288 289 290 291 292 ... 306 · «PREV / NEXT»
OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted March 15, 2018 03:28 PM

StrikerX said:
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.

By defult rmg usually picks 8xm8 for huge maps yet you cannot play that template by choice, weird right? But im sure they are gonna make changes in upcoming patches. For now just give me your email,ill explain details there.

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avatar
avatar


Promising
Famous Hero
posted March 15, 2018 04:04 PM

Only Nostalgia template allows you to create G sized maps.
____________

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 15, 2018 07:00 PM

avatar said:
Only Nostalgia template allows you to create G sized maps.


In my templates dropbox Nostalgia will only allow XL maps with underground.  All of them there are XL and less.  Only picking Default can I make H or above.  

But the default map pack doesn't seem to be an editable template.

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gorman
gorman


Promising
Supreme Hero
Been around since before 2003
posted March 15, 2018 11:59 PM

I'm a bit of a scrub when it comes to downloading files and applying them to the corresponding folder for it to work properly in HoMM3.... Is there a.... "for Dummies" guide in how to do so ? I mean I have the "Complete" edition thanks to Lord_Woock, but have no idea how to get HotA into it
____________
When all else fails... read the instruction booklet!

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Hourglass
Hourglass


Adventuring Hero
posted March 16, 2018 04:46 PM

gorman said:
I'm a bit of a scrub when it comes to downloading files and applying them to the corresponding folder for it to work properly in HoMM3.... Is there a.... "for Dummies" guide in how to do so ? I mean I have the "Complete" edition thanks to Lord_Woock, but have no idea how to get HotA into it


Well, this is far easier than you might think, then:

1. Simply download the file from the link you can find in the first post of this topic.
2. Open it and start the installing process.
3. When the installer ask you where to put the file, the recommended path should already read on the screen - just click install.
4. You did it!

It's very likely that in order to play Hota, you will need to run the .exe file as an administrator.

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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted March 16, 2018 11:26 PM bonus applied by Maurice on 17 Mar 2018.
Edited by Docent_Picolan at 23:28, 16 Mar 2018.



1.5.2 update is live. It mostly contains bugfixes and polishes. The Resistance skill properties were altered, some spells were rebalanced, two new scenarios and a number of decorative updates have been introduced.

Download link:
Official version, needs original Heroes 3 Full (HD Mod recommended):
http://download.h3hota.com/HotA_setup
https://www.sendspace.com/file/zcxh2d

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

Version 1.5.2

HotA bugs
[-] Fixed a bug where Ajit would have incorrect number of Beholders in his second stack
[-] Fixed a bug where Conflux heroes wouldn't be available in taverns for players who started with other towns
[-] Learning skill bonus is now considered when visiting Gazebo
[-] Fixed AI crash on boarding a boat
[-] Fixed a bug where multiplayer games with AI-controller players sometimes wouldn't load
[-] Fixed a bug where opening a hero's profile, then switching to another hero via right UI panel and attempting to fire him/her would cause issues
[-] Heroes exchange button on town screen now becomes inactive after one of them is dismissed
[-] It's now impossible to dismiss a hero in the unit gain, garrison, and mine windows
[-] Game doesn't crash anymore if savegames made in older, currently unsupported versions are present
[-] RMG: fixed a rare bug where a faulty passage would be created at a three-zone borderland
[-] Fixed a crash when summoning too many Fangarms with Horn of the Abyss
[-] Fixed a bug where the cursor could become faulty after closing the Grotto dialog window
[-] Fixed issues with smooth graphic effects in combat
[-] Mage Guild screen loading was speeded up
[-] Fixed a bug where there would be no text message when visiting an empty churchyard even if object messages were set to be shown
[-] Fixed a bug where incorrect soundbite could be played when notifying a player of his turn in hotseat multiplayer

In-game experience
[+] Resistance secondary skill and Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity, and Pendant of Reflection artifacts reduce enemy hero Spell Power skill during combat instead of increasing a chance to resist a spell
[+] Resistance secondary skill percents increased from 5/10/20 to 10/20/30
[+] The damage of Armageddon spell reduced form 50*SP + 30/30/60/120 to 40*SP + 30/30/60/120
[+] The effect of Protection from Air, Protection from Fire, Protection from Water, and Protection from Earth spells increased from 30/30/50/50% to 50/50/75/75%
[+] Value of antimagic spells has been reduced for AI
[-] Ruins guard count increased from 10/2/2/10/1 — 20/3/3/10/1 — 30/5/5/20/2 — 40/7/7/20/2 to 20/3/3/10/1 — 30/5/5/10/1 — 40/7/7/20/2 — 50/9/9/20/3 (Skeletons/Wights/Wraiths/Skeleton Warriors/Power Liches); Ruins open map radius increased from 10 to 12
[-] Obstacle generation along with placement of creatures and upgraded neutral stacks are now performed similarly to SoD

SoD bugs
[-] Fixed a crash that would occur when clicking an enemy stack adjacent to a First Aid Tent during the Tent's turn
[-] Fixed a bug where AI would enter a cycle after erroneously determining a tile to summon a boat
[-] Fixed a number of technical bugs with reviewing an enemy's turn
[-] Fixed a bug where the minimap would go black after exiting a town screen during enemy's turn
[+] Fixed a bug where the town list in bottom right corner of the UI wouldn't refresh after using an Inferno's Town Gate to teleport
[+] Fixed a bug where AI could still be searching for the Grail on a map with no obelisks
[+] Fixed a bug when screen was not updated after getting defeating monster prize

Graphics
[+] A new highlands spruce tree has been added
[-] Oasis sprite remade
[+] Fixed and enhanced the autumn oak tree sprites for the Grass terrain

Interface
[+] Added a hint with the creature upgrade cost when right-clicking or hovering over the upgrade button, even if it's inactive
[+] Combat hero preview window now shows hero temporary skill changes
[+] Campaign video is now interrupted in 15 seconds instead of 3 after subtitle scrolling stopped

Miscellaneous
[+] Fortune Favors Fools and In Defense scenarios have been introduced
[-] Scenario The Devil Is in the Detail updated
[-] Added a possibility to generate mt_TeamJebus RMG template on M size
[-] On 6lm10a RMG template the roads on wide connections and most of center zone connection are disabled
[-] Black'n'Blue RMG template updated
[+] Added RMG template check before on-line game, and a warning in case the template is modified
[-] Mirrored templates now have synchronized upgraded neutral stacks and obstacle placement in combat
[-] Minimal volume setting has been decreased; overamplification at the top setting has been fixed
[-] Multiple maps and texts have been fixed

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted March 16, 2018 11:53 PM

Oy... Balance begins... <3 finally some balance for spells and abilities!

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Begrezen
Begrezen

Tavern Dweller
posted March 17, 2018 12:20 AM

in 1.5.2 thorgim specialty is doesn't work ;/

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 17, 2018 01:13 AM
Edited by phoenix4ever at 01:39, 17 Mar 2018.

Wow this was totally unexpected, thank you HotA Crew.
Not sure what to think of the change to the resistance skill, is'nt it much worse than before?
Sounds good with the bug-fixes, especially the one that sometimes crashed the game when AI boarded a boat.

Edit: After thinking about it some more, I think the change to Resistance is terrible for Rampart, now Gold Dragons will always be hit by Implosion and still can't be resurrected, poor Gold Dragons.
Does the skill also work against spellcasters like Fairy Dragons or Enchanters or only heroes?

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foerno
foerno


Hired Hero
posted March 17, 2018 05:11 AM

Docent_Picolan said:

[+] Fortune Favors Fools and In Defense scenarios have been introduced



i don't see "fortune favors fools". however, i see "nepotism" which i think is a new map.

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pellish
pellish


Famous Hero
posted March 17, 2018 10:42 AM

foerno said:
Docent_Picolan said:

[+] Fortune Favors Fools and In Defense scenarios have been introduced



i don't see "fortune favors fools". however, i see "nepotism" which i think is a new map.


Its file name is “Fortune Favors Fools” but in-game it seems to be named Nepotism. Its map description is also cut short it seems.

Anyway, wasn’t expecting an update for quite a while! Awesome surprise. I’ll have to give Resistance a go now. :-)

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 17, 2018 11:02 AM
Edited by StrikerX at 12:38, 17 Mar 2018.

Amazing mod.  Still finding out how much I love this mod  Just discovered the template editor let's me remove everything I didn't like about heroes 3 and make great instant random maps without having to edit stuff out first in map editor.

#1 thing I disliked about the RMG before was random towns picking towns I didn't start with and the way there use to be a lot of underground stairs stacked right next to each other for no apparent reason.  Now I can play without Necro and Conflux and remove all their heroes and creature buildings and still have a great 8 player game.  Cove town is awesome as well.  Definately makes heroes 3 the best heroes out there still.

Docent_Picolan said:


In-game experience
[+] Resistance secondary skill and Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity, and Pendant of Reflection artifacts reduce enemy hero Spell Power skill during combat instead of increasing a chance to resist a spell


Doesn't this mean that debuff spells like slow will always take effect now?  If this is true it's seems more of a nerf to resistance ability.  Before you atleast had a chance for some of your army to resist a mass slow.  It only really takes 3 rounds of mass slow and you can devastate entire armies.  Even with 50% resistance on 10 spellpower that still gives automatic mass slow on entire army for 5 rounds.

It wasn't one of my go to abilities before but this seems to make it worse?  Kind of a toss up for me.  I like that you will be able to resist some dmg all the time instead of a random chance but debuff spells like mass slow can seriously mess up an army.

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Erdamon
Erdamon


Adventuring Hero
posted March 17, 2018 11:36 AM

Hi guys.

Is there anyway I can enforce strong monsters on a random map ?
I'm always setting the monsters to Strong in the pre-game screen, but I usually end up with a map filled with lousy 3-4 level units, with a few strong units here and there.

Now I know it can be done because in more than one occasion I had a map filled with strong monsters, and by strong I mean level 7 and powerful neutral dragons.

What am I missing ?

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Hourglass
Hourglass


Adventuring Hero
posted March 17, 2018 11:36 AM
Edited by Hourglass at 11:43, 17 Mar 2018.

First I would like to thank Hota crew for surpisingly fast update. It was only 2 months ago when the game was last updated. Impressive work!

"[+] Added a hint with the creature upgrade cost when right-clicking or hovering over the upgrade button, even if it's inactive"

I have wished this feature for years before I even had heard about hota! Thank you for adding this.

phoenix4ever said:
Wow this was totally unexpected, thank you HotA Crew.
Not sure what to think of the change to the resistance skill, is'nt it much worse than before?
Sounds good with the bug-fixes, especially the one that sometimes crashed the game when AI boarded a boat.

Edit: After thinking about it some more, I think the change to Resistance is terrible for Rampart, now Gold Dragons will always be hit by Implosion and still can't be resurrected, poor Gold Dragons.
Does the skill also work against spellcasters like Fairy Dragons or Enchanters or only heroes?


I'm not sure if you understand how the change works: Instead of having a chance to completely resist spells, now resistance cuts % of opponent's spell power. This means that resistance affects on ALL spells, not just those spells that do harm. It doesn't only make your troops take less damage, but also

1) Affects duration of spells cast on both enemies AND your own troops - have 50% of MR and the duration of spells such as slow, haste, bless and prayer is halved.
2) Affects how many creaturers are resurected with Resurection, raise undead or sacrifice.
3) Affects how many elementals are summoned.

Sure, completely resisting spells sounds better, but I can't really say which is better:

A) Having 100% of the "old" resistance.
or
B) Having 100% of this "new" resistance.

In the first case you would be immune to all hostile spells, but the second player could still cast buff spells and summon elementals.

In the second case the all spells would pretty much their do only their base damage and only last for one round, IIRC.

Also, new resistance is also much more consistent and RNG-free. Even having small amounts of resistance shows it presence in battles.

Resistance was kinda a coinflip and I can see Hota crew not wanting that, since they're really pushing their expansion to be "the" choice of the multiplayers.

Overall, I feel that this wasn't a buff, but I woulnd't call it a nerf either. "Change" sounds most right to my ears.



P.S. A feature that forces you to always start battles with auto combat screen was added in 1.5.1 patch. I first though it had something to do with my HD mod, but it seems that it's only Hota feature. Anyway of turning it off, as it somewhat irritates me?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 17, 2018 12:00 PM
Edited by phoenix4ever at 12:06, 17 Mar 2018.

Yes I understand that perfectly, but it means that debuff spells and damage spells will always take effect. It means that Gold Dragons will always be hit by Implosion and can't be resurrected, it also means spells like Mass Slow and Blind will always take effect, sure they may only last 14 rounds instead of 20, but how many battles even last 14 rounds?...

Suggestion: It sounds alright, except for poor Gold Dragons, one solution might be making Gold Dragons completely immune to magic, like Black Dragons.

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hellburn
hellburn


Famous Hero
The efreet
posted March 17, 2018 12:32 PM
Edited by hellburn at 12:49, 17 Mar 2018.

1. Slow/haste will be even more powerful and you don't even have the slightest chance of countering them, since in most cases your units will be slower than any other of your foe's unit. And - again - in most cases it will be too late to counter these spells. Time reduction from 20 to 14 turns is just silly, and won't be even noticed.

Long live SLOW - the king among all spells in H3.

2. As mentioned above - Gold Dragons nerf. Another very bad thing. Gold dragons are below average in tier 7, and they have been nerfed even more...

3. It is strange to me, that HotA Crew begins with reworking an OK skill, instead of reworking very bad and useless skills like mysticism, first aid, learning and eagle eye.

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 17, 2018 12:45 PM

hellburn said:
1. Slow/haste will be even more powerful and you don't even have the slightest chance of countering them, since in most cases your units will be slower than any other of your foe's unit. And - again - in most cases it will be too late to counter these spells. Time reduction from 20 to 14 is just silly, and won't be even noticed.

Long live SLOW - the king among all spells in H3.

2. As mentioned above - Gold Dragons nerf. Another very bad thing. Gold dragons are below average in tier 7, and they have been nerfed even more...

3. It is strange to me, that HotA Crew begins with reworking an OK skill, instead of reworking very bad and useless skills like mysticism, first aid, learning and eagle eye.


Exactly.  I've been tempted to get rid of slow / haste spell along with spells like ressurection and town portal I already don't use.  Mass slow  is devastating pretty much every battle it's first spell I cast or mass haste.  

I agree with changing those other abilites.  I've disabled them along with scouting in my templates.  I think scouting range should be added to pathfinding ability maybe to a lesser degree.

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted March 17, 2018 02:08 PM

Good sides of these major changes:
Now 1) black orb can't negate resistance skill which will make the skill,i believe,a must-have,
    2) we have a decent protection against ridiculous damage-spells.
Bad side: no more armageddon lottery with 1 stack battle dwarves : (
And one more thing: there is still no counterstrategy against cape of silence..

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Sav
Sav


Known Hero
posted March 17, 2018 03:19 PM
Edited by Sav at 15:29, 17 Mar 2018.

phoenix4ever said:
Edit: After thinking about it some more, I think the change to Resistance is terrible for Rampart, now Gold Dragons will always be hit by Implosion and still can't be resurrected, poor Gold Dragons.
Does the skill also work against spellcasters like Fairy Dragons or Enchanters or only heroes?

The skill does not work against creature casts. Just like original magic resistance.

I don't see a problem with the Gold Dragons. Previously the Gold Dragons had 20% chance resisting implosion (0% in case of Orb of Vulnerability). Now the damage of implosion is always reduced by slightly less than 30% (even with the Orb of Vulnerability). I don't think they've become weaker.

About mass slow. It is obivious, that it is one of the most useful and powerful spells in game. But it is especially powerful in battles with neutral armies — and there is (and was) no resist there anyway. In hero vs hero battle mass slow is also very powerful spell, but it can be countered many ways: mass haste, mass dispel/cure, anti-magic (even without Earth magic). And Cape of Silence fully blocks it. Resistance percentage was not very high, and it could be removed using Orb of Vulnerability, so it wasn't only or even main counter of mass slow. And you still can use unicorns who add a 20% chance to resist the spell to nearby units.

OrrinIsTheBest said:
Bad side: no more armageddon lottery with 1 stack battle dwarves : (

Dwarf resistance ability (as well as Unicorn and Crystal Dragon ones) works the same manner as before. So, 7 battle dwarves + Armageddon is still viable tactic.

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Serp
Serp


Known Hero
posted March 17, 2018 03:42 PM

Thank you for the update

Is the RMG editor still worked on? Few pages back I wrote down some mandatory features. Most important of course the possibility to create fair maps, which is not possible at the moment. I really wonder why, since hota attaches importance to multiplayer.

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