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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 549 pages long: 1 70 140 210 280 ... 309 310 311 312 313 ... 350 420 490 549 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 06, 2018 11:16 PM
Edited by Galaad at 23:35, 06 Jun 2018.

Docent_Picolan said:
There haven't been any changes to the project's philosophy.


Then I apologize for I must have misunderstood the project’s initial philosophy. I did not understand We try to keep classical h3 spirit in every tiny detail from code nuances to overall gameplay would mean replacing skills or revamping the magic system, from what you say here. My interpretation of it worked prior to 1.5.

Quote:
Regarding Resistance[...]HotA_launcher.exe currently features a toggle to switch the game back to the old mechanic. Considering the above, seeing posters still complain months after the initial announcement makes no sense at all.


Yes but then you say:

Quote:
The Crew, however, is not planning on reverting the change; the old mechanic will be completely abolished by the next major release.


EDIT: Sorry just saw Sav's post saying there are now plans to keep both.

Anyway, I don’t mean to complain and I’ve already expressed my feelings, I only wanted to address siririonfist's points since he kindly said not understanding the other perspective. I intended to keep it short.

I seriously respect the work you do and it doesn’t matter if it doesn’t work for me any longer, I will likely give it another try in the future, without doubt if there is a new town release.
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bloodsucker
bloodsucker


Legendary Hero
posted June 07, 2018 02:08 AM

Docent_Picolan said:
A large-scale rebalancing operation is currently being planned; it will include altering magic skills (such as Eagle Eye and Mysticism), dealing with overwhelmingly useful (for instance, Mass Slow) and miserably useless (for instance, Magic Mirror) spells, and solving the issue of poorly interbalanced magic schools. This is a complex undertaking which is of high priority for upcoming releases. It is meant to be batch delivered in one update.

And is it too much to ask that we aren't kept in the dark for months of what you are planning about this?

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted June 07, 2018 02:26 AM

^This was said 3 months ago iirc. That said, could you also tell us if the teams plans to balance (or even rework) the hero classes?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 07, 2018 08:10 AM
Edited by phoenix4ever at 08:46, 07 Jun 2018.

bloodsucker said:

And is it too much to ask that we aren't kept in the dark for months of what you are planning about this?


I would also like to know about this.
I wonder what they will do.
Eagle Eye needs to be completely reworked, to be worth anything. Mysticism could work in percentages instead. There is one problem with buffing Mysticism though and that problem is Thant, if he can run around spamming Animate Dead and never run out of mana, we have a real problem. I would actually prefer a new hero or perhaps Thant could be a Mysticism specialist and start with another spell instead.
Haste/Slow could be made more expensive and the effect lessened. Actually I would also remove the counter effect of Haste/Slow and Bless/Curse, that's one more reason why they are too powerful. Magic Mirror could become mass.
But I am a bit worried about spells shifting schools or levels, I'm not sure it's a good idea to mess with that.
@Gandalf196 I think hero classes are perfectly fine as is.

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Djangoo
Djangoo


Adventuring Hero
posted June 07, 2018 08:27 AM

Regarding the plans to keep old resistance as a default banned skill: great idea, I think this will suit both the PvP and the vs AI Players, really hope you can make this work!

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted June 07, 2018 08:38 AM

phoenix4ever said:

@Gandalf196 I think hero classes are perfectly fine as is.


I had my proposal in mind, which is quite a timid one, by the way, when I wrote this.

Link to my proposal: http://heroescommunity.com/viewthread.php3?TID=43966&PID=1457958#focus

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 07, 2018 08:45 AM

Yes I knew it was about the wizards.
Why don't you just change it yourself, if it means that much to you?

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted June 07, 2018 09:10 AM

phoenix4ever said:
Yes I knew it was about the wizards.
Why don't you just change it yourself, if it means that much to you?


I find this hard to explain. The thing is, to me, this would be like cheating. I am gonna try doing this with an example.

___________SPOILER ALERT FROM THE LAST JEDI_________________________

I hated everything they did with Luke Skywalker in this movie. He was the hero of a Saga, who was brave enough to face, alone, the ultimate evils of his time, but also had the heart (not to say the wisdom) to see the good in his father. However, many years later, he decided that it was a good move to attempt to murder a child who was having bad dreams...
Now, what on Earth can I do about this? Can I download the movie and edit the scenes in which they messed up his character? Can I simply pretend that the movie is not canon? No, all of that is delusional. What I could have done (had I the chance, of course) was this: to try and convince Rian Johnson that this attitudes did not fit the character at all. That they were incoherent and should not be part of the franchise. Unfortunately, all the good stuff (not to talk about the hype) seeded by J. J. Abrams and the Force awakens is gone. It is too late
___________END OF SPOILER_________________________

This is how I feel about the aforementioned proposal of mine. Since the teams seeks to balance magic heroes, now is the time to fix this striking incoherence between the class archetype and its scaling, for lore consistency is a must, especially when we are talking about such a fantasy immersive game as Heroes III.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 07, 2018 09:35 AM

So you don't want to "cheat", but you want HotA Crew to help you "cheat"?
Have you considered that the change you are proposing might actually make wizards weaker? You want them to have less attack and more power, but since 3 of towers units are ranged, they will often only deal half damage, therefore they NEED attack. Also they start with 0 attack and for the first 9 levels ups only have 10% chance of getting attack.

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Kligor
Kligor

Tavern Dweller
posted June 07, 2018 10:43 AM

I hate to break up discussion OR ask an already asked question. But how are the characters and such created? Are they hand-drawn/sprited or are they 3D models converted into pictures?

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avatar
avatar


Promising
Supreme Hero
posted June 07, 2018 11:53 AM

Second option.
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Goblinlord
Goblinlord

Tavern Dweller
posted June 07, 2018 01:26 PM

Hello everybody!

There are two new AI-Behaviour-Bugs, which are a not very clever: First, AI does not build mageguilds in Tower and Nekropolis higher then level 2.

Second, AI does not acquire creature dwellings of level 1 and level 2 creatures.

Both behaviours seem to be the regular behavior of AI, I noticed it in several szenarios.

Maybe, this can be "cured"?

Thanks a lot!
Goblinlord
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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted June 07, 2018 04:31 PM

phoenix4ever said:
So you don't want to "cheat", but you want HotA Crew to help you "cheat"?
Have you considered that the change you are proposing might actually make wizards weaker? You want them to have less attack and more power, but since 3 of towers units are ranged, they will often only deal half damage, therefore they NEED attack. Also they start with 0 attack and for the first 9 levels ups only have 10% chance of getting attack.


It is not about balance (making them stronger or weaker), it is about lore consistency — currently, this scaling may fit a battle mage or a navigator, but certainly not a wizard.

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nordos
nordos


Known Hero
posted June 07, 2018 06:13 PM
Edited by nordos at 18:14, 07 Jun 2018.

avatar said:
Did you try to extract SoD campaigns and play as custom campaigns?

Sadly, it seems to have some small problems cropping up. For example, I don't necessarily loose the game when I loose a main hero (lost Roland, but it didn't matter. Next campaign I only started with Gelu and Catherine ...)
Anothe rexample: I am currently playing the Barbarian Armageddons Blade campaign. The first mission, ignoring the fact that I didn't loose upon loosing Kilgor) seemed to work, but the next one was instantly won (since I had 'defeated all enemies'). Some other maps were similar, where I won by a non-determinated objective (The Necro campaign where you need to revive Gryphonheart let me win by killing my opponent as well).

So, though some maps (or even scenarios) are playable, others seem to be broken in some ways.

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Sir_Juas
Sir_Juas


Adventuring Hero
posted June 07, 2018 09:01 PM
Edited by Sir_Juas at 22:42, 08 Jun 2018.

Gandalf196 said:
It is not about balance (making them stronger or weaker), it is about lore consistency — currently, this scaling may fit a battle mage or a navigator, but certainly not a wizard.


I understand what you say, but if it is because of that, you also have to change stats on most units aswell to keep it more lore-friendly. Thats why i dont think there is gonna be such change on HotA.
But i like the idea, in fact i did change creature stats with TextEditor because i feel the same things, for example i never liked how the Crusaders dont grow up on defense or hp when they clearly have twice as much armor than the swordmen... so i changed that and i nerfed their speed bonus since it does not have "sense" for him to walk further when he is carrying a much heavier armor.
But of course the vanilla game aint balanced in that way for other reasons (the game is too complex), it is cool to play with that on your own mods.
(If i remember well, you can do that change on wizard heroes with texeditor )

---

While im writing I would like to talk a bit about Map Editor upgrades. I'm making some maps and now im working on one with a bit of "roleplay", Heroes positions and starting skills/army are fixed and have different roles on the map (I want it to feel kind of like a theatre play).
So what I noticed necessary is:
1- To increase the possible movement radius on AI heroes.
2- To put the individual option for heroes (on the hero panel of the map editor) to not trade their items/army.
3- For a Hero with a radius limit to "abandon" the radius and get active after something triggers. IE: Enemy takes a certain town.
EDIT:
4- To be able to put guards (neutral or colored) on mines

I'm having a hard time because I designed almost everything and now as soon as the map starts the heroes go to the main one and give him/her most of their army and then get too weak to explore the map or do any task.
About the movement radius i am needing it because i want to make a Ranger who explores and protects a forest (but not leave it) but i found 10 squares as a limit is too short. And then if his castle gets attacked, to leave the forest and go retake it.

What do you guys think?, any more ideas?, and thanks for the HotA crew who reads it and gives it a few moments of thought.

Saluts!

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted June 07, 2018 09:28 PM
Edited by Gandalf196 at 21:32, 07 Jun 2018.

Sir_Juas said:
Gandalf196 said:
It is not about balance (making them stronger or weaker), it is about lore consistency — currently, this scaling may fit a battle mage or a navigator, but certainly not a wizard.


I understand what you say, but if it is because of that, you also have to change stats on most units aswell to keep it more lore-friendly. Thats why i dont think there is gonna be such change on HotA.
But i like the idea, in fact i did change creature stats with TextEditor because i feel the same things, for example i never liked how the Crusaders dont grow up on defense or hp when they clearly have twice as much armor than the swordmen... so i changed that and i nerfed their speed bonus since it does not have "sense" for him to walk further when he is carrying a much heavier armor.
But of course the vanilla game aint balanced in that way for other reasons (the game is too complex), it is cool to play with that on your own mods.
(If i remember well, you can do that change on wizard heroes with texeditor )

Saluts!


Thank you for your careful response. I certainly get it that my proposal seems arbitrary, serving only to fullfill a single man's wishes. However, as I explained here:

http://heroescommunity.com/viewthread.php3?TID=43966&PID=1458134#focus

it is far from that. Heroes II implemented the scaling the way I believe it is the correct one. Therefore, it was a decision (probably a last minute one, looking to address some balance issues with Tower) implemented after the class had made its debut into the series (as a spellcaster being neither a spell power nor a knowledge specialist, but rather a solid combination of both) and, bearing in mind that no lore change was advanced through Heroes III, au contraire, throught the campaigns, wizards are depicted as maestri of magic, I strongly feel this odd scaling to be absurd and worthy of correction.

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Serp
Serp


Known Hero
posted June 09, 2018 02:18 PM

@ template editor creator:
Are you still working on it? I really would like to create fair multiplayer templates. Especially set towns/dwellings "same as player" is very important for that.
Some months ago I already wrote other important improvements here.

Please tell me that this will be availabe soon =( (or tell me that you do not plan to add it)

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Mythos
Mythos

Tavern Dweller
posted June 10, 2018 07:27 AM
Edited by Mythos at 07:28, 10 Jun 2018.

Hello, guys.
First of all, I want to congratulate the HotA team. I knew about HotA for a long time but didn't want to download it because I was affaid that it would be something like WoG, something that does not really feel like Heroes III but is just based on it. Boy, how wrong I've been! Everything feels like Heroes III, even the music. Actually, it's the Cove music that impressed me most - if I didn't know that it was new, I'd just assume it was a part of the original soundtrack!

Now to jump to the real question.
There is just one thing that doesn't feel like Heroes III (for me, at least) and it's the fonts. I read earlier in this thread that it is possible to use the old SoD fonts in HotA. However, the solution I found is from 2014 (the version 1.3* years) - it's on page 14 of this very same thread. So when I replace the files normal games work just fine but Campaigns don't work at all. If I try to select a campaign the game just freezes and after that I get a message window for a critical error.

So my question is - is there a way to use the old SoD fonts in HotA? In a way that everything works?

I appologize if this question has been answered countless times, I just found a very old solution and this thread is really, really long one.  


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OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted June 10, 2018 08:45 AM

Serp said:
@ template editor creator:
Are you still working on it? I really would like to create fair multiplayer templates. Especially set towns/dwellings "same as player" is very important for that.
Some months ago I already wrote other important improvements here.

Please tell me that this will be availabe soon =( (or tell me that you do not plan to add it)

Yeah,that and mirror effect. Please don't forget custom creature banks too,i know that requires a lot of work but right now i can't think anything more fun that this.

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Gruk_
Gruk_


Hired Hero
posted June 10, 2018 11:35 AM

Serp said:
@ template editor creator:
Are you still working on it? I really would like to create fair multiplayer templates. Especially set towns/dwellings "same as player" is very important for that.
Some months ago I already wrote other important improvements here.

Please tell me that this will be availabe soon =( (or tell me that you do not plan to add it)

Still on my todo list. And still like the idea.

Can't promise anything though, let alone make any prediction about when it could be available.

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