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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 ... 312 313 314 315 316 ... 350 420 490 548 · «PREV / NEXT»
Maurice
Maurice

Hero of Order
Part of the furniture
posted June 29, 2018 02:27 PM

Evaline said:
Perhaps it is the time to close this thread again because of suggestion posts not belonging to this topic?


Nah, I don't think that's needed. It isn't growing out of bounds and a reminder here and there does nicely.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 29, 2018 02:44 PM

Maurice said:
a reminder here and there does nicely.


Yeah, just gotta do it around once a month.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 29, 2018 04:31 PM

Who said it was a suggestion?, people are allowed to post what they feel right?
I also feel Fortress is quite weak sometimes and Conflux and Tower, but that's mostly because they are damn expensive and hard towns to build, but Cove feels superstrong.
I also think it's quite sad if factions are supposed to rely on the same 1/2 heroes for every game, that's how to make a stale game. Good thing I pick random starting hero every time, Eagle Eye specialist here I come.

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ChapterSerf
ChapterSerf

Tavern Dweller
posted June 29, 2018 09:27 PM
Edited by ChapterSerf at 21:29, 29 Jun 2018.

Everytime I go to open up the HotA map editor, I get this error:

ResourceManager::GetText could not find the "text" resource "editor.txt"

I tried reinstalling all of HotA, and still no dice.

Any help? Thanks in advance!
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 29, 2018 11:20 PM

You need to run it as administrator.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 30, 2018 12:33 AM
Edited by NimoStar at 00:37, 30 Jun 2018.

Quote:
But Necropolis is rather moderate in this sense - as indicated by a lot of Clavius/Charna games in the early days.


Balance in the "early days" was not the same as now. It is like saying Rampart is very strong because I can get free diplo units by the ton in regular H3 with Ryland as starting hero.

Actually the link from the main forum page when you want to discuss "HotA" goes directly in here... so...

I mostly agree with Phoenix4Ever in identifying weaknesses. However, just HP buffing weak creatures is a bad solution. For example wight regeneration is worthless for anything but the smallest, extremely lowest level fights, and the animation takes time and has an annoying sound effect.

Maybe give regeneration to Ghost Dragons as the buff :v

And make Wights/Wraiths have another ability instead?

"not a suggestion, just a nice thought"

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ChapterSerf
ChapterSerf

Tavern Dweller
posted June 30, 2018 03:11 AM

phoenix4ever said:
You need to run it as administrator.


Thank you.
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nordos
nordos


Known Hero
posted July 01, 2018 01:55 PM

NimoStar said:
However, just HP buffing weak creatures is a bad solution. For example wight regeneration is worthless for anything but the smallest, extremely lowest level fights, and the animation takes time and has an annoying sound effect.

Maybe give regeneration to Ghost Dragons as the buff :v

And make Wights/Wraiths have another ability instead?


Hm, while that also might be an option, the Wight having regeneration is both 'nostalgic' and useful in the early game - it just looses its value extremly fast due to the low health pool.
Ghost Dragons could, of course, be made into a more aggressiv creature, but with Reanimate Dead ... it would potentially lead to some problems. Thats why I thought about an increase in HP instead of anything else Well, just my opinion and by no means a demand.

(To begin with, rather than a suggestion, my last post can more or less be summarized as a hidden complaint while answering the previous poster. After all, I personally don't find Necropolis itself weak, just some creatures are partly useless in my personal opinion )

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krabas
krabas

Tavern Dweller
posted July 02, 2018 04:52 PM

Hi,
I play heroes 20 years and really like HOTA, thank you.
I would suggest two things, which in my understanding, would make game more interesting:
1. Reduce effect of "slow" spell cast at level of expert.
2. Ban "implosion" spell.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 02, 2018 11:15 PM

A quick question: What is the point of Zilares special? Spell duration is never a problem, unless the hero is just starting out, at which point basic Forgetfulness is not very interesting anyway. I guess it's nice he starts with Forgetfulness, but the special does'nt do (much) more than that.

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bloodsucker
bloodsucker


Legendary Hero
posted July 03, 2018 01:47 AM
Edited by bloodsucker at 21:03, 03 Jul 2018.

It could give him a probability of affecting immune to mind creatures. The higher the level the more provable.
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elshaw27
elshaw27

Tavern Dweller
posted July 04, 2018 04:21 AM

Hi All,

I was wondering how often anyone from the HotA team posts news about the project or future updates here. I'd like to hear more about what's going on, but this massive thread is difficult to sort through.

I was also curious if HotA had a Kickstarter/GoFundMe/Patreon or something like that.

Thanks

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avatar
avatar


Promising
Supreme Hero
posted July 04, 2018 08:55 AM

Just observe HotA's official channels at:
facebook.com/h3hotaofficial
https://vk.com/h3hota

But there's was no official annoucements since 1.5.3 release.
All we know that there won't be new towns in next updates and we can expect new spell balance system. That's all.

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Javiduc
Javiduc


Adventuring Hero
posted July 07, 2018 11:12 PM

I have been talking to another spanish player about simultaneous turns mechanics. We have a doubt about the following situation:
Turn number “n”:
• Player red scout goes through a door and see red castle.
• Player blue scout goes through a door and see blue castle.
Turn number “n+1”:
• Player red invades blue castle and see blue scout so protect red castle.
• Player blue invades red castle and see red scout so protect blue castle
¿Would simultaneous turn stop after red player turn n+1 so blue has no chance to protect his castle has he would without simultaneus turn?

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dodo_bird
dodo_bird


Adventuring Hero
posted July 08, 2018 01:35 AM

In a normal game, if red enters blue's scouted area on day "n", blue will be able to play day "n" taking that into consideration. But with sim turns, red's positions are not updated until after both players finish the turn. ("view air/earth" info are also from day "n-1".) So blue plays day "n" not being able to react to red's actions on day "n". It's a major disadvantage for blue if you allow sim turns to continue until you meet each other.

If you want sim turns to run till meeting to save time, the best solution when sim turns interrupts is to load red's previous day autosave. If meeting is on "n+1", you will load red autosave on "n" so that blue can play day "n" and react to red. Of course this would give blue an advantage since they could use info they uncovered on day "n" and "n+1" to make their decisions.

If you want to avoid spoiling the game, the solution is to set sim turns to end prior to expected meeting.

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Lth3
Lth3


Known Hero
posted July 08, 2018 10:35 AM

i guess the only proper solution is to make it automatic. as soon as Red touches anything of Blue colour - game transfers to 1 day previous Autosave, without showing anything or opening battle screen

how hard it is to implement it, or if it is even possible - i have no clue

time to call the MasterMind Baratorch

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Pgarxot
Pgarxot

Tavern Dweller
posted July 08, 2018 01:39 PM

I totally agree with the latest comments. When simultaneous is activated, blue always has a significant disadvantage compared to red which becomes more evident in smaller maps M, S.

I ask, ¿couldn't the simultaneous be modified to automatically deactivates as soon as red or blue entered in a "conflict zone"? With this i want to say, not visiting an enemy mine or another building or attacking enemy hero, but entering an area of the map that has been visited by the opponent.

The simul works like this in Heroes V.

Greetings

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PoenJacques
PoenJacques

Tavern Dweller
posted July 08, 2018 02:38 PM

Online-lobby doesn't work for me

Hi everyone!

A few days ago I tried to make a registration for the online-lobby in HotA, but it just doesn't work for me. In HD+, I had no problems with that, so I don't know what might be the problem. When I would like to make a new account in HotA, the following error message appeared: "The server administrator has blocked access to the lobby for you.". When I want to log in with my name and password which I use in HD+, it says it's a wrong name-password combination. Open the game .exe file as an admin neither helped.

Did someone meet with the same? Could anyone help me what the heck I should do?

Many thanks in advance!
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avatar
avatar


Promising
Supreme Hero
posted July 08, 2018 06:10 PM

You are banned from previous account for cheating/leaving I suppose.
I don't know technical know-how but hota lobby can recognise you using your IP/mac adresses.
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bloodsucker
bloodsucker


Legendary Hero
posted July 08, 2018 06:44 PM

I think I like this online-lobby idea.
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