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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 ... 100 101 102 103 104 ... 140 210 280 350 420 490 548 · «PREV / NEXT»
krs
krs


Famous Hero
posted January 03, 2015 03:40 PM

Since I play with friends only, I went back to Hamachi. It just works, or if you encounter some problems herea step by step guide for Win 7.

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krs
krs


Famous Hero
posted January 03, 2015 04:12 PM
Edited by krs at 18:13, 03 Jan 2015.

I have generated some random Jebus Cross L maps no underground. Always got a minimum of 4!! Seers huts. Usually 5.

What is the point in having 5 structures on your starting zone that you will never use? If they are so important on other templates, how could I disable them on Jebus? Or reduce them to 1?

Edit: Generated a Jebus Cross XL map - 9! Huts in starting zone...

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nik312
nik312


Promising
Famous Hero
posted January 03, 2015 06:15 PM

krs said:
I have generated some random Jebus Cross L maps no underground. Always got a minimum of 4!! Seers huts. Usually 5.

What is the point in having 5 structures on your starting zone that you will never use? If they are so important on other templates, how could I disable them on Jebus? Or reduce them to 1?


There is no such goal for HotA of making RMG richer, with more honey in every area. If you get 10 huts that you will never get to use - it is your bad luck, nothing more. Probably you will get few maxi-hives along the road to compensate it. Or probably not and this generation will turn out to be complete disaster for you. It happens. Though rarely. U will also probably get a bunch of useless (or not) spellscrolls, magic shrines, treasure arts and god knows what else. There are situations when some of that will suddenly decide a match outcome, which adds diversity to the game. There will be much more situations when you will never get to use those, because of tempo priority, which has always been like this and is ok. They don't eat much of zone value anyway

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 03, 2015 06:23 PM
Edited by Warmonger at 18:25, 03 Jan 2015.

Seer Huts are not useful in short games like Jebus, but work nicely on big branching maps, like default XL templates, Marathon or Guerilla.
For me it's more of an issue that Seer Huts are using up a large part of treasure artifacts. The risk of loosing something handy or combo part is big, and chance for completing quets is little.

I'd still cut chance of Seer Huts or limit their number in a zone.
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nik312
nik312


Promising
Famous Hero
posted January 03, 2015 06:26 PM

Warmonger said:
Seer Huts are not useful in short games like Jebus, but work nicely on big branching maps, like default XL templates, Marathon or Guerilla.
For me it's more of an issue that Seer Huts are using up a large part of treasure artifacts. The risk of loosing something handy or combo part is big, and chance for completing quets is little.

I'd still cut chance of Seer Huts or limit their number in z zone.


You do not get combo parts as quest-arts in HotA

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 03, 2015 07:02 PM

I would also like less seer huts in RMG... the just wastes artefacts you COULD gain in graveyards and crypts. On my last G map I got only 2 possibilities for other treasure artefacts left without any quest. 1 per zone is well enough imho...

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krs
krs


Famous Hero
posted January 03, 2015 07:21 PM
Edited by krs at 19:47, 03 Jan 2015.

I have generated some more maps and here my gut feeling: (some I've put above). I will put only the critics down .

- too many seers huts. Like Warlord pointed out, in L random maps you just do not get to use them.

- too many crypts. Sometimes way too many.

- too many prisons on desert terrain

- On desert Wolf Raider Picket not only cuts the number of hives, but it even seems to appear more frequently. (more in the post below)

- There is no cover of darkness on RMG. At least allow this on Desert Terrain (middle in Jebus Cross) (indirect boost on scouting, could also interfere with view earth/air)

Visuals.

- Canon yard is 4Xtimes bigger than War-machine factory. I would suggest making them same size.

- Nix fort mixing of large and small is overkill imo. I would stick with the large version.

- Temple of loyalty from the looks I would expect a bank that gives titans. It is way out of proportion when compared to similar function buildings. (And while visually beautiful, looks like from another game)

- The new 1000 Nights seers hut does stand out too much on some terrains when by itself. Rough/Grass. I would restrict it from appearing on all terrain types.





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krs
krs


Famous Hero
posted January 03, 2015 07:28 PM
Edited by krs at 19:39, 03 Jan 2015.

Creature generating dwellings:

Now that they are plentiful the whole repartitioning of these structures should be remade.

At the moment they are just too many types, to use them for army building.

Some ideas:
Hives should be more common on swamp, while Wolf Rider Pickes on rough.
Maybe even ban Hives on rough, grass etc.
Add a bank that gives you dragons, type depends on terrain. (necros could just convert them at home)
One that gives devils (Only lava)
Limit conservatories from some terrain types as-well.

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hippox89
hippox89


Famous Hero
posted January 03, 2015 08:31 PM
Edited by hippox89 at 14:00, 04 Jan 2015.

Limiting the generation of Seer's Huts will hardly might it any easier to complete quests, and I don't really see them doing any harm by being generated in a zone, even if not proving useful. As Nik just enlightened us about (me included) they don't even reserve any combination artefacts now in HotA. It's a nice change.

However, if I should throw out some random ways (I'm not suggesting anything, just for fun) to make quests more viable to complete without thinking too much of the consequences...

A: Seer's Huts could reveal the exact location of the required artefact by revealing a single squire of the shroud at the target location.

Negative consequences: 1: It would take some of the 'mystic' out of finding the artefact. 2: It would make it too easy to complete a quest in some situations.

B: The witch of the hut could freshen up your horses to help with the quest. It would make it cost less movement to acquire the quest in the first place.

Negative consequences: 1: Seer's Huts would be used as nothing more than boosting stations in some situations.

C: When using the spell 'View Air' then quest artefacts could show up with their own listing and star colour hue. You'd be able to see the locations of all of the quest artefacts, but not much more than that.

I'm not sure of how much of an assistance this last option would be for completing quests, but it's something to think about, at least. Also, I'm currently not sure what the negative aspects might be, if any.

Edit: just more clear wording

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 03, 2015 10:41 PM

Yeah but for the "Amulet of the Undertaker" it's quite a buff, also "Ring of Suppression". I got them both as only remaining artefacts last map on necropolis, you can imagine how the gameplay looked like. Same for the "Mana" or "Conjuring" Artifacts its also quite powerful for crypts and also makes Sorcery&Intelligence-Mysticism less useful without the other "junk" artifacts.

Another possibility: Add some new Set-Artifacts for other artifacts to keep them in item-pool

Examples:
-Speculum+Spyglass
-Bird of Perception+Stoic Watchman+Emblem of Cognizance
-Necklace of Swiftness+Cape of Velocity+Ring of the Wayfarer
-Clover of Fortune+Cards of Prophecie+Ladybird of Luck
-Badge of Courage+Crest of Valor+Glyph of Gallantry
-Centaur's Axe+Shield of Dwarven Lord+Helm of the Alabaster Unicorn+Breastplate of Pertified Wood
-Spirit of Opression+Hourglass of the Evil Hour

+Never use any amulett as Quest Item

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joeyjoejoe
joeyjoejoe

Tavern Dweller
posted January 04, 2015 07:36 AM

Is there any way to play RoE/AB/SoD campaigns in HoTA? The HoTA campaign was fun but now I'd like to play the originals using the HoTA fixes and improvements.
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markmasters
markmasters


Famous Hero
Dragon of justice
posted January 04, 2015 12:44 PM

This is great, thanks for the new features again!

In all honesty: I must say I liked the previous pikeman/halberdiers more then the current ones

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 04, 2015 01:25 PM

Quote:
On desert Wolf Raider Picket not only cuts the number of hives, but it even seems to appear more frequently. (more in the post below)

I believe it was supposed to cut them, building army from Wyverns and Angels alone is somewhat boring. Still, Raider Picket has less frequency than Hive and other parameters are almost the same.
Quote:
Nix fort mixing of large and small is overkill imo. I would stick with the large version.

I suggest doing otherwise - all dwellings should have same size of 2 hex occupied, both for balance and not to confuse players.

Quote:
too many prisons on desert terrain

According to feature list, HoTA should generate less prisons on a map in total than SoD.

The real issue in all that is HoTA adds many banks which appear in large quiantities, but little other objects to balance them out. All other new objects are restricted to 1 per zone and are mostly rare, too.
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 04, 2015 05:11 PM

On random maps I've never seen any dragon hive even on G map not a single one... they are powerful, true but for what reason these hives exist when they never spawn? Atm I also miss some more objects for RMG with some purpose, it's quite repeating, but we'll see in a few updates/years I think how it works out.

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markmasters
markmasters


Famous Hero
Dragon of justice
posted January 04, 2015 05:25 PM

SO i found this website to get maps etc

http://mapy.heroes.net.pl/szukaj/11

Is there also an english version for it?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 04, 2015 06:26 PM
Edited by Warmonger at 18:31, 04 Jan 2015.

P4R4D0X0N said:
On random maps I've never seen any dragon hive even on G map not a single one... they are powerful, true but for what reason these hives exist when they never spawn? Atm I also miss some more objects for RMG with some purpose, it's quite repeating, but we'll see in a few updates/years I think how it works out.

Use F3 -> search for Dragon Fly Hive

Every template that is allowed to ever spawn Utopia or major artifact is also able to spawn Hive. Yesterday I got 43 of them on my favourite template (XL+U), so most certainly they do spawn.
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Vic
Vic

Tavern Dweller
posted January 04, 2015 08:06 PM

Hi, I'm new to this site... Is there some kind on an sdk/tools/source so i can poke around with HoTA or HMM3 mods in general?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 04, 2015 08:15 PM

Warmonger said:

Use F3 -> search for Dragon Fly Hive

Every template that is allowed to ever spawn Utopia or major artifact is also able to spawn Hive. Yesterday I got 43 of them on my favourite template (XL+U), so most certainly they do spawn.


Nah I don't mean dragonfly hives or utopiae. Utopiae are also very rarely on map I meant that Rust, Azura, Fairy and Crystal Dragon housings. Is there an algorythm for mapsize/objects/specialobjects in comparison with starting area and uninhabited areas? Lets say: "home areas" can't spawn utopia or dragon housings, the larger the map, the more chance for these things to spawn in uninhabited area.

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hippox89
hippox89


Famous Hero
posted January 04, 2015 08:20 PM
Edited by hippox89 at 21:02, 04 Jan 2015.

markmasters said:
In all honesty: I must say I liked the previous pikeman/halberdiers more then the current ones


I think the new Pikeman/Halberdier is an overall improvement, especially without the shield on the back, however, I do feel that the face could probably be improved. Currently, the nose stand out too much, and the face just isn't as natural looking as some of the other creatures' faces of similar dimensions.


images taken from in-game, not directly from defs

As an example the face of the Crew Mate is very detailed and natural looking. There's also a few more pixels in his face dimensions, though. The Mage also has a balance looking face with a natural looking nose. Now, some of the SoD creatures actually have no visible faces, so it isn't as if this is worse than that.

**



I'm completely ignoring below if alternative dwellings is good for variety when well done or if they're simply confusing

So, being critical of the few alternative HotA dwellings which are currently in the game, I think they seem kinda 'cheep' compared to the SoD counterparts (sorry to sound harsh). Let me explain, the SoD alternative dwellings just look more unique and distinct because they weren't created by scaling/mirroring alone. Well, there's actually a few differences between the basic Maelstrom and the alternative one, but it just isn't enough to make them distinct looking.

I think that you can probably change the perspective alone of a dwelling to make a good looking alternative dwelling, however, when you start scaling then the alternative dwelling will have to be changed significantly in other ways to make it look distinct enough compared to the basic one, otherwise it'll just look somewhat cheaply made.

Also, simply adding extra details without scaling can also work nicely to make an alternative dwelling. The Unicorn Glade is a good example of this.

Now, I know that HotA is a work-in-progress, and so it's hard to know what the crew considers final and what they might actually have plans to revisit at some point when they have the time, but I can only judge from what I know and see. Even if they had such plans, this would probably not have a very high priority. Also, this is obviously a couch criticism, so take it for what it is, and remember that I don't only criticize, but also praise the work of the crew.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 04, 2015 08:30 PM
Edited by Warmonger at 20:35, 04 Jan 2015.

P4R4D0X0N said:
Warmonger said:

Use F3 -> search for Dragon Fly Hive

Every template that is allowed to ever spawn Utopia or major artifact is also able to spawn Hive. Yesterday I got 43 of them on my favourite template (XL+U), so most certainly they do spawn.


Nah I don't mean dragonfly hives or utopiae. Utopiae are also very rarely on map I meant that Rust, Azura, Fairy and Crystal Dragon housings. Is there an algorythm for mapsize/objects/specialobjects in comparison with starting area and uninhabited areas? Lets say: "home areas" can't spawn utopia or dragon housings, the larger the map, the more chance for these things to spawn in uninhabited area.

You don't know how RMG works. Maps are based on templates with fixed treasure values.

Object value for neutral Dragon dwellings:
Faerie Dragon  19580
Rust Dragon    26433
Crystal Dragon 39338
Azure Dragon   78845

If neutral zones in your maps do not reach these values, they will never spawn such dwelling. Hint: stock template values go up to 30K max.


Quote:
Let me explain, the SoD alternative dwellings just look more unique and distinct because they weren't created by scaling/mirroring alone

These are not 'alternatives'. Original large dwellings come from vanilla game, before Conflux was added. Small 2-hex dwellings are directly related to Conflux area, others can't spawn. No idea about Unicorn Glade, though - maybe campaign or discarded object?

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