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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 ... 107 108 109 110 111 ... 140 210 280 350 420 490 548 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 10, 2015 06:04 AM

I'd be nice if you told which link has virus in your opinion and which antivirus you use.
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The future of Heroes 3 is here!

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nik312
nik312


Promising
Famous Hero
posted February 10, 2015 10:26 AM

gruntle03 said:
Hi all. I really want to try out this mod, but when I scan the download for viruses, every file I have tried comes up with a trojan virus. Have any of you also had this issue, and where can I get a clean file from? Thanks.


It seems we have to add it to a FAQ somewhere. There is no viruses in HotA  files (at least on official sites, such as this thread). But some anti-viruses are totally paranoid on any modded exe. Add HotA catalogue to the exception list of the anti-virus (if you downloaded it through one of official links).

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nik312
nik312


Promising
Famous Hero
posted February 10, 2015 10:31 AM

galo11 said:
nik312 said:
As for this I can state firmly: No. Never. HotA is built around the idea of an integral expansion with no removable content and no variations. There will never be any separation of graphical-nongraphical, singleplayer-multiplayer or brand_new-fixed_old. One either accepts the game as we decided to deliver it or declines it all. No optional installations.


And what about Forge, if it will be implemented in HotA. Some time ago I read that in the assumptions of the NWC it was to give a players possibility to exclude the city in game (the whole fraction - the units and objects) in the case of games on random maps, and simple scenarios.
If I you add Forge to the game will be there a tool for exclusion of the city in the current scenario? Or even a map editor, where with one click player could off this fraction on the map.


If Forge will ever make it to HotA, it will fit the game perfect enough. No other way. Until we won't find a way for it to fit - it will not appear at all. So, no, Forge will be no exception from this rule. At maximum - standart ME and RMG options of banning some town on the map (not its creatures though)

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yojo2
yojo2

Tavern Dweller
posted February 10, 2015 12:54 PM

Morale info messagebox incorrectly states that Pendant of Downfall reduces morale by 1.

http://abload.de/img/capture_001_10022015_eozu9.jpg
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nik312
nik312


Promising
Famous Hero
posted February 10, 2015 01:29 PM
Edited by nik312 at 14:16, 10 Feb 2015.

The_Green_Drag said:
Hey I have not been reading this thread too much but I have played HotA quite a lot and wanted to say thanks to whoever made this awesome expansion. The Cove literally fit that game like it was always meant to be there. Perfect line up with an absolutely gorgeous townscreen and music.
Thanks again.


Thank you for your comment, it never gets worse to hear those exact things we worked for . Enjoy the game furhter!


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Pit
Pit

Tavern Dweller
posted February 11, 2015 05:48 PM
Edited by Pit at 18:02, 11 Feb 2015.

galo11 said:
And what about Forge, if it will be implemented in HotA. Some time ago I read that in the assumptions of the NWC it was to give a players possibility to exclude the city in game (the whole fraction - the units and objects) in the case of games on random maps, and simple scenarios.
If I you add Forge to the game will be there a tool for exclusion of the city in the current scenario? Or even a map editor, where with one click player could off this fraction on the map.



I think that exclude option should be implemented in to HotA, I just love pirates, I can't wait for other new towns, but about Forge... I really want to have option to turn off this city completely, it's just not my climate..


Basically personally I think that more cities = better

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Macron1
Macron1


Supreme Hero
posted February 11, 2015 09:24 PM

Pit said:

I think that exclude option should be implemented in to HotA, I just love pirates, I can't wait for other new towns, but about Forge... I really want to have option to turn off this city completely, it's just not my climate..


Basically personally I think that more cities = better


Relax, I think we will not see Forge from HOTA in near future.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 11, 2015 09:47 PM

Since HotA are incredibly true to the original HOMM spirit, it would make sense that Forge may make it in a distant future.
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted February 12, 2015 01:43 PM
Edited by PandaTar at 15:19, 12 Feb 2015.

Hota surprised me!

Hello!
I’m new here, although I’m a member in Celestial Heavens since 2003 (back in Strategy Planet servers).
It’s been a while since I wanted to play these mods, given that I like old Heroes games a bit more than their current state under Ubi’s grasps. But I eventually forgot or, when I going checking upon some info or screenshots, things looked rather messy. I didn’t know where to start looking and if what I was looking for was a stable version. My intention was to play, not to mod anything.
This HotA came as an amazing surprise. I wasn’t expecting seeing an entire new town with that many complex and complete features added with such grace. Congratulations are in the books, of course.
And I also know that there might have tons and tons of suggestions dangling around your heads already, so it might be tough filtrating everything into something that can be considered and converted, plus the fact that many things must be tweaked depending on what’s going to be added in the game.
I have a small suggestion of my own. It’s based on the idea of having every skill in the game usable in early to late game, which should be something obvious, still it’s often overlooked in game design.
Skills in heroes games are too ‘temporary’, immediate somehow. They have a purpose in that time, no matter how important that is. And then, they cease to have a lingering usefulness. Some can agree or not agree with me. Sitting back for a while, I though this skill usefulness lacked in just few of them, but then, thinking harder, I started to suspect that an ever broader range of skills lacked their utility in late game, or even in regular going to and fro business about the Adventure Map.
I beg you forgiveness if what I suggest if only too complicated to implement, because I lack the knowledge to mod myself, but I kindly ask you that you read these. It can be that there’s something that can be done if you find it reasonable, and even better, if it can be done with no major effort. I also apologize in advance because some of this content might happen to be already suggested by someone else, only that I cannot be sure. I cannot simply read 100 pages of contents these days, to bear with me.
Skills that I want to point out and that are mandatory to be looked upon are these: SCOUTING, EAGLE EYE, SCHOLAR, FIRST AID. These are the ones that I think must be fixed no matter what. Other skills that can be tweaked and optimized I’ll talk about later.

SCOUTING

This is an obvious choice. Scouting only matters as long as you have fog of war. There’s nothing else to it. In Heroes 4, they added an interesting feature. Scouting could make you see more information on your enemies and wandering troops. In Heroes 3, we have a neutral unit with that purpose – rogues. I think, Scouting level could add the effect of Spying to the hero, adding a feature that would be useful any time in the game, even after you explored the whole map. The Spying effect would still be rogue’s ability too. A more profound effect is: if your hero has greater Scouting level than the enemy, when engaging battle all your troops would have +1 speed, as if ‘preemptive’ strike. +1 speed for each difference in Scouting level: max of +3 speed. That sounds too much? If you give this utility to Scouting, it’ll be likely other heroes will also use this skill more, so it’s a matter of trying to be one step in front of your enemies, just like a Scouting unit would do in real life. Still, having two heroes clashing and both of them having Expert Scouting skill, they would still have the other effects (seeing numbers and seeing farer) available.

EAGLE EYE AND SCHOLAR

Other obvious choices. With Eagle Eye, you basically depend on an enemy hero casting a spell in battle, a spell you still don’t know, so that you can learn it – and it’s not even a 100% chance of learning, whilst Scholar will allow you to learn and teach spells from other heroes, once. In my perception, these skills are too situational, and that sucks if you happen to have these skills in your repertoire, or worse, if you visit a Witch Hut and she happens to teach those skills for your Wisdom-less-1-slot-free Might Hero. I think these two skills can be merged into one. The name can still be Scholar. A Scholar hero can then learn spells from other heroes, can teach them, can learn spells cast from enemies in battle. The additional late game effect is that a Scholar can also learn enemy’s weaknesses. That being said, overall damage inflicted by your troops increases per level in Scholar. It stacks with Offense/Archery, if your hero has those skills. So, even if you have a Might hero, you can also get some other benefits from being a Scholar.

FIRST AID

This one is really hard to understand why it would even be considered having in late game, unless you have only top tier units such as the expansion Dragons, so they don’t die easily and healing would make them last wonders. But that’s too situational, imho. In Heroes 4, as there wasn’t any of the war machines, the skill disappeared. First Aid can be ‘fused’ into something else, also considering adding an Ammo Cart feature in it (I’ll talk about Ammo Cart here too, for the sake of showing synergies). Starting by renaming this skill, I think it could be something in the lines of: War Support, Battle Support, Warmongering. Instead of having just a Healing Tent, the idea is having a small advanced supportive camp (I’m speaking of conception, not that any new fancy graphics should be applied). So you have the healing tent and the ammo cart being affected directly by this skill. It would affect Healing Tent as it follows:
Healing tent with no Battle Support skill – heals a small amount of hit points of an automatically chosen allied unit.
Basic Battle Support – tent heals a small amount of hit points of a chosen single target at the end of the turn, and also cleanses it from Lv 1 ailments (such as poison, weakness, slow). Healing tents stats increase a little.
Advanced Battle Support – tent heals a fair amount of hit points of a chosen single target at the end of the turn, and also cleanses it from lv 1-2 ailments (including blindness). Healing tent stats increase even more.
Expert Battle Support – tent heals a fair amount of hit points of all stacks of a small area (targeting area is the same as of fireball spell), and also cleanses them from lv 1-3 ailments (including forgetfulness, sorrow). Healing tent is harder to destroy.
Due that, I would consider making Healing Tents a bit more expensive perhaps. Battle Support would, then, affect Ammo Cart as it follows:
Ammo cart with no Battle Support skill – increases the number of shots of all allied ranged troops by 1.5x (I think that ammo cart is too cheap and imbalanced for its effect – even if it’s easy to destroy –, and somehow illogical. It should provide more shots for your troops, not an infinite amount of them).
Basic Battle Support – ammo cart provides 2x more shots for all allied ranged troops. Ammo cart stats increase a little.
Advanced Battle Support – ammo cart provides 3x more shots for all allied ranged troops. Ammo cart stats increase even more.
Expert Battle Support – ammo cart provides 4x more shots for all allied ranged troops. Ammo cart is harder to destroy.
My point here is mainly making this skill worth enough to make you worry about those war machines, and worry about defending them if possible, plus their effects in a way that grant them usefulness in most of situations, such as helping healing ailments, which would be extremely beneficial to heroes that lack spell casting abilities.
Now, the skills I think can be optimized to give them depths to late game, constant usefulness: WISDOM, DIPLOMACY, ESTATES, BALLISTICS, TACTICS.

WISDOM

Mandatory to learn stronger spells, once you have learned them, Wisdom itself becomes useless. It should influence more those advanced spells, or have any additional feature that justifies having that skill rather than only to learn strong spells, which is an immediate action: you learn, and then there’s nothing else to it, you see my point? It lacks a prolonged effect, something that shows that an Expert Wisdom Hero has something else, because if a hero has Expert level in Wisdom but there are no stronger spells to learn in that map, something is off too. Wisdom could influence many aspects of the spell casting system. Although my mind brought me many ideas, I think some of them can become too difficult to implement, and that’s not what I’m intending to propose. Roughly, in addition to what Wisdom already does, I propose the following:
Basic Wisdom: decreases mana cost for Lv 1, 2 and 3 spells by 1 (minimum of 1). If hero has Mysticism skill, increases 1 spell point recovered daily per level in Mysticism. Boosts the effects of Intelligence Skill in 5%. Boosts the effects of Sorcery Skill by 5%. Boosts number of summoned units by 5% rounded down. Hero has a 7.5% chance of being able to cast another spell in sequence in the same turn.
Advanced Wisdom: decreases mana cost for Lv 1, 2 and 3 spells by 1 (minimum of 1), lv 4 spells by 2 (minimum of 1). If hero has Mysticism skill, increases 2 spell points recovered daily per level in Mysticism. Boosts the effects of Intelligence Skill in 7.5%. Boosts the effects of Sorcery Skill by 7.5%. Boosts number of summoned units by 10% rounded down. Hero has a 15% chance of being able to cast another spell in sequence in the same turn.
Expert Wisdom: decreases mana cost for Lv 1, 2 and 3 spells by 1 (minimum of 1), lv 4 spells by 2 (minimum of 1), lv 5 spells by 3 (minimum of 1). If hero has Mysticism skill, increases 3 spell points recovered daily per level in Mysticism. Boosts the effects of Intelligence Skill in 10%. Boosts the effects of Sorcery Skill by 10%. Boosts number of summoned units by 15% rounded down. Hero has a 22.5% chance of being able to cast another spell in sequence in the same turn. Unlocks Ultimate effects of Lv 5 spells for each Elemental School and grants protection against elemental effects for all allies.
1) Earth Magic – at the beginning of the battle, protection from earth is cast on all allied troops. Only when the hero is Expert in Earth Magic Skill and Wisdom:
Implosion: it changes the area of effect. Same as a fireball spell (it’ll be able to target ground too). Damage is full in the main target. 25% in all adjacent targets.
Summon Earth Elementals: summoning will bring forth Magma Elementals instead.
2) Air Magic – at the beginning of the battle, protection from air is cast on all allied troops. Only when the hero is Expert in Air Magic Skill and Wisdom:
Dimension door: increases the number of times it can be cast daily by 2.
Summon Air Elementals: summoning will bring forth Storm Elementals instead.
Fly: when flying increases movement points by 50%.
Magic Mirror: increases chances of bouncing back the spell to 50%.
3) Fire Magic – at the beginning of the battle, protection from fire is cast on all allied troops. Only when the hero is Expert in Fire Magic Skill and Wisdom:
Sacrifice: increases effect by 25%, even if it’s more than total health of sacrificed stack.
Summon Fire Elementals: summoning will bring forth Energy Elementals instead.
4) Water Magic – at the beginning of the battle, protection from water is cast on all allied troops. Only when the hero is Expert in Water Magic Skill and Wisdom:
Summon Water Elementals: summoning will bring forth Ice Elementals instead.
I thought of extending effects to Lv 4 too, but it would be only too much things to micromanage – as if there were not that many already, eh.

DIPLOMACY

This skill could influence more other economic aspects of the game, such as market ratings, artifact prices, hiring prices, which would feel like ‘internal’ diplomacy, within the boundaries of a ruler, where diplomacy also dictates relationship with townsfolk and hirelings, not only with neutral units. Surrendering bonuses seem ok as they are now. A fair approach of how diplomacy could work is at it follows (in addition to its current effect upon surrendering and negotiating with neutral troops):
Basic Diplomacy – when visiting a town, market (and artifact merchant) has ratings behave as if there’s one additional market owned. Costs for hiring troops decreases 5% (rounding up).
Advanced Diplomacy – when visiting a town, market and artifact merchant have ratings behave as if there are 3 additional markets owned. Costs for hiring troops decreases 7.5% (rounding up).
Expert Diplomacy – when visiting a town, market and artifact merchant have ratings behave as if there are 5 additional markets owned. Costs for hiring troops decreases 10% (rounding up).

ESTATES

Estates is nearly useless in mid to late game when you have a decent income. Of course, it all depends on how the map is designed, plus, if you happen to have only one hero, allowing one skill slot being taken by this skill should be really worthy. In Heroes 4, Estates escalated with your daily gains and overall gold funds, an elegant solution for how it works in H3. It could even be considered importing the idea of H4 skill named Mining into advanced or expert levels of Estates. A fair approach would be like this:
Basic Estates – adds 200 gold to daily income plus 5% (If you gain 1000, it’ll add 200 and 5% over that number: 1260).
Advanced Estates – adds 350 gold to daily income plus 7.5%. One random resource is provided weekly.
Expert Estates – adds 500 gold to daily income plus 10%. One random resource is provided daily.

BALLISTICS

This one I would name SIEGE, because I think that if one hero learn how to be more effective attacking a castle, one can also be more effective defending it. Whilst I wouldn’t think that modifying how the catapult works (although I do think that in Expert level, Catapults should target the exact targeted area we choose – and even if that sounds harsh, catapults can be destroyed too), mastering Siege could influence your units behavior as well in offensive capabilities as it follows:
Units with no Siege cannot attack walls. Catapults will randomly target a part of the wall for 1 of 2 damage (must attack two times successfully the same part of the wall to destroy it), and have a chance to miss the target. Exception is the Cyclops.
Basic Siege – Level 7 units can attack walls for 1 of 2 damage, but have 50% chance to fail damaging it. Hero can control catapult to target wall, and projectile will never miss the target, for 1 of 2 damage.
Advanced Siege – Level 7 and 6 units can attack walls for 1 of 2 damage, but can fail 50% of times. Hero can control catapult to target wall twice, and projectiles will never miss the target, and they have 25% chance of fully destroying targeted wall (1 of 1 damage).
Expert Siege – Level 7, 6 and 5 units can attack walls for 1 of 2 damage, but can fail 50% of times. Hero can control catapult to target wall and main tower, and projectiles will never miss the target, and they have 50% chance of fully destroying targeted wall.
Implementing means for other regular units attack walls (or perhaps only the gate, in H4 fashion) might feel overwhelming, although it’s to balance the defensive capabilities I’ll propose on the same subject. When defending a castle in a siege battle, mastering Siege boosts the following defensive capabilities:
Defensive structures with no Siege – moat has normal damage, towers too. Gate will fall with two shots. Walls aren’t meant to be affected by Siege skill, because they are a full town structure. Only things that a hero could influence directly, such as the effectiveness of guarding the gates, or shooting enemies from the battlements or making the moat even deadlier.
Basic Siege – moat inflicts 50% more damage. Gates last 3 levels of damage. Towers inflict 20% more base damage and Hero Attack stats is considered to improve damage even more.
Advanced Siege – moat inflicts doubled damage. Gates last 4 levels of damage. Towers inflict 30% more base damage, Hero Attack stats is considered to improve damage, and also the Archery Skill.
Expert Siege – moat inflicts thrice the damage and also inflicts a certain ailment depending on defending faction in basic effect: castle (weaken), rampart (slow), tower (disruption), fortress (poison), inferno (sorrow), conflux (misfortune), cove (disease), stronghold (dispel) – to represent its sturdiness against enchantments if attacking unit is buffed, dungeon (lightning bolt in basic effect considering lv 5 Spell Power), necropolis (curse). Towers inflict 50% more base damage, Hero Attack stats and Archery Skill are considered to improve damage. Main Tower attacks twice.
The point is having the Hero much more capable at handling the defenses of the town even with much weaker troops. Having much more troops couldn’t guarantee 100% chance of conquering a bad guarded castle if someone capable was there to lead the defenses properly, and it should show more in Heroes 3 siege battles.

TACTICS
I really don’t have much to talk about Tactics, but this skill cannot be completely neutralized if the opposite side also has the same level in Tactics. Something else could still be useful to justify this skill in battles between tactical heroes. In addition to its current effect (moving troops about the battlefield before starting battle), this is what I suggest:
Basic Tactics – synergy with other skills, increase their effectiveness in 5%. Skills affected are: Offense, Archery and Defense.
Advanced Tactics – synergy with other skills, increase their effectiveness in 7.5%. Skills affected are: Offense, Archery, Defense, Ballista, Cannon and Logistics.
Expert Tactics – synergy with other skills, increase their effects in 10%. Skills affected are: Offense, Archery, Defense, Ballista, Cannon, Logistics and all Magic Schools Skills. In addition to that, hero can cast a buff spell in this phase (no harmful spells, only buffing). And can cast another spell normally when the battle begins.

That’s all for now regarding Skills from my part. Any questions or comments/critics?

P.S.: I'd love being able to use my own avatar.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Macron1
Macron1


Supreme Hero
posted February 12, 2015 01:49 PM

Too many words

http://heroescommunity.com/viewthread.php3?TID=40812

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revolut1oN
revolut1oN


Famous Hero
posted February 12, 2015 01:54 PM

Pandatar - it smells like wog to me.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 12, 2015 10:08 PM

Bug reports thread
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted February 13, 2015 12:16 AM

MattII said:
Yep, don't need a new town, not when Conflux is in dire need of a revamp, and such a project would involve rather less than half the amount of work graphically.


I absolutely agree, a start would be a revamp of the heroes 'coz of their doubled specialities...

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ciggi94
ciggi94

Tavern Dweller
posted February 14, 2015 12:18 AM

Can't make hota work!

When I click "play game" in the launcher nothing happens. Anyone who know what might be the reason? I'm able to search for updates and I have the newest update aswell.

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hippox89
hippox89


Famous Hero
posted February 14, 2015 01:20 AM
Edited by hippox89 at 01:26, 14 Feb 2015.

Either install HD mod and run the game through the HD launcher (best option) - or alternatively - run HotA with 'h3hota.exe'. If the game still wont run then try to run the HD launcher/HotA executable with administrator rights.

HD mod

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ciggi94
ciggi94

Tavern Dweller
posted February 14, 2015 03:31 PM

Thanks for answering! So I downloaded the HD mod, but it seems like 'h3hota.exe' is misssing. I can only choose heroes3.exe to launch.
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hippox89
hippox89


Famous Hero
posted February 14, 2015 07:24 PM
Edited by hippox89 at 19:29, 14 Feb 2015.

Did you try right-clicking on 'HD3_Launcher.exe' and then click 'Run as administrator'? You can also try to install Heroes 3 + HotA to a non-system folder such as 'c:games'. This forum can't display foreslash it seems, but you get the point, I hope.

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ciggi94
ciggi94

Tavern Dweller
posted February 14, 2015 09:13 PM

I've tried both, still no luck. Thank you for your help!
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ciggi94
ciggi94

Tavern Dweller
posted February 14, 2015 09:53 PM

Found the problem! Mcafee quarantined it! Works fine now!
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hippox89
hippox89


Famous Hero
posted February 14, 2015 09:57 PM
Edited by hippox89 at 22:04, 14 Feb 2015.

Hmm, well, I can give you a link to the standalone version of HotA if you want? (via PM). Just something to try out.

Edit: Super! Anti-virus software is known to delete safe files they don't 'like'. I recommend configuring these types of software to strictly manual cleaning. I hate getting my own files delete by overzealous protection software without me saying 'yes' or 'no' to it first.

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