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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 ... 205 206 207 208 209 ... 210 280 350 420 490 549 · «PREV / NEXT»
Sav
Sav


Known Hero
posted October 03, 2016 11:26 AM
Edited by Sav at 11:26, 03 Oct 2016.

Bob9001 said:
Basically when a monster week occurs 1/10 times it will display a week without a name thus creating a null pointer overflow, now while this doesn't crash the game and/or produce a error log. It interestingly creates piles of wood on the overworld and/or underworld that are in the 10's of thousands.

Thanks for report. Bug will be fixed in the next version.

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Bob9001
Bob9001

Tavern Dweller
posted October 03, 2016 09:31 PM

Sav said:
Bob9001 said:
Basically when a monster week occurs 1/10 times it will display a week without a name thus creating a null pointer overflow, now while this doesn't crash the game and/or produce a error log. It interestingly creates piles of wood on the overworld and/or underworld that are in the 10's of thousands.

Thanks for report. Bug will be fixed in the next version.


Always happy to support a great mod!

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Pollo2002
Pollo2002


Famous Hero
posted October 05, 2016 07:39 PM

Trying to get hota games going in gameranger seems impossible, which is a shame, I think HOTA is really good, and I donīt see why anyone would prefer to complete complete over it.

But i canīt find opponents, so Iīm not sure what to do.
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Pollo2002
Pollo2002


Famous Hero
posted October 05, 2016 10:27 PM

If possible I make the following suggestion, if a monster stack flees, you still get the experience. It would save a lot of boring time in matches.
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hippox89
hippox89


Famous Hero
posted October 06, 2016 09:12 AM
Edited by hippox89 at 09:14, 06 Oct 2016.

Pollo2002 said:
If possible I make the following suggestion, if a monster stack flees, you still get the experience. It would save a lot of boring time in matches.


That would be a bad change, imo. If you allow a stack to flee then it should be a trade off. You don't get the exp, but you might save some valuable creatures or even time. Like, sometimes you can get shooters to flee, which you would otherwise lose some creatures to. So a trade off between exp and some creatures. Also, considering you get exp for the total HP amount of killed creatures then it just doesn't make sense to get exp for letting them walk way.

But there's already a lot of other features that can save you time. Like, replayable combat, quick combat (q), faster animations.

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ArchDruid
ArchDruid


Adventuring Hero
posted October 06, 2016 04:30 PM

Diplomacy and joining creatures need some rethinking.

Diplomacy skill should work that way as it works in H5 I think. Only 10-20-30 % of the creatures may join you, if you're good in diplomatic tongue. Or 10-25-50. But not all of them, and never for free. Only if they are far far weaker then your army...

HotA guys are clever, maybe they will do something with the Overpowered Diplomacy too.


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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 07, 2016 11:22 AM

Diplomacy was not as overpowered in SOD as in base game anyways
IMO 10/20/30% diplomacy is dumb, these stacks would be useless then to combat. Also, consider that when creatures join you, you don't get exp. It's a tradeoff that way too, and creatures on the map are limited and your main source of XP for heroes. Maybe make diplomacy more expensive.

Where to get the last version? Is it compatible with base SOD or you need something like HD, VCMI, or ERA II ?
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Evaline
Evaline


Known Hero
posted October 08, 2016 03:36 PM

NimoStar said:
Where to get the last version? Is it compatible with base SOD or you need something like HD, VCMI, or ERA II ?


Here. This is the TRUE official link. And don't worry about any compatibility. Simple: download, double-click, install and play.

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Pollo2002
Pollo2002


Famous Hero
posted October 08, 2016 05:07 PM

If you are gonna do changes to mage guilds and guilds is there any chance there is some help to knowledge and spellpower?

I personally think knwoledge should give magic each day (like 5 knowledge means you gain 5 magic each day) while mysticism doubles, triple an quadruple that effect. how hard is to get magic is the main reason I discard magic heroes as viable.


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Pollo2002
Pollo2002


Famous Hero
posted October 08, 2016 07:47 PM

Today i tried ot play hota simultaneous turns vs MEkick, you can see his stream, and we couldnt make the simultaneous turns work.

Ive played vs other people IN GR and sim turns worked, but here we couldnt.
The difference this time is that we were using HW, can be that the reason it wasnt working?
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Pollo2002
Pollo2002


Famous Hero
posted October 09, 2016 04:14 PM

Today i tried to play hota in hamachi, and when Blue player pass the turn, it auto ends REd turn.
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Sumsum
Sumsum


Adventuring Hero
posted October 09, 2016 05:37 PM

Note: Avoid posting 3 messages in a row, instead, click the EDIT button, and write what you gotta write in the same message tab, maybe add ,,Edit:'' so people can see where you edited.
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ArchDruid
ArchDruid


Adventuring Hero
posted October 10, 2016 10:02 AM

Pollo2002 said:
Today i tried to play hota in hamachi, and when Blue player pass the turn, it auto ends REd turn.


When blue meets red , simultaneous turns auto-ends, and second player (blue) has to replay the whole turn.

I modified my own mysticism skill, by change the 1-2-3 SP/day recharge value per skill lvel to 3-5-10 SP/day. IMO this makes sense to choose mysticism, what is a total useless junk in its original form.

For sorcery skill, the 5-10-15% bonus to spell damage should also be changed to 10-20-30% and somehow prohibit Might heroes to get Sorcery skill. That should compensate the Might heroes dominance over Magic ones.

Or maybe create Might and Magic specific skills, that can't learned by the other class... Bah, that's dumb, there are no enough skills to do that properly.  

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 10, 2016 11:06 AM

I have modified skills myself and made for example Mysticism and Sorcery stronger, which is great.
Sorcery could also easliy be disabled from might heroes, but would you also disable them from Intelligence and Mysticsm then? and what about magic heroes, should they not be allowed to learn Offense, Armorer and Archery then?
Nope improving the worst skills makes sense, but as few restrictions a possible in skills is best imo. If Crag Hack want's to learn Sorcery, sure go ahead, he is gonna suck with it, compared to Malekith anyway.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 10, 2016 11:32 AM

Thank you for the link.

***

The thing is that Might heroes already reveive much less knowledge and power than Magic ones, so it's not necessary to disable them from the magic-based skills and vice versa.
So, as longs as skills are balanced and depend on the basic skills for effectiveness, everything will be fine (excepting super-powerful artifacts, but that's the artifact's fault).

***

What I am worried bout is about HOTA approach to balance and editing.

As you know the most common mod is WOG, but the HOTA team and others don't like it because it's too "Messy".

In contrast, HOTA is done like an extra expansion that tries to be as orderly and true to the original game as possible.

However I think sometimes they go a little overboard with this vision, and can overstep even over the original game on their rigidness.

For example, I have seen someone here asking how can they disable artifacts, spells, etc. in HOTA and a HOTA team member responding "that's not the way things go here", that their approach to balance is just banning stuff by default and forever, and not letting people choose to ban or to unban from each game.

It's this unnecesarily stiff? Don't people like some variety in their games? It's not like adding 20000 mind-bending objects and random clouds as in WOG , it's just swtching things a little (a spell, an artifact, a hero, etc.) to have fun with experimenting slightly different (but significant, as in the original game) gameplay experiences, and adjusting balance to your liking with friends in the MP games.

Why do you think this is bad? Won't you consider allowing/supporting it?
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uhm
uhm


Hired Hero
posted October 10, 2016 03:27 PM
Edited by uhm at 15:30, 10 Oct 2016.

Quote:
For example, I have seen someone here asking how can they disable artifacts, spells, etc. in HOTA and a HOTA team member responding "that's not the way things go here", that their approach to balance is just banning stuff by default and forever, and not letting people choose to ban or to unban from each game.

It's this unnecesarily stiff? Don't people like some variety in their games? It's not like adding 20000 mind-bending objects and random clouds as in WOG  , it's just swtching things a little (a spell, an artifact, a hero, etc.) to have fun with experimenting slightly different (but significant, as in the original game) gameplay experiences, and adjusting balance to your liking with friends in the MP games.


Well, that's why we have WoG and VCMI When you simply want to enjoy gameplay, you're looking for something standalone and complete - then you're looking for HotA Community is still eager for the new - so everyday they're working hard to bring us only the best content. Of course they're also fulfilling their own desires - it's their privilege. But why would they bother about caprices of all the others?

Making the game adjustable requires a lot of work, so probably HotA team won't do something, that will not be used on their own. That's the aim of VCMI.

Besides, you can simply disable all spells, artifacts and heroes in the map editor, if you wish

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 11, 2016 03:51 AM

Well, maybe, I guess it is their right of course,
But I am only saying that more people would play HotA if it was just that little customizable. After all, it's not adding thing, just disabling them. Not asking for something like "Shooters don't shoot but have double hit points" in WOG; that would be dumb : P

* * * * *

Anyways, about improving base experience...

I have some bug reports confirmed from original Heroes 3 that could be fixed:

SACRIFICE AND DRAGONS:
- Gold Dragons cannot be revived with Sacrifice, even though it's 5th level spell (when reviving, game thinks it's "resurrection")
- However, Black Dragons can be sacrificed to it which doesn't make sense either.

ARMAGEDDON:
- Armageddon damage is not boosted by Sorcery
- Armageddon damage is not boosted by the Fire Orb even :/


Balance:
- Damage spells should be boosted by Magic Schools (basic, adv, expert, etc.) in percentage or in other proportional way in the calculation... now they are only boosted on the "base damage"; which at high levels is useless (max level armageddon with expert fire is like basic armageddon with less than +2 spell power... see here for example/s). This happens with all damage spells of all schools

- Magic Mirror spell is laughtable. Change it to be a mass spell at Expert (30/40/mass 40), or at least double the percentages of protection... (I would reccomend 35/70/90%) OR... make it lower level (Air has already the most fifht level spells, although Dimansion Door and Fly are normally banned... so maybe keep it there for two usable ones)
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 11, 2016 08:24 AM
Edited by phoenix4ever at 08:30, 11 Oct 2016.

About Sacrifice there is no bug, it is a two-part spell, level 5 is the sacrifice and level 4 is the resurrection. Therefore you can actually sacrifice Gold Dragons, but you can't resurrect them. Sacrifice does'nt work on Black Dragons in any way.
Armageddon IS affected by sorcery and fire orb.
About damaging spells, I don't know if it is possible the change the bonus damage to a percentage, but I guess it's a good idea.
And about Magic Mirror, I think the design of the spell is to protect Gold Dragons from implosion (really niche) kinda like Frenzy is (mostly) for devils, therefore it should remain a level 5 spell. I have doubled it's chance in my game from 20/30/40 to 40/60/80 and I don't think it should be a mass spell.

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ArchDruid
ArchDruid


Adventuring Hero
posted October 11, 2016 08:50 AM

An Arch Devil compared to a Black Dragon is a no match.. Although it costs 500 more, which is nonsense.

Arch Devils should cost no more than 4000, or they should have at least 220 HP.
Forsaken palace is way too expensive for what you get from it.

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nik312
nik312


Promising
Famous Hero
posted October 11, 2016 10:49 AM

NimoStar said:
Thank you for the link.
However I think sometimes they go a little overboard with this vision, and can overstep even over the original game on their rigidness.

For example, I have seen someone here asking how can they disable artifacts, spells, etc. in HOTA and a HOTA team member responding "that's not the way things go here", that their approach to balance is just banning stuff by default and forever, and not letting people choose to ban or to unban from each game.

It's this unnecesarily stiff? Don't people like some variety in their games? It's not like adding 20000 mind-bending objects and random clouds as in WOG , it's just swtching things a little (a spell, an artifact, a hero, etc.) to have fun with experimenting slightly different (but significant, as in the original game) gameplay experiences, and adjusting balance to your liking with friends in the MP games.

Why do you think this is bad? Won't you consider allowing/supporting it?


The understanding lies as usual in a shift of perspective

The main idea why most of such settings are not introduced is the idea of gameplay integrity. And if we allow any player to easily ban or enable any object/spell or artifact before any generation - that would mean that the game has no default look. The game with DFH and conservatories and without them is very different. The game with Fly/DD/Tp and without them is totally different. The game with red orb/recanter cloak and without them is radically different.

And if all it takes to switch between these games is a change of one option - then which one is standard? Which one do people play in multiplayer? Which one do people play in singleplayer or in casual multiplayer with friends? Which one do we keep in mind when balancing stuff?

Now, what we can do to solve this contradiction is to allow template-makers to edit objects/spells/artifacts that are available in their own templates. That would transfer the responsibility for each change from the game itself to the creators of templates like it is already transferred to the creators of maps. That way it is more obvious that if you yourself make some template with weird settings then whether it is balanced or not and whether people will play it with you or not - depends solely on you. And the way game is supposed to work is in official templates from developers. Also, that way it feels much more natural and in its place rather than some checkboxes before generation

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