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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 ... 207 208 209 210 211 ... 280 350 420 490 548 · «PREV / NEXT»
ArchDruid
ArchDruid


Adventuring Hero
posted October 21, 2016 01:57 PM

Salamandre said:


The only no brainer is the one casting frenzy on his devils then attacking with them before all enemy slower units acted.



It was in Round 8 if I remember correctly. On a two level XL map with overpowered, scripted AI. But thanks for your kind words.

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FeniX667
FeniX667

Tavern Dweller
posted October 21, 2016 04:01 PM

Hi there,
it's my first post here, so hello

Thanks to HotA I started playing more online games with my friends and I realized there are many features in balance I haven't think of before. I think towns are pretty much balanced in terms of creatures/cost/build order, although I have few thoughts about it. I play mostly XL-U Jebus (with HotA Online rules) and usually game ends in the middle of second month.

In my experience, the most important thing in terms of strategy is to clear your zone asap and go for center, which is rich in artifacts. Also I find it important to secure town there, as it helps very much in getting reinforcments using town portal. Clearing utopias before your opponent denies him better stats and combination artifacts.

To clear your zone effectively, you need fast scouts. Scouting skill helps here very much since it gives +5 on expert, but speed depends on creatures. Fortress is the best here, necro the slowest. I think rest can scout in relatively same speed. Dungeon has tough time due to lack of +1 speed bonus (no underground, so dirt here).

After this stage, it comes to visit some utopias and go for the middle. This is where balance starts to brake. You need to go fast, take as little losses as possible (creatures are much tougher than in your zone) and be able to return to your town at any time. You basically NEED view earth (to get to central town), view air (to avoid ambush and monitor enemy progress), Town Portal, Fly/DD (sand has 150% movement cost), Resurrection/good 7lvl unit. Having this in mind, here are my balance thoughts:

- Expert Air and Expert Earth are must have skills. Logistics is very handy too. Pathfinding is situational, you can cast Fly instead.
- Dungeon, Rampart, Conflux - you can takie central zone using only dragons/phoenixes. Your hero is always on max movement points, units are tough and you won't usually get any losses (resurrection on Phoenixes). 5th level mage guild usually provides mentioned spells.
- Castle, Conflux - Archangels are cool, although only 4th level mage. guild.
- Tower,  Necro - there are spells, but usually you have to use slower units.
- Stronghold, Fortress - those just suck. Yes, you can have large stacks of vyverns/cyclopes, but they are slow and die easily. You lose momentum. Hard to get important spells
- Inferno - good creatures, but fire spells are just the worst. You just need town portal/dd/fly.

Also, what makes towns good/bad are heroes. On Jebus all magic heroes are too risky to get, because it's quite easy to get Orb of Inhibition which completely counters magic heroes. Many classes suffer from high chances of getting crap skills: mysticism, sorcery, eagle eye, learning, ballistics, artillery, first aid. In my opinion, key skills are: wisdom, earth magic, air magic, tactics, logistics, armorer, offence. There is one slot left, so water magic/leadership/intelligence/archery are be good to fill it. Scouting and scholar are very good for supporting hero. The rest is just bad.

Magic

So, what is needed for better balance is reworking magic and useless skills. What is wrong:
- there are spells which are too important. Without town portal, fly/dd, view earth and view air you will get tough time. This implies your main must have expert earth and air.
- there are spells which are too strong fo their price - mass slow/haste/dispell. Making them area of effect spells, or mass version on higher levels would be good to do. Also, haste/slow and curse/bless shouldn't remove other spell from unit, just it's effect (it would increase use of other spells)
- there are useless spells (or with low priority) - magic mirror, mirth/fortune/sorrow/misfortune, land mine, fire shield, slayer etc.
- damage doesn't rise well - except earth damage spells and armageddon

What I'd like to see:
- making somehow most important spells neutral, so everyone can get them. Like magic arrow. This would lower importance of earth and air magic.
- make mass spells high level, or area of effect. Nerfing dispel would help magic heroes too.
- reworking useless spells. Maybe make mirth/fortune/sorrow/misfortune spell cast from map like view air? You would cast it on your hero (or on another hero in close area) and it would take effect at the beginning of the battle. Fire shield is not that bad, but giving it area of effect (not mass) and +3 attack/def would make it decent 4th lvl spell. This would boost inferno nicely!
Berserk is too much all or no gain. I don't like it, it breaks balance. Land mines should be set manually and have better dmg. Higher dmg for fire wall too (and maybe possibility to cast it horizontally). Slayer... this would be considerable, if it was mass spell(or aoe), and give +8 to attack against all 7th level creatures at basic, all 6th level at advanced and all 5th level at expert. Now it would be worth casting. Inferno needs better dmg and some other nice effect with it, like reducing defence by 2. Sacrifice needs a little bit better multiplier per creature, to be more usefull than resurrection.
In overall, I'd like every magic school to be viable in different way. If most important spells would be more common, earth and air wouldn't be so strong, then there would be room for more hero skill combinations.

Skills

About skills:
- I think some skills should mimic possibilities spells gives. So having them would boost towns without high level guilds. First aid should scale up with defence/knowledge, giving tent more hp and resurrection pool (used during battle or after battle). I would combine it with ballistics too. This would improve fortress ability to avoid losses. Verdish would become more interesting, like all witches.
- Artillery shoud give ballistas and ammo carts more hp, also attack skill could be added to ballista dmg(or something like that). For know ballistas are good on heroes with specialty, but they fades drastically after few weeks. And definitely they don't help inside utopias and other objects. Maybe give it skill similar to moos? Chance to kill few creatures.
- Giving sorcery more % dmg with boosting fire magic would make heretics more viable.
- diplomacy and estates could be combined
- resistance should have a bit more %, reduce dmg like on golems, and reduce duration of spells. Or alternatively, it could reduce enemy hero power by certain %.
- leadership and luck are fine when there are less must have skills
- mysticism i so wrong... Maybe it could renew % of mana. But on Jebus template mana is not a problem anyway with good logistics.
- eagle eye - no idea what to do with it. Maybe it should be a chance to learn spell randomly after any battle? it would help some crappy artifacts too
- learning - these was covered many times before.

Artifacts
I think there should be some little rework too... Relic artifacts are too easy to get on Jebus (I know it's not HotA issue) and some are clearly too powerfull. Gettint Sword of Judgement and Titan's Gladius is completely different thing. Also, it would be fun if all the pendands would be somegow helpful. Maybe additional slot only for them, and some secondary skill which would enable more slots?

Conclusion

In general, I really don't want to make HotA like WoG. Hota is consistent and tries to be true to original as much as possible. But I think we all agree magic is broken and some skill are useless. I would like to see more good changes like buff to scouting from +1/2/3 to 1/3/5 and scouting specialty. Reworking skills and magic would improve balance between towns, so more heroes and spells would be usefull and worth consideration.


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des007
des007

Tavern Dweller
posted October 22, 2016 11:46 AM

To those who is reading this as I do, for some reason green hero won't attack you unless you are defending a town. Occasionally I have surrounded Drakonit with 2 weak heroes when captured the fortress so the only way to pass through for him was to challenge either of my heroes and to my shock he didn't do that! So he simply stayed in the same spot for 7 days and had been vanished as a homeless hero!
____________

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Maag
Maag


Adventuring Hero
posted October 23, 2016 08:31 PM
Edited by Maag at 01:30, 24 Oct 2016.

I have a little problem. Hopefully someone could help.
I'm playing HotA. Updated, last version. HD+ is also marked. But for some reason i don't have still many selections on the menu, which other players have.
If you choose random template and hit "Begin" button, then before generating map and launching in game, it suppose to ask some questions, like "Protected saved games", mark or unmark this selection. Then "Your protection password", "Display passw. characters", "Start timer after pressing ok", "Chess timer", "Replayable quick combat", "PvP Neutral Combat".
But when i launch the game, it generates map and launches, without asking anything
If i click "More options", which is beside "Begin game", then it only shows about chess timer and no other options.
Plus inside game should have those auto combats. When i attack some creature on the map, it should show me already losses, where i can accept losses or play the combat by myself.
This is also not present.

Clearly either i have wrong version of HotA, or it has to be tweaked or run HotA through WoG or something else. I just can't figure out, what i'm doing wrong.
So any help is very much appreciated. Will buy a beer, if it will work location - estonia.

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markmasters
markmasters


Famous Hero
Dragon of justice
posted October 24, 2016 10:22 AM

Those options sound more like Wake of Gods and not Hota

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Evaline
Evaline


Known Hero
posted October 24, 2016 11:03 AM

Maag said:
I have a little problem. Hopefully someone could help.

Uninstall HotA completely and make a fresh install from this link.
You can also verify crc checksum of downloaded file to make sure it is not corrupted for some reason:
MD5: 59d6450f63a9222acf6b20b4c665b673
SHA256: 89740e5e0ed8ac32a43c525c7ae51f84eff3027afbc2a681d6eab49c05688af8
CRC32: 2b825ad4

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dodo_bird
dodo_bird


Adventuring Hero
posted October 24, 2016 11:20 AM

Maag said:
...


Are you playing single player? Those options that don't appear are for multiplayer. As for autocombat, you just have to turn it on in game.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 24, 2016 01:01 PM

Evaline said:
Uninstall HotA completely and make a fresh install from this link.


This, and fresh install means FRESH INSTALL.
____________

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Maag
Maag


Adventuring Hero
posted October 24, 2016 03:07 PM

dodo_bird said:
Maag said:
...


Are you playing single player? Those options that don't appear are for multiplayer. As for autocombat, you just have to turn it on in game.



And beer goes for u, mate

Thanks This really explained a lot. Yes, i am playing usually single player, but sometimes online too. Online i have played very few due to lack of time. So i really didn't have idea to try online match (multiplayer) to make sure whether these options appear. But i guess you are right. Those options really should appear there.
As for autocombat, this is actually "quick combat" and u can select it while on map, from options. Right side in a column, somewhere in center. In case someone else had the same questions... "Autocombat" is actually inside battle, if u turn it on from down left, then AI plays with your army instead u.


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MattII
MattII


Legendary Hero
posted October 26, 2016 06:22 AM

Not been here in a while so I'm a little out of the loop, but has development stopped? It seems like it been a year or so since the last update.

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Evaline
Evaline


Known Hero
posted October 26, 2016 11:53 AM

MattII said:
...but has development stopped? It seems like it been a year or so since the last update.

Current HotA version 1.4.2 released January 05, 2016. HotA 1.4.2 distribution on official servers was recently updated October 03, 2016. The new release can be expected in the New Year's Eve.

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MattII
MattII


Legendary Hero
posted October 26, 2016 08:12 PM

Evaline said:
Current HotA version 1.4.2 released January 05, 2016. HotA 1.4.2 distribution on official servers was recently updated October 03, 2016. The new release can be expected in the New Year's Eve.
Cool, thanks. Has there been any information released about new content in the update?

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Serp
Serp


Known Hero
posted October 31, 2016 10:29 PM

Is it possible to change the map version from a HoTA map, back to eg. SoD ?

I saved a map with the new HoTA editor, but unfortunately all HoTA maps are not playable (at least in multiplayer with HD mod), cause of the map drawing error. Not sure if the error only appears for maps drawn with the HoTA editor, or also those which are only saved with that editor...

But to be sure I would like to convert it back to old version. How to do it?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 31, 2016 10:54 PM
Edited by P4R4D0X0N at 22:55, 31 Oct 2016.

All saves are ~2-3mb (original saves only 50-300kb) if you use HD Mod + HotA, it's the simultanous turn function. Savegames are lost if you play with both mods.

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Serp
Serp


Known Hero
posted November 01, 2016 04:16 AM

P4R4D0X0N said:
All saves are ~2-3mb (original saves only 50-300kb) if you use HD Mod + HotA, it's the simultanous turn function. Savegames are lost if you play with both mods.

sry, my question was misleading.
I mean the maps saved with hota editor. Not a savegame.

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nik312
nik312


Promising
Famous Hero
posted November 01, 2016 07:50 AM

Serp said:
Is it possible to change the map version from a HoTA map, back to eg. SoD ?

I saved a map with the new HoTA editor, but unfortunately all HoTA maps are not playable (at least in multiplayer with HD mod), cause of the map drawing error. Not sure if the error only appears for maps drawn with the HoTA editor, or also those which are only saved with that editor...

But to be sure I would like to convert it back to old version. How to do it?



If you have a save where the drawing error is repeatable - it would help to fix the problem. If it exists and is not specific to your installation

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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted November 01, 2016 09:46 AM
Edited by AlHazin at 13:56, 04 Nov 2016.

Mines MP3

I don't know if it has already been talked about, however I noticed this many years ago.

Starting a game, when you visit a mine, be it neutral, belonging to you or to another player, you will hear a pretty tiny little melody composed of 3 acute harpe notes.

Now, if you quit your game and reload it, by saving the game or using autosave, when visiting future mines, be them neutral, yours or another's, you won't hear the first melody, you will hear a loud and deep, very heavy inspiring other melody, the same you hear when visiting an obelisk, not the puzzle map one, but the obelisk just before the puzzle map is displayed.

This bug exists in :

- Restoration of Erathia ;
- Armaggedon's Blade ;
- Shadow of Death ;
- Complete Edition ;
- HD Edition.

I don't know where this alteration comes from. Although this is a harmless bug which does not affect any gameplay features, it might be indicating the presence pf hodden ones that do. Indeed, many bugs occuring while playing are sound-related, causing the game to crash.

Especially in the Complete Edition, I used to get the game crashing with the sound blocking, playing with disabled volume in the game ceased th crashes forever. Reading the mp3 files out of the game, they play very well. But inside the game , they don't, so it might be a problem of the route that the game file uses to find the mp3 files. Actually I have no clue.

Did anyone notice that feature? What is fixed in HotA or WoG?

Edit : Correction, it doesn't exist in AB, SoD or Complete Edition.
____________
Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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Sav
Sav


Known Hero
posted November 02, 2016 03:53 PM

Cannot reproduce this bug in HotA or in SoD with HD-mod.

The sound of Obelisk is also played for Abandoned Mine when it is still guarded. In other cases I haven't heart another sounds except default "flagmine" from Heroes3.snd.

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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted November 02, 2016 05:39 PM

Try in the classical versions I listed above. I just tested it and it still does that to me.
____________
Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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Sav
Sav


Known Hero
posted November 03, 2016 12:26 PM
Edited by Sav at 12:27, 03 Nov 2016.

In SoD without HD I also cannot reproduce this bug.

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