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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 ... 210 211 212 213 214 ... 280 350 420 490 549 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted December 02, 2016 09:34 AM

MattII said:
fred79 said:
you could always make them yourself...
I lack both the skill and the patience.


dude, it's really easy. it'd take less than 30 minutes of your time. 15, if you followed the instructions. if 15 minutes is too long for you to make something you want become a reality, i don't know what to tell you.

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MattII
MattII


Legendary Hero
posted December 02, 2016 06:03 PM
Edited by MattII at 18:11, 02 Dec 2016.

fred79 said:
MattII said:
fred79 said:
you could always make them yourself...
I lack both the skill and the patience.


dude, it's really easy. it'd take less than 30 minutes of your time. 15, if you followed the instructions. if 15 minutes is too long for you to make something you want become a reality, i don't know what to tell you.
I'm pretty sure making the graphics will take longer than 15 minutes, especially as I'd want to start fresh (I generally find objects taken from other works to seem out-of-place in H3).

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 02, 2016 06:10 PM

nik312 said:
The next version will be called 1.5.0 and will probably traditionally come on New Years Eve


Awesome

Come on, give a teaser screen.
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 03, 2016 10:16 PM

Galaad said:

Awesome

Come on, give a teaser screen.


I second this... a teaser would be epic

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ShEv441
ShEv441


Adventuring Hero
posted December 04, 2016 12:19 AM

It's awesome you keep developing this game. Looking foreward to January. I would love to see a sneak peek as well.

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Rage08
Rage08


Famous Hero
Making it in the real world
posted December 04, 2016 02:20 AM
Edited by Rage08 at 02:52, 05 Dec 2016.

I'm getting very excited as we approach 1.5!

HotA is, without a doubt, an incredible addition to the legendary Heroes 3. It is the answer to one of my childhood dreams (no kidding) of one day there being another expansion. At the heart of that, the Cove faction is one of the greatest accomplishments in our community. The team is beautiful and true to the spirit of the game we all love.
So then how can it be, three years since its official English release, that Cove is still so overpowered? How has this been overlooked and seemingly unaddressed by the majority of the community?
I want to play the team, because I think they're awesome, but hesitate because they're too strong, especially since Conflux and Necro have been adequately nerfed.


There are basically two main areas that need to be addressed:

1) The ease of accumulating units

2) The creatures' special abilities

Let's look at number one, the ease of accumulating units...

The Nymphs/Oceanids only cost 35/45 gold respectively. This is less than Imps and Goblins. They are relatively fast flyers for their level. In particular, the Oceanids receive a healthy upgrade to damage and speed. Something like 45/55 would be more appropriate.

Crew Mates have a base growth of +9, which is already good, plus a horde building that adds +6, for a total of 24 per week with castle. Why does their horde building add +6 when the other level 2 horde buildings (Gargoyles, Dwarves) add +4? The Pub should only add +4. Crew Mates/Seamen are solid level 2 units that don't need the excessive growth.

I noticed Cove heroes start with 4-7 Pirates each. This is a lot more than Rampart’s nerf to 2-4 Elves, and yet, Pirates are easily just as useful. Cove generally accumulates a powerful stack of Pirates day 1/2 without any drawbacks. You can have 25+ day 2 if you select Anabel. This makes clearing the map too easy and gives Cove an unfairly strong early game. Starting stacks should be 2-4, the same as Elves. This will make Cove players work harder for those all-important early fights. The dwelling should cost a bit more. 1000 gold and 10 wood isn't enough to be gaining access to one of the game's best level 3 units. I like the blacksmith requirement, but increasing the gold cost to 1500 or 2000 would make sense as well. Their growth is +7, which I realize is average for level 3, but it wouldn't be unreasonable to lower this to +6. That would make them the same as Stone Golems and Water Elementals, and still more than Hell Hounds. Considering how powerful Pirates are, and how devastating Sea Dogs eventually are, taming their growth would help balance things.

Stormbirds/Ayssids only cost 275/325 gold respectively. This is less than Swordsmen, Medusas, Magi, Ogres and Basilisks. Considering they are a fast flyer with a double attack, their cost should be at least equal to Swordsmen/Crusaders' 300/400. Their horde building adds +3 to growth, which is actually quite a lot. Imagine 11 Crusaders, or any other quality level 4 unit, per week. This should be +2 and cost more than 1000 gold. Maybe add 5 crystal to the cost. The upgrade dwelling should also cost 2000 gold instead of 1500 or increase 2 gems and 2 crystal to 4/5 of each.

Sea Witches/Sorceresses only cost 515/565 gold respectively. This is less than Liches, Genies and Rocs. Sea Witches are a level 5 shooter with solid damage and a very useful special. Their cost should be closer to 550/600

Let's look at number two, the creatures' special abilities...

The Sea Witches/Sorceresses cast disrupting ray on targets that they've already casted weakness on. This is too powerful for a level 5 shooter that is already very solid. Cove already has another dangerous level 3 shooter with basically a ranged death stare that works on all opponents, including undead/non-living. Cove should not be able to devastate an opponent's key stacks so easily with both ranged attackers. The disrupting ray should either be removed altogether, or they should be limited to 3 casts (collectively between weakness and disrupting ray) per battle, like other casters.

The Nix, and particularly the Nix Warriors' special ignores far too much damage, especially against high level opponents. They also have very high defence. I have played battles where Nix Warriors were harder to take down than level 7s. This is not balanced. Their special should ignore closer to 20% and 40% of enemy's attack skill for the Nix and Nix Warrior respectively.

The Haspid's revenge specialty is overpowered. These units already have good speed, 300 health, high damage and a poisonous special to begin with. When you add in that they can often do over double damage to all enemy units, it becomes too much. The formula for revenge needs to be recalculated, so their damage doesn't climb as high and as fast. The damage bonus should be capped as well.


These changes will really help balance Cove a lot more. This team still has many excellent hero choices and a very powerful and unique war machine. They also start on swamp, making travel frustrating for opponents. I respectfully put these ideas before the HotA team. Thank you.


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 04, 2016 08:30 AM
Edited by phoenix4ever at 08:33, 04 Dec 2016.

I agree with you on a lot of points about Cove being OP. Making units or buildings more expensive or harder to build would balance things out I think.
Like you mentioned Cove units have some very powerful abilities, ranged death stare, double strike, ranged disrupting ray, ignore attack and revenge ability are all very powerful.
Sea Dogs also have extremely high stats for a level 3 unit.
Since Necropolis and Conflux are'nt that strong anymore, it makes it even more obvious that Cove is one of, if not THE best town in the game.

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Serp
Serp


Known Hero
posted December 04, 2016 03:14 PM

nik312 said:
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


Not sure if it is related to map drawing, but still a crash that makes playing HoTA HD in multiplayer impossible, if playing any HoTA map.

I uploaded crashlogs, autosave and a txt file "how to reproduce" here:
https://mega.nz/#!t5gEUBJZ!ewdOmVwjPrPr4y9dkD5OZPDcL4JyvpheVbox49mfaqA

In case nik312 does not see this post, does someone else knows his bug report email address ?
I will send this bugreport also to baratorch email HD mod.

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bloodsucker
bloodsucker


Legendary Hero
posted December 04, 2016 03:36 PM
Edited by bloodsucker at 15:45, 04 Dec 2016.

phoenix4ever said:
I agree with you on a lot of points about Cove being OP. Making units or buildings more expensive or harder to build would balance things out I think.

I think it was on purpose that Cove was left OP, it makes random XL to XXL maps pretty easy at 200%.
About making buildings more expensive I feel Grotto's new values as bad. When I could build it for 1000 the first time I had a free turn I was using it to get rid of the trash units from new/released heroes, now I don't build it at all at least until I need another fighting hero and there aren't enouch remaning battles around. From my point of view it simply empoverished my gameplay.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 04, 2016 11:05 PM

phoenix4ever said:
Since Necropolis and Conflux are'nt that strong anymore, it makes it even more obvious that Cove is one of, if not THE best town in the game.


Cove IS the best faction in HotA by far. Good heroes with good specialties, cannons, OP units, swamp as native terrain (+75% more movementpoints for other factions)

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gatecrasher
gatecrasher


Famous Hero
posted December 05, 2016 01:28 AM
Edited by gatecrasher at 01:30, 05 Dec 2016.

Serp said:
I uploaded crashlogs, autosave and a txt file "how to reproduce" here:
https://mega.nz/#!t5gEUBJZ!ewdOmVwjPrPr4y9dkD5OZPDcL4JyvpheVbox49mfaqA

In case nik312 does not see this post, does someone else knows his bug report email address ?
I will send this bugreport also to baratorch email HD mod.



There is a dedicated bug thread here: http://heroescommunity.com/viewthread.php3?TID=39912&pagenumber=1

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nik312
nik312


Promising
Famous Hero
posted December 05, 2016 10:28 AM
Edited by nik312 at 10:33, 05 Dec 2016.

Rage08 said:
I'm getting very excited as we approach 1.5!

HotA is, without a doubt, an incredible addition to the legendary Heroes 3. It is the answer to one of my childhood dreams (no kidding) of one day there being another expansion. At the heart of that, the Cove faction is one of the greatest accomplishments in our community. The team is beautiful and true to the spirit of the game we all love.
So then how can it be, three years since its official English release, that Cove is still so overpowered? How has this been overlooked and seemingly unaddressed by the majority of the community?
I want to play the team, because I think they're awesome, but hesitate because they're too strong, especially since Conflux and Necro have been adequately nerfed.


There are basically two main areas that need to be addressed:

1) The ease of accumulating units

2) The creatures' special abilities

Let's look at number one, the ease of accumulating units...

The Nymphs/Oceanids only cost 35/45 gold respectively. This is less than Imps and Goblins. They are relatively fast flyers for their level. In particular, the Oceanids receive a healthy upgrade to damage and speed. Something like 45/55 would be more appropriate.

Crew Mates have a base growth of +9, which is already good, plus a horde building that adds +6, for a total of 24 per week with castle. Why does their horde building add +6 when the other level 2 horde buildings (Gargoyles, Dwarves) add +4? The Pub should only add +4. Crew Mates/Seamen are solid level 2 units that don't need the excessive growth.

I noticed Cove heroes start with 4-7 Pirates each. This is a lot more than Rampart’s nerf to 2-4 Elves, and yet, Pirates are easily just as useful. Cove generally accumulates a powerful stack of Pirates day 1/2 without any drawbacks. You can have 25+ day 2 if you select Anabel. This makes clearing the map too easy and gives Cove an unfairly strong early game. Starting stacks should be 2-4, the same as Elves. This will make Cove players work harder for those all-important early fights. The dwelling should cost a bit more. 1000 gold and 10 wood isn't enough to be gaining access to one of the game's best level 3 units. I like the blacksmith requirement, but increasing the gold cost to 1500 or 2000 would make sense as well. Their growth is +7, which I realize is average for level 3, but it wouldn't be unreasonable to lower this to +6. That would make them the same as Stone Golems and Water Elementals, and still more than Hell Hounds. Considering how powerful Pirates are, and how devastating Sea Dogs eventually are, taming their growth would help balance things.

Stormbirds/Ayssids only cost 275/325 gold respectively. This is less than Swordsmen, Medusas, Magi, Ogres and Basilisks. Considering they are a fast flyer with a double attack, their cost should be at least equal to Swordsmen/Crusaders' 300/400. Their horde building adds +3 to growth, which is actually quite a lot. Imagine 11 Crusaders, or any other quality level 4 unit, per week. This should be +2 and cost more than 1000 gold. Maybe add 5 crystal to the cost. The upgrade dwelling should also cost 2000 gold instead of 1500 or increase 2 gems and 2 crystal to 4/5 of each.

Sea Witches/Sorceresses only cost 515/565 gold respectively. This is less than Liches, Genies and Rocs. Sea Witches are a level 5 shooter with solid damage and a very useful special. Their cost should be closer to 550/600



Well, as much as I said that we won't bother to answer most of balance suggestions from non-online players - this one seems constructive enough/I am in a mood to do so.

Won't answer about the unit costs for now - not really my area of expertise and personally I don't think those affect gameplay much in any practical sense.

Crew Mates horde bonus, though a minor thing, will be changed in 1.5.0.

Pirates are one of the main features of Cove and their strength is quite deliberate. You are overlooking 2 major things though. Firstly - they only have 4 shots and yes, that does matter. You may not notice it in easier battles, where the amount of pirates allows them basically to one-shot everything, but in hard battles, where the strength of the stack is most relevant any lower number of pirates would do horribly worse than a stack of grand elves.
Secondly, the damage output of pirates even with bless is significantly lower than that of grand elves. Both average of 18 pirates and maximum of 21 pirates is only barely comparable in damage to 12 and 14 grand elves (and still lower). And yes - comparing pirates with grand elves is appropriate since you do upgrade elves as soon as you can but you don't usually start upgrading pirates until week 2

Quote:
The Sea Witches/Sorceresses cast disrupting ray on targets that they've already casted weakness on. This is too powerful for a level 5 shooter that is already very solid. Cove already has another dangerous level 3 shooter with basically a ranged death stare that works on all opponents, including undead/non-living. Cove should not be able to devastate an opponent's key stacks so easily with both ranged attackers. The disrupting ray should either be removed altogether, or they should be limited to 3 casts (collectively between weakness and disrupting ray) per battle, like other casters.


Yes, the ability of sorceresses is very powerful. But so far we believe that makes them merely interesting instead of overpowered. You can utilize pretty interesting strategies against AI based on that ability and in a fight against real opponent the stack won't have that many shots before something will take it out. After all, Cove's creatures are not really known for their survivability.

Quote:
The Nix, and particularly the Nix Warriors' special ignores far too much damage, especially against high level opponents. They also have very high defence. I have played battles where Nix Warriors were harder to take down than level 7s. This is not balanced. Their special should ignore closer to 20% and 40% of enemy's attack skill for the Nix and Nix Warrior respectively.


Well, what most of people (including me for quite some time) didn't realise is that it is not just the ability that makes Nix Warriors so impenetrable. The ability is an adequate mirror of Behemoths one and the requirement of mechanics consistency would forbid any changes to those numbers unless it is the only way left. What does make Nix Warriors kinda over the top though is pure stat-line with defense close to that of 7+ creatures. That will be fixed in 1.5.0 - the defense stat of Nix Warriors will be only a little higher than previous maximum and the attack will be cut as well.

Quote:
The Haspid's revenge specialty is overpowered. These units already have good speed, 300 health, high damage and a poisonous special to begin with. When you add in that they can often do over double damage to all enemy units, it becomes too much. The formula for revenge needs to be recalculated, so their damage doesn't climb as high and as fast. The damage bonus should be capped as well.


Well, as for that part... It is hard to judge as Haspids don't really see much play in actual online games. I quite believe that with casual armies of 4+ month the stack of Haspids can become quite OP, but then so are many things in casual armies of 4+ month. And the raw power of the stack is quite low compared to Black Dragons for example. And one can reasonably argue that the ability of total magic immunity as well as significantly higher speed and flight by far outweigh the fact that you have to kill stack of Haspids in 1-2 turns or just ignore them for a while, concentrating on other stacks. So no, right now we don't see much actual reason for reworking that ability, but some future facts may change our mind.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 05, 2016 10:39 AM

Happy to hear that you are still open to balancing Cove and of course not all the things that might be considered overpowered should be nerfed, cause then it might end up being underpowered instead, but it is nice that you are looking into it.
Pirates and Corsairs can easily run out of shots yes, but with Sea Dogs that won't really be a problem any more.

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Serp
Serp


Known Hero
posted December 05, 2016 10:52 AM

Serp said:

Not sure if it is related to map drawing, but still a crash that makes playing HoTA HD in multiplayer impossible, if playing any HoTA map.

I uploaded crashlogs, autosave and a txt file "how to reproduce" here:
https://mega.nz/#!t5gEUBJZ!ewdOmVwjPrPr4y9dkD5OZPDcL4JyvpheVbox49mfaqA

In case nik312 does not see this post, does someone else knows his bug report email address ?
I will send this bugreport also to baratorch email HD mod.



@gatecrasher: thanks for link to bug section

@nik312: Go a reply from baratorch, that he was able to find the cause and it may be related to the combination of simultanous turns+boats on hota maps. (never had problems with boats on non-hota maps). He will release a fix with next HD version

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Ardin
Ardin

Tavern Dweller
Stoic Watchman
posted December 06, 2016 06:17 PM

Will the campaign editor come out? Or is there a way to make custom campaigns with HotA i missed?
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Gh0sT
Gh0sT

Tavern Dweller
posted December 07, 2016 12:22 PM

Hello, i have a question,

yesterday i played HOMM3 HoA since 1 hourse i see in my Castle i growh 7 archangels per week :S how dose i do it? i try it again with statue of legion and other things but then the most 7th level creatures are 4+ per week ;(

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avatar
avatar


Promising
Supreme Hero
posted December 07, 2016 12:44 PM

Ardin said:
Will the campaign editor come out? Or is there a way to make custom campaigns with HotA i missed?


HotA Team ofter wrote that if you make all scenarios, you can send them your maps with all information and they make a campaign for you using their internal tools.
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noname
noname


Hired Hero
posted December 07, 2016 01:10 PM

I have a problem with accentuated letters in HOTA, is there any solution or workaround?
[url=https://postimg.org/image/ydb9c6d0x/][/url][url=https://postimage.org/]image hosting free no registration[/url]

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avatar
avatar


Promising
Supreme Hero
posted December 07, 2016 01:29 PM
Edited by avatar at 13:30, 07 Dec 2016.

Someone from Hungary must open hota fonts in font editor (one of them is within ERA Tools) and make some hungarian non-unicode fonts instead russian ones. Or just replace all hota *.fnt files with *.fnt files from H3 Complete.
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Ardin
Ardin

Tavern Dweller
Stoic Watchman
posted December 07, 2016 02:20 PM

avatar said:
Ardin said:
Will the campaign editor come out? Or is there a way to make custom campaigns with HotA i missed?


HotA Team ofter wrote that if you make all scenarios, you can send them your maps with all information and they make a campaign for you using their internal tools.


Thank you!
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