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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 Popular Thread is 261 pages long: 1 30 60 90 120 150 180 210 240 ... 246 247 248 249 250 ... 261 · «PREV / NEXT»
bloodsucker
bloodsucker


Supreme Hero
posted May 19, 2017 12:11 AM

I asked this before but got no awser. If I have a Ballista/Cannon hero with the wrong war-machine they don't get any bonus?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted May 19, 2017 07:56 AM
Edited by phoenix4ever at 08:19, 19 May 2017.

No they don't.
I also wish you could "dismiss" ballista and cannon. Who wants a ballista if you can get a cannon and who wants a cannon if you are a ballista specialist. And who wants any of them if you have Blind, but no Artillery...

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bloodsucker
bloodsucker


Supreme Hero
posted May 19, 2017 11:57 AM

Yeah, dismiss these war-machines would be good.

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Chep
Chep

Tavern Dweller
posted May 29, 2017 12:47 AM
Edited by Chep at 00:57, 29 May 2017.

Campaign Terror of the Seas - Evenmorn

Hey there,

I have just discovered this awesome Expansion and have to say I love it! It got me to play one of my favourite games of all time again

That being said, I have to say I dislike the 2nd map of the 2nd campaign. (I have played all "official" campaigns and the "Eternal Love" one, etc, so I more or less know what I'm doing)

The situation is:

- you start with 2 really snowty heroes

- a really bad city I am not allowed to lose

- no gold income

I think my main issue are the heroes (for example C starts with Mysticism and First Aid - without access to a healing tent, Sorcery is generally okay but not that helpful here either), making me not really want to put any effort into trying to figure out this map, but overall I just dont seem to get what I'm supposed to do here.

I know that there probably was a ton of thought that went into this map, I just have two questions:

- What's the recommended approach here to beat this map?

- Why do the heroes have all these pre-set useless secondary abilities?


I really really like this mod and want to go back to enjoying it, I fear I just have to power through this level (and the next one, since I'll most likely carry these 2 idiots over) in order to be able to do this. I hope you can help me with that.


edit: since this is my first post here, please tell me if it's wrong here (and link me the appropriate thread please)
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markmasters
markmasters


Famous Hero
Dragon of justice
posted May 29, 2017 10:29 AM

Chep said:
Hey there,

I have just discovered this awesome Expansion and have to say I love it! It got me to play one of my favourite games of all time again

That being said, I have to say I dislike the 2nd map of the 2nd campaign. (I have played all "official" campaigns and the "Eternal Love" one, etc, so I more or less know what I'm doing)

The situation is:

- you start with 2 really snowty heroes

- a really bad city I am not allowed to lose

- no gold income

I think my main issue are the heroes (for example C starts with Mysticism and First Aid - without access to a healing tent, Sorcery is generally okay but not that helpful here either), making me not really want to put any effort into trying to figure out this map, but overall I just dont seem to get what I'm supposed to do here.

I know that there probably was a ton of thought that went into this map, I just have two questions:

- What's the recommended approach here to beat this map?

- Why do the heroes have all these pre-set useless secondary abilities?


I really really like this mod and want to go back to enjoying it, I fear I just have to power through this level (and the next one, since I'll most likely carry these 2 idiots over) in order to be able to do this. I hope you can help me with that.


edit: since this is my first post here, please tell me if it's wrong here (and link me the appropriate thread please)


Heya, some missions of the HOTA are quite challenging yes, It's been a while that I played the map but I can give some hints, for the exact locations of stuff I mention I recommend you take a look on youtube for a walktrough Evenmorn campaign

Since gold is a problem you should quickly expand, splitting the sorceresses will allow them to reduce defence rating on a unit quickly (with disruptive ray stacking). C should clear the starting area while Jeremy uses some fodder, pirates and his cannon to go on the water and find whatever gold is there. When you have collected some units and it is week 2, go trough the portal with C, and go into the underworld, there is a Seers hut that gives 3 dragons for a certian artifact (forgot which artifact). so probably look that up in the video, as reward you get 3 black dragons. With the dragons and some damaging spells you can quickly destroy one of the computers (necro is close to the dragon reward) and start a decent army from that town. Meanwhile Jeremy can defend the main town. Be sure to visit stat boosters (like the library) just before finishing the campaign.

SO in short: the black dragons reward are the key to quick victory here

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Chep
Chep

Tavern Dweller
posted May 29, 2017 11:35 AM

thanks a lot!

yeah I'd imagine having 3 dragons will help. Can't wait to get past this level and back to useful heroes again
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heroes_fanboy
heroes_fanboy


Known Hero
posted June 01, 2017 12:40 AM
Edited by heroes_fanboy at 00:48, 01 Jun 2017.

Regarding this HotA feature: "Creature weeks, creature months and plague are disabled for random maps"

I understand that you want to make the game as fair as it is only possible for competitive multiplayer (and that's awesome!)... However, today even my friends, who don't play HoMM III very often, noticed that plague and creature weeks/months are missing in HotA and thus the part of the game's charm is gone (even though randomness has been decreased). And I had to agree with them to some degree...

So maybe there should be an option in HotA (or the HD mod) to easily enable/disable creature weeks, creature months and plague for random maps (what should be the default option I'll leave to you)?


____________
My suggestions are JUST suggestions. 1) I didn't mean to make fun of anybody. 2) I can always be WRONG--if that's the case I'm sorry.

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Sav
Sav


Known Hero
posted June 01, 2017 08:03 PM

It will be possible to enable/disable Monster/Plague weeks on the specific templates via template editor. Default setting will be "enabled".

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Javiduc
Javiduc


Hired Hero
posted June 01, 2017 11:44 PM

How is the development status? Still stopped? Have been any progress since January? What about release more info? New characteristics, screenshots...

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radex
radex

Tavern Dweller
posted June 02, 2017 12:35 AM

Can AI CPU be increased to include artifacts? In order to better use the skills of "Diplomacy" and magic (Sword of the angelic alliance, life elixir, mantle of the undead king, archer's bow)

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planetavril
planetavril

Tavern Dweller
posted June 02, 2017 04:53 PM

I would like to learn the reverse engineer, what other programs are like disassemblers, beyond ida pro and pe explorer?

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planetavril
planetavril

Tavern Dweller
posted June 02, 2017 04:56 PM

Which are chargeable,
And hex editors that display binary code to what they serve in practice?

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Azhrael
Azhrael

Tavern Dweller
posted June 02, 2017 06:51 PM
Edited by Azhrael at 19:01, 02 Jun 2017.

BUG

Well, who would know.... now it randomly works. and no, I DID NOT CHANGE ANYTHING. I got the DirectDraw bla bla error message that u find everywhere... i just wanted to play HMoM III again after i lost faith in todays game publishers over teh last years, not getting a single good game out that wassnt pure in this fashion https://www.quora.com/Why-are-video-games-so-bad-nowadays) -_- Anyway, i saw that there was a community made addon for one of my most played and dearest games, wanted to give it a try, and it refused to work for hours. then i went with my dog, restarted the computer.... and tada... it works.... whelp. Anyway, gonna go and try it out now


well forget that, now the game randomly freezes and stops working...... guess ill play without the mod
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 02, 2017 08:19 PM

I don't think your issue is related to the mod tbh, I mean it works for everyone but you.

Do you use Windows 10? If yes you need to adjust compatibility with older versions of Windows (settings=>whatever).

Also there is a special thread for bug reports.
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LordSoth
LordSoth

Tavern Dweller
posted June 02, 2017 08:27 PM

I dont like guns in a Heroes game at all... its all about mystic creatures and stuff. No plave for progress and technology. Just my opinion.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted June 02, 2017 08:45 PM
Edited by P4R4D0X0N at 20:46, 02 Jun 2017.

Sav said:
It will be possible to enable/disable Monster/Plague weeks on the specific templates via template editor. Default setting will be "enabled".


Maybe next update with the Mapeditor stuff... coming SOON

LordSoth said:
I dont like guns in a Heroes game at all... its all about mystic creatures and stuff. No plave for progress and technology. Just my opinion.


What's this post about anyway? oO

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Ericoz
Ericoz


Adventuring Hero
posted June 03, 2017 12:27 AM
Edited by Ericoz at 00:47, 03 Jun 2017.

Are you guys changing any creature growth? Also why did you return imp from 5 hitpoints back to 4? Town has already the lowest hitpoints
and growth of all. Feels completely unfair to cerberus having same base growth as pegasus. Also 24 crew mates seem too many.

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Dazzler
Dazzler

Tavern Dweller
posted June 11, 2017 09:34 PM

Ericoz said:
Are you guys changing any creature growth? Also why did you return imp from 5 hitpoints back to 4? Town has already the lowest hitpoints
and growth of all. Feels completely unfair to cerberus having same base growth as pegasus. Also 24 crew mates seem too many.


The issue with increasing the total amount of HP of imps is that they become converted into demons. If you increase that hp by even one, the inferno becomes way stronger with Marius as she gains her strength in her army by 20% each week. I do think more creature generation for the ceberi and gogs would make the inferno reasonably stronger and would love to see that happen. The town still feels underclassed compared to others, but the increase of imp hp was too strong a buff and it's good it was removed
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted June 12, 2017 11:36 AM

Dazzler said:

The issue with increasing the total amount of HP of imps is that they become converted into demons. If you increase that hp by even one, the inferno becomes way stronger with Marius as she gains her strength in her army by 20% each week. I do think more creature generation for the ceberi and gogs would make the inferno reasonably stronger and would love to see that happen. The town still feels underclassed compared to others, but the increase of imp hp was too strong a buff and it's good it was removed


For my taste the 1HP on Imps still isn't enbough to make this town more enjoyable. Also for me I just use Imps to create Demons. Coz the other units are too expensive/useful to sacrifice them imho.

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bloodsucker
bloodsucker


Supreme Hero
posted June 12, 2017 01:52 PM
Edited by bloodsucker at 13:53, 12 Jun 2017.

Dazzler said:
If you increase that hp by even one, the inferno becomes way stronger with Marius as she gains her strength in her army by 20% each week. I do think more creature generation for the ceberi and gogs would make the inferno reasonably stronger and would love to see that happen. The town still feels underclassed compared to others...
Even with a greather growth Horned Demons aren't that strong when compared to other level 4 creatures like Cruzaders and Vampire Lords so 20% extra growth for the most important Inferno trick seams ok, to me. But I only use ArchDevils for battles against slow moving grunths and Efreet Sultans for scouting, so I may be wrong.

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