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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 324 pages long: 1 40 80 120 160 200 240 280 ... 305 306 307 308 309 ... 320 324 · «PREV / NEXT»
Gryphon
Gryphon

Tavern Dweller
posted May 04, 2018 01:36 PM

I'm interested in implementing these changes...does anyone have any idea
if it's possible? Or would it be too complicated?
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OrrinIsTheBest
OrrinIsTheBest


Known Hero
posted May 04, 2018 01:54 PM

Gryphon said:
I'm interested in implementing these changes...does anyone have any idea
if it's possible? Or would it be too complicated?

Uhm the team is already working on them so i guess being patient here would be better for you. In case you insist, GL modding.

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Gryphon
Gryphon

Tavern Dweller
posted May 04, 2018 01:59 PM
Edited by Gryphon at 14:05, 04 May 2018.

What I want to change is the effects of some secondary skills and spells. Would gl modding allow me to do that?
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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 04, 2018 02:21 PM

Galaad said:
Maurice said:
I can see the [ courier ] [ /font ] tags at the top and the bottom of your post, with no text in between.


You mean like this [courier][/font]




Post editing skills 102?
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Karlondo
Karlondo

Tavern Dweller
posted May 04, 2018 02:47 PM

Hello, question (or problem).

Current Hota version - HoMM 3 HD 5.0 RC1

Last night it (as usual, when updates come) wanted to do an update.
Usually the update crashes, so i have to roll back the last one and then it works...BUT

With each update, the game wont display any old savegames ingame anymore. Sometimes it displays a few old ones from previous update versions. Yet the savegames are still there split between 2 directories:

C:UsersKasutajaAppDataLocalVirtualStoreProgram Files (x86)GOG.comHeroes of Might and Magic 3 CompleteGames

most of them are here


C:Program Files (x86)GOG.comHeroes of Might and Magic 3 CompleteGames

and only a few here.

In addition, when we started to play a new one (because the last savegame was missing ingame) it didnt let us save it. Usually it tends to happen on bigger maps, but AUTOSAVEs seem to still be there, but this time, though I can see the autosave in the 2nd mentioned directory, it wont appear in the game.


How to make savegames appear ingame?


Thank you
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Sav
Sav


Known Hero
posted May 04, 2018 03:53 PM

Don't install the game in system folders like Program Files. It has the problems with permissions in these folders that can cause incorrect update and, probably, that problem with saves.

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Lauri
Lauri

Tavern Dweller
posted May 04, 2018 07:57 PM

Heya, a new user here.

Had I known the creators of HotA are still actively updating the game, I would have come here with my suggestions earlier.

I've made several maps for HotA (First, Second, Fifth and Ninth Circle so far) and I like to add timed events to my maps. With the current tools doing so has been quite hard and has required a lot of improvisation and work-arounds. If possible I would like to have an additional object added to map-making:

An object, a barrier, that will automatically disperse once a certain task is filled. Being that a certain hero defeated, a monster slain, an artifact taken, a town captured or simply a certain day reached. Current quest barriers don't really do the work.

I don't know if it's possible to add such an object, but if it is that would allow for so much more interesting and harder maps.

Thank you!

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foerno
foerno


Hired Hero
posted May 04, 2018 09:21 PM
Edited by foerno at 21:22, 04 May 2018.

i noticed the hero specialty texts are different in HotA compared to SoD, but this is not documented anywhere. has hota changed hero specialty, or merely changed incorrect specialty descriptions?

example, drakon:
SoD: Increases the attack and defense skills of any gnolls or gnoll marauders for each level attained after 1st level.
HotA: Increases the speed of any gnolls or gnoll marauders by 1 and their attack and defense skills by 5% for every level (rounded up).

reality: on level 1, gnolls get +1 to speed, attack and defence in both SoD and HotA, so i guess the hota description is correct?

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Sav
Sav


Known Hero
posted May 04, 2018 10:20 PM

Many descriptions are corrected and detalized in HotA.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted May 04, 2018 10:44 PM
Edited by phoenix4ever at 22:46, 04 May 2018.

A question for HotA Crew:
Do you guys plan to improve Fire Magic in any way, in future updates?
I feel like this magic school sucks compared to the other 3. The only really good fire spell is Berserk and Curse is sometimes alright. (and Blind and Armageddon, but they work almost the same without Fire Magic.)
Earth Magic on the other hand has all the best spells and it feels like every hero needs this skill, especially because of Town Portal, Slow and Resurrection.

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bloodsucker
bloodsucker


Legendary Hero
posted May 05, 2018 11:08 AM
Edited by bloodsucker at 11:09, 05 May 2018.

Maybe if level four spells mass like all others the school wouldn't be that weak. Imagine Mass Fire Shield and Mass Slayer. But perhaps the original developers nerf them cause then the school will became Op even if still behind Earth.

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Serp
Serp


Known Hero
posted May 05, 2018 11:24 AM

Please keep in mind the middle way of "solo spell vs mass spell" -> area spell. If you feel the solo spell is too weak, but mass spell might be OP, an area spell might be a perfect solution

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Alyx182008
Alyx182008


Hired Hero
posted May 05, 2018 11:28 AM

bloodsucker said:
Maybe if level four spells mass like all others the school wouldn't be that weak. Imagine Mass Fire Shield and Mass Slayer. But perhaps the original developers nerf them cause then the school will became Op even if still behind Earth.


They don't have to be mass. Just make them have an area of effect and it would be more than enough. I'd make Advanced Fire Shield and Slayer have an AOE the size of Fire Ball, and Expert the size of Inferno.

I'd also give Expert Blind an AOE, but with a twist: it can also affect your own troops.

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Orrinisthebest
Orrinisthebest


Known Hero
posted May 05, 2018 12:18 PM

1) I don't see a big deal with slayer being a mass spell.Plus it doesnt even deserve to be a 4th lvl spell,3rd at most.
2) Again, if a combo artifact can cast mass fire shield then by common sense expert fire shield should be a mass spell too,doesn't matter how op it becomes.
3) Blind is fine as it is,no buff needed imo.
4) I'm sure team already has smth good planned but still: magic mirror is supposed to be a mass too, i believe.

And you can't just apply AoE every time you can't come up with a happy medium.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted May 05, 2018 12:55 PM

Actually I already did make Slayer (and Magic Mirror) mass, which is of course much better than before, I still use them pretty rarely though.
Mass Fire Shield is also an idea, but it might perhaps be OP, but perhaps area effect like Fireball at advanced and like Inferno at expert might be fair?

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FrothFrenzy
FrothFrenzy


Hired Hero
posted May 05, 2018 02:51 PM

I support the idea of some buff spells like Fire Shield being improved to an AoE. This might even prompt the use of tight formations which I never see anyone utilize. Might be a double-edged sword but if done right, the benefits should outweigh the risks.

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bloodsucker
bloodsucker


Legendary Hero
posted May 05, 2018 04:50 PM

@OrrinIsTheBest Mass Slayer wouldn't be that great cause you're thinking of random maps on MP and in that case it doesn't affect the battle that much. Try to kill a legion of Azure Dragons on a custom map and tell me it woudn't help...

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Nwabudake
Nwabudake

Tavern Dweller
posted May 05, 2018 05:11 PM

shipyards

foerno said:
noname said:
I meant normal type rmg maps, indifferent of size, thus it contains larger water bodies. Before patch x, the rmg generated shipyards, after patch x this is no longer the case, and if I can afford to play, I prefer these settings, that`s why I asked for a workaround or rather more for a fix.

according to the hota documentation, water random maps are currently unplayable.

Its just that on a XH to G sizes getting seaborne was a nice early game strategy, when 'normal' random maps generated shipyards, probably until HOTA 1.5 or so. Adds adventure to the game, plus the water is actually quite playable.
Now with summon boat and advanced water magic, its plausible to get there, but not early game. Beyond week 4 however, its not beneficial or even a waste of resources to do it.
So is there a workaround, something in the rmg templats to do to get shipyards back on maps?

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OrrinIsTheBest
OrrinIsTheBest


Known Hero
posted May 05, 2018 05:25 PM

bloodsucker said:
@OrrinIsTheBest Mass Slayer wouldn't be that great cause you're thinking of random maps on MP and in that case it doesn't affect the battle that much. Try to kill a legion of Azure Dragons on a custom map and tell me it woudn't help...

For me priority is always PvP,not gonna change. And the irony here is you don't recall a spell that's way too better than slayer and costs less mana. I mean ,yes it is unique and stacks with bloodlust but again it can only become useful in certain situations,like you said against legion azure dragons where you dont have clone ( LOL )

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted May 05, 2018 06:36 PM

Slayer does'nt even work against Azure Dragons, does it?

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