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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 438 pages long: 1 2 3 4 5 ... 90 180 270 360 ... 434 435 436 437 438 · «PREV / NEXT»
FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted July 29, 2020 11:34 AM
Edited by FirePaladin at 11:35, 29 Jul 2020.

In damage calculations, Cannon goes as level 6 unit, its AI Value is 875.

Fight Value should be the same or similar, but I couldn't find it anyway for now. I'm going to search through the files then.
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"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 29, 2020 11:47 AM

It says 875 for AI Value in the Wiki, but I can't find any official confirmation on that value. Neither are mentioned in the change log.

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FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted July 29, 2020 11:59 AM
Edited by FirePaladin at 12:02, 29 Jul 2020.

They probably got it from the .lod archive or smt. You don't need the official log if you can open the files.

Edit: It should be in the .exe, but still possible to find and read.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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foerno
foerno


Adventuring Hero
posted July 29, 2020 12:17 PM

FirePaladin said:
He uses a small revolver for quick shot, so it's pretty obvious he deals like 10-12 damage instead of the 20-24 he does with an actual gun, and also uses one shot as well for balance reasons.


based on the streamfest video, the quick shot damage is exactly the same as regular shot. i do agree that it seems weird, given the shot is done with a smaller gun, and i do think it's pretty strong. maybe the actual values will change still, i think something like 50% or 75% of base damage would be more reasonable for quick shot.

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Hourglass
Hourglass


Famous Hero
posted July 29, 2020 12:20 PM
Edited by Hourglass at 14:21, 29 Jul 2020.

FirePaladin said:
He uses a small revolver for quick shot, so it's pretty obvious he deals like 10-12 damage instead of the 20-24 he does with an actual gun, and also uses one shot as well for balance reasons.


Hmm, I don't know, to me it seems that they're still doing "full" damage when retalating.

blob2 said:

The thing here is that even though Efreets are fast, ranged units in Heroes 3 have always had a strategic advantage over melee due to the nature of their attack (no counter). Note that you can use "Tactics" to encircle the Bounty Hunter and make him unapproachable to both melee and ranged units (yeah I know clustering units is dangerous but in most battles I use it as a strategic advantage because AI always attacks ranged units first).

Unless Quick Shot actually has a reduced damage (like 50% of base attack) this ability is OP. I don't remember the exact numbers, but Fire Shield returns a % of damage to the attacker.


When fighting against neutral creatures, shooting is an clear advantage, but when two armies clash, the drawback of being a shooter - melee penalty - will play a bigger role. Also, you can simply shoot something else, it's not like one would be forced to attack them in the first place. Therefore, I'm not expecting this ability to play a big role in a town vs. town fight. In those kind of fights, the "wall the shooters" strategy is way less effective, and can even backfire hard, because of multiple reasons.

Against neutrals this would be the same-ish story. I expect that Hota team modified the AI or fight values for this demo alone, and that's why we see the ranged troops attacking the cowboys - otherwise the gogs and storm elementals would have likely targeted halflings.

So, don't get me wrong, they will likely be really good units, but I expect them mostly being valued by their stats. The ability is more of an icing on the cake.

Edit:
Question!
What would happen if multiple cowboys would be targeted by Liches or Magogs? Would they all retalite, or would only the one in the center hex shoot back?

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gatecrasher
gatecrasher


Famous Hero
posted July 29, 2020 04:42 PM

@Hourglass Probably only center one.

So it's a unit you should preferably attack with melee units. What's wrong with that? You don't know about the price, weekly growth....

The fact they retaliate beforehand is a nod to gunslingers from Western movies. It doesn't make sense otherwise.

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syth
syth


Hired Hero
posted July 30, 2020 11:33 AM
Edited by syth at 11:51, 30 Jul 2020.

I know am a bit late and (hopefully) we are weeks away from the new update but I had some ideas that I would like to share about the balance in the game;

-Speciallity logistics is still very dominant in longer maps. Necromancy on the other hand is okay at the moment.Logistics simply works very well with Town portal and fly/dimension door so I would suggest either capping the logistics bonus at some level like (lvl 15) or decreasing it to %2 or %3 percent.

-Townportal is the biggest issue always.You have to have it on big maps with expert earht or you are toast.So my suggestion would be again this; Town portal without earth magic should allow you to use it to choose a castle but consume all your movement points.Basic townportal should only consume half of it.Advanced 1/3 of it and expert 1/4 of it.

-Spell specialty heroes: Some of them are really weak.Like fortune ,curse etc.These heroes should have a minor chance of casting the spell at the begining of the combat to a random enemy or unit.This chance should obviously increase with level.This way they would be more selectable for high level play(not every spell specialty hero should have it).

-Conflux heroes flat out +3 attack defense for water elemental kind of specialities are a bit sucky and boring.It doesn't look like there is a benefit of progression.Should change to normal creature specialities.

- Eagle eye(Long shot) could be changed to use scrolls and autocast at the begining of the combat. Lets say you put a scroll at slot 1 in artifacts eagle basic lets you cast that spell without using your turn to a target of your choice.Basic lets you use only single target 1st-2nd-3rd spells.Advanced lets you use 4th and 5th  expert lets you use mass spells.By this way eagle eye even without wisdom would be a good choice for heroes.It would make you scavenge for spell scrolls around the map (since eagle eye would be only valid with spell scrolls and not the spells you know).Some spells would be used that wouldn't seen the light of day in the first place

-First aid:The tent hp should scale with hero level.A 20 lvl hero should have a tent with 1000hp so basically lets say 50hp per hero level.The tent should be able to resurrect at any skill level.

Basic First aid:  Heals  50hp +  10hp x hero knowledge
Advanced First Aid.    Heals    100 hp +  25 hp x hero knowledge
Expert First Aid :Heals  200hp+ 40 hp x hero knowledge

This way high knowledge has also some meaning beside mana.

Shame on the HOTA team for having my hopes up for this game again Shame shame! (No no fantastic job done )

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excalibur
excalibur


Adventuring Hero
posted July 30, 2020 09:22 PM

Which hero has Curse as a specialty?

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okrane
okrane


Famous Hero
posted July 31, 2020 02:15 PM

Town Portal, Dimension Door and Fly are pretty much what breaks H3 for me. On any decent size map, the game completely changes when you acquire one of these to the point where it's boring to continue playing.

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foerno
foerno


Adventuring Hero
posted July 31, 2020 03:22 PM
Edited by foerno at 15:25, 31 Jul 2020.

okrane said:
Town Portal, Dimension Door and Fly are pretty much what breaks H3 for me. On any decent size map, the game completely changes when you acquire one of these to the point where it's boring to continue playing.


you're talking about single player, so there's a simple solution: you could always just not use these spells. consider this an extra challenge. for multiplayer, the game would be unplayable (or, significantly longer [and games already can last for 10+ hours sometimes]) without them.

excalibur said:
Which hero has Curse as a specialty?


check the heroes 3 wiki for this kind of questions.

syth said:
(...) I had some ideas that I would like to share about the balance in the game (...)


this belongs to the suggestions thread.

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FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted July 31, 2020 03:43 PM

okrane said:
Town Portal, Dimension Door and Fly are pretty much what breaks H3 for me. On any decent size map, the game completely changes when you acquire one of these to the point where it's boring to continue playing.


Disable them then.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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javiduc
javiduc


Adventuring Hero
posted July 31, 2020 04:38 PM

Town Portal should depend on Heroe power skill

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 31, 2020 05:04 PM

Just simply disable them.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 31, 2020 06:32 PM

No heroes has Curse as specialty, but it would be interesting if there was.
Yeah Town Portal and Dimension Door are too much. (I nerfed them myself.)

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p44vo
p44vo

Tavern Dweller
posted August 01, 2020 04:17 AM

zmudziak22 said:
Just simply disable them.


how does one "simply disable" spells from a randomly generated map?
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Hourglass
Hourglass


Famous Hero
posted August 01, 2020 09:38 AM

p44vo said:


how does one "simply disable" spells from a randomly generated map?


Hello and welcome to the forums,

You can disable basically anything from random maps by using the template editor.

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excalibur
excalibur


Adventuring Hero
posted August 01, 2020 05:59 PM

Main problem is that pre-placed spells will still be available like in Pandora's boxes or Spell Scrolls so basically you can't avoid that in a random generated map.

And when the AI gets dimension door in a such map the game is unplayable due to the massive amount it needs to complete it's turn.

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bloodsucker
bloodsucker


Legendary Hero
posted August 02, 2020 01:14 PM
Edited by bloodsucker at 14:54, 02 Aug 2020.

1. Choose the template you want;
2. open it in the RMG Template Editor (it's in your HotA main folder);
3. on the top bar choose Template-> Template Settings;
4. in the Template Settings form choose the Spells page;
5. select a spell you want to remove;
6. using the < button send it to the Disable side;
7. repeat the operation until you have sent all the spells you want to remove to the Disable side;
8. close the form and save the template.

The spells will not appear in any form, not even if you get a tome of that school.

Is it clear enough?
Now you just need to remove the Angel Wings in the Artifacts page. Do I need to write everything down again?
You're welcome.

____________
The only reason i argue with you people is because i don't want the bullsnow you all spout to be so easily spread to the impressionable without another sane voice challenging you.  -  Fred79

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Romanov77
Romanov77


Known Hero
posted August 03, 2020 02:26 PM

Even if it is very early to think so, I am a little worried about the balance, it really seems that the whole faction has been built with competitive multi-player in mind.

Even the starting skill of the heroes seems so "cookie-cutter" perfect.

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bloodsucker
bloodsucker


Legendary Hero
posted August 03, 2020 02:45 PM
Edited by bloodsucker at 21:16, 03 Aug 2020.

It makes sense, at last if you take Cove as example. On the other hand, I hope they bet more on magic heroes since the town is more magic oriented. In Cove almost all captains are perfect but most navigators are quite bellow that. I would prefer to have more excellent magic heroes even if that meant some of the might ones were just ok.
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The only reason i argue with you people is because i don't want the bullsnow you all spout to be so easily spread to the impressionable without another sane voice challenging you.  -  Fred79

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