Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 70 140 210 280 350 420 ... 450 451 452 453 454 ... 490 549 · «PREV / NEXT»
Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 07, 2020 01:20 AM

phoenix4ever said:
@Ghost DD is also pretty insane, but it's only 1 cast at all levels in my game and then it belongs to Fire Magic. I don't see why Air Magic should have both Fly and DD, that also makes Tome of Air OP.
This way you are not forced to pick Air Magic anymore, which is great in my book.


My bro showed and taught how to play Heroes to me. His opinion DD belongs to Fire, and also only 1 cast per day. But about 18 years ago. I must ask him again.

Yes you know if Slow belongs to Fire, everyone is playing Fire.

You can be right, if you know pro and master level can be poor. Example of Taekwondo, you shouldn't reach/try 9-10th degree black belt, and your speed is a very lightning, but doesn't hit well, and then your best to be coach. So I think if other are the same.

We don't need to change Fire, HotA created rules, it enough well. Too TP!
____________
Fight MWMs - stand teach

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted October 07, 2020 04:46 AM

I can't imagine why anyone would pick a centaur specialist over Ivor tbh

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hourglass
Hourglass


Famous Hero
posted October 07, 2020 05:23 AM

Rimgrabber said:
I can't imagine why anyone would pick a centaur specialist over Ivor tbh


That would actually be the most picked rampy hero in MP, probably even if he had somewhat sub-optimal starting skills. The amount of starting elves is very low in HotA, and the player cannot upgrade elves on day 1, so Ivor is currently now just slightly better starting choice than any other rampart hero.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 07, 2020 07:38 AM

Nerfing starting elves was also a mistake.
Anabel is allowed to start with 2 x 4-7 pirates, but Ivor is only allowed to start with 2 x 2-4 elves? Okay then...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
seiran
seiran

Tavern Dweller
posted October 07, 2020 01:35 PM

Just make skill/spell tweaks modular and leave it up to the player what they want to enable. Currently it's just "is this unbalanced? ban it" which is too heavy handed, but just coming in and tweaking a bunch of skills/spells and making it part of the core HotA game would cause a lot of unforeseen balance issues that would ruin the package as a whole. So add the new town, terrain, heroes and other core features, but leave tweaks of the old skills as optional content that can be enabled or disabled at will. The community will eventually, through trial and error, settle in on an equilibrium of what works well.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 07, 2020 06:25 PM

seiran said:
Just make skill/spell tweaks modular and leave it up to the player what they want to enable.


Doesn't work and is a catastrophe for all sort of metrics. You have WoG as a modular experience and it's a mess. (at least, personally for me). Even in single player, some WoG tweaks make some maps super easy and those were intended as challenge.
____________
We reached to the stars and everything is now ours

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 07, 2020 09:26 PM
Edited by RerryR at 21:27, 07 Oct 2020.

Doomforge said:

Even in single player, some WoG tweaks make some maps super easy and those were intended as challenge.


Doomforge, a classic rookie mistake, you were clearly lacking a proper Difficulty Mod


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
gatecrasher
gatecrasher


Famous Hero
posted October 07, 2020 11:17 PM

Difficulty by means of restrictions and enemy boosts that is.
Still no nearly sane AI.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 07, 2020 11:28 PM

Seiran has good idea. Someone noob player can't play or "pro" needs more difficult.
____________
Fight MWMs - stand teach

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tordah
Tordah


Adventuring Hero
posted October 08, 2020 06:44 PM

Phoenix4ever said:
Nerfing starting elves was also a mistake.
Anabel is allowed to start with 2 x 4-7 pirates, but Ivor is only allowed to start with 2 x 2-4 elves? Okay then...


i agree to this a lot. the reason for Ivor makes sense (because 7 + 7 elves + dwelling + upgrade are way too strong in the first week)

but Anabel is short sighted because pirates become much stronger late game due to their gorgon-like ability.

on a side note i'd like to add that i think starting with a fortress hero as the "foreign" hero in the tavern is a "luck" that pays off a lot because serpent flies have 9 speed and i believe they are the fastest units a hero can start with, and giving 1 to all secondary heroes will greatly improve their map speed throughout the game.

not only that, they allow secondary heroes to bypass the swamp terrain penalty.

you may consider this a detail but the ramifications of taking into account every details in this game can give you a great advantage over many turns

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 08, 2020 07:00 PM

Only 1 Serpent Fly will make your scout a very easy target, unless you don't care about losing that scout.
I suppose you could give a scout 7 Serpent Flies, but that might be a bit much for a scout.
If a scout is sent to scout the waters, he does'nt benefit from having faster creatures.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tordah
Tordah


Adventuring Hero
posted October 09, 2020 10:19 PM

Phoenix4ever said:
Only 1 Serpent Fly will make your scout a very easy target, unless you don't care about losing that scout.
I suppose you could give a scout 7 Serpent Flies, but that might be a bit much for a scout.
If a scout is sent to scout the waters, he does'nt benefit from having faster creatures.


well scouts usually die, unless they find enough units or land in an empty town and buy units there. sometimes you steal your nemesis town through a randomized portal and in the town you buyout his units if he dies you win, if he wins he has no units to buy lmao.

and indeed in the waters the only thing that helps as far as i know are  secondary navigation skill and its specialty effect, two artifacts and lighthouses (castle building and landmarks)

side note i find the scouting skill to be much more useful in the case of water than on land. scouting can overcome the water movement limitations for scouts.

on a final note i'd like to say that i'm having a great time in this thread you guys are chill

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 13, 2020 12:46 PM
Edited by Ghost at 12:56, 13 Oct 2020.

IHMO!

Faerie Dragon AI value 30501 Fight value 16317 by HotA!

Faerie Dragon AI value 19580 Fight value 16317 by SoD!

Whether Faerie Dragon is stronger than Rust Dragon? Yes, HotA said.

We look together!

Rust Dragon AI value 26433 Fight value 24030 by HotA/SoD

If AI uses Diplomacy to get a Faerie Dragon, AI rejects Rust Dragon.



Ok I created my Homecoming (WoG/ERA) has H4 stats.

Halberdier has AI value 750 and Fight value 750, because I replaced H4 Pikemen.
Marksman 90/90
Royal Griffin 1540/1540
Crusader 1240/1240
Zealot 1070/1070
Champion 3200/3200
Archangel 6200/6200

AI rejected Marksmen, and used all six troops, when AI got a Supreme Archangels, AI threw Halberdiers out. But AI didn't throw more. Those values are a very equal strong. H4 has worked much better in WoG/ERA. But in the battle opponent AI kill first Marksmen, second Halberdiers, and Third Zealots, etc in ranged war, if the game takes a long times.

HotA should change all values. Because H3 AI rejects too much troops, and used mixed troops often.
____________
Fight MWMs - stand teach

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Winston
Winston


Known Hero
posted October 16, 2020 11:43 PM

FirePaladin said:
What vanilla features did they remove? And they didn't change balance that much either, just nerfed some totally OP stuff (Necromancy, which made Necropolis unplayable in PvP, Sprites day 1, from 4 to 3/week Phoenix growth (which statistically-speaking, is fair) Logistics racing-car hero) as well as balanced some units a bit (somewhat higher price for Conflex level 6, -2 luck for Archdevils, etc.).

Anyway, according to some guys in the Polish section on the HotA Discord server, the level 4 creature of Factory was confirmed to NOT be human-like. This might suck smh.


Artifacts, heroes, and now skills. Spells are likely the next thing to start being removed if they go against the consensus. It's rather incredible, how the definitive thing that really and truly convinced me to stop being interested in playing HoMM3 anymore was this mod. Hopefully VCMI is able to progress, because a mod that does nothing except add the new features from HotA is the HotA that should have always been made instead.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted October 17, 2020 01:43 AM

Those weren't removed, just disabled on default templates and default HotA maps, as well as when you create a new map (they are easy to enable back anyway). And VCMI is dead, no offense, although there is still some hope.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
syth
syth


Hired Hero
posted October 18, 2020 10:49 AM
Edited by syth at 10:51, 18 Oct 2020.

First Aid Skill Idea

The first aid skill thus the first aid tend has little use at this moment.I offer three changes.

-First the skill at expert level should resurrect.I think everybody agrees on this.Also the HP of the tent should increase to 800 or so at expert levels.

-Secondly I think the healing level should be bound to knowledge such as   50hp+(15hp x knowledge) would be a good formula.This way a 10 knowdge hero would heal 200hp while 20 knowledge would heal a 350hp.

-Third change might be a long stretch;Make it healing a spell that cost 0 mana.The first aid tent should only be activated this way.This way it would limit it's spammability since you want that turn to cast a spell too.Also it would benefit might heroes more since they have limitied ability in spell section and might choose this option more.

Apart from that artifact war machines could also spice things up;Balista of the Dragon slayer( triple damage to dragons),balista of flaming arrows(extra fire damage),First aid tent of the medusa,First aid tent of basilisk skin etc.

I am also in favour of creating a spell that duplicates the effect of “ring of oblivion” to counter balance the resurrection abilities in the game a bit. I know the team said no new spells but still one can suggest .

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 18, 2020 11:20 AM

syth said:
First Aid Skill Idea

The first aid skill thus the first aid tend has little use at this moment.I offer three changes.

-First the skill at expert level should resurrect.I think everybody agrees on this.Also the HP of the tent should increase to 800 or so at expert levels.

-Secondly I think the healing level should be bound to knowledge such as   50hp+(15hp x knowledge) would be a good formula.This way a 10 knowdge hero would heal 200hp while 20 knowledge would heal a 350hp.



Or bind the amount of resurrection to the total army health points, like 1% of the total army worth. After these points are spent the First Aid tent does not resurrect anymore and just does its normal healing.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
syth
syth


Hired Hero
posted October 18, 2020 11:43 AM

RerryR said:
syth said:
First Aid Skill Idea

The first aid skill thus the first aid tend has little use at this moment.I offer three changes.

-First the skill at expert level should resurrect.I think everybody agrees on this.Also the HP of the tent should increase to 800 or so at expert levels.

-Secondly I think the healing level should be bound to knowledge such as   50hp+(15hp x knowledge) would be a good formula.This way a 10 knowdge hero would heal 200hp while 20 knowledge would heal a 350hp.



Or bind the amount of resurrection to the total army health points, like 1% of the total army worth. After these points are spent the First Aid tent does not resurrect anymore and just does its normal healing.


interesting twist,I support that. Might be.

But the tool tip for the skill might be(Wall of text incoming hell a lot to understand .

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Revolut1oN
Revolut1oN


Famous Hero
posted October 18, 2020 12:20 PM

This is NOT Idea/Suggestion thread. Please guys, spare me entering the thread in vain hope of finding new development info and then realising its yet another unreasonable, poorly thought suggestion that has 0% chance of ever being implemented.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
pizdabol
pizdabol


Bad-mannered
Hired Hero
posted October 18, 2020 05:23 PM

Revolut1oN said:
This is NOT Idea/Suggestion thread. Please guys, spare me entering the thread in vain hope of finding new development info and then realising its yet another unreasonable, poorly thought suggestion that has 0% chance of ever being implemented.


Good luck barking at that tree

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Super Thread is 549 pages long: 1 70 140 210 280 350 420 ... 450 451 452 453 454 ... 490 549 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.3884 seconds