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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 548 pages long: 1 ... 46 47 48 49 50 ... 70 140 210 280 350 420 490 548 · «PREV / NEXT»
Ivorrus
Ivorrus


Hired Hero
modder
posted February 24, 2014 09:57 AM

Macron1 said:
zmudziak22 said:
What about allow Stronghold, Fotress and Castle and Cove building mage guild to Level 5?


It's possible only for VCMI.

It's false. xFEA made plugin for Era which allows build 5-level mage guild for all town.

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Hobbit
Hobbit


Supreme Hero
posted February 24, 2014 10:18 AM

...and he's HotA programmer, so Macron's argument is completely pointless.
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Orzie
Orzie


Responsible
Supreme Hero
posted February 24, 2014 11:07 AM
Edited by Orzie at 18:04, 24 Feb 2014.

He's currently more of The Succession Wars Mod programmer than the HotA one lol, but he's a part of the Forge team anyway.

And yes, The Succession Wars Mod will have 5 lvl guilds for all towns.

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valgaav
valgaav


Adventuring Hero
posted February 24, 2014 11:14 AM
Edited by valgaav at 11:30, 24 Feb 2014.

nik312 said:
zmudziak22 said:
What about allow
DD will have a limit of 2 times per day on expert. Maybe MP waste will be a bit more w/o Air. Fly won't be nerfed at all.


Thanks for the info. That's a nice change.

Quote:


Well, if you play online, you should know, that AI is never any kind of a threat to a player (with control or without it).


Well if you give AI extra resources in an timed event(+1 each turn +extra gold), castles and team up all ai players against you this is a threat at least in early game. After one month AI usually doesn't do much harm though... It just has no concept of main hero and does not concentrate on it's development.

Without an extra resource income h3 Ai is pathetic.


Quote:

And about guilds - they are never a primary way of getting high level spells on random maps. Sometimes people build it, but in 90% of games all high-level spells are acquired through Elemental books/Spellbinder hat/magic pandoras and scrolls. THAT is however a bit of an issue - mage guild should be more adequate source of spells than it is now. Maybe something will be done about it one day.

Maybe guilds should be cheaper (for example half of the current resource costs). Or maybe random templates should generate all the mines in player zone (if that's possible). Right now all templates I've played care only for wood and ore mines all the other mines are totally random.

nik312 said:
zmudziak22 said:
What about allow Stronghold, Fotress and Castle and Cove building mage guild to Level 5?

Ehm... Why would we?


Exactly... Fortress, Stronghold has different play-style also thanks to only 3 level guilds. Those castles have "the might oriented" feel, and giving them 5 level guilds would destroy it.


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Macron1
Macron1


Supreme Hero
posted February 24, 2014 06:50 PM

Ivorrus said:

It's false. xFEA made plugin for Era which allows build 5-level mage guild for all town.


Graphics is also added?

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Ivorrus
Ivorrus


Hired Hero
modder
posted February 24, 2014 08:54 PM

This plugin made for Succession war mod and for their towns graphics will be done

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 24, 2014 10:40 PM

If DD will be nerfed to 2 times per day at Expert Air Magic, what will be the difference between Basic, Advanced and Expert DD? Mana reduction, movement points?

Btw, is Forgetfullness bug fixed in HoTA? I never understood why it wasnt in Era 2 or even Wog.  (Advanced Forgetfullness executes as Expert Forgetfullness.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 24, 2014 11:06 PM

Dimension door was supposed to be one hell of spell. With two jumps it becomes useless, the hero will be reachable between jumps and the surprise effect is gone. Mage guild level 5 is supposed to be hardly accessible, thus the reward.

Going blind to nerf spells just to show it can.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 24, 2014 11:12 PM
Edited by artu at 23:13, 24 Feb 2014.

Well, useless is a little extreme. You can still use it to reach artifacts and resources or even town you normally cant reach.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 24, 2014 11:19 PM

Sort of fly, yeah.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 25, 2014 12:31 PM

Salamandre said:
Dimension door was supposed to be one hell of spell. With two jumps it becomes useless, the hero will be reachable between jumps and the surprise effect is gone. Mage guild level 5 is supposed to be hardly accessible, thus the reward.



I feel the same way. Plus it does not necessarily (unless you're lucky) comes with your Mage guild, then you need to conquer.
Though maybe it should cost more mana.

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rtx
rtx

Tavern Dweller
posted February 25, 2014 02:19 PM

I think, that DD is fine. 20 [do I remember it right?] mana points is enough for it.

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valgaav
valgaav


Adventuring Hero
posted February 25, 2014 02:21 PM
Edited by valgaav at 14:24, 25 Feb 2014.

LOL... calling DD useless with 2 jumps.
Even with one jump it is still the best 5 level spell in h3. I would take it over any other 5 level spell I could get, even with one jump.
As it is this spell is one hell of a spell even if your hero has no air magic.

BTW HoMM3-WT limits DD to two times and moves it to water magic, and I guess that means this change was ok with most of online community.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 25, 2014 02:44 PM

Even when limited to 2 jumps, DD will be useful. And it's different of Fly - DD can allow you to reach distances with Fly you wouldn't in one turn.

As for being part of Water School instead of Air - it simply makes sense. In SoD Air has four level 5 speels, Water one, Fire two and Earth two. It'd be an elegant way to balance magic schools without adding new spells, imo. I hope HotA team takes into account this change.
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hippox89
hippox89


Famous Hero
posted February 25, 2014 02:55 PM
Edited by hippox89 at 16:32, 25 Feb 2014.

Salamandre said:
Sort of fly, yeah.


How exactly does limiting DD to 2 times per day make DD closer to what fly is? Fly was already similar in a couple of ways to DD, yet nothing has really change about this. Let's see, DD at expert will consume 300 move points to travel a max of 9 hexes over any terrain and into the shroud, and afterward (with 2 or 4 jumps) you might still have enough move points left for Fly. How exactly does the new limit change this dynamic? Now you'd just have 600 extra move points left to use for Fly if you have both, that's all.

Fly does not equal DD with the 2 times per day limit.

About moving DD to water, I don't think that Water Magic and DD feel properly connected. Besides, and Fly and DD is a good combination. I do wonder what the crew feels about it, tho.

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heroes_fanboy
heroes_fanboy


Known Hero
posted February 25, 2014 03:36 PM

Making DD a water spell might seem like a good idea, but I really don't know. Maybe someone from the HotA Crew could comment on this.

HotA Crew, any ideas for changing the way the Town Portal works? Or no changes are necessary?
____________
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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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2014 04:07 PM

I thought HotA was one expansion where bugs are fixed (besides one more faction), then people could use HoTA executable to play the large legacy of maps/campaigns we already got, in safe environment this time. Sorta SoD compared to RoE: SoD did not restricted spells or other mechanics, thus was compatible with RoE previous productions.

Nerfing necromancy is enough to break compatibility with some hundred well tested maps we know. Then dimension door. In To kill for power, your hero needs at least 3 DD on first day to reach first town before day 7, just an example. And that map is kind of Bible for H3 single players.

Now I see town portal being proposed. If it continues, you will limit the Hota applications field to the further (few) mediocre maps made for this purpose only.

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Orzie
Orzie


Responsible
Supreme Hero
posted February 25, 2014 04:21 PM

However, you should admit that a very large contingent of people prefer playing standard and random maps to custom scenarios (personally I don't belong to them, but still), and HotA is strongly oriented on standard scenarios and multiplayer. Still, we can launch classic H3 for those maps, can't we?

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Hobbit
Hobbit


Supreme Hero
posted February 25, 2014 04:26 PM
Edited by Hobbit at 16:30, 25 Feb 2014.

Salamandre said:
Sorta SoD compared to RoE: SoD did not restricted spells or other mechanics, thus was compatible with RoE previous productions.

Several creatures were nerfed/boosted in later official patches, and these weren't such minor changes as HotA's +1 to HP for Imps etc. Maybe it's not that big change, but there also could be (and I think there are) maps which's gameplay depends on e.g. Archangels' cost.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2014 04:28 PM

I like playing both custom and random maps (today mostly random with era improved AI so I don't die on spot from boredom).

In the custom area, changing mechanics breaks the compatibility. In random, veteran players already banned necromancy and DD and is not any nerf which will convince them to play with. Sure, with 2 jumps will still be Dimension Door, but the devastating effect it had with 4 will be gone. If some still like to play, is because the adrenaline pumped from such situations.
____________
Era II mods and utilities

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