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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 03, 2014 12:32 AM |
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Sal would expect less than nothing from newcomers
(And to keep a bit on topic: ideas are nice, but (generally) that's not what HotA is for. WoG/ERA, on the other hand... )
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rubanani
Hired Hero
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posted April 03, 2014 06:20 PM |
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rubanani said: I have a question about the HoTA map editor. I noticed that some new decoration objects that are mentioned in the full log, are missing in the map editor. Is it possible to use them when making a map? And I also noticed there are even more new decoration when searching the HoTA def files.
To give an example, I like the red trees (mentioned in the log file), but I can't find them in the map editor.
A quick reminder. It would be awesome to be able to use the objects that arenīt usable in the map editor, but are included in hota (another example: the 'Ruined Subterranean Gate'.. why isn't it in the map editor? How can I use it?).
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nik312
Promising
Famous Hero
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posted April 03, 2014 07:34 PM |
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rubanani said:
rubanani said: I have a question about the HoTA map editor. I noticed that some new decoration objects that are mentioned in the full log, are missing in the map editor. Is it possible to use them when making a map? And I also noticed there are even more new decoration when searching the HoTA def files.
To give an example, I like the red trees (mentioned in the log file), but I can't find them in the map editor.
A quick reminder. It would be awesome to be able to use the objects that arenīt usable in the map editor, but are included in hota (another example: the 'Ruined Subterranean Gate'.. why isn't it in the map editor? How can I use it?).
There are different reasons, why certain objects were not included into map editor yet. I'd suggest waiting for the upcoming release
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heroes_fanboy
Known Hero
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posted April 03, 2014 10:02 PM |
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Will there be any map images in campaign description screens? Like here:
Although these backgrounds you've made are also neat.
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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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Ginkiri
Tavern Dweller
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posted April 05, 2014 01:43 AM |
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What I would recommend is to change drastically the mechanics of spells. IMO they should be divided in those groups: curses (- stats && dmg dealing spells), blessings (+ stats && healing spells), utility spells (like clone or fire wall etc.) and adventure spells. Those will be skills available for heroes. Distribution for elements will be inside fractions (f.e. in Cove the only available elements could be water and fire etc.). Then delete skills like intelligence and wisdom and replace them with one unique for mages. Now merge skills for adventure spells and utility spells in one. Now we have 4 skills for mages. The main one woul give those advantages: hero can learn spells from tiers 4 and 5, deal more dmg from spells, stat changers would be more effective, spells from tiers 4 and 5 can't be dispelled, increased mana pool, creatures deal more dmg and have more stamina or have additional skills or spells based on primary skills (counter for anti-magical artifacts). And for the last change: mages can cast up to 3 spells per round (depending on skill lvl + each spell must be from different division). But wait, wouldn't this make mages too op? Yes. This is why there should be a change to tactics skill. It should be merged with offense, armory, archery, logistics or pathfinding and be unique for might heroes. This seems more logical for me because how is it that a mage can be a better tactic than a might hero and a worse caster than him? Next thing are machines. Those should be changed due to introduction of new ones. What I'm suggesting is to divide them into two groups: offensive and supportive. And of course boost first aid tent which is useless by now. I like the idea that was in WoG (you can buy more then one tent or ballista). Also other skills should be changed so they won't fall out (and again I'm referring to WoG). And when it comes to skills I really would want to see unique skill for each fraction like it is in necropolis. I'm too sleepy to write anything more for now but I'm gonna add something tomorrow. Hope you will understand my broken english. If you have any questions please ask.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 05, 2014 01:47 AM |
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Ginkiri said: If you have any questions please ask.
Yes, why don't you use the Enter key.
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Enzan
Tavern Dweller
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posted April 05, 2014 02:53 AM |
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It sounds like you should be playing WoG instead.
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Ginkiri
Tavern Dweller
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posted April 05, 2014 11:29 AM |
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I wasn't using it cause I was pretty much exhausted and was focused on only writing. Also I'm used to "smart" text editors that knows where to end line or so.
Anyway I don't feel like WoG is doing the work that it should. I mean that you can easily change the balance of the game in your favor. Also I don't like the raw nature of WoG. I mean that it doesn't look like something from heroes series anymore. It just has too many options that you can change.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 05, 2014 01:39 PM |
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Now that it isn't 2am I can read your message.
All those changes goes against a 'classical gameplay', which is the main target of HotA. So no, they don't seem like a good idea for HotA. WoG maybe.
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Ginkiri
Tavern Dweller
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posted April 05, 2014 10:23 PM |
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@Storm-Giant
http://en.wikipedia.org/wiki/Time_zone
Maybe they are against the classical gameplay HoMM III
but not against all HoMM series. My idea is similar
to the one that is offered by HoMM V with few changes.
Not to mention that HoTA is already braking
the classical gameplay by adding cannon.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 05, 2014 10:59 PM |
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Ginkiri said: Maybe they are against the classical gameplay HoMM III but not against all HoMM series. My idea is similar to the one that is offered by HoMM V with few changes.
Problem is, HotA team doesn't seem to want that kind of changes.
Ginkiri said: Not to mention that HoTA is already braking the classical gameplay by adding cannon.
How so? A new War Marchine that can shoot both enemies and walls doesn't completely change the gameplay, at much it gives another way to tear down walls.
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Ginkiri
Tavern Dweller
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posted April 05, 2014 11:24 PM |
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Storm-Giant said:
Problem is, HotA team doesn't seem to want that kind of changes.
This is the answer I was waiting for.
But it still concerns me if HoTA team is going to change the balance between might and magic. I think that almost everyone admit that might heroes are much better than magic.
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hippox89
Famous Hero
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posted April 05, 2014 11:39 PM |
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Edited by hippox89 at 23:42, 05 Apr 2014.
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I've been wondering, why do some of you spell Horn of the Abyss as 'HoTA' when the logical abbreviation is 'HotA'. What's the story?
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rubanani
Hired Hero
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posted April 06, 2014 10:44 AM |
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I am one of those people. I have no clue why HoTA seemed logical to me. HotA is indeed a better abbreviation.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 06, 2014 12:38 PM |
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rubanani said: HoTA
matthewherbert said: Hota
Macron1 said: HOTA
Yeah, it gets misspelled so often.
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Maurice
Hero of Order
Part of the furniture
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posted April 07, 2014 12:35 PM |
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Storm-Giant said: How so? A new War Marchine that can shoot both enemies and walls doesn't completely change the gameplay, at much it gives another way to tear down walls.
Cove's Cannon is essentially the same as the Cyclops which already exists in game. Cyclopses can attack enemy stacks and castle walls as well.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 07, 2014 01:20 PM |
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Yes, but with the difference that canon is a War Machine and not a Creature.
Now in HotA we have four ways to attack castle walls (Catapult, Canon, Cyclop, Earthquake)
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Enzan
Tavern Dweller
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posted April 08, 2014 09:38 PM |
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Email them to me. I'm thirsty for it.
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nik312
Promising
Famous Hero
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posted April 09, 2014 10:00 PM |
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Enzan said: Email them to me. I'm thirsty for it.
Sent you a PM
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Arthandas
Tavern Dweller
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posted April 11, 2014 10:20 AM |
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What's the point of starting with basic pathfinding in Under The Jolly Roger if you get it for free in second turn?
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