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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 550 pages long: 1 2 3 4 5 ... 110 220 330 440 ... 546 547 548 549 550 · «PREV / NEXT»
CsArOs
CsArOs

Tavern Dweller
posted February 15, 2024 06:00 PM

I prepared a small mod to fix hota bugs and balance a few things, as I saw fit. Am I allowed to publish it somewhere (non-profit)? I want to only share the edited HotA_lng.lod, HotA.lod, HotA.dat and h3hota HD.exe.

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Haunter7
Haunter7

Tavern Dweller
posted February 26, 2024 05:00 PM

So I played a long game on a giant map, the enemy heroes kept getting weaker and weaker - apparently some of the latest updates prevents AI from getting back their heroes that retreated. This makes solo games completely pointless, especially the large size maps. Any idea if there's a setting to change it back somewhere, or can I roll back the version of the game or something?

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ArchDruid
ArchDruid


Adventuring Hero
posted March 21, 2024 04:57 PM


I love to play the Hota 1.7, but  wanted to make some minor modifications on the units.

I found, that the Sandworms' animatinon and movement speed are way too fast, while the hunters movement speed is way too slow for my taste.

I found the values in some data files, and tried to modify them, but after I saved the data file, it went corrupt and the game never started again.

The original unit values are stored in txt files in the h3sprite.lod file, and really easy to modify them. But that is not the case with the new HotA units.

If anybody knows how to rewrite the data files, or what program should i use, please share with me.

Thank you!

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 21, 2024 05:39 PM
Edited by phoenix4ever at 17:41, 21 Mar 2024.

Is there any way to make Factory's 2 level 7 units alternatives, so you can build one OR the other?

Factory is currently WAY too expensive, with 2 level 7's and even Mage Guild 5 and Artifact Merchants.
Factory makes towns like Conflux and Tower look cheap in comparison.

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gatecrasher
gatecrasher


Famous Hero
posted March 21, 2024 06:45 PM

Too expensive by what metric? Compared to other towns it's more expensive to buy all top tier creatures? Well, otherwise it would be OP.
So why make the 2 lvl 7 units mutually exclusively when it's already more or less like that due to financial constraints?
You can however go for both lvl7s for your late game/final army and pass on, say lvls 5+6 or whatever.

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bloodsucker
bloodsucker


Legendary Hero
posted March 22, 2024 02:10 PM

Haunter7 said:
So I played a long game on a giant map, the enemy heroes kept getting weaker and weaker - apparently some of the latest updates prevents AI from getting back their heroes that retreated. This makes solo games completely pointless, especially the large size maps. Any idea if there's a setting to change it back somewhere, or can I roll back the version of the game or something?
My experience also, if you play an open map where any enemy will have the opportunity to hire several heroes before you finish them, the last heroes are always quite weak.
____________

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 22, 2024 08:43 PM

I made the Puzzler (HotA) huge-sized map is coming in 28.3 or 1.4! I ask you why AIs didn't get or use a TP, WW, DD and Fly, when event gives 97k experience points with spells.. Ok I removed useless DD and Fly due to AIs never used TP, WW, DD and Fly.. Another reason I prevented ship/boat stuck on land is a displeased bug.. But what is happened AIs used TP and WW often! I don't understand between TP/WW and TP/WW/DD/Fly.. You can test the Puzzler.. I can't find a cause.. But the next event gives 59k, and +3 stats are always enabled event, so AIs seem to use Scholar skill, when so many heroes are TP, and WW mastered Thus human players have only level 3 spells, AIs have level 4 and 5..

Another what? If you give troops to AIs.. And AIs can be passive or attacker! How? First I gave 9k Skeletons, and 300 Liches, AIs are playing a passive so long time.. I thought 300 Liches are very ill, so I changed 50 Liches, but AIs are more attacker.. When I tested the Puzzler, I killed 16k Peasants for Quest Guard says level 10 to pass.. It took a little time, and then I went to one exit monolith by my town, but trap, when AI with 9k Skeletons attacked me.. And the game over, thus first town hasn't a Tavern.. So fast AIs also more aggressive.. Why? I don't know..

Ok it depends spells and troops..
____________
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Zagor
Zagor

Tavern Dweller
posted March 30, 2024 02:54 PM

Love the factory faction. It's probably my second favorite faction after Tower. Regarding bounty hunters, why can't they preemptive shot against power liches?

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bloodsucker
bloodsucker


Legendary Hero
posted March 30, 2024 07:35 PM
Edited by bloodsucker at 11:03, 31 Mar 2024.

bloodsucker said:
My experience also, if you play an open map where any enemy will have the opportunity to hire several heroes before you finish them, the last heroes are always quite weak.
As a matter of fact, I would love some suggestions on how can one strengthen AI heroes in this so awaited new version. Or are we now forced to finish all maps against heroes with 3/3/1/1?
I was trying to make changes in one of my maps but I have no idea how to go around my oldest trick for it, keep AI heroes pool quite small so they rehire frequently.


P.S. I guess one check could be made for the owner/visitant of the tavern and only trigger this for human players, if the thing is a test made in tavern and not (as I fear) a simple disable of the hero when certain conditions are meet.
____________

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Floribert
Floribert

Tavern Dweller
posted April 04, 2024 11:10 AM

templates

Hello!

I have the problem that after the new HoTa-Update some templates are not working any more, for example the Native-template. It seems that one needs a h3t-file which are here (https://h3res.com/templates.php?search=&has_underground=2&has_bots=2&teams=2&slow_roads=2&medium_roads=2&fast_roads=2&min_size=1&max_size=7&min_players=2&max_players=8&water=3&monsters=3&difficulty=5&one_hero=2&mirror=2&game=6&temp_ban=0&page=0&sorting=downloads&sort_direction=descending) not available. The text-files are'nt enough anymore.

Has someone the templates as h3t-files or is there an easy way to create them?

Thanks!
____________

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bloodsucker
bloodsucker


Legendary Hero
posted April 06, 2024 12:13 PM

Where can I find info about the new Value, when customizing neutral stacks? I've tried several values but it starts at 500 and at 7500 it were just two Ancient Behemoths, so the increment is very small and values must be quite big...
____________

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gnollking
gnollking


Supreme Hero
posted April 06, 2024 03:00 PM
Edited by gnollking at 15:01, 06 Apr 2024.

bloodsucker said:
Where can I find info about the new Value, when customizing neutral stacks? I've tried several values but it starts at 500 and at 7500 it were just two Ancient Behemoths, so the increment is very small and values must be quite big...

It's based on the treasure value that the monsters are guarding. Don't remember what monsters_strength_zone and monsters_strength_map they used off the top of my head.

It's NOT the AI value of the stack, as one might expect.

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Tevye
Tevye


Hired Hero
posted April 06, 2024 05:13 PM
Edited by Tevye at 17:50, 06 Apr 2024.



Friends,

Our project's development continues, and today's release 1.7.1 brings fixes for a number of critical bugs (both old and those that appeared in 1.7.0), as well as some minor innovations — for example, a new battlefield for underground combats on sand terrain and events that can only be activated when playing at a certain difficulty level. On top of that, we revised the scenarios of the Forged in Fire campaign: at the Easy and Normal levels, they have become a fair bit less challenging, while the higher levels now pack a greater punch. There are also some new trials for those who haven't had enough of them the first time around. If you're already missing Henrietta and her friends, then it's a good time to play the campaign once again!

The changes include gameplay, graphical, and interface fixes to the game itself and the associated tools, the scenario, campaign, and template editors.

The full changelog is available here: https://download.h3hota.com/upd/changelogs/eng.txt

The update is available here: https://h3hota.com/en/download

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pellish
pellish


Famous Hero
posted April 06, 2024 05:42 PM

Cheers!

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Hourglass
Hourglass


Supreme Hero
posted April 06, 2024 05:54 PM

Thanks, Tevye, great to see developing still continues, and as some may have feared, the 1.7 sure was not the last update.

Since I didn't ask this initially when Factory was releases, I may ask it now: What can we expect from the future of Hota, now that Factory is out and bugs are being ironed out?

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted April 06, 2024 07:20 PM

"AI now chooses aesthetically best-looking direction for Dreadnought Heat Stroke ability among choices with same value"

I think this should be taught in game design 101 haha
____________
What are Homm Songs based on?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 06, 2024 07:34 PM

Great, a new update.
Hopefully most of the critical bugs are fixed.

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FdgK
FdgK


Known Hero
posted April 06, 2024 09:18 PM

Nice, thanks! Some really important fixes in this one!

I was wondering: Do you have an idea when you are going to make the Steel Golem available in a dwelling?

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bloodsucker
bloodsucker


Legendary Hero
posted April 07, 2024 01:23 AM
Edited by bloodsucker at 01:26, 07 Apr 2024.

gnollking said:
It's based on the treasure value that the monsters are guarding.
So, if I got it right, one should give them the value of the object they are guarding, like 55000 (aprox.) for an Frozen Cliff? And if I want an utopia guarded by superdragons I can give a much higher value to that stack. Is it this?
This is mostly to place random monsters (no level) on the map and let computer decide the level and number of the creatures, instead of placing, for instance, a random number of behemoths and let it roll between 4 and 10, right?
____________

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gnollking
gnollking


Supreme Hero
posted April 07, 2024 02:57 AM

bloodsucker said:
So, if I got it right, one should give them the value of the object they are guarding, like 55000 (aprox.) for an Frozen Cliff? And if I want an utopia guarded by superdragons I can give a much higher value to that stack. Is it this?
This is mostly to place random monsters (no level) on the map and let computer decide the level and number of the creatures, instead of placing, for instance, a random number of behemoths and let it roll between 4 and 10, right?

Correct.

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