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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 ... 59 60 61 62 63 ... 70 140 210 280 350 420 490 548 · «PREV / NEXT»
hippox89
hippox89


Famous Hero
posted May 27, 2014 02:22 PM
Edited by hippox89 at 18:49, 27 May 2014.

Well, after I thought more it, there's actually one bank for each town (creature or resource bank) except for Conflux, which is the AB expansion town. I think that's one of the reasons that the crew made the Red Tower, because NWC forgot to make a bank for the town. Of course the Cove needs a bank, too, so they made the Pirate's Cavern (and Red Tower) probably with the reason to add more competition to creature banks as Warmonger said. So it seems there's a logic to why there's not any more creature banks.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 27, 2014 02:38 PM
Edited by Storm-Giant at 14:38, 27 May 2014.

hippox89 said:
I think there's why the crew made the Red Tower, because NWC forgot to make a bank for the town.

I imagine it's easy to forget about something minor like this with the whole Forge issue going on back then.
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Evaline
Evaline


Known Hero
posted May 27, 2014 02:43 PM

hippox89 said:
Well, after I thought more it, there's actually one bank for each town (...) except for Conflux, which is the SoD expansion town.

Conflux is an Armageddon's Blade expansion town. There are no Confluxes in original SoD standalone expansion (except SoD + AB or RoE + AB + SoD or H3: Complete installs).

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hippox89
hippox89


Famous Hero
posted May 27, 2014 02:48 PM
Edited by hippox89 at 14:55, 27 May 2014.

@Storm-Giant

No doubt, I heard Conflux was something of a rush creation, which reminds me of how generic, and having no sense of character, all of the planeswalker portraits are, except Ignissa, of course.

@Evaline

Well, that's embarrassing. But thanks for pointing it out.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 27, 2014 02:54 PM
Edited by Storm-Giant at 14:55, 27 May 2014.

hippox89 said:
No doubt, I heard Conflux was something of a rush creation, which reminds me of how generic, and having no sense of character, all of the planeswalker portraits are, except Ignissa, of course.

You heard well. Forge was planned for AB, and Conflux most likely for SoD expansion.

You can read a bit more about Forge development and fate here, and even more on this excelent article by Cepheus
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gatecrasher
gatecrasher


Famous Hero
posted May 27, 2014 03:09 PM
Edited by gatecrasher at 15:10, 27 May 2014.

Evaline said:

Conflux is an Armageddon's Blade expansion town. There are no Confluxes in original SoD standalone expansion (except SoD + AB or RoE + AB + SoD or H3: Complete installs).

By the way, Conflux IS included in SoD. Everything. It's just hidden by default.
You need to do a little bit of text editing to enable it.

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hippox89
hippox89


Famous Hero
posted May 27, 2014 03:15 PM
Edited by hippox89 at 15:15, 27 May 2014.

@Storm-Giant

The Forge town certainly is an interesting piece of history. I wonder what terrain the town will be place on. Lava seems quite fitting of the originals.

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nik312
nik312


Promising
Famous Hero
posted May 27, 2014 06:15 PM

hippox89 said:
About the creature banks:

What is the reasons behind expanding the generation of banks on random maps by Red Towers and Pirate Caverns and not, say, a bank providing Titans, Red Dragons or whatever other creature type? For that matter, is there any known reasons why NWC made Dragon Flies Hives and Griffin Conservatories in particular? It all seems somewhat random to me, which makes sense if for no other reason than just to limit how many different banks there can be. Also, is there any other creature banks planned for the current 10 available towns?

Note, I'm not hinting at criticism, I'm just interested in the reasoning for the current creature banks lineup, especially in relation to gameplay/balance.


It was introduced a while ago in 1.2
Most things in 1.2 were done intuitively and w/o too much of balancing.
From version 1.3 every bank and conservatory are added/removed for some specific reason (usually to strengthen up/weaken some castle or to enrich some terrain).

As for exact number of conservatories - there are actually 2 types of conservatories, different by their RMG characteristics and therefore VERY different in average number on the map: conservatories and hives.   Conservatories are more rare (empirically), less guarded, but harder to take. Hives on the other hand are numerous, well-guarded and a bit easier to take. Several conservatory and hive types are needed to lighten angel-wywern monopoly, but there can't be too much of them as in that case you are very unlikely to get a decent striking stack from  each of those and the structures will become pointless. A number around 2-3 for each type seems reasonable, but we'll see

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nik312
nik312


Promising
Famous Hero
posted May 27, 2014 06:16 PM

Macron1 said:
Only yesterday managed to read about new HOTA artefacts.
Why there are several almost the same functioning artefacts (like -1 to morale or luck for enemy)?



Ehm... Isn't that obvious? I'll give you a hint - check out original morale/luck artifacts, you will be probably surprised.

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SkeleTony
SkeleTony


Hired Hero
posted May 27, 2014 06:52 PM



Firstly, thank you very much for the review - it was pretty intresting to follow the evolution of ideas

As for some of exact parts:

Pirates:
AFAIK campaign storyline explains pretty solidly that alliance of different Cove creatures. And it's not too important for such town to be near water on every map. Pirates can place their forts somewhere inside tropical lands (simulated by swamp terrain, which is as close to that as you can get)


Ah...see, I have not played through the campaign yet (beyond the 3rd mission IIRC). Good to know.

Quote:
Graphics:
Every bit of graphics is fully produced by our artists. Even objects, inspired by other Heroes games (like Red Tower or Black Tower) were created from scratch. The approach to quality is quite important for our crew.


Wow! THAT is impressive! I know how long it would have taken me to get any one of those graphics done (and I could not match the quality of course) so I applaud your guys getting so much hgih quality work done.

My little issues with the pirate-themed town appearing in land-locked areas, dungeons etc. are just nitpicks (not terribly important) and are trumped by how well put together this expansion is. Logically, it does not and cannot make sense for a pirate town to be located in areas where ships cannot be built and I stand by that but it is more important to get things like play balance and quality right than it is to be logically consistent. Having said that though, I cannot buy some of the rationalizations being offered for the Cove town being on swamp/tropical land such as "Hey pirates are kind of like bandits and bandits can sometimes live in swamps so pirates should be found in swamps...". To me that sounds like "Hey sometimes knights can behave barbarically so Castle town should have orcs!".

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Macron1
Macron1


Supreme Hero
posted May 27, 2014 07:11 PM

nik312 said:


Ehm... Isn't that obvious? I'll give you a hint - check out original morale/luck artifacts, you will be probably surprised.


Yes I know there is a lot of same artefacts. Then why you made Cove but not another Tower faction, for example?

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hippox89
hippox89


Famous Hero
posted May 27, 2014 07:38 PM
Edited by hippox89 at 19:42, 27 May 2014.

nik312 said:
It was introduced a while ago in 1.2
Most things in 1.2 were done intuitively and w/o too much of balancing.
From version 1.3 every bank and conservatory are added/removed for some specific reason (usually to strengthen up/weaken some castle or to enrich some terrain).

As for exact number of conservatories - there are actually 2 types of conservatories, different by their RMG characteristics and therefore VERY different in average number on the map: conservatories and hives.   Conservatories are more rare (empirically), less guarded, but harder to take. Hives on the other hand are numerous, well-guarded and a bit easier to take. Several conservatory and hive types are needed to lighten angel-wywern monopoly, but there can't be too much of them as in that case you are very unlikely to get a decent striking stack from  each of those and the structures will become pointless. A number around 2-3 for each type seems reasonable, but we'll see


Thanks for the insights/explanations, Nik. I think that pretty much sums up all of my questions/wonderings about the subject at this time.

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MattII
MattII


Legendary Hero
posted May 27, 2014 09:31 PM

Just a bit on the graphics, are there any plans in the future to change existing graphics? Because to tell the truth I've never much liked the portals, they've always felt tot me like they were just pulled out of another game and thrown in for the hell of it.

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hippox89
hippox89


Famous Hero
posted May 27, 2014 10:46 PM
Edited by hippox89 at 23:07, 27 May 2014.

MattII said:
Just a bit on the graphics, are there any plans in the future to change existing graphics? Because to tell the truth I've never much liked the portals, they've always felt tot me like they were just pulled out of another game and thrown in for the hell of it.


The crew has already updated/corrected some of the portal graphics. They have also added turguoise, violet and more colours. They haven't touched purple and the other colours with the same shape as it, though, but I'd imagine that they're going to give these the same new and rougher look as the updated 'cube' portals. There could be another reason why they haven't updated these yet, though. Could be that they're planning to redesign them, I suppose.

Talking about graphics,

Peasents looks like they're undead, almost like zombies.

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted May 28, 2014 12:03 AM

hippox89 said:
I wonder what terrain the town will be place on. Lava seems quite fitting of the originals.




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gatecrasher
gatecrasher


Famous Hero
posted May 28, 2014 12:36 AM

hippox89 said:

Peasents looks like they're undead, almost like zombies.


Right. They seem to be right after starving to death.

And Monks/Zealots with their indiscernible/glowing faces look a bid forbidding in comparison with other Castle units.
They would fit well into the Cathedral lineup except for the Zealot's vivid colour.

Another question regarding those Hero overview screens posted on the FB page which already came up prior to 1.3:
Are they made-up images or are they actually scripted and will we see them in the game, e.g. in the main menu when choosing Heroes?

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hippox89
hippox89


Famous Hero
posted May 28, 2014 01:11 AM
Edited by hippox89 at 01:20, 28 May 2014.

@Dj

That terrain looks quite good. I like the green slim/acid variation in the ground. I wonder if the crew has/will be succussful in adding a new terrain type natively, though.

gatecrasher said:
Right. They seem to be right after starving to death.


I don't know how they can even work the fields in that sorry state. I like the peasents from HMM2 better with their farming scythes.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 28, 2014 03:01 AM

hippox89 said:
That terrain looks quite good. I like the green slim/acid variation in the ground. I wonder if the crew has/will be successful in adding a new terrain type natively, though.


that would be a great achievement. hopefully, they wouldn't make it so it couldn't easily be replaced(due to locked palette) by your own terrain.

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Midas
Midas


Hired Hero
Touching things...
posted May 28, 2014 10:07 AM

Just tried 1.32.
Everything is great, battles feel more lively with the idle animations. great job

Will anyone be doing the voice-over work for the final version of the campaign on the introduction sequences?

(Off-handed question: Is it asking any modder too much if I ask the possibility of increasing the maximum number of players on a map?)
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MattII
MattII


Legendary Hero
posted May 28, 2014 11:30 AM
Edited by MattII at 12:55, 28 May 2014.

hippox89 said:
The crew has already updated/corrected some of the portal graphics. They have also added turguoise, violet and more colours.
No, those are Monoliths, same function, but a different name.

Another thought for the battle sites, what about giving something different than the standard, say knowledge and spell power for defeating a bunch of mages, monks, enchanters, etc. or a choice of one of the magic skills for defeating a bunch of elementals?

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