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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Horn of the Abyss Proposals/Wishlists
Thread: Horn of the Abyss Proposals/Wishlists This thread is 24 pages long: 1 10 ... 13 14 15 16 17 ... 20 24 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 11, 2015 02:49 PM

Galaad said:
He doesn't need to he comes with it.

Yes and after 75 points of damage his skill AND speciality is useless.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 11, 2015 03:11 PM

Phoenix, it's not because YOU can't find good use of it that it's useless. Just yesterday I played a game, got Castle and hired Rion from the tavern in middle game and I can assure he was effective secondary hero.
Besides, when will you understand hota is not likely to implement random wishes as they know what they're doing thus imo your time would better be spent learning how to make your own mod instead of continuously crying in the threads.

I may be wrong but to me it looks like you only play hota because of the Cove town, everything else or even heroes 3 mechanics in general seems to bother you.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 11, 2015 03:17 PM

Like I have said so many times before, I like HotA and I like what they have done. But it IS very restricted, like there is no room for customizing anything.
I wish HotA and WoG/ERM worked together, so I could get the best from each. Besides I know nothing about modding and if I should implement all the great things HotA have already done, I could probably sit in my chair for the next 5 years.
So "crying" about something is my only option if still wan't the features of HotA.  

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 11, 2015 03:22 PM

There is no room to customize because they don't WANT you to customize, it is pretty clear that is their project and they want the players to play the game as THEY intend it. And I am perfectly fine with that, in my opinion they have done a wonderful job and I hope I can trust them for not turning hota into "phoenix4ever mod".
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 11, 2015 03:34 PM

Well I can always hope they implement some of my ideas, not because I posted them, but because they feel like it, cause I know they only do what they wan't.
Maybe a little info once in a while would'nt hurt either, I can't remember when we last got some news and we don't know what to expect at New Years, if anything at all.
I mean no disrespect to HotA, they are doing a great job, but they are keeping things very close to themselves and it's like they are only doing it for themselves, like they don't even care what anybody else thinks. It's seems a little arrogant to me, even though that's probably not their intention.    

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2015 03:41 PM

Hota targets the multiplayer community, not the single one where everyone paints his banana in blue or pink, for that you have wog. Thus they will change nothing that could lead to some grumble from that community. People who play multiplayer since 10 years ago don't want to start Heroes 3 from scratch, learn new details, new mechanics. They played it so long because they are fine with, as it is. A new town is only extended data.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 11, 2015 03:46 PM

Well they did change Necromancy and Scouting, growth of phoenixes, cost of creatures and buildings, implemented negative luck and altered abilities of magogs, arch devils and liches. So that is not entirely true Salamandre.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2015 03:54 PM

They changed the things which kept necro and conflux banned. All other changes are microscopical.
____________
Era II mods and utilities

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 11, 2015 04:02 PM

Hmm they have changed some things, even if they seem microscopical to you, don't know if I would call them that though.
They also introduced new artifacts, combi-artifacts, a new war machine and new heroes for Castle, Necropolis and Fortress.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 11, 2015 04:10 PM

phoenix4ever said:
Hmm they have changed some things, even if they seem microscopical to you, don't know if I would call them that though.

And how would you call YOUR changes suggestions?
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 11, 2015 04:18 PM
Edited by phoenix4ever at 12:06, 12 Nov 2015.

Well some of my suggestions have bigger impact on gameplay than others. But a simple switch of a war machine to make it more suitable to the town, does'nt seem like a big change to me.
Putting flags on abandoned mines would'nt change gameplay, only make things easier for players. And when they could improve Scouting, they can certainly improve Learning, First Aid, Eagle Eye and Mysticism as well.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 11, 2015 07:16 PM
Edited by P4R4D0X0N at 19:25, 11 Nov 2015.

Warmachines as speciality should create a new tent after battle if the actual one is destroyed... would be ok for me and not that overpowered. Needs two checks in code... if hereo has the ability and if heros had a tent when he/she started battle to avoid tent/ballista duplicating.

As for warmachines the HotA Team planned on customized ones for every town but I think thats off the table actually. I would apreaciate it later on. A battering ram for Stronghold, a protection crystal/fog generator for fortress, unlimited ammocart for Tower, stuff like this.

As for invisibility I would introduce it to a a new town (Viking themed) with:
*Wolves (lvl1, centaur like range/speed)
*Vikings (lvl2, tough unit)
*Javelin throwers (lvl3, ranged)
*Shamans (lvl4, female, casts regeneration for 3-4 rounds, ranged)
*Valkyries (lvl5, female, flys, 3 upgrades)
*Grendels (lvl6, fast ghostlike creature, auto-stealth every round, fragile unit with high AT like manticor/efreet)
*Thundergods (lvl7)

For stealth itself this ruleset:
-stealth unit is invisible in battle (dont see the turn at all)
-stealth unit is not directly vulnerable (It may be hit by AoE Spells, Hit by Spell means: unit is revealed again for that turn)
-stealth unit deals +25-33% more damage if it hits in stealth, but get revealed after it hits (wait that turn and let your unit get hit is possible best option to deal with invisible units)
-new spell to reveal invisible units
-new spell to stealth units
-new artifact that perma reveals all units in battle

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 12, 2015 12:12 AM
Edited by phoenix4ever at 00:16, 12 Nov 2015.

P4R4D0X0N said:
Warmachines as speciality should create a new tent after battle if the actual one is destroyed... would be ok for me and not that overpowered. Needs two checks in code... if hereo has the ability and if heros had a tent when he/she started battle to avoid tent/ballista duplicating.

As for warmachines the HotA Team planned on customized ones for every town but I think thats off the table actually. I would apreaciate it later on. A battering ram for Stronghold, a protection crystal/fog generator for fortress, unlimited ammocart for Tower, stuff like this.



This would also be good and make First Aid skill much better, but I still think First Aid Tents fits better at Castle and Ballista at Necropolis.
What about ballista specialists and Jeremy, should they also get ballista and cannon back, probably not?

Really?, I never heard about that, it sounds interesting, but it would probably alter the gameplay too much. Cannon is nice though.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 12, 2015 01:58 AM

Why should castle have a tent? Coz of the ability of a hero? I don't see the point. Same for Gerwulf in Fortress? They got FA Tents but he got a ballista, Torosar same in Tower with ammocart. Actually I miss your point 'coz you don't give a reasonable explonation except "I feel better if it's this way"

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 12, 2015 08:56 AM
Edited by phoenix4ever at 08:59, 12 Nov 2015.

I have already given a reasonable explanation.
Clerics have the highest chance of learning First Aid in the game, none of Necropolis' heroes can learn First Aid.
Healing fits better on goody-good Castle than on evil Necropolis.
With new Necropolis hero Ranloo who specialise in Ballista everything fits better if Castle and Necropolis switched war machines.

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judovana
judovana

Tavern Dweller
posted November 12, 2015 03:38 PM

P4R4D0X0N said:
Warmachines as speciality should create a new tent after battle if the actual one is destroyed... would be ok for me and not that overpowered. Needs two checks in code... if hereo has the ability and if heros had a tent when he/she started battle to avoid tent/ballista duplicating.

As for warmachines the HotA Team planned on customized ones for every town but I think thats off the table actually. I would apreaciate it later on. A battering ram for Stronghold, a protection crystal/fog generator for fortress, unlimited ammocart for Tower, stuff like this.

As for invisibility I would introduce it to a a new town (Viking themed) with:
*Wolves (lvl1, centaur like range/speed)
*Vikings (lvl2, tough unit)
*Javelin throwers (lvl3, ranged)
*Shamans (lvl4, female, casts regeneration for 3-4 rounds, ranged)
*Valkyries (lvl5, female, flys, 3 upgrades)
*Grendels (lvl6, fast ghostlike creature, auto-stealth every round, fragile unit with high AT like manticor/efreet)
*Thundergods (lvl7)

For stealth itself this ruleset:
-stealth unit is invisible in battle (dont see the turn at all)
-stealth unit is not directly vulnerable (It may be hit by AoE Spells, Hit by Spell means: unit is revealed again for that turn)
-stealth unit deals +25-33% more damage if it hits in stealth, but get revealed after it hits (wait that turn and let your unit get hit is possible best option to deal with invisible units)
-new spell to reveal invisible units
-new spell to stealth units
-new artifact that perma reveals all units in battle


why reinvent (repaint..) wheel:

https://www.youtube.com/watch?v=GbxVdpCCzYo

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 12, 2015 08:27 PM

judovana said:

why reinvent (repaint..) wheel:

https://www.youtube.com/watch?v=GbxVdpCCzYo


Why not? This is a dwarf themed town, that was never finished (and I think it won't be released at all)

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judovana
judovana

Tavern Dweller
posted November 20, 2015 07:27 PM

fred79 said:
as far as the invisibility spells go, based on the "hit = reveal" parameters, one would just have to use an area spell(ex. meteor shower), to reveal creatures[ah, i see. didn't finish reading the above before posting this. so, during battles with invisible creatures, area spells would be used a lot. not much difference, really]. and it's not like we don't know where they'll start, anyway.


Look to the design, that unit will per chance reappear by moving (and always when attacking (disappearing again on start of new round if spell still runs))
Also the spell duration is very small and I originally intended to have this spell only coming form some rare artefact.

Thanx!

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judovana
judovana

Tavern Dweller
posted November 20, 2015 07:29 PM

P4R4D0X0N said:
judovana said:

why reinvent (repaint..) wheel:

https://www.youtube.com/watch?v=GbxVdpCCzYo


Why not? This is a dwarf themed town, that was never finished (and I think it won't be released at all)


Sadly, yes... But I really loved that concept Tahts all

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bloodsucker
bloodsucker


Legendary Hero
posted January 09, 2016 10:24 PM

I supose everybody else already asked for Miriam to have Logistics or Pathfinding but she's still with Offense and I can imagine the arguments: too many heroes with movement skills, too many OP heroes, etc...
So, what I wanted to purpose was to give her Tactics or Resistence instead of Offense. There aren't that many Cove heroes with these skills, they are good to have in a fighting hero and they excel in a scout, allowing him to retreat from shoothers before the battle begins or to survive a Death Ripple attack. This way she doesn't get that much more OP, is viable as fighting hero and doesn't betray her vocation to explore the map without a significant army.

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