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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 ... 16 17 18 19 20 ... 24 · «PREV / NEXT»
albe
albe


Promising
Adventuring Hero
Enrothian Conservative Party
posted May 02, 2016 07:01 PM
Edited by albe at 19:03, 02 May 2016.

From one mod team to another. Here is a little detail which I discovered when working on H3SW that might be interesting for you guys.

When a hero has already visited a stable on the adventure map in a week and then visit the stables again with cavaliers the text still says that "The stablemaster offers to provide your army with horses, increasing your movement for the remainder of the week and upgrading all your Cavaliers to Champions." as if the hero receives the movement bonus again which the hero of course doesn't.


This is not the case in H2 where the two cases doesn't have the same text:

Case of first time in the week visiting the stables with cavaliers:


Case of not first time in the week visiting the stables with cavaliers:



The problem is, that the text in H3 doesn't take into account that the hero might have already been to a stable this week. My suggestion is therefore to change the text to make it clear, that the hero doesn't receive a movement boost again when visiting the stables with cavaliers. As far as I can see, the cases actually triggers two different texts, but the texts are identical, so one of them must be changed to fit the correct case.

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bloodsucker
bloodsucker


Legendary Hero
posted May 08, 2016 06:31 AM
Edited by bloodsucker at 12:14, 08 May 2016.

I believe this to be possible and that is even harder to modify the interface then to change the hero struture but I'm not sure how you look at my purposal within the scope of HotA, so I would be thankfull to recieve anykind of awser.
I think it would be great if (in the map editor) in the hero screen we had options to customize the specialty like we have for primary and secondary skills. Maybe radio buttons like: Skill, Creature, Spell,  Resource followed by dropdown lists of the possible/usefull options.  
That way one could create custom island maps where everyone starts with Navigation specialists or give all AI players 1 Offense, 1 Armorer and 1 Resistance specialists in 1 X all maps, like Conquistador Leaders does.

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javiduc
javiduc


Adventuring Hero
posted May 09, 2016 10:43 PM
Edited by javiduc at 22:46, 09 May 2016.

Some small ideas that I think can improve player experience of the game without changing it:

Add owner flag in avandoned mines
Some control about quantity of two ways monoliths in random map generator.
Some way of quicly identify both connected two way monoliths (It is a problem for me in big maps which I start one day and finish several days after. I forget about them and have to look up in the whole map for the other monolith). I guees this is difficult to implement,just an idea.
Bigger hero chest for artifacts (Needed for big maps, I think).
Button in marketplace to quickly trade all resources for gold.
Some way of avoiding repeated artifacts.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 17, 2016 06:53 PM

Change Shackles of War to a relic artifact.
It is too powerful in it's current state, eliminating heroes and taking all their artifacts!

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bloodsucker
bloodsucker


Legendary Hero
posted May 17, 2016 08:59 PM

phoenix4ever said:
Change Shackles of War to a relic artifact.
Strangelly, I agree with this.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 17, 2016 09:05 PM

When developers made shackless they surely reacted to the endless complains of H2 players about hit and run being unstoppable. And now you had an easy-to-get artefact against that.

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bloodsucker
bloodsucker


Legendary Hero
posted May 17, 2016 09:13 PM

Ops, I knew I was misregarding something.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 17, 2016 09:46 PM
Edited by Maurice at 21:47, 17 May 2016.

They could have remedied it in two different ways, though:

- Allow the victor of combat to post-combat resurrect as many of his fallen troops as he wants, provided he has the mana for it;
- Make the escape a chance and/or allow the victor a chance to run down the enemy and engage the enemy again, this time without an option to just escape. If the escape fails or becomes impossible, the opponent will be forced to fight till the death (just like it happens during Town battles);

As it is, most of those "hit-and-run" strikes are intended to inflict maximum damage for as little risk as possible, since you can always run away just before taking damage. The chance for the Hero to escape could be tied to relative army sizes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 17, 2016 10:02 PM

I don't think they wanted to remedy, as everyone enjoyed the tactic, just make it less unstoppable. So they added shackles, speed and resistance artefacts, natural resistances, special terrains, orb of inhibition, recanter.  

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bloodsucker
bloodsucker


Legendary Hero
posted May 21, 2016 03:06 AM
Edited by bloodsucker at 17:06, 26 May 2016.

Did you noticed there is a Market of Time in Titans Winter? Does anyone knows the story behind it?
Cause I'm craving for one once again. It's quite desapointing when your might hero gets a choice between Eagle Eye and Sorcery for the last slot.
So, what I want to purpose is for the Market of Time to be a frequent object on maps with the following set of prerequisites: can be visited only after you have all slots filled, you can only forget Expert skills and it costs 20.000 instead of 2000.
That way it would be something you would use only as a last resource even if it appears at every two corners of the map but you would have a solution for a bad build.  

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 21, 2016 09:03 AM

I would also like The Market of Time. I already have 2 of them in my map, but they does'nt do anything, they are just decoration. Shame nwc abandoned the idea, especially with skills like Eagle Eye, which becomes obsolete in time or heroes who have skills that does'nt fit their role (e.g. Ballistics for a town defender)

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bloodsucker
bloodsucker


Legendary Hero
posted May 21, 2016 03:20 PM
Edited by bloodsucker at 15:40, 21 May 2016.

Another thing (I have to admit this wasn't a problem in any Huge random maps I played but is recuring in my own HotA map and I bet it will happen in any map I may ever build for HotA now that we have the Colosseum of the Magi) there has to be a way to deal with overflowing prims, be it by trading their place or by reducing them. For commodity I once made a script to sell them in Trading Posts and Salamandre has the Overflow-Fix mod, besides the traditional Archane Tower but I admit prims overflow more in WoG. For HotA what I would purpose was to allow to sell might and magic points at the respective pre-visited schools, maybe for 1000 but probably for a relative value.

P.S. Please HotA team, I don't mind to wait for updates doing the tons of stuff I've been purposing and I know I've been an happy WoG player for long (so used to get every little thing I want and I'm hable to code with Sal's help) but it would be nice if from time to time we recieved an awser like:"Nah, out of HotA scope", "We are discussing this idea", "We don't think this is a good idea", "That's good but will not be included in the next build, maybe latter", "It will be included in the next build", etc so I can improve my sugestions, know what to expect and addapt my maps (for instance in this one I'm putting a sign in a corner of the map saying "Lose prims" and an event with the "cancel after first visit" unclicked and taking one of each prim but you have to admit it's a losy recourse).

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Uhm
Uhm


Hired Hero
posted May 28, 2016 03:15 PM

I am playing a second HoTA campaign "Terror of the seas" and I've just started "In search for the Horn". Previous maps were very easy comparing to SoD campaigns, AI isn't mercilessly employing all his advantages; I am wondering whether he really wants to kill me like he was used to do on an impossible level. Could you add a possibility of changing a difficulty level, to show real potential of AI intelligence after your boost?

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pekute99
pekute99


Known Hero
The prettiest I must say
posted June 04, 2016 08:51 PM
Edited by pekute99 at 21:36, 04 Jun 2016.

What about weather and nights ? We should have weather like rain, snow, wind,... that occur randomly on the map and each of them has its own effect too. Like rain will raise water/Cove creatures strength and makes water spells more powerfull, wind will make shooters have a chance to miss on the ranged attack and decrease the speed of flying units,... and the night will reduce heroes's vision range and movement points, make the Rogue become stealth on the Adventure map,...

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bloodsucker
bloodsucker


Legendary Hero
posted June 05, 2016 06:05 PM
Edited by bloodsucker at 18:06, 05 Jun 2016.

@pekute99 That sounds strange even for Era and I always tought of end turn as kind of "night", even cause it cames with nasty surprises

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Janosiczek
Janosiczek

Tavern Dweller
posted June 05, 2016 07:01 PM


I hope that this is the right topic

Once Again:

Boys. There is a problem with Heroes 3. I write it again. We have a big map, we have more monsters, artifacts, buildings. A development of the hero ends in about 27 lvl. ( Lack of skills ) .

My advice:

a) Selection of skill every other experience
Getting points (attack, defense, etc.) every second.

b) from 1-10 lvl hero skill at lvl. 10-20 lvl every second. From lvl 30-40 at third. Until the end.

c) Improved: level 20 hero - the hero receives additional space artifact
30 lvl hero +2 seats., Level 40 hero can wear 2 joined artifacts that may overlap.

d) Improved: skill "happiness":

- 5 fights in a row won + 5 points to skills (random)
-10 Fights in a row + 6 points for skills (random)
-15 Fights in a row + 7 points for skills (random) and so on.


Why do I want improvements heroes?
Should not be that warrior who has 30-50 lvl will be much more powerful than the hero level 1?

Following this path could be BLOCK majority of artifacts and unlock it when our heroes gather experience.

Secondary Skills:

wisdom + lucky = that could also work on the map. When you visit a building for example. Which gives 1000 points or experience one attack with these two skills you had a chance to greater benefits from 100% - 300% 2,000 points, +3 attack.

Eagle Eye + Scholar + Discovering = The hero can distance learning spells the more skills are developed that can learn more powerful spells, and more! Each turn is more spells. The hero is closer to the enemy the more spells during the turn from him to teach.

Resistance+ Eagle Eye + Scholar = blocks theft spells by enemy hero. The ability to better the dam is stronger.

Mysticism + Learning + or Air or Magic Earth Magic or Magic Fire or Water Magic spells = reduces the cost and increases their power. It applies only to the first skills that will be chosen by the player! others will not have the bonus.

Offense or armourer + Leadership + (First Aid or Necromancy if the necromancy!) Sorcery + = when you select an attack before the battle will be resurrected branch which in the previous battle during the attack suffered the greatest loss. If the defense is a division that has not attacked a lost army.

Diplomacy + Estates + Luck = encountered monsters join us and give us the gold! the greater the statistics estates + luck = more gold.


If you are interested in secondary skills I can make a more accurate description!

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bloodsucker
bloodsucker


Legendary Hero
posted June 05, 2016 07:24 PM

Janosiczek said:
Diplomacy + Estates + Luck = encountered monsters join us and give us the gold! the greater the statistics estates + luck = more gold.


If you are interested in secondary skills I can make a more accurate description!

No, it isn't necessary.

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hippox89
hippox89


Famous Hero
posted June 05, 2016 07:29 PM
Edited by hippox89 at 19:31, 05 Jun 2016.

*brainstorm ideas, read them with a huge gain of salt*
*I'm not saying these are good ideas, or that they should be implemented, at all*

Anyhow, how about a new artifact/neutral/spell that would make it possible to 'sense' magic blocking artifacts on an opponent? I'm thinking this would situational make resistance more useful. The idea would be to provide an extra alternative of figuring out if putting on resistance artifacts would be a good idea before attaking an enemy hero.

Currently, the only way to check this positively is by attacking with a scout first. Maybe this is already balaced as it is, though.

**

Another idea, what if the garrison hero from Heroes II was brought back, but his function would just be to be able to hold items that provides bonusses to the town, eg. parts of Stature of Legion + other new, undefinded artifacts. Maybe this function could be part of the blacksmith.

Basically, you wouldn't need a hero standing in a town with these artifacts then. Probably this is a pretty bad idea, and it seems almost impossible to implement in a good way.

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bloodsucker
bloodsucker


Legendary Hero
posted June 05, 2016 07:35 PM
Edited by bloodsucker at 19:36, 05 Jun 2016.

If random scholars couldn't give secondary skills you wouldn't waste them in MP matches.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 05, 2016 08:26 PM

bloodsucker said:
No, it isn't necessary.


Hehe. He is not that wrong, synergies between skills would be a great idea, I recall Siegfried tried to code that but didn't see him for a while. The only backside is that wog allows to learn all skills so synergies makes no longer sense, as you will have them all anyway. Or the point is to choose skills x and y because of synergies bonus.

And for Hota this is a too big change from vanilla.

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