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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 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
bloodsucker
bloodsucker


Supreme Hero
posted June 30, 2016 11:55 AM
Edited by bloodsucker at 11:59, 30 Jun 2016.

It would be good if seer's huts on random maps asked for other things besides artifacts, other solution being set them to a very high value, so they were extremelly rare, then give something good not 50 zombies. The fact that they are frequent empoors the game, turning many good and sometimes necessary artifacts unique, like the Charm of Mana for instance, who wants to play a Huge map where you can't assemble more then one Wizard's Well?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted June 30, 2016 03:14 PM

In HotA Charm of Mana ist part of Set Artifact... so it'll never be requested in huts afaik.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 02, 2016 09:36 PM

As a map maker I would like a "Quest Gate" and in the style of HotA a "Naval Quest Gate". I know we have Quest Guards, but they dissappear when the objective is cleared, "Quest Gates" should be there permanently and always require the objective to be cleared to pass, this would add new possiblities as a map maker.

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bloodsucker
bloodsucker


Supreme Hero
posted July 02, 2016 09:42 PM

phoenix4ever said:
I would like a "Quest Gate"

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 03, 2016 07:34 PM

I think everyone agrees with me when I say Armageddon's Blade is a really powerful artifact, but what if it did'nt make your units immune to armageddon, but just teached the spell and gave the statbonuses? Perhaps it could be used in custom and random maps?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 03, 2016 07:44 PM

A Armageddon Scroll would do quite the same.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 03, 2016 08:01 PM

...except the stat bonuses.

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hippox89
hippox89


Famous Hero
posted July 03, 2016 09:35 PM

They'd have to make two versions of the blade in that case, because they cannot simple change the artefact when certain senarioes is already balanced around it. But for random maps, I'm not sure it can be balanced. Maybe 50% resistance instead of 100%. But would it make sense?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 03, 2016 09:48 PM

Yeah, I guess they would have to make another version then, it would'nt need any resistance imo, +15 stat points and Armageddon would be good enough.

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bloodsucker
bloodsucker


Supreme Hero
posted July 04, 2016 11:22 AM
Edited by bloodsucker at 12:46, 04 Jul 2016.

Since this is a "wich list": I wich war machines could be teleported.
Sometimes I value that ammo cart a lot more then the pack of Titans right next to it.
About Armageddon Blade, I agree it is a powerfull artifact but not so OP it couldn't be a relic available in random maps. I would trade it for the Ironfist, the Cloack or the AotD any day of the week and I assemble several of each in any random Huge.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 04, 2016 01:12 PM
Edited by phoenix4ever at 13:15, 04 Jul 2016.

I think the current Armageddon's Blade is too powerful to appear randomly. The artifacts you would trade it for are combi artifacts, AB is only one single relic and therefore more powerful imo.

Teleporting war machines sounds interesting, but it seems they are sadly frozen on specific spots on the battlefield and can't be moved in any way at all. (I guess they can move them outside of battle, I would like to see a flying catapult some day )

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 04, 2016 01:40 PM

Just make AB a combination artifact from Sword of Hellfire, Shield of the Damned, Hellstorm Helmet and Breastplate of Brimstone. Worked for AB campaign and would work fine for me too.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 04, 2016 02:08 PM

That might work, though I still think immunity to Armageddon is too powerful.

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TyrAntilles
TyrAntilles

Tavern Dweller
posted July 05, 2016 08:08 PM

AI limits are still accurate for HotA?

HotA have the same AI limits as the old Heroes III?

I found these old information about Heroes III difficulty levels and the way they affect the AI. Can someone please confirm if they are still accurate for HotA? Especially I wonder if the number of hired heroes by the AI can be changed. Or make an option in HotA to manually set how many heroes the AI can hire, before the game, or/and set how many resources they receive. For HotA giant maps, only 20 enemy heroes on total, is a very low number (it means like 3 heroes per enemy faction).

The only solution I found so far to overcome these limits was to place on the map many prisons, but if the enemy heroes die, they still won't hire new heroes past these limits. For a XL map is probably OK, but for a larger HotA map it sucks because the AI can't hope to cover such a large map with only 3 heroes.

What do you think?


* * *
Artificial Intelligence resources and limits for original Heroes III (I don't know if they are still valid for HotA or not. Anyone knows?):

Easy Difficulty
- Starting resources for players:
Human: 30000 Gold, 30 Wood/Ore, 15 Other resources.
Computer: 5000 Gold, 5 Wood/Ore, 2 Other resources.
- AI doesn't consider the dangers it faces from enemy Heroes when moving it's heroes.
- AI will underestimate the strength of human players armies when deciding whether to attack them.
- Computer players only build a town structure every other turn.
- Computer players won't build creature generators of higher level than the highest level generator built by a human player.
- Computer player can't build Level 7 generator.
- Computer Players won't search for the Grail.
- AI won't consolidate armies.
- AI won't trade creatures and artifacts between its heroes.
- Wandering monsters are more likely to join human players.
- Individual computer players won't hire heroes if they have 8 or more heroes among them.

Normal Difficulty
- Starting resources for players:
Human: 20000 Gold, 20 Wood/Ore, 10 Other resources.
Computer: 7500 Gold, 10 Wood/Ore, 4 Other resources.
- AI will underestimate the strength of human player armies when deciding whether to attack or not.
- AI will consolidate troops to build larger armies.
- Computer Players will build town structure every other turn.
- Within the above limit AI will aggressively develop its towns.
- Computer players will search for grail only after they have revealed 1/2 of the Puzzle map.
- AI places high value on exploring the map.
- AI will consider the danger it faces from enemy Heroes when it moves its own.
- Individual computer players won't hire heroes if they have three or more.
- Computer players as a whole won't hire heroes if they have 11 or more heroes among them.

Hard Difficulty
- Starting resources for players:
Human: 15000 Gold, 15 Wood/Ore, 7 Other resources.
Computer: 10000 Gold, 15 Wood/Ore, 7 Other resources.
- AI will correctly estimate the strength of human player armies when deciding whether to attack them.
- AI will be cautious about moving it's heroes into dangerous situations.
- Computer players can build structures every turn.
- AI is very aggressive about town development.
- Computer players will search for Grail when they have revealed 1/4 of the Puzzle Map.
- Individual computer players won't hire heroes if they already have four or more.
- Computer players as a whole will not hire heroes if they already have 14 or more between them.

Expert Difficulty
- Starting resources for players:
Human: 10000 Gold, 10 Wood/Ore, 4 Other resources.
Computer: 10000 Gold, 15 Wood/Ore, 7 Other resources.
- AI is extremely cautious about moving heroes into danger.
- AI searches for Grail as soon as it can identify the approximate location of the Puzzle Map.
- Individual Computer Players will not hire heroes if they have five or more.
- Computer players as a whole will not hire heroes if they already have 14 or more among them.

Impossible Difficulty
- Starting resources for players:
Human: 0 Gold, 0 Wood/Ore, 0 Other resources.
Computer: 10000 Gold, 15 Wood/Ore, 7 Other resources.
- Individual Computer Players won't hire heroes is they already have six or more.
- Computer Players as a whole will not hire Heroes if they have 20 or more among them.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 19, 2016 02:32 PM

I got a new idea for an relic artifact specifically for conflux. "If you cast  Air- Earth- Fire- or Waterelemental they stay alive after battle" could be damn powerful but it could be balanced by a certain percentage (only 15-50%) it would benefit these (imho inferior to all other lvl5 spells) if its still too powerful maybe make it a combination artefact with all Spellbooks (Air- Earth- Fire- Watertome). Since "Cloak of Undead King" or "Horn of the Abyss" does something similar this would be my suggestion that is at least somehow balanceable.

And yeah... HotA need lots more different artifacts imho... also for seer huts... for seer huts I would also like "tokens" you collect on the worldmap. Instead of spawning a treasure artifact it would be nice if a token (chinese coins or something in different colors if its a problem with other deer huts) would spawn there. If you don't like the coins or the content of seer hut you could also put an outpost in where you may trade your coins to an artifact you want. (1 coin = treasure, 2 minor, 3-4 mayor, 4-5 relic) you could also vary the price according to power of the artifact. "Sword of Judgement" or "Helm of Heavenly Enlightenment" = 7 while "Titan's Cuirass" is just 5 or "Celestial Necklace of Bliss" just 4

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Urosius
Urosius

Tavern Dweller
prso ki lajsna
posted July 20, 2016 10:25 AM

suggestions

Few suggestions...

1) Player should be able to decide whether or not he will choose to learn secondary skill when he visits Witch Hut.

2) Player should also be able to choose which hero should gain bonus mana from Mana Vortex if there are more than one hero in Dungeon.

I will add few more eventually...


Perhaps player should know what quests give in advance.

There should be also used some quest location marker so when player use a quest list he should also automatically be able to locate every seer hut.

Game should be more balanced.

Town portal and Dimension door should also be changed.

For example.

Town Portal is staying the same but uses all remaining movement points or is using every movement points like digging.

Same with Dimension Door and Fly. It should consume much more movement points.

Maximum 2 dimension doors and no more moving at all.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 20, 2016 11:02 AM

I'd say give both Town Portal and Dimension Door a limited range, which increases with Magic skill. With Town Portal you can always choose from among the Towns within range, a range which will never be basically unlimited. Dimension Door's range shouldn't be limited to the rectangular window within the default view, but be circular and the range extended with each Magic rank. I'd say one time only per turn.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 20, 2016 11:09 AM

Urosius said:
Maximum 2 dimension doors and no more moving at all.


This will strip all the fun. People like those spells because they are overpowered. You can keep overpowered things in the game, but tie them dynamically to your hero power, so it makes sense to level up. A fair way to keep Dimension door and all other game killer spells as force field, blind, mass slow etc is to increase their mana cost at each usage (25 mana first jump, 50 second, 100 third). Which means that a super hero will have almost no restriction to use them, while a weak hero who got them accidentally can't win the game just by using such shortcuts.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 20, 2016 02:06 PM

I like the spells as they are, but I agree on cost. But since you're able to create wizards well that easy it won't change much. The idea of large range would be nice since HD Mod provides a much larger scale on the map now but this is only useable with HD mod.

Anyways... for slow I would like a lvl 4 mass-spell, same for haste but lvl 3 for mass. A similar example exist in D&D (Baldurs Gate 2) for Haste -> Mass Haste Spells. Waterwalk for example is a damn week skill compared to Fly and DD its cost of 12 points is much over the top imho (6-8 would be okay if it was for me, since the use is super limited). I think all mana costs should be rebalanced since Armageddon is at 24 points and Inferno at 16... thats a bad joke tbh for a skill that does 5.25x more damage and is on same level.

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Galaad
Galaad


Honorable
Undefeatable Hero
Enrothian Conservative Party
posted October 10, 2016 11:24 AM

Allow ERA and VCMI ports.
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