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Heroes Community > Heroes 5 - Modders Workshop > Thread: My mod plans
Thread: My mod plans
FiReFTW
FiReFTW

Tavern Dweller
posted January 26, 2015 03:42 PM

My mod plans

Im considering making a mod that will change the whole homm V and the way it is now. Overall I want to make the game be more unpredictable aswell as resources mattering more.
Main ideas ( I have other smaller ones ) too achieving this are as follows:

- raise growth per week. currently its so small based on the unit price that once you have a fully upgraded town you can pretty much recruit almost the whole lineup in the town. This makes the game less unique, unpredictable and diverse, and it also makes money fairly useless. This change would make the game more unpredictable and diverse, forcing u too choose which units you want to have, because ur obviously only going to be able to get some, at least if you want all of the weekly growth of these creatures in ur army.

- balance. raising growth per week will probably hurt the balance of the game, so units will need to be balanced so one unit won't be the only reasonable unit to buy in ur city, almost every unit should have some uses and they will be similar in terms of balance. For example buying 3 units for 5000 gold, or 20 other units for the same amount of money.. should get you a similar amount of bang for the buck, obviously there will be some differences, and everything can't be perfect, but they should at least be similar in terms of what you get for the amount of money you pay.

- map resources. my plan is to edit the maps and add more gold mines in strategic locations, that will give you more posibility and importance to capture resources in order to have an advantage against ur opponent ( currently both you and ur opponent are pretty much in a similar boat, fully upgraded town and u get the same amonut of gold.. which doesn't matter cuz u can buy almost all ur monsters anyway.. with this new system you can buy only some, since u won't have nearly enough money to buy all, even when fully upgraded.. so capturing of these mines will be of a vital strategic importance if you want to get an edge over ur opponent.

Overall this idea would move this game closer to an rts, with resources being a bit more important, and capturing and producing gold being more important than currently.

I would love to hear your ideas about it guys, and also if you would be willing to try this mod and offer feedback.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 27, 2015 03:39 PM

Quote:
raise growth per week. currently its so small based on the unit price that once you have a fully upgraded town you can pretty much recruit almost the whole lineup in the town.


Depends heavily on map and chosen difficulty, on heroic with L1 town it can take very long before your gold catches up with growth.

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rpgyay
rpgyay


Known Hero
posted January 28, 2015 04:27 AM

Something else that could be done is to simply increase the cost of the units, though on some maps there can be so many dwellings that you won't have enough gold to buy up all the units.

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lotihoti
lotihoti


Famous Hero
posted January 31, 2015 03:40 PM

I for example did the following:

Spells:
I changed the spelleffectivenes of all spells: Spells which increase stats dont last now for the long battle - only for some turns (more strategic use) - same for debuff spells.
Frenzy, Puppet and Blind last now only 1 - 2 turns. Otherwise they are to op.

Towns:
Buildings cost now huge amount of ressources, but no gold. Mines are a "must hold" now - But someone is still able to get t7 in week 3.

Creatures:
I changed stats off EVERY alternate upgrade - they are a very strong now. I called that an additional "update". BUT: They cost much more then their alternate second upgrades. You cant buy all third upgrade creatures. They cost around 38k/week - you have to choose: Shall i take a strong lvl 7 one or 2 - 3 low level onse?

Artefakt:
Changed almost all artefakt costs and values.

Me and my friends did many tests with around 200+ hours to get some balance - it works well now.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 01, 2015 03:17 PM

lotihoti said:

Spells:
I changed the spell effectiveness of all spells: Spells which increase stats don't last now for the long battle - only for some turns (more strategic use) - same for de-buff spells.
Frenzy, Puppet and Blind last now only 1 - 2 turns. Otherwise they are to op.


Interesting idea, how is it working?

Btw, I've always thought that Sorcery should be a bigger part of Magic, any thoughts on tweaking how the Magic-system works?


____________
"Do your own research"

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 01, 2015 06:21 PM

light and dark mass spells could be tier 2 or tier 3 perks, so you can only pick one of the 3 (and not the 3). that could make sorcery better, since you would only have 2 spells with a shorter casting time.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 01, 2015 06:40 PM

Quote:
I changed the spelleffectivenes of all spells: Spells which increase stats dont last now for the long battle - only for some turns (more strategic use) - same for debuff spells.
Frenzy, Puppet and Blind last now only 1 - 2 turns. Otherwise they are to op.


I did something similar in the spells extension from RPE, with might and magic classes this is an absolutely necessary balance change. mass spells power is also slightly reduced +10 Attack instead of 12. Haste +30% instead of +40%

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lotihoti
lotihoti


Famous Hero
posted February 02, 2015 09:27 AM

It works well.
But only with all my changes - otherwise it is a bit out of Balance.

Hmmm - sorcery? What are you intending to do?
May someone can look into question Topic and answer my questions there? xD

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FiReFTW
FiReFTW

Tavern Dweller
posted February 02, 2015 01:29 PM

rpgyay said:
Something else that could be done is to simply increase the cost of the units, though on some maps there can be so many dwellings that you won't have enough gold to buy up all the units.


Yes but I think monsters need to be balanced then, because I don't think they are balanced if you change the amount you can buy, in other words, if you could use up all your budget ( lets say 40k ) for each tier monster, there wouldn't be a balance. At least my testing showed that, because for example the amount of squires you can buy with the money you can buy say champions, the squires with the high number will easily defeat the champions. So in my initial testings it looked like there are some balancing issues, but im a fairly new player of homm V, so I would appreciate feedback if im wrong.

lotihoti said:
I for example did the following:

Spells:
I changed the spelleffectivenes of all spells: Spells which increase stats dont last now for the long battle - only for some turns (more strategic use) - same for debuff spells.
Frenzy, Puppet and Blind last now only 1 - 2 turns. Otherwise they are to op.

Towns:
Buildings cost now huge amount of ressources, but no gold. Mines are a "must hold" now - But someone is still able to get t7 in week 3.

Creatures:
I changed stats off EVERY alternate upgrade - they are a very strong now. I called that an additional "update". BUT: They cost much more then their alternate second upgrades. You cant buy all third upgrade creatures. They cost around 38k/week - you have to choose: Shall i take a strong lvl 7 one or 2 - 3 low level onse?

Artefakt:
Changed almost all artefakt costs and values.

Me and my friends did many tests with around 200+ hours to get some balance - it works well now.



I didn't quite understand you well as far as creatures, so the 3rd upgrades are stronger than 2nd ones? also how much do they cost exactly, I did not understand well, every creature from tier 1 to tier 7 costs 38k each? or all together cost 38k?

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lotihoti
lotihoti


Famous Hero
posted February 02, 2015 01:40 PM
Edited by lotihoti at 13:41, 02 Feb 2015.

Alternate Upgrades count now as a "third" upgrade. They are stronger then the second ones. They cost around 20% more then their alternatives.

They cost in total around 38k Gold - lvl 1 till lvl 7 creatures.
Lvl 7 creatures cost 6 ore + Wood, 3 of each ressource + around 4 - 5k Gold (depends on faction) - power around 10k.

Even with 1 - 2 Goldmines your not able to buy all 3rd Upgrades. You need to choose the 3rd Upgrades which fits best for your strategie.

This mode openes many new ways to play.

A side note:
I hated, that defensive Players (in battlefield) always win. Thats why increased some offensive power - tested with many hours gaming and every faction.


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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 02, 2015 02:46 PM

lotihoti said:
It works well.
But only with all my changes - otherwise it is a bit out of Balance.

Hmmm - sorcery? What are you intending to do?


"You"...I see, not wanting any input about your Mod-changes.

lotihoti said:

May someone can look into question Topic and answer my questions there? xD


Was your question answered?
____________
"Do your own research"

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lotihoti
lotihoti


Famous Hero
posted February 02, 2015 02:57 PM

Yes i got an answer.

Hmm i didnt change sorcer (i hate browser auto correct -.- ).
I could eventuall check that... Sounds intresting

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FiReFTW
FiReFTW

Tavern Dweller
posted February 02, 2015 03:53 PM

Sounds like a cool mod, but i still want to do more variability. For example if someone wants to have an army full of footman and archers u can spend almost all ur resources to buy them in a week. I feel the creature growth is much too limited and i want more variability, not that u are forced to make ur army full of tier 1 - 7 units.. So im looking for the best way to do that without hurting the balance of units

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lotihoti
lotihoti


Famous Hero
posted February 02, 2015 04:08 PM

Sounds intresting too...
But:

Why someone should invest ressources to get his Castle to max - if he only can stay on lvl 1 creatures to get "full" power?
There is no Need on higher buildings if every unit is as strong as the other (compared to growth etc.).

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FiReFTW
FiReFTW

Tavern Dweller
posted February 02, 2015 06:03 PM
Edited by FiReFTW at 18:04, 02 Feb 2015.

lotihoti said:
Sounds intresting too...
But:

Why someone should invest ressources to get his Castle to max - if he only can stay on lvl 1 creatures to get "full" power?
There is no Need on higher buildings if every unit is as strong as the other (compared to growth etc.).


Thats not exactly true, here is a better idea so u can understand better. I wouldnt change growth so much that u can only buy 1 creature, fully upgraded town with 28k weekly income, u could perhaps buy..say 2 creatures fully, if u invest in all of them ( rough estimate as im not decided exactly yet ). And with tier 2 vs 3 or even 4 there wouldnt be a noticable difference, but a bigger tier gap there is, some difference starts to show, so it varants upgrading as if u keep units at tier 2 they will have some disadvantage vs tier 6.. So roughly 1-2 tier differwnce isnt much different, but the higher the difference, the more it starts to show, and also there are unit types, so it depends if u prefer range or meele etc.. So my plan is to do it so that almost every tier will be worthwhile, depending on what u want, thats roughly my idea. Maps would also have a few more gold mines which means extra income, so again higher tier is needed so u can outbuy ur opponent, and keepimg gold mines is.important too

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 02, 2015 06:19 PM

I think you forget you can use the training building with haven to spend excess money on whatever creature you like.

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lotihoti
lotihoti


Famous Hero
posted February 03, 2015 09:05 AM

I still dont get it

First you said that if you spend 10k Gold for lvl 1 creatures you get the same as for 10k Gold lvl 7 creatures.
Second: You said someone can only buy 2 full stacks (so lvl 1 + 2, 3+4, 1 + 7, etc.).

Upgrading buildings is useless then cause you only need building 1 + 2 for your full power.

All you alternate is - market, tavern, Magic guild, Castle and townhalls - the rest isn't necessary anymore. Except for the first 2 buildings.

May you can explain it again? i didn't get it

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FiReFTW
FiReFTW

Tavern Dweller
posted February 03, 2015 10:44 AM

Ok i will try, but ive only just started and only did some modding and testing with haven, so its all still pretty open and depends on how it works out, hence why i opened this thread for some advice and help.
The general idea is like this:
-A fully upgraded town can buy 2 tiers of units fully upgraded, or well aproximately about 2 tier of units.
-Tier 1 is the same as currently, its not so strong, only good for start game and spaming if u choose to be adventureus.
-Tier 2-6 are somewhat similar in strength but not exactly similar, for example tier 2 vs 3 are similar, both stacks u buy will offer a good amount of power for the money, up to tier 4 its still fairly similar, with maybe a small advantage for tier 4, tier 2 vs 5 theres already a noticable difference and tier 2 you will get some less bang for the buck, not that noticable but still.
So there is a bit of a difference between tier 2 vs 5, but not alot with tier 3 vs 4.. So thats one reason for going for higher tier mobs, the other is once u start capturing more gold mines ul be able to buy more creatures at once.
So going from tier 2 to tier 6 is useful in terms of power u get, u get a bit more. But tier 5 vs 6 is quite similar so u choose which u prefer, do u prefer a shooter or a flyer, or do u prefer both and buy 50:50 each, whatever u want, but there is more variability. Hope it answers ur question, if u got some more ask, or any ideas

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