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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Improvements which should be done
Thread: Improvements which should be done
Ironied
Ironied

Tavern Dweller
posted May 08, 2001 12:33 AM

Improvements which should be done

1. Skills

Artillery: Must be improved. Maybe not only that in caste siege the player can choose which creature to hat but also the tower guards should make much more damage.

Eagle Eye: i just support most of writing of sheltem so i post it once more here:

I suggest this skill allows the heroes who have it to learn spells not only in the battle they are fighting. They must learn spells cast in a battle or an adventure spell cast in a radius around the hero (so u have a chance to learn town portal or dimension door or vision on the adventure map). BUT you can see the spell only if there are no mountains forests or other high obstacles between your hero and the enemy. Also this skill may allow you to see the exact number of wandering and enemy hero's creatures.

if this feature to see the number of creatures is taken i also suggest a blocking skill, like disguise vs. vision. More about disguise and vision later. I would not go so far as to let eagle eye be blocke through mountains as the scouting range is also not blocked by mountains and forests.

First Aid: should be updated from absolute to relative points like this:
Basic: regenerates up to 50% health points of the top creature in a troop.
Advanced: regenerates up to 75% health points of the top creature in a troop.
Expert: regenerates up to 100% health points of the top creature in a troop.

Also the Tent must have more hitpoints or it must be resurectable with a spell. The same must be done for the catapult. Which leads me to the catapult problem. If i fight for a town and i have creatures like stronghold or fortress where not many creatures can fly in the player in town could easily destory the catapult and i can do nothing except retreating. Maybe all creatures should be able to attack the castle wall. As the ground makes damage this is fair i think.

Luck: Like in Leadership creatures should also be able to have Misfortune and then creatures only do half the damage. This makes devils -1 Luck and also the spell misfortune and -1 Luck through fountains more effectiv.

2. Towns

Inferno: Devils should be improved. They should be immune to fire magic. Also alle Inferno creatures should not take damage by the magogs. Lets say magogs shoot sulfur and all inferno are immune to sulfur.

3. Spells

Magic Mirror: Cost 25. Much to week. I have two suggestions:

I. Basic Effect: Enemy spells cast on targeted, allied troop has a 15% chance of being redirected to a random enemy troop.
Advanced Effect: Enemy spells cast on targeted, allied troop has a 30% chance of being redirected to a random enemy troop.
Expert Effect: Enemy spells cast on all, allied troop has a 30% chance of being redirected to a random enemy troop.

II. Cost 15. 3rd Level spell. Same balance as it is in heroes3 now.

Disguise: Abolutely useless as it is now. No one believes that all troops are the most powerful creature in hero’s longest owned town. I suggest:

The player himself can manipulate the numbers which are represanted
Basic Effect: Duration of the spell is 1 day and also hides from basic vision
Advanced Effect: Duration of the spell is 2 days and also hides from advanced vision
Expert Effect: Duration of the spell is 3 days and also hides from expert vision

Slayer: absolutly uselss as its a 4lvl spell and costs 16 but is not better then expert bloodlost which costs 3 and is a 1lvl spell

My suggestion:
Basic Effect: Target, allied troop’s attack rating is increased by five against 7lvl creatures.
Advanced Effect: Target, allied troop’s attack rating is increased by ten against 7lvl creatures.
Expert Effect: All, allied troop’s attack rating is increased by ten against 7lvl creatures.

4. Combo Artifacts:

Much more ComboArtifacts are needed.
All Eagle Eye Artifacts (but is should be at least 3) = 1 Combo +70% Eagle Eye to Eagle Eye Skill
All Resistance Artifacts (but is should be at least 3) = 1 Combo +70% Magic Resistance to Resistance Skill
All Scouting Artifacts (but is should be at least 3) = 1 Combo the Adventure Map shroud is removed over all locations if the hero has Expert Scouting Skill.
All Bags of Gold (but is should be at least 3) = 1 Combo 5000 gold each day

5. Map Editor

It should be possible to let the desinger choose a probability for the spells how likely it is the a spell appears in a town, cause not all spells in a class are equal, e.g.

Dimension Door : 25%
Magic Mirror : 75%
all other 0%

This should not mean that Magic Mirror always appears. An algorithm could be that where a two numbers (0,1) are bind to Magic Mirror and one to Dimension Door (2) and a Random Number between 0 and 2 decides which spell is taken. I am sure 3do finds a prober algorithm.

There must be more levels in which the artifacts are divided. An Armageddons Blade or an Angelic Alliance cannot be in the same level like Lions Shield of Courage. There must be at least 3 more levels, splitted by weaker combo artifacts then maybe medium combo and the armageddon's blade and then the highest like Angelic Alliance and The Power of the Dragon Feather. Thist is important for random settings to artifacts. And also no artifacts > 4lvl should be gained through the Dragon Utopia. I don't think an Armageddons Blade should be found in a Dragon Utopia. Its much too powerfull. Let the map designer deside where to get it.

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Jarrett
Jarrett


Adventuring Hero
posted May 08, 2001 08:47 PM

must haves

I agree with most of your suggestions,

also one button to buy all town creatures, either level 7 down or level on1 up.

I think you should be able to bury a treasure (in map editor) and have clues to find and DIG for it.

You should also dig for extra resources (10% chance of finding them in certain areas).

Another level.
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Ironied
Ironied

Tavern Dweller
posted May 21, 2001 11:10 PM

More things

Magic:

Anti-Magic: Expert Anti-Magic should make me immune to all magic. Why can it then be dispelled from my opponnent.

Orb of vulnerability: If creatures loose their natural immunity in magic why can't i cure or dispell them if my opponnent casts a spell on them.

Artifacts:

As there are artifacts to provide more power to magic (orb of water, air, fire, earth) there should be also artifacts to reduce magic damage (maybe shield of fire protection) or something like that.

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Ironied
Ironied

Tavern Dweller
posted May 23, 2001 03:45 PM

the need to transport ressources and money

maybe it is a good idea that ressources and money a obejcts in the game and they need to be transported to a specific caslte if you want to build something. at the moment all ressources are everyway. but i could give a more tactical aspect if ressource are only available in the castle where they have been transported and heroes can also carry ressources around.

mines then produce ressources and have stock which can be plundered. another idea would be that ressource are still going to a castle by themselve (thy dont need to be transported) but you have to bind a mine to a specific castle. the more away this castle is the longer it takes until the ressource is there and the ressources are only available in this castle then and if you need it else where it must be transported.

if this feature is implemented town portal has to be changed. maybe a 5th or 6th level spell and also a restriction in how often in can be casted.

like this:
basic town portal: transport you to the next free castle of your own. can only be casted once a day.
advanced town portal: you can choose your town. can only be casted once a day.
expert town portal: you can choose your twon. can only be casted twice a day.

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Mordred
Mordred


Adventuring Hero
posted May 25, 2001 01:05 AM

Eagle Eye:  Remove it, add it's ability to Scholar.

Learning: Get rid of it!

Pathfinding: Remove it, add it's ability to Scouting.

Mysticism: Ok, for this one you need to allow it to reduce the cost of spells cast.  To do this you need to remove that particular function from Basic+ "type" Magic... instead just give an enchanced function to basic version of the spell over not having that magic skill at all.  Now basic mysticism can reduce spell cost by 1 (in addition to gaining more mana per turn), advanced reduces it by 3 or the spell's level (whicever is less), Expert reduces it by the spell's level.

Witch's Huts:  We MUST be able to decline the learning of the skill!

Luck/Morale:  Negative levels of luck are deffinately needed!  Also the range should be "enlarged" to say -5 to +5 (or even +10)



Final note, remember that a lot of things will be changing...  like changing the magic "system" and 5 levels to secondary skills.  So many of these points might be moot.


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Ironied
Ironied

Tavern Dweller
posted May 28, 2001 11:23 AM

weather in the game

Clouds are wandering around the adventure map. there are several kinds of clouds (wind, rain, snow, fog, sulfur). clouds have a certain direction (n, s, e ,w).

1. influence of weather in the adventure map:

wind: if your boat or hero walks in the direction the wind blows movements points are raises. against the wind lowered.

rain: movement points are lowered except you have pathfinding.

snow: movement points are even more lowered except you have pathfinding.

fog: movement points are even more lowered except you have scouting cause then you see better.

sulfur: you may loose creatures passing through a sulfur rain.

2. influence of weather in the battle:

wind: creatures who fight with the wind get +1 to speed. the opponent troops -1 to speed.

rain: creatures -1 to speed. flying creatures are not affected. bonus for snow-town-creatures.

snow: same as rain except -2 to speed. bonus for swamp-town-creatures.

fog: shooter's rage is reduced by 1.

sulfur: more unpassable hex-fields are on the battle field cause of the sulfur damage.

3. magic which influences weather:
Spells where you can create some clouds. they will remain a certain time and then disappear. in the map it is specified how many clouds can be on a map. so if the maximum is reached and a player casts a cloud a exising cloud on the map disappears, so that no player can cover the whole map with snow or something like that.

Spells that influence the weather like change wind direction, stop raining, smelt snow ... etc.

4. artifacts:
like rubber boots which makes you immune to rain. snow shoes and so on.

5. underground:
there are sandstroms ore other weather influences which only appear in the underground and have a similar effect as the clouds.

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arachnid
arachnid


Promising
Famous Hero
posted May 28, 2001 02:10 PM

Quote:
Clouds are wandering around the adventure map. there are several kinds of clouds (wind, rain, snow, fog, sulfur). clouds have a certain direction (n, s, e ,w).


2. influence of weather in the battle:

wind: creatures who fight with the wind get +1 to speed. the opponent troops -1 to speed.

rain: creatures -1 to speed. flying creatures are not affected. bonus for snow-town-creatures.

snow: same as rain except -2 to speed. bonus for swamp-town-creatures.

fog: shooter's rage is reduced by 1.

sulfur: more unpassable hex-fields are on the battle field cause of the sulfur damage.


4. artifacts:
like rubber boots which makes you immune to rain. snow shoes and so on.



How do snow towns gain bonus when it rains should this not be swamp towns since they are used to muddy ground? While snow towns are use to snow?

rubber boots no thanks i think sandals are bad enough for heroes to get away with!

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Ironied
Ironied

Tavern Dweller
posted May 28, 2001 06:31 PM
Edited by alcibiades at 14:49, 27 Dec 2007.

Yes i just mixed up the lines. sure on snow snow-town get bonus and on rain swamp-town gets bonus.

and about the boots. i just wanted to giva an impression. it the artifacts are boots, ore a ring or amulent and the naming is not so improtant to me. that i leave to 3do. also if its now a +1 or +2 bonus. i just wanted to give an idea of including weather.


Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url].

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