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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: My gameplay changes to Heroes 3
Thread: My gameplay changes to Heroes 3 This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
BTB
BTB


Famous Hero
Moist & Creamy
posted February 20, 2020 08:31 PM

I'm pretty big on documentation; I have all of my hex-edits documented and commented in a text file and I'm really starting to consider making a consolidated guide compiling all of the information we have since looking through that damn HotA thread is a real pain in the ass.

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Squaresoft
Squaresoft

Tavern Dweller
posted February 21, 2020 02:24 AM

phoenix4ever said:
Hmm that's a good question, like mentioned before I think a lot of people would be opposed to the Town Portal and Dimension Door changes, it does makes the game a lot harder. (more annoying)

Well, it's THEIR decision to play your version of the game (with all the information beforehand), people can't argue about any game being hard if it was their decision to play it at certain difficulty, with a mod or a handicap.
and so far you had very positive feedback

phoenix4ever said:
But since I also keep changing stuff, things might look different tomorrow

Not like you must give us track of every single change nor owe us anything just do it whenever you want.
If you put your EXE in a GoogleDrive or Dropbox folder, the link will be dynamic, without need to change it here, just drag your file (whenever you consider you'd like to share that specific version) to that folder and voila!.

I understand if you are trying to avoid the pressure of people demanding more or complaining about your changes. You are not bound to address everyone needs, their bugs... it's your file and your rules, I'd just suggest creating a second thread, one (this) for modding discussion and where your attention will be, and a second one (to prevent derailing this one) for gameplay feedback where people can share their experiences with your game, where you may OR MAY NOT participate.

It's been more than 2 years

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 21, 2020 07:50 AM

Okay maybe it's finally time to put it out there. There are a few things I would like to do first though and people must live with there being new versions often...

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 23, 2020 12:03 AM

As a modder myself, let me just say.... yeah, you get used to it.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 23, 2020 07:56 AM

Currently I am in the proces of reconsidering some spells cost. Less used spells will probably become cheaper, to make them at least a bit more attractive.
I am bit tired of always using the same spells like Slow/Haste, Blind, Resurrection/Animate Dead, Chain Lightning/Meteor Shower/Inferno and Implosion, but that's probably just how it is...
After that and documenting everything I might make a download link...

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chumchu
chumchu

Tavern Dweller
posted February 23, 2020 08:21 PM

I'm also making a private mod of HoTA for me and my friend's to use. Since you are thinking of changing spells I thought you might be interested in how we have reworked the spells levels and cost. Since I can't do tables I will link you to my dropbox and the corresponding SPtraits file:

https://www.dropbox.com/s/6y975pwduodl2pz/HoMM3mod.odt?dl=0

https://www.dropbox.com/s/k917evgjg75n3cj/SPTRAITS.txt?dl=0

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 23, 2020 09:15 PM

Thanks, I will check it out.
Always interested to see what other people will do/have done.
I also wanted to move some spells to higher or lower levels, but it seems like a bad idea since it messes with spell probabilities in towns, so think I will stick to cost and effect...
Already pretty happy with what I have done on the spell department, but it seems like for every 600 Chain Lightnings you cast Remove Obstacle once and Land Mine 0. Some spells are clearly better than others, but at that rate you can even begin to wonder why some spells are there at all...

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chumchu
chumchu

Tavern Dweller
posted February 24, 2020 01:19 PM
Edited by chumchu at 13:20, 24 Feb 2020.

Yes, you do have to redo all the spell probabilities. But it is not difficult, only tedious. Takes a few hours of thinking and editing.

The big thing that you get out of changing the levels around is that you can align the level a spell is on with how strong it is. That means that much more spells will see play as the weaker spells are still good in the early game.

For instance I moved land mine to level 1 cost 6 mana and haste to level 3 cost 12 mana. Late game expert haste will still be used a lot and land mine rarely. But until you have wisdom, expert air and mage guild level 3 there is a window where spells like land mine have a role. I have personally used it a lot against slow moving walkers. For example with Andra and a few serpent flies can clear a troglodyte cave if you can cast 5 land mines and maneuver correctly.

Now you get haste much earlier than land mine which means that there is no window where it is the best spell.
____________

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 24, 2020 06:09 PM

Open Office (or Excel for you plebs who have yet to see the light) makes redoing spell probabilities rather easy. Just sort SPtraits.txt by level and create cells that add up the sum of all spells in that level per town.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 29, 2020 02:27 PM

Update february 29th 2020:
* Disrupting Ray was made cheaper.
* Fire Wall was made slightly more powerful.
* Documented all changes to starting armies in the first post.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 03, 2020 11:46 AM
Edited by phoenix4ever at 11:09, 19 Apr 2020.

Update april 19th 2020:
* Finally documented the changes I made to creature banks, in the first post.
* All Knights now starts with Luck instead of Leadership. (Leadership was mostly useless to Knights.)
* Melodia now starts with Leadership instead of Luck, which means she can finally use her Fortune special.
* Fortress's starting army is back to the way it was in SoD.
* Switched AI Values of Green and Red Dragons. (Green Dragons had a higher AI Value, even though they are weaker.)
* Green and Red Dragons are now only immune to Mind spells.
* Gold and Black Dragons are now only immune to Mind and Fire spells. (They are still immune to Armageddon, but can now be resurrected.)
* Ivor, Jenova, Kyrre, Calh and Wystan lost Archery and got Offense or Armorer depending on class instead.
* Ranloo now starts with Shield instead of Haste. (Like Galthran did.)
* Disguise is back as possible spell. The spell is still useless both to me and AI, but it needs to be there to make it more difficult to learn Blind and Visions for example. (Still wish Disguise was actually fair and useful.)
* Remove Obstacle became slightly cheaper.
* Slightly increased power of Land Mine.
* Teleport became cheaper at unskilled to advanced levels.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 19, 2020 10:45 AM

The thing with Green Dragons had to be done. It always bothered me to see GD with higher AI value (and all lower stats) than RD: List of Creatures

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 19, 2020 11:07 AM

Agreed.

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 19, 2020 02:40 PM
Edited by BTB at 14:43, 19 Apr 2020.

Curious how you enabled Dragon's Blood and AB in random maps.

Also, if you consider Leadership useless for Castle, one option you have is raising the maximum morale.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 19, 2020 03:35 PM
Edited by phoenix4ever at 15:36, 19 Apr 2020.

Well I did'nt, not for random maps, only for my own maps, but I never play random maps anyway.

Yeah I tried increasing the morale cap, but was'nt satisfied with the result...

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 19, 2020 03:38 PM

What was your problem with raising the morale cap?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 19, 2020 03:40 PM

That you can't visually see the above +3 morale in battle, you don't know if you or maybe more important the enemy has +3 or +10 morale or luck. The morale and luck icons needs to support it visually.

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted April 19, 2020 03:53 PM

phoenix4ever said:
That you can't visually see the above +3 morale in battle, you don't know if you or maybe more important the enemy has +3 or +10 morale or luck. The morale and luck icons needs to support it visually.


I appreciate the initiative. I also feel that morale and luck caps are set too low. Visually, couldn't it be done with a x5, for example, indicator:


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 19, 2020 04:06 PM

Yes that would be perfect, for both morale and luck.
Don't know if morale and luck should go below -3, probably not.

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted April 19, 2020 04:14 PM

phoenix4ever said:
Yes that would be perfect, for both morale and luck.
Don't know if morale and luck should go below -3, probably not.


Good point. I'm open to the idea that positve morale and luck may have a higher cap.
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