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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 196 pages long: 1 ... 17 18 19 20 21 ... 40 60 80 100 120 140 160 180 196 · «PREV / NEXT»
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Promising
Supreme Hero
posted October 19, 2017 01:36 PM

Generate G-sized random maps and check what template was used (in Scenario Information) window.
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OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted October 19, 2017 06:05 PM

Erdamon said:


I'm sorry. What ?


I said "if you choose a specific template".

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Bonyth
Bonyth

Tavern Dweller
posted October 21, 2017 02:25 AM

Yo

I was wondering, if current Heroes HD or HotA has an option to observe a match. It would be cool to be able to spectate a game between my friends and improve their game by telling them what would be better to do in a given situation.

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shkk
shkk

Tavern Dweller
posted October 22, 2017 11:46 AM
Edited by shkk at 11:50, 22 Oct 2017.

To be honest i dont know why u are so upset about mysticism when there are crappiest skills (eagle eye, learning, estate, first aid even pathfinding)

I thought a little about it and you could do something like this for Mysticism but its just an idea.

You put the magic wells  springs on the map that restore / double only 25% of your mana if you dont have it, 50% with basic, 75% with advanced, 100% with expert. But I think it'd still be a poorly talent chooise, I think you should deal with it. Also Salamandre idea was good in my opinion. put random values like 6/10/16 every turn its just nosense.

A "buff" to Eagle eye could be the ability to learn 1-4 spells from the scrolls  tomes but it'd be still a very crappy talent. Maybe it could be useful for a side hero with scholar. Or i dont know if it is possible, but you could put some "invisibile" shrines  map objectives that are visible only with EA based on level of it.

In my opinion, learning should be buffed at least of 5%.

First aid should be able to revive units like Vampire lord life drain. It would be a big change and it could be somewhat useful. If you're worried about it being too much op, it could be set only X/Y/Z creatures can be revived in a battle or put a HP limit.

Pathfinding i think its ok. I mean its used when there are no road maps and you must use not native creatures. Like in the 3-2 campaign map its very useful.

Also, i know everyone is going to whine but I feel in HoTA necro is too much garbage and a talent slot wasted, unless you pick a necro specialist. I say that because your early game is totally garbage untill you get Vampire Lords. I mean i do think nerfs made are correct but I think the EARLY game is a bit too rough since you dont have a good t2  t3 units and no shooters.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 23, 2017 10:22 PM

Erdamon said:
Suggestion: More players. Given the fact that the map size extrapolated immensely to Giant, I think it can benefit from an increased number of opponents. Say a maximum of 12 / 14 players on Giant


This won't be possible at all... since this stuff is hardcoded, you would take at least 6+ month to disassemble this kinda stuff. Nobody will do that

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Viigoo
Viigoo

Tavern Dweller
posted November 01, 2017 07:36 PM

Interface suggestion: Summary statistics

Endgame analysis

As it is now, game ends and just basic score is displayed (which, to be fair, doesn't provide any useful information).
In a very strategic game (as is HoM&M 3), it may be worth seeing some info about the game, because it's often not that obvious what was the reason I won/lost the game.
(Perhaps my opponent had more resources than me, or I leveled my hero too slowly, or I lost too many units in early fights, etc.)

There is some info already in the game - in tavern, but it doesn't provide any numbers and is very limited (and it should be, because detailed information should perhaps be only available after the game has ended).

Here are some ideas of possible statistics:

a) graph that compares experience of each player over time (perhaps compare experience of strongest hero of each player, or total experience of each player)

b) graph that compares resources (gold and other), amount of castles or map structures, amount of heroes, strength of army (maybe total gold value of the army) of each player over time.

c) pie chart that compares how much of a world was discovered by each player

d) strongest heroes comparison - primary skills, secondary skills, artifacts

e) table that shows amount of resources traded

f) other...

These are just ideas, perhaps you will think of something more appropriate, but it feels like HoMM needs this type of statistics at the end of a game in my opinion.

Best regards,
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 01, 2017 07:45 PM

Well before pulling victory you can display den of thieves information. That will answer to all your questions.

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Viigoo
Viigoo

Tavern Dweller
posted November 01, 2017 08:37 PM

"All" is quite an exaggeration .
Tavern only shows if I had more or less than opponent at any particular day (and only if there is sufficient amount of taverns).
I'm talking more about showing how big was the gap between players, and how long it lasted.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 02, 2017 05:34 PM

More minor artifacts.
There are many treasure and major artifacts, but few minor.

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Lee_Dailey
Lee_Dailey

Tavern Dweller
posted November 03, 2017 06:46 AM

an "all built" to match the "already built this turn" marker

howdy y'all,

one of the minor annoyances is not being able to tell if a town still has _any_ buildings that can be built.

the nice red "X" on the town icon in the town list shows one has already built in a town this turn. that could be matched with green "X" to let one know that the town has been fully built up.

i searched this thread and found nothing about that. if i missed it, would some kind person point me to the discussion?

take care,
lee


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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 03, 2017 08:52 PM

phoenix4ever said:
More minor artifacts.
There are many treasure and major artifacts, but few minor.


I posted some in my first thread here. Still, I came to the same solution: "Treasure" and "Major" are much more fitting for most artifacts and I classified my new additions to the same tier. "Minor" is a niche more or less.

http://heroescommunity.com/viewthread.php3?TID=43966&PID=1418971#focus

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted November 04, 2017 07:34 AM
Edited by Orrinisthebest at 07:36, 04 Nov 2017.

I know you guys are planning to add more creature banks and i thought it might be helpful if i shared my ideas too. First of all let's take a look at potential powerstacks: Inferno- demons,Castle-angels,Tower-giants,Necropolis-skeletons,Fortress-wyverns,Stronghold-cyclopses and that's all.

Starting with Conflux- just fix that pixie thing and everything will be fine.And please,add a banned artifact that preserves summoned elementals after battle(For fun matches).
Rampart- should be obvious,unicorn bank. Guarded by 90-270 Centaur captains.90(horde),135(throng),180(throng),270(swarm).Numbers were elaborately chosen.
Dungeon- Well all you need is a 3-7 lvl dwelling but wouldn't it be cool to have manticore bank,like wyvern's? Guarded by 10-30 harpy hags( assuming these tier 6 units are a bit weaker than wyverns i believe these are the best numbers).
And most importantly,Cove- since you guys made it too OP(especially Haspids) i dont know if you should unban that sea serpent bank or not,though their banks are the most difficult to clear for obvious reasons. Tbh i believe apart from Haspid specialty everything with Cove is acceptable( yes,even Jeremy).I mean they are so freaking powerful on 1v1 fights(just test it and you'll see).  I guess it's all up to you in the end and i hope you guys won't be biased when it comes to Cove since competitive balance is the thing we all want to create.
One last thing: I don't know if any crew member is reading these posts but if you do please let us know from time to time. Because it is important to know that our ideas are heared.

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Erdamon
Erdamon


Adventuring Hero
posted November 09, 2017 11:20 AM

Have the possibility to deny recruitment of Genies from Ancient Lamp.
Having a hero will full slots prevents you from reaching adventure map objects.


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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 10, 2017 06:48 PM
Edited by P4R4D0X0N at 18:52, 10 Nov 2017.

Orrinisthebest said:
I know you guys are planning to add more creature banks and i thought it might be helpful if i shared my ideas too. First of all let's take a look at potential powerstacks: Inferno- demons,Castle-angels,Tower-giants,Necropolis-skeletons,Fortress-wyverns,Stronghold-cyclopses and that's all.

Starting with Conflux- just fix that pixie thing and everything will be fine.And please,add a banned artifact that preserves summoned elementals after battle(For fun matches).
Rampart- should be obvious,unicorn bank. Guarded by 90-270 Centaur captains.90(horde),135(throng),180(throng),270(swarm).Numbers were elaborately chosen.
Dungeon- Well all you need is a 3-7 lvl dwelling but wouldn't it be cool to have manticore bank,like wyvern's? Guarded by 10-30 harpy hags( assuming these tier 6 units are a bit weaker than wyverns i believe these are the best numbers).
And most importantly,Cove- since you guys made it too OP(especially Haspids) i dont know if you should unban that sea serpent bank or not,though their banks are the most difficult to clear for obvious reasons. Tbh i believe apart from Haspid specialty everything with Cove is acceptable( yes,even Jeremy).I mean they are so freaking powerful on 1v1 fights(just test it and you'll see).  I guess it's all up to you in the end and i hope you guys won't be biased when it comes to Cove since competitive balance is the thing we all want to create.
One last thing: I don't know if any crew member is reading these posts but if you do please let us know from time to time. Because it is important to know that our ideas are heared.


I posted something similar to the mainthread some time ago. Nik also explained it why some some towns have creature banks while other have none. He also stated that adding the Haspid building was an error but they left it out of map generation anyway. There you are: http://heroescommunity.com/viewthread.php3?TID=39830&PID=1395149#focus

Conflux also has the option to get Units... check "Red Tower", Dungeon doesn't need a bank imho, super powerful town. Rest is explained in Niks (Nix?) thread above.

Flask of Winds (HoMM2, major) - makes all your troops immune to hostile Air-Magic spells
Flask of Silt (HoMM2, relic) - makes all your troops immune to hostile Earth-Magic spells
Flask of Fire (HoMM2, relic) - makes all your troops immune to hostile Fire-Magic spells
Flask of Rain (HoMM2, major) - makes all your troops immune to hostile Water-Magic spells
Flask of Eternal Elements (Flask of Winds, Flask of Silt, Flask of Fire, Flask of Rain) - 25-50% [see below] of Elementals summoned by (Summon Air-Elemental, Summon Earth-Elemental,
Summon Fire-Elemtanl, Summon Water-Elemental) stay alive after battle. Percentage of Elementals staying alive are dependant on heroes Air-, Earth-, Fire- and Water-Magic Level (25% without, 33% with Basic, 42% Advanced, 50% Expert Magic). Example: Luna on lvl 5 with advanced "Fire-Magic" may keep 42% of Fire-Elementals while casting "Summon Fire-Elementals". But she has no Water-Magic, so when she casts "Summon Water-Elementals" she would only keep 25% Water-Elementals

I added that here too some time ago... still want some balance suggestions for that thing http://heroescommunity.com/viewthread.php3?TID=43966&PID=1418971#focus

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted November 11, 2017 09:30 AM

P4R4D0X0N said:


I posted something similar to the mainthread some time ago. Nik also explained it why some some towns have creature banks while other have none. He also stated that adding the Haspid building was an error but they left it out of map generation anyway. There you are: http://heroescommunity.com/viewthread.php3?TID=39830&PID=1395149#focus

Conflux also has the option to get Units... check "Red Tower", Dungeon doesn't need a bank imho, super powerful town. Rest is explained in Niks (Nix?) thread above.

Flask of Winds (HoMM2, major) - makes all your troops immune to hostile Air-Magic spells
Flask of Silt (HoMM2, relic) - makes all your troops immune to hostile Earth-Magic spells
Flask of Fire (HoMM2, relic) - makes all your troops immune to hostile Fire-Magic spells
Flask of Rain (HoMM2, major) - makes all your troops immune to hostile Water-Magic spells
Flask of Eternal Elements (Flask of Winds, Flask of Silt, Flask of Fire, Flask of Rain) - 25-50% [see below] of Elementals summoned by (Summon Air-Elemental, Summon Earth-Elemental,
Summon Fire-Elemtanl, Summon Water-Elemental) stay alive after battle. Percentage of Elementals staying alive are dependant on heroes Air-, Earth-, Fire- and Water-Magic Level (25% without, 33% with Basic, 42% Advanced, 50% Expert Magic). Example: Luna on lvl 5 with advanced "Fire-Magic" may keep 42% of Fire-Elementals while casting "Summon Fire-Elementals". But she has no Water-Magic, so when she casts "Summon Water-Elementals" she would only keep 25% Water-Elementals

I added that here too some time ago... still want some balance suggestions for that thing http://heroescommunity.com/viewthread.php3?TID=43966&PID=1418971#focus

Thanks for the info. Too sad my favorite faction(rampart) isn't gonna get any boost. As to your Flask of E.Elementals suggestion, percentage limitation is unnecessary since u barely get to cast that spell in early game. And it is not like this artifact will appear in random maps so imo it should be 100% or worst half of the stack.
Most importantly please make developers fix this ASAP:
Monsters should be placed at least 2 tiles away from the road( Of course with the exception of zone guards).

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 13, 2017 12:33 AM
Edited by P4R4D0X0N at 00:37, 13 Nov 2017.

Orrinisthebest said:

Thanks for the info. Too sad my favorite faction(rampart) isn't gonna get any boost. As to your Flask of E.Elementals suggestion, percentage limitation is unnecessary since u barely get to cast that spell in early game. And it is not like this artifact will appear in random maps so imo it should be 100% or worst half of the stack.
Most importantly please make developers fix this ASAP:
Monsters should be placed at least 2 tiles away from the road( Of course with the exception of zone guards).


Depends when you still play in month 2 or even 3 you may raise ~100-200 elementals easily... thats just too much. Also balance of numbers is quite random imho if it comes to the spells. Since you got the same amount of Air and Earth elemantals the spells should be reworked first. Maybe also for this artifact option.

I agree on last suggestion, especially on the underground biome it still can get ugly if it comes to lvl3+4 enemies in large quantity only because they guard a seer artifact.

Lets feed the imagination: http://heroescommunity.com/viewthread.php3?TID=39830&PID=1392639#focus

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 15, 2017 05:41 PM
Edited by phoenix4ever at 18:08, 15 Nov 2017.

A new level 2 air spell to replace Disguise. Disguise is in many cases completely useless anyway.
The change is probably not for random maps and existing maps, but a new spell which can be enabled in map editor would be fine. It should have the same chances to appear in towns as Disguise. (Meaning Fortress can't get it and Inferno has improved chance of getting it.)
Perhaps it should be a combat spell, since Air Magic got plenty of adventure spells already, but lacks combat spells.

Edit:
I posted this in the main HotA thread a while ago, but I will post it here as well:
How about adding some new heroes. How about a new Planeswalker, an Air Elemental with Air elemental speciality for example? Or how about a new female Overlord with Medusa speciality?
3 new heroes to replace Thant, Jeddite and Alamar. (It's pretty OP starting with Res/AD, especially with Thant since it's permanent from the start.)  
As above those changes are probably not for random maps and existing maps, but would be nice to enable them in map editor.

I also think you should double the Learning skill generally and give Kinkeria another skill and speciality, Learning should not only be acceptable for one hero, besides Merist already has Wisdom and Learning.


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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 15, 2017 07:07 PM

Heroes are needed yeah, especially for some towns. I personally hate all conflux heroes, since they are more or less just copies of each other. A replacement for doubled heroes would be nice aswell. Like +300 gold heroes twice for some towns or two heroes with Resurrection ability.

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OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted November 15, 2017 07:55 PM

phoenix4ever said:
A new level 2 air spell to replace Disguise. Disguise is in many cases completely useless anyway.


As long as visions spell belongs to all magic schools disguise will be useless.

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portus
portus


Adventuring Hero
posted November 20, 2017 11:09 AM

Here are a few more simple suggestions:

1) Unability to feature the same artifact more than once in the same scenario. This way every artifact would keep some uniqueness and you would make sure no one else has it.

2) Could the use of tactics be less cumbersome? It would be much nicer if it was as easy as selecting a stack by clicking on it and relocating it. The way it is now, sometimes it takes ages to set up your army, especially when you try to skip quick until the turn of a specific unit and by mistake you skip it too.

3) Still on tactics (or even without this skill), it might make some sense if you could leave some troops out of a battle. It's awful to see your elves slaughtered every time you attack a castle guarded by a few tier 1 guys.

4) It might be nice to take back H2's building "captain's headquarters".

5) I don't like the use of the "wait" option in battle. I believe it makes the game a bit too easy for faster units. As a matter of fact, I never use it, but the CPU does. Could it be possible to at least be able to enable/disable this option?

6) While I find it not much of a challenge when playing a game on queen difficulty, setting it on king difficulty sometimes makes it barely possible to play (especially in small or medium maps), mainly because of the difference of starting resources (perhaps I'm a bad player). Could there be a middle ground difficulty, like starting with 2500gold, 4wood and ore, and 2 the rest? Or even maybe the chance to set for yourself the specific amount?
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