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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 20 ... 22 23 24 25 26 ... 40 60 80 100 120 140 160 180 196 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 24, 2018 07:11 PM

I agree, that's why I modded the game.

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planetavril
planetavril


Famous Hero
posted January 30, 2018 04:14 PM

Someone knows why in hota 1.5.0 and 1.5.1 there is no longer a beatrice among the heroes of the castle?

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mb1410
mb1410

Tavern Dweller
posted January 30, 2018 04:27 PM

It would be great if it was possible to set special conditions for winning / losing different for each player (especially the loss of a castle or hero)

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planetavril
planetavril


Famous Hero
posted January 30, 2018 04:33 PM

in hota.lod there is but when I start the game there again silvia in its place, for you and so?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 30, 2018 06:25 PM

Sylvia is there if there is water on the map, Beatrice is there if there is'nt.

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OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted January 31, 2018 07:04 AM
Edited by OrrinIsTheBest at 07:16, 03 Feb 2018.

The other day a scenario came to my mind where in FB an intelligence specialist with enough mana and shackles of war were summoning crap ton of elementals and there was no way to stop this. So what im trying to say either make ring of oblivion prevent summoning elementals or add another art to do the job. Well you could say ring of oblivion already prevents resurrect/animate dead but that at most guarantees draw which results in loss of both heroes once battle is over. Also spell research for lvl 1 is too expensive, paying 1k and 2 of every precious resource just to get a small chance to have slow? No way!
In addition to that something must be done about pandora's boxes containing vampires, they are game-breaking indeed. Gl fixing them.

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robizeratul
robizeratul


Known Hero
posted January 31, 2018 05:48 PM

Whats up with the campaign editor? I can't see it anywhere...is it not implemented?

If not, what news about this, is it planned?

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RedBlupi
RedBlupi

Tavern Dweller
posted February 03, 2018 12:30 PM

Hello again - having played a bit more of 1.5.1, I thought up some more suggestions (some of 'em are pretty crackerjack, if I dare say so myself). But first, some general feedback (I might as well post it here, while I'm at it):

- If there's one new feature I dislike, it's definitely the Ruins. I mean, they look awesome, but what is the point of adding what is basically an even WEAKER version of the Crypt, with almost identical enemy choices? Considering their rather menacing visuals and jingle, I thought it would be one of the harder banks, with at least ~100 skeletons and lots of wights/liches (which would be pretty darn awesome).

- Aside from that, everything is boss. The Highlands are beautiful, the Leprechauns rock and Talent Shortage is pretty much the single most fun HoMM3 map I've ever played. Kudos!



And now, for some more concrete suggestions:

- In case anyone's curious, I've been to the original Russian forums, and through the magic of Google Translate, I've found the actual reason for the animated lakes being removed; Docent Picolan himself said that he always disliked them, and found them both aesthetically lacking and distracting to look at. Well, I, for one say #AnimatedLakesDidNothingWrong!!! Seriously, though, it's not that big a deal, but I've always thought they made a great "centerpiece" for the terrain (especially the biggest subterranean lakes). So, i think that making them an optional feature would be a fair deal (unless that would be too hard to implement).

- I'm in two minds about the changes in object depth on the Adventure Map. On one hand, it is a bit more convenient to place magical terrain now, but on the second - I feel like removing the ability to "cover up" blocking terrain will anger some mapmakers (including me - in one of the maps I'm working on, there's a cloud that's supposed to be "above" the ground - and so you couldn't walk off it, I've blocked it with Crag ravines - which are now visible). Maybe you could add one "special" collision object that can hide beneath the magic terrain, just for that purpose?

- When visiting the Gazebo, the knight says something along the lines of "you must pay a thousand gold to sth. sth. etc." Well, it's a minor complaint, but I think that you should change it to say "you must pay 1000 gold" instead - because the first time I visited it, I didn't even notice he wanted any money (as the info was at the very end of the text). I think that changing it to a numerical value will draw the player's sight to that part a bit better.

- Here's an idea that could "spice up" adventure maps a bit - an object that's functionally identical to the Event, but with one difference - it's activated when you DIG on that spot! I've always thought digging was an under-utilized mechanic - and this would allow to use it for some interesting scenarios (f.eg. you find a hidden treasure map in a bottle, and it tells you to "land near the abandoned mansion, walk 800 paces east, and dig under the large tree to find the buried treasure").

- I've recently had some random ideas for creature banks - I certainly don't expect you to implement them, but I'm posting them here, just in case you get some inspiration from 'em:

Bewitched Grove - fight Pixies and Dendroids, get a Faerie Dragon.
Gladiator Pit - fight Ogre Magi and Cerberi, get gold and sword/shield artifact.
Shrine of Dionysus - fight Satyrs and Leprechauns, get gold/resources and +3 morale/luck for next battle.

I think that the Shrine of Dionysus would be a great showcase for the HoTA neutral troops.



- Now, here's something REALLY worthwhile. I was thinking - the Map Editor for HoTA is coded from scratch, isn't it (considering the different interface)? If so, I think it would be fantastic if you added some extra features to facilitate mapmaking - here's some of my ideas:

+ An Eyedropper tool, that would work like this:

   - press and hold the left mouse button on an object
   - without releasing the left button, press and release the right mouse button
   - and voila - you're now holding a copy of the pressed element, just like you would've dragged it out of the palette!
   - this essentially works the same as Ctrl+C/Ctrl+V (so it would be easy to implement), but is far quicker and more convenient

+ To further reduce the time spent searching through the palette tabs, a Quick Reference tool would be in order:

   - press the middle mouse button on an object
   - the palette on the right automatically switches tabs to the "origin" of the element (f.eg. Desert tab for desert hills) and scrolls vertically so that the element itself is centered in the middle
   - and voila - you can pick similar elements from same "family" (f.eg. differently shaped hills) right away!

+ I admit - this one's specifically for me. I've recently started making a Giant map, and I've... kind of... run out of space in one corner.
 But I think this would still be an overall useful tool - namely, Map Push:

   - press a special button in the menu
   - enter two integer coordinates - X and Y (they can be negative numbers)
   - press OK, and ALL the OBJECTS and TERRAIN are shifted horizontally and vertically by as many squares, as the X/Y coordinates you've entered
   - objects that end up outside the map (or their trigger square does) are deleted (so you have to be careful with this tool)

+ This here would probably be the hardest thing to implement, and can really be coped without, but nevertheless - Multiple Selection for objects would be nice.



And that's that. Have a nice day!

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avatar
avatar


Promising
Supreme Hero
posted February 03, 2018 12:46 PM
Edited by avatar at 13:23, 03 Feb 2018.

To be clear: animated lakes can be easily incorporated by anyone using available h3 modding tools. It would be much simplier but pluging werr disabled in latest hd mod.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 03, 2018 01:14 PM
Edited by Salamandre at 13:15, 03 Feb 2018.

H4 modding tools? Aren't those animated lakes the ones Darkloke modified for WoG 5 years ago? if so, then simply moving them from era lod to hota lod will do the trick, no?

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avatar
avatar


Promising
Supreme Hero
posted February 03, 2018 01:24 PM

H3 moding tools, my fault. Yes, it's Darklocke animated lakes, maybe enchanced a bit. But procedure is the same - replacing defs inside hota.lod
____________

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RedBlupi
RedBlupi

Tavern Dweller
posted February 03, 2018 02:58 PM
Edited by RedBlupi at 21:15, 03 Feb 2018.

avatar said:
H3 moding tools, my fault. Yes, it's Darklocke animated lakes, maybe enchanced a bit. But procedure is the same - replacing defs inside hota.lod

Wow, thanks for the tip, that's just the kind of thing I was looking for! I've never actually done any hacking for this game before, but I'll yet try messing around with those lods.



Anyway, I've just had another idea - this time for a magic terrain (a la Cursed Ground), meaning it would be kind of costly to implement. The terrain in question is "Black Earth" (name pending) - a pitch-black, smoldered plains setting. In battle, it would feature a reddish storm-cloud backdrop, and obstacles such as charred trees, and ominous-looking, mossy masonry (such as a pillar with a glowy-eyed skull on top of it).

As for the magical terrain's effect, here's the kicker - at the end of each turn, it casts DEATH FREAKING RIPPLE with a considerable amount of power! That means it would be rare to encounter, and EXTREMELY dangerous to venture into, unless you're a necromancer or have some protective artifacts.

Whaddya think? Again, I realize such a feature would require a lot of work, and would clutter up the All-Terrain Objects tab even more, but still I think it's an interesting thing to consider, even just as a concept.

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Popcioslav
Popcioslav


Hired Hero
The best H4 unit
posted February 05, 2018 02:32 PM

RedBlupi said:
I've found the actual reason for the animated lakes being removed; Docent Picolan himself said that he always disliked them, and found them both aesthetically lacking and distracting to look at. Well, I, for one say #AnimatedLakesDidNothingWrong!!! Seriously, though, it's not that big a deal, but I've always thought they made a great "centerpiece" for the terrain (especially the biggest subterranean lakes). So, i think that making them an optional feature would be a fair deal (unless that would be too hard to implement).


Well it's official, after years of playing and supporting HotA, I'm uninstalling it. Good job Docent Picolan, you've ruined Heroes 3!!! #AnimatedLakesDidNothingWrong

In all seriousness it's certainly a weird decision and makes me wonder just how much power individual people in the dev team have...

I do agree with most of the other points on your post though. I do agree Ruins are kind of meh. The vision it gives is so freaking tiny and the award overall might be the one of the worst. Everything else on highlands seems fine.

As a mapmaking fanatic I really like the idea of the eyedropper tool and the digging events. Really not sure about the Black Earth, on one hand, it would certainly be interesting on bigger maps, but I just don't want to see something like it being overused in maps. Maybe when Forge will be added- just maybe.

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just0
just0


Adventuring Hero
posted February 12, 2018 05:55 PM

Popcioslav said:
Well it's official, after years of playing and supporting HotA, I'm uninstalling it.
It's their baby, so I don't blame them for making decisions like this. While I also don't agree with everything they've done, I think the positives far outweigh the negatives.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 12, 2018 06:26 PM

just0 said:
Popcioslav said:
Well it's official, after years of playing and supporting HotA, I'm uninstalling it.
It's their baby, so I don't blame them for making decisions like this. While I also don't agree with everything they've done, I think the positives far outweigh the negatives.


I don't think he was being serious .
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 12, 2018 06:38 PM

Quote:
Black Earth


what? anyone want to clarify what this is/means?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 12, 2018 09:11 PM

fred79 said:
Quote:
Black Earth


what? anyone want to clarify what this is/means?


I think he means the suggestion from RedBlupi in the post directly above his:

Quote:
Anyway, I've just had another idea - this time for a magic terrain (a la Cursed Ground), meaning it would be kind of costly to implement. The terrain in question is "Black Earth" (name pending) - a pitch-black, smoldered plains setting. In battle, it would feature a reddish storm-cloud backdrop, and obstacles such as charred trees, and ominous-looking, mossy masonry (such as a pillar with a glowy-eyed skull on top of it).

As for the magical terrain's effect, here's the kicker - at the end of each turn, it casts DEATH FREAKING RIPPLE with a considerable amount of power! That means it would be rare to encounter, and EXTREMELY dangerous to venture into, unless you're a necromancer or have some protective artifacts.

____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 18, 2018 12:22 PM

When a town is build fully up, it would be nice if the yellow checkmark was shown, at the town, on the adventure map.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 18, 2018 12:36 PM

Maurice said:
I think he means the suggestion from RedBlupi in the post directly above his


damn, now i feel dumb.



regardless, "black earth" is a cool idea.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 18, 2018 08:22 PM

Ideas and suggestions...

let me suggest dealing with skills like Learning and Eagle Eye, then.

More strategy is never wrong. having must have skills (logistics etc) and slot wastes is horrible.

WoG did deal with some of those problems in a very nice way, I think the fix it applied to ie. Learning was excellent.

Since HOTA already changes some stuff (like cyclopes dwelling cost, necromancy), changing skills would be the next logical move. Either that, or ban logistics/tactics tier of skills since they are too strong.

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