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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 ... 33 34 35 36 37 ... 40 60 80 100 120 140 160 180 196 · «PREV / NEXT»
trenbolone
trenbolone

Tavern Dweller
posted May 19, 2018 06:06 PM

Gandalf196 said:
"The Heavenly Forge"

In new campaning Kastore made a big army of goblins with blasters,Ogres with rocket launcher and all that stuff. In campaning we will be play first as Kastore and army and next we will be defenders of Enroth. So i end like we will include Armagedon Blade as its was as orginal and also new artifact.

I think this will make the best thing to game.

And also i know that most of You and trully fans want to make this City to game

(Well if maybe not Forge maybe some Forge-like city.We heave a open story line with Kastore and all bad guys.







Any normal arguments or something ??? (This is concept of idea that some stuff was not use orginal in game and maybe use like another story)

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted May 19, 2018 06:22 PM
Edited by Gandalf196 at 18:23, 19 May 2018.

trenbolone said:
Gandalf196 said:
"The Heavenly Forge"

In new campaning Kastore made a big army of goblins with blasters,Ogres with rocket launcher and all that stuff. In campaning we will be play first as Kastore and army and next we will be defenders of Enroth. So i end like we will include Armagedon Blade as its was as orginal and also new artifact.

I think this will make the best thing to game.

And also i know that most of You and trully fans want to make this City to game

(Well if maybe not Forge maybe some Forge-like city.We heave a open story line with Kastore and all bad guys.







Any normal arguments or something ??? (This is concept of idea that some stuff was not use orginal in game and maybe use like another story)



No need for argument; it is foremost a matter of taste: I am not a big fan of sci-fi (with the notable exception of Star Wars), but I understand its appeal. However, high fantasy plus sci-fi to me sounds like mixing chastity and prostitution - an impossible task (and in this case, an aesthetically unpleasant one).That's it, I had a visceral reaction against it, for  I simply cannot fathom this idea.

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Erdamon
Erdamon


Adventuring Hero
posted May 19, 2018 06:37 PM

Agreed. This is the universe of Might and Magic, of swords and spells, of mystical creatures and artifacts, not of bazookas and Uzis.

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trenbolone
trenbolone

Tavern Dweller
posted May 19, 2018 07:10 PM

But this is SF and mixed of fantasy and it looks good.

Dont understood you guys that your minds cant acepte this thing.Its so stupid. SF allways was in Might and Magic and Heroes continue this trillogy its the same world but like another game ther you heave a RPG and Heroes its Strategy game thats it

Look how another games SF looks good with fantasy: Wizardry,Dawn of War ther is many examples of this

If you think SF dosent suit Heroes than you should play Might and Magic

Too me and many fans its ideal combination of ad Forge to Heroes 3
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted May 19, 2018 07:14 PM

Erdamon said:
Agreed. This is the universe of Might and Magic, of swords and spells, of mystical creatures and artifacts, not of bazookas and Uzis.


for sure the universe of Might and Magic contains the bazookas and Uzis, where have you been for 30 years cheers lol
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 19, 2018 07:17 PM

Gandalf196 said:
Galaad said:
Well, town could be optional. For those who care about the Might and Magic lore at large.


May God protect HOTA from this "wogifycation" you suggested and from any other similar Wog-like ideas that could tarnish this gem of a game.
Amen.




I don't really get what part of "optional" bothers you though.
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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted May 19, 2018 10:49 PM

Reminder about how to use certain initials in this right now's world.

You do remember as to why all fighting games players like myself do shorten some of the very common names, don't you?

SF, for me, stands for: Street-Fighter and, MK is for: Mortal Kombat. LF is for Little Fighter, even though than one is no longer working under any version of the Windows 10 Editions.

HoMM stands for Heroes of Might and Magic as for the nostalgic players of the 20 years old titles and, less. MMH is for the last two titles of the Heroes' strategy games and, stands for Might and Magic Heroes.

Same goes for CHMM which stands for: Clash of Heroes of Might and Magic.

And, so on and, so forth. Amen.


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trenbolone
trenbolone

Tavern Dweller
posted May 21, 2018 12:57 PM

https://www.youtube.com/watch?v=b6v1lThPe-E


This could be even intro to next patch conforming Forge and starting the game
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bloodsucker
bloodsucker


Legendary Hero
posted May 21, 2018 03:08 PM

Sell spellbooks at magic shirines, maybe for increased price.
Perhaps 1000 at level 1, 750 at level 2, 625 at level 3 and normal 500 at level 4.

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stf911
stf911

Tavern Dweller
posted May 22, 2018 05:14 AM
Edited by stf911 at 05:19, 22 May 2018.

trenbolone said:
But this is SF and mixed of fantasy and it looks good.

Dont understood you guys that your minds cant acepte this thing.Its so stupid. SF allways was in Might and Magic and Heroes continue this trillogy its the same world but like another game ther you heave a RPG and Heroes its Strategy game thats it

Look how another games SF looks good with fantasy: Wizardry,Dawn of War ther is many examples of this

If you think SF dosent suit Heroes than you should play Might and Magic

Too me and many fans its ideal combination of ad Forge to Heroes 3


Adding the forge town (as well as dwellings and other adventure map objects for it) would change the flavor of the game, bringing it closer to the MM games.
I don't think it's a bad idea, but you have to realize that currently, the most SciFi thing in HOMM is the Skyship grail structure, and even that stands out a little.
The best solution, I think, is to go the route of HOMM4 and change its style to be more steampunk [url=http://mightandmagic.wikia.com/wiki/Dragon_golem_(H4)](see Dragon Golem)[/url], but even so, it's a big discussion, just like it was back in the day.

I think less controversial and more concise ideas have a bigger chance of being implemented, such as:

Gandalf196 said:
Wizards! [...] for some bizarre reason their scaling after level 10 is this: 30/20/20/30 (instead of the traditional 20/20/30/30 for magic heroes). Why? Maybe only JVC knows, but I'd place my money on error; there's no reasonable justification for it, they're not battle mages or hybrid class. I firmly believe this should be corrected.[...]


Everyone who checked the HCtraits.txt knows that the Wizard stands out with his weird scaling and common sense dictates it should be changed to 20/20/30/30, just like it is for some other heroes.
Of course a full overhaul of the scaling system might be in order, but this is a change that most people can agree with or at least accept.

My 2 cents.
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Lth3
Lth3


Known Hero
posted May 22, 2018 01:27 PM
Edited by Lth3 at 13:30, 22 May 2018.

stf911 said:
Gandalf196 said:
Wizards! [...] for some bizarre reason their scaling after level 10 is this: 30/20/20/30 (instead of the traditional 20/20/30/30 for magic heroes). Why? Maybe only JVC knows, but I'd place my money on error; there's no reasonable justification for it, they're not battle mages or hybrid class. I firmly believe this should be corrected.[...]


Everyone who checked the HCtraits.txt knows that the Wizard stands out with his weird scaling and common sense dictates it should be changed to 20/20/30/30, just like it is for some other heroes.
Of course a full overhaul of the scaling system might be in order, but this is a change that most people can agree with or at least accept.

My 2 cents.


i can agree on that. any other examples or Wizard is the only one?

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stf911
stf911

Tavern Dweller
posted May 22, 2018 02:47 PM
Edited by Maurice at 16:06, 22 May 2018.

Lth3 said:
i can agree on that. any other examples or Wizard is the only one?


Thanks for asking. Here is the data from the hctraits.txt file, with the vanilla hero classes (sorry about the format - Mod edit: fixed the table layout for you ):


               Level 1 - 9  Level 10+
               A  D  P  K   A  D  P  K
Knight         35 45 10 10  30 30 20 20
Cleric         20 15 30 35  20 20 30 30
Ranger         35 45 10 10  30 30 20 20
Druid          10 20 35 35  20 20 30 30
Alchemist      30 30 20 20  30 30 20 20
Wizard         10 10 40 40  30 20 20 30
Demoniac       35 35 15 15  30 30 20 20
Heretic        15 15 35 35  20 20 30 30
Death Knight   30 25 20 25  25 25 25 25
Necromancer    15 15 35 35  25 25 25 25
Overlord       35 35 15 15  30 30 20 20
Warlock        10 10 50 30  20 20 30 30
Barbarian      55 35  5  5  30 30 20 20
Battle Mage    30 20 25 25  25 25 25 25
Beastmaster    30 50 10 10  30 30 20 20
Witch           5 15 40 40  20 20 30 30
Planeswalker   45 25 15 15  30 30 20 20
Elementalist   15 15 35 35  25 25 25 25


As you can see, out of them, he is the only one: the rest have 20/20/30/30, 30/30/20/20 or 25/25/25/25. The rest also have proportionally similar scaling before level 10 (more or less).

While rechecking though, I looked at the HotA hero classes as well and the Navigator has the same 30/20/20/30 scaling after level 10 (with 15/10/40/35 before level 10).

I don't know, maybe the HotA team knows something I don't, but if that's the case, some clarification would be nice.
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okrane
okrane


Famous Hero
posted May 22, 2018 07:36 PM

Please no Scify Forge town with bazookas and snow in a heroes game - keep the tone with fantasy like we all know and love

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Lth3
Lth3


Known Hero
posted May 22, 2018 07:40 PM
Edited by Lth3 at 19:43, 22 May 2018.

stf911 said:
While rechecking though, I looked at the HotA hero classes as well and the Navigator has the same 30/20/20/30 scaling after level 10 (with 15/10/40/35 before level 10).

so we can see they chose another way to mend the awkwardness of a Wizard solely being the one with weird probabilities

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted May 22, 2018 09:12 PM

That specs table is so off to me that I had to tell you all this:

The first column should be saying, as a title being Levels 10 to 15 and, the second column as follows: Levels 25 to 40.

Because, any of my heroes, no matter the alignment of any factions could never reach past level 15 for these primary abilities and, sometimes you could have mistaken a knight for a warlock since its abilities of Spell-Power and knowledge/mana pool were as high for both hero classes + both having Expert Sorcery as well.

What I like about RMG Large and X-Large maps is: The unpredictability of hero skills building is always a totally surprising outcome.


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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 22, 2018 09:25 PM
Edited by Maurice at 21:25, 22 May 2018.

LucPatenaude said:
The first column should be saying, as a title being Levels 10 to 15 and, the second column as follows: Levels 25 to 40.


The table shows the chances to gain a point in the specific attribute at each level up. From level 10 onward, those odds change.

For instance, the table for the Knight shows this:


                Level 1 - 9  Level 10+
                A  D  P  K   A  D  P  K
Knight         35 45 10 10  30 30 20 20


This means that for levels up to level 9, the Knight has a chance of 35% to gain a +1 ATK on level-up, 45% on +1 for DEF, and 10% each for a +1 in either POW or KNO. After reaching level 10, that chances to 30% chance of +1 in either ATK or DEF and 20% of +1 in POW or KNO.

This is regardless of the height of those respective stats, which could have been boosted by map objects already.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted May 22, 2018 09:37 PM

Maurice said:
LucPatenaude said:
The first column should be saying, as a title being Levels 10 to 15 and, the second column as follows: Levels 25 to 40.


The table shows the chances to gain a point in the specific attribute at each level up. From level 10 onward, those odds change.

For instance, the table for the Knight shows this:


                Level 1 - 9  Level 10+
                A  D  P  K   A  D  P  K
Knight         35 45 10 10  30 30 20 20


This means that for levels up to level 9, the Knight has a chance of 35% to gain a +1 ATK on level-up, 45% on +1 for DEF, and 10% each for a +1 in either POW or KNO. After reaching level 10, that chances to 30% chance of +1 in either ATK or DEF and 20% of +1 in POW or KNO.

This is regardless of the height of those respective stats, which could have been boosted by map objects already.


Sorry! Does not happen to me. Level 1 - 9 never gets higher than A=10, D=10, P=4 and, K=2. And, these stats must come by using Orrin as well.


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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 22, 2018 11:39 PM

LucPatenaude said:
Sorry! Does not happen to me. Level 1 - 9 never gets higher than A=10, D=10, P=4 and, K=2. And, these stats must come by using Orrin as well.


It does happen to you as well, you just don't understand.

The table details the chance that any of the four attributes gets raised on a level-up. If you add the chances of each of the four together, you'll see that it's always 100% across those four.

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted May 23, 2018 12:03 AM

stf911 said:
Lth3 said:
i can agree on that. any other examples or Wizard is the only one?


Thanks for asking. Here is the data from the hctraits.txt file, with the vanilla hero classes (sorry about the format - Mod edit: fixed the table layout for you ):


               Level 1 - 9  Level 10+
               A  D  P  K   A  D  P  K
Knight         35 45 10 10  30 30 20 20
Cleric         20 15 30 35  20 20 30 30
Ranger         35 45 10 10  30 30 20 20
Druid          10 20 35 35  20 20 30 30
Alchemist      30 30 20 20  30 30 20 20
Wizard         10 10 40 40  30 20 20 30
Demoniac       35 35 15 15  30 30 20 20
Heretic        15 15 35 35  20 20 30 30
Death Knight   30 25 20 25  25 25 25 25
Necromancer    15 15 35 35  25 25 25 25
Overlord       35 35 15 15  30 30 20 20
Warlock        10 10 50 30  20 20 30 30
Barbarian      55 35  5  5  30 30 20 20
Battle Mage    30 20 25 25  25 25 25 25
Beastmaster    30 50 10 10  30 30 20 20
Witch           5 15 40 40  20 20 30 30
Planeswalker   45 25 15 15  30 30 20 20
Elementalist   15 15 35 35  25 25 25 25


As you can see, out of them, he is the only one: the rest have 20/20/30/30, 30/30/20/20 or 25/25/25/25. The rest also have proportionally similar scaling before level 10 (more or less).

While rechecking though, I looked at the HotA hero classes as well and the Navigator has the same 30/20/20/30 scaling after level 10 (with 15/10/40/35 before level 10).

I don't know, maybe the HotA team knows something I don't, but if that's the case, some clarification would be nice.


Thank you for bringing up my discussion again! As I stated weeks ago, I see no problem with the Navigator scaling — it fits both its lore and its starting primary skills 2/0/1/2. Therefore, as far as I can tell, the Wizard class remains the most wronged of them all

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted May 24, 2018 09:07 PM
Edited by P4R4D0X0N at 21:13, 24 May 2018.

Quote:
so we can see they chose another way to mend the awkwardness of a Wizard solely being the one with weird probabilities

Wizard isn't even the worst... if it comes to secondary skills witch is the most useless class ingame by far!

As for new towns... Steampunk sucks imho, at least in HOMM3.

some town suggestions I wrote in the past:

Quote:

As for invisibility I would introduce it to a a new town (Viking themed) with:
*Wolves (lvl1, centaur like range/speed)
*Vikings (lvl2, tough unit)
*Javelin throwers (lvl3, ranged)
*Shamans (lvl4, female, casts regeneration for 3-4 rounds, ranged)
*Valkyries (lvl5, female, flys, 3 upgrades)
*Grendels (lvl6, fast ghostlike creature, auto-stealth after moving at the end of every round, fragile unit with high AT like manticor/efreet)
*Thundergods (lvl7)

For stealth itself this ruleset:
-stealth unit is invisible in battle (dont see the turn at all)
-stealth unit is not directly vulnerable (It may be hit by AoE Spells, Hit by Spell means: unit is revealed again for that turn)
-stealth unit deals +25-33% more damage if it hits in stealth, but get revealed after it hits (wait that turn and let your unit get hit is possible best option to deal with invisible units)
-new spell to reveal invisible units
-new spell to stealth units
-new artifact that perma reveals all units in battle



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