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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 40 60 ... 73 74 75 76 77 ... 80 100 120 140 160 180 196 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted May 09, 2019 08:30 PM

phoenix4ever said:
@Bloodsucker Being called a noob after playing the game for 20 years, thanks mate. .

I never saw you playing but you frequently make statements, like this one about View Air and View Earth, that drive to that conclusion. And most of your misconceptions have to do with playing that map of yours over and over. Again, you should go out more, play something different.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 09, 2019 09:18 PM
Edited by phoenix4ever at 21:21, 09 May 2019.

My statements apply to default rules, but you should try to play with my rules and then call me a noob again, I bet you would find it very difficult...
Some of what I'm saying might be biased because it mostly applies to my own map, but a lot of it can be applied to all maps and templates.
I'm doing fine without View Air and View Earth, at least in my map VS AI.
Calling me a noob is kinda immature, when you have actually never seen me play or tried playing with the rules I play with.

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bloodsucker
bloodsucker


Legendary Hero
posted May 09, 2019 10:19 PM

Ok, let me put it this way, the reason you don't need View Air is because you know where your enemies are and they can't take you by surprise, since there is water separating them from you. The reason you don't need View Earth is because you know where the resources and mines are and I bet the map is rich so you don't need to strive for resources.
There are maps where you start with the Capitol pre-built and others where you need to battle for every piece of gold or wood, so you have to adapt to different circumstances. But you think your rules make things hard because one can not teleport to a distant town and details like that. Try "The conquest of heaven and hell" or "The dragon slaughter" and tell me your rules make an even map pretty hard.
I normally edit the random maps to give AI all that it needs in therms of skills and spells and then give it tons of resources every day and double, triple, quadruple the week growth as time goes by. Do you want to try with those rules? You can TP everywhere but you better be careful with what comes your way (But Sal's BAI is much better then what I can do with the editor, try that one).
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 09, 2019 11:22 PM

We could also just agree that we are both not noobs and that we play the game differently.

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bloodsucker
bloodsucker


Legendary Hero
posted May 10, 2019 12:14 AM

phoenix4ever said:
We could also just agree that we are both not noobs and that we play the game differently.

Or look upon a player like RoseCavalier or Maretti and agree we both are...
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 10, 2019 12:31 AM

If you want to learn HoMM. To play Elite map!

Description: "Tocath collects spells, strategies, and teaches HoMM to Crag Hack from his abandoned HoMM academy. Because Tocath lost his handbook. And Crag Hack lets take revenge on antagoinsts in the last tasks. Another called walkthrough. (Play expert level in The Shadow of Death.)"

You find in maps4heroes. Later on deeper Elite II. Depend on a large amount of downloaders.
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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 10, 2019 04:11 AM

So I suppose we can all agree that some newer and/or updated/replaced spells would be nice??
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"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted May 10, 2019 04:49 AM

Oddball13579 said:
So I suppose we can all agree that some newer and/or updated/replaced spells would be nice??


That and reworking the magic classes (especially the wizards, the most wronged of them all). A full magic renewal.


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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 10, 2019 10:55 AM

By the way, one other very useful situation is to scout the map for "hidden" resources and artifacts. Some maps really excel in that its creator used map objects like mountains and such to hide those from plain view. The AI has no trouble locating them, but the human player is going to depend on those spells to get everything there is. On those maps, it's also not uncommon for quests from Seer's Huts to be hidden that way, so the only way to complete those quests is to actually find the hidden artefacts through those spells.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Sir_Juas
Sir_Juas


Adventuring Hero
posted May 10, 2019 05:52 PM

Hi, i've been thinking about some new spells.

Fire:
-Fire Wall (Adventure spell: the hero casts a firewall on an adjacent square for 1 day, the enemy heroes who passes through it recieves damage (loss of units)).

Water:
-Mana Drain (Combat spell: the hero drains mana from the enemy for himself)

Earth:
-Quicksand (Adventure spell: the hero casts a quicksand on an adjacent square for 1 day, the enemy heroes who passes through it loses movement points).

Air:
-Wind in Favour (Adventure spell: lets you navigate further for a turn).

what do you think, something interesting?

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nordos
nordos


Known Hero
posted May 10, 2019 07:43 PM

blob2 said:
Sure, spells like View Air maybe had sense when the game was released back in 1999 (I don't remember using those ever but still). I can't think of a reason to use them more then once. Maybe those were meant for multiplayer games when you need to access resources quick?

You mean View Earth, right? Because View Air is extremly useful, giving you the location of both heroes and towns (if you are expert), which can be insane advantageous (as long as you actually see them, unlike me who missed the icon)

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 11, 2019 12:40 AM

Sir_Juas said:
Hi, i've been thinking about some new spells.

Fire:
-Fire Wall (Adventure spell: the hero casts a firewall on an adjacent square for 1 day, the enemy heroes who passes through it recieves damage (loss of units)).

Water:
-Mana Drain (Combat spell: the hero drains mana from the enemy for himself)

Earth:
-Quicksand (Adventure spell: the hero casts a quicksand on an adjacent square for 1 day, the enemy heroes who passes through it loses movement points).

Air:
-Wind in Favour (Adventure spell: lets you navigate further for a turn).

what do you think, something interesting?

Mana Drain and Wind in Favour both sound really interesting. Unfortunately for both Fire Wall and Quicksand, 1 square is an incredibly small area and because HoMM3 maps use a grid for placement, structures, and movement, the chances of an enemy landing in that single square—unless placed in a 1 square choke point—is not really feasible.
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"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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Sir_Juas
Sir_Juas


Adventuring Hero
posted May 11, 2019 08:17 PM
Edited by Sir_Juas at 20:19, 11 May 2019.

Oddball13579 said:
Sir_Juas said:
...

Mana Drain and Wind in Favour both sound really interesting. Unfortunately for both Fire Wall and Quicksand, 1 square is an incredibly small area and because HoMM3 maps use a grid for placement, structures, and movement, the chances of an enemy landing in that single square—unless placed in a 1 square choke point—is not really feasible.


Mana Drain seems viable if its power is low, and wind in favor the same.
Fire wall and Quicksand are the most interesting to me, since we dont have spells of the type. Both the firewall and the quicksand would be visible for the enemy hero, and yes they should be put at choke points or in the middle of the road to make the enemy lose movement points dodging them. For being situational spells they seem very nice and useful

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 11, 2019 09:22 PM
Edited by Oddball13579 at 21:22, 11 May 2019.

The majority of maps in HoMM3 have very specific choke points. Usually guarded by a creature stack or blocked by a gate/border guard, and even so, most areas usually have multiple ways to get from point A to point B. So having a choke point specific spell does not seem to be very useful.

And for the areas that only have one way in, those areas are usually just "treasure troves" as it were. Once looted there is no reason to go back to them, so again, the choke point spell wouldn't be very useful because there is no reason to go that way again.

Also both Quicksand and Fire Wall already exists as combat spells.
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"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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planetavril
planetavril


Famous Hero
posted May 15, 2019 02:38 PM
Edited by planetavril at 14:39, 15 May 2019.


perhaps insert a rope bridge over the mountains near the serpentarium

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted May 16, 2019 04:03 PM
Edited by blob2 at 16:08, 16 May 2019.

I wonder if HotA team would be able to add one thing I've always wanted in Heroes 3: an actual "dragon" Hero model for Mutare Drake... and maybe use her in some HotA campaign?

Look, someone even made a model for her:


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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted May 16, 2019 04:48 PM

blob2 said:
I wonder if HotA team would be able to add one thing I've always wanted in Heroes 3: an actual "dragon" Hero model for Mutare Drake... and maybe use her in some HotA campaign?

Look, someone even made a model for her


lol what does you mean by that, this someone is the original Mutare model of the game by Tracy Iwata lol

in any event they have already said they may create the campaign heroes in the future some time back, DrSlash did a great job constructing the other variations cheers lol
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted May 16, 2019 10:14 PM

verriker said:
lol what does you mean by that, this someone is the original Mutare model of the game by Tracy Iwata lol


I didn't know that. Well the render looks pretty professional but then again it could've very well been made by a fan...

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 17, 2019 02:39 AM

verriker said:
blob2 said:
I wonder if HotA team would be able to add one thing I've always wanted in Heroes 3: an actual "dragon" Hero model for Mutare Drake... and maybe use her in some HotA campaign?

Look, someone even made a model for her


lol what does you mean by that, this someone is the original Mutare model of the game by Tracy Iwata lol

in any event they have already said they may create the campaign heroes in the future some time back, DrSlash did a great job constructing the other variations cheers lol
He means have Mutare Drake actually use a dragon model instead of the dungeon hero model. As it is, she uses the female dungeon hero model, regardless of the fact that she is a dragon.
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"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 17, 2019 08:11 AM

For things to make sense, we would actually need male and female models for all classes and races and some of them should perhaps not be riding a horse, like genies or efreet, which are flying.
It would obviously be a lot of work and does'nt change the gameplay, so is perhaps low priority.

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