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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 80 ... 88 89 90 91 92 ... 100 120 140 160 180 196 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted September 22, 2019 12:14 PM

phoenix4ever said:
MattII said:
I'm not too bothered about the number of skills, but the ability to refuse to take the skills offered by Witch Huts

You can already do that in HotA and deny Scholars too.
Okay, cool. Of course, in WoG, you could pay to learn the skill at advanced level, or even forget it altogether, which would be a nice addition.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted September 22, 2019 07:39 PM

bloodsucker said:
Create an upgrade to Castle's Resource Silo costing 5000 gold and 3 gems that makes it produce gems instead of wood and ore.
Why an upgrade? Cause Castle needs a lot of wood and ore to be built but spends gems to hire the Angels and Archangels. So, this way you could chose the moment when you need gems more then wood or ore and make the change.
This sounds like a nice little change. I like it
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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timmysoboy
timmysoboy


Hired Hero
posted September 23, 2019 12:05 AM

Market of Time is a fun concept.  I would love to have it come with a serious trade-off, like having to lose 2 hero levels (and primary skills, obviously) in exchange for losing one secondary skill.

Otherwise, I'm an exclusively offline player, so take the next bit with a grain of salt.  I've almost always found that the limiting factor in the number of secondary skills you can take to be experience to level scaling.  By the time you reach all 8 skills at an expert level, you really only have a few more levels in the game anyway.  Therefore, having 10 (or more) secondary skills forces you to make the trade-off of whether it is more profitable to have 6 expert skills, plus 4 basic to advanced, or 8 experts.  It could add more tough decisions to the gameplay.  To me, that usually means more fun.

I'd love to see a game option for 6, 8 (default), and 10 secondary skills.

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MattII
MattII


Legendary Hero
posted September 23, 2019 12:51 AM
Edited by MattII at 04:58, 23 Sep 2019.

timmysoboy said:
Market of Time is a fun concept.  I would love to have it come with a serious trade-off, like having to lose 2 hero levels (and primary skills, obviously) in exchange for losing one secondary skill.
Complex, and not really needed, since that makes it actually fractionally easier to level up again, as opposed to dropping the skill without dropping levels.  f.e. it takes 6,600 experience to go from level 11 to level 13, but 9,504 (almost 45% more) to go from level 13 to level 15.

Also, going back to my first post, here's a few things that ought to be fairly easy to do...
* Water versions of:
- Obelisk
- Witch Hut
- Learning Stone
- Lighthouse
- Star Axis, Garden of Revelation, Marletto Tower, Mercenary Camp
- School of War
- Library of Enlightenment
- Den of Thieves
- Black Market

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted September 23, 2019 09:24 AM

MattII said:

* Water versions of:
- Obelisk
- Witch Hut
- Learning Stone
- Lighthouse
- Star Axis, Garden of Revelation, Marletto Tower, Mercenary Camp
- School of War
- Library of Enlightenment
- Den of Thieves
- Black Market


But first we need to have a solid generator that creates decent water maps.

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MattII
MattII


Legendary Hero
posted September 23, 2019 11:51 AM

Orrinisthebest said:
But first we need to have a solid generator that creates decent water maps.
1) Plenty of people make custom maps.
2) Well water maps aren't perfect ATM, but they're a darn sight better than they were in the regular game.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 23, 2019 12:15 PM

I don't like Seafaring Academy and Altar of Mana though.

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bloodsucker
bloodsucker


Legendary Hero
posted September 23, 2019 04:30 PM

I think it would be a nice idea to have random special resources mines  related to player's town. This way you could add a mine of the special resource linked to a random town.
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MattII
MattII


Legendary Hero
posted September 23, 2019 09:42 PM
Edited by MattII at 21:57, 23 Sep 2019.

bloodsucker said:
I think it would be a nice idea to have random special resources mines  related to player's town. This way you could add a mine of the special resource linked to a random town.
I'll second that, along with that upgrade to the Castle Resource Silo.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 29, 2019 10:01 AM

Well not just for castle... Imho Stronghold needs this even more, same goes for Fortress or Necropolis. I'd personally say, that wood and iron are obsolete for towns anyway since its just a small buff when building up the town and quite useless after a given time. Anyway in that phase the needed 5000 gold is the biggest problem/factor. In that phase it's useless.

Changes:
Castle -> Gems
Necropolis -> Mercury
Stronghold -> Crystal
Fortress -> Sulfur

The only real use for wood and iron is when you expand fast and capture neutral towns you'd build up

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bloodsucker
bloodsucker


Legendary Hero
posted September 29, 2019 02:15 PM
Edited by bloodsucker at 14:31, 29 Sep 2019.

P4R4D0X0N said:
The only real use for wood and iron is when you expand fast and capture neutral towns you'd build up

Yup, and if you play reasonably that's what happens. I remember to be in a situation recently where I was building the resource silos (of wood and ore) before the town hall's because I couldn't afford the constant trade of special resources for wood and ore but I was quite ok with the money I was getting from banks.
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bloodsucker
bloodsucker


Legendary Hero
posted September 29, 2019 02:30 PM
Edited by bloodsucker at 14:44, 29 Sep 2019.

Arcane Tower

Ok, the Arcane Tower from WoG is a free visit object and I don't think that would make sense in HotA but it happens quite often in custom maps (it happened to me in Conquest of Heaven and Hell, for instance) that you have an hero with 99 in one primary skill and less 15 or more in another and if you carelessly visit libraries and trees of knowledge there is a possibility you get negative prims or at least have to strip your hero of some type of artifacts.
What I suggest is an object with several prerequisites like: some levels and that the traded skill be at least 10 points above the desired one. Also, I think you could visit it more then one time in a row by pressing spacebar but would have to trade 3 points of one for 2 of the other and the validation would be done every time.
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MattII
MattII


Legendary Hero
posted September 29, 2019 07:53 PM

P4R4D0X0N said:
Well not just for castle... Imho Stronghold needs this even more, same goes for Fortress or Necropolis.
Nah, Castle is definitely the most in need, since of the four towns, theirs is the only level 7 unit that costs resources at the base level.

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DrOwnage
DrOwnage


Adventuring Hero
posted October 01, 2019 08:41 AM

Can this mod handle tcp/ip multiplayer?

I played a very long WoG game vs a friend a while ago and in our battle we had sync issues which rendered the game completly useless.

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avatar
avatar


Promising
Supreme Hero
posted October 01, 2019 07:32 PM

Just try yourself :>
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 02, 2019 08:12 PM

MattII said:
P4R4D0X0N said:
Well not just for castle... Imho Stronghold needs this even more, same goes for Fortress or Necropolis.
Nah, Castle is definitely the most in need, since of the four towns, theirs is the only level 7 unit that costs resources at the base level.


Not really you get 5 gems from leprechauns and these are all over grass areas.

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bloodsucker
bloodsucker


Legendary Hero
posted October 02, 2019 09:16 PM
Edited by bloodsucker at 21:16, 02 Oct 2019.

Yeah, that works... until you have 3 or 4 external Portals and half a dozen Castles. That's one of the reasons I think it should be an upgrade, you do it when you think your heroes will have better things to do then visit windmills.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 03, 2019 10:28 AM

P4R4D0X0N said:
Not really you get 5 gems from leprechauns and these are all over grass areas.


That depends. You could also get 500 Gold instead.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 06, 2019 01:57 AM

Maurice said:
P4R4D0X0N said:
Not really you get 5 gems from leprechauns and these are all over grass areas.


That depends. You could also get 500 Gold instead.


True... but it's still 50:50 Chance that is quite high. If you accumulate the amount of leprecaune up, you will end up with ~2-3 per area, meaning ~7.5 gems per week

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mihaid
mihaid


Hired Hero
posted October 06, 2019 08:26 AM

Here's a thing I wanted to run by you guys: some creatures have passive effects which affect others and last from the start to the end of the combat. I'm thinking of Ghost Dragons' bad morale, Pegasi's Magic Damper ability and so on.

And my question is this: if the stack is completely destroyed, doesn't it make more sense for the effect to be disabled? I mean enemy creatures have -1 luck when Devils are present on the battlefield. But if the Devils are killed, why does the effect persist?

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