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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 ... 97 98 99 100 101 ... 120 140 160 180 196 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted November 13, 2019 09:46 AM
Edited by MattII at 10:41, 13 Nov 2019.

I wasn't sure what a spell would reasonably cost. I mean, given the shrines of magic are literally free, I think paying 750 gold for a level 3 spell is a bit excessive.

Those places would also probably allow you to buy spellbooks (cost 1500 gold), and copy spell scroll spells into you books.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 13, 2019 08:04 PM
Edited by phoenix4ever at 21:14, 13 Nov 2019.

Idea for Map Editor:
Add an "Object Counter" feature.
The Object Counter will tell how many specific map objects are in a specific map. (It can use the list from "Find", everything from Abandoned Mine to Zombie.)

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Timmysoboy
Timmysoboy


Hired Hero
posted November 13, 2019 08:28 PM

I like the idea for the nave guild and the dwarven treasury.  I'd like to see things that can be invested in, but who's investment can be taken by other players.  For example, for dwarven treasury, it would produce 25% of whatever was invested in it each week to the player who currently has it flagged.  Or for mate guild, all spells are "unlocked" for 500 gold each, but can be learned by any visiting hero.  Make me chose to invest, then be invested in keeping other players away from them.

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bloodsucker
bloodsucker


Legendary Hero
posted November 13, 2019 09:37 PM
Edited by bloodsucker at 21:37, 13 Nov 2019.

MattII said:
Dwarven Bank (Grass)
Acts like a Treasury at the Rampart.

I suggested this but like a warehouse, you would have to visit it every week.
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 13, 2019 11:03 PM
Edited by P4R4D0X0N at 23:09, 13 Nov 2019.

MattII said:
A few more adventure map object suggestions:
Mage Guild (All-Terrain)
A visiting hero can buy any or all of the half dozen spell contained for a cost of 150/200/275/375/500 gold for levels 1/2/3/4/5.

Dwarven Bank (Grass)
Acts like a Treasury at the Rampart.

Traveller's Inn (All-Terrain)
Visiting hero can pay to learn any of three secondary skills on offer, for a cost of 2,500 gold for Basic level or 5,000 Gold for Advanced. Skills change each week.

Eye of the Magi
Different groupings for The eyes of the Magi, like in Heroes 4.

Spy's Nest (All-Terrain)
A visiting hero can pay to reveal the position of an enemy's castles for 500 gold per castle (picked at random per player if you can't pay to reveal them all).

In general, I'd also like more terrain-unique buildings, like the Water Wheel for Grass, Magic Spring for Rough, or Hermit's Shack, Gazebo or Junkman for Highlands. I want that to be especially true for Sand, it being the only terrain without a native town.


Mage Guild
Add the multiplier of 10 for mageguild and it may be fine... just because Scholar is super powerful in this case. Should be super rare anyway on map since its like another town. Maybe a lil more often for Rough and Swamp. My suggestion would be:

"Magical Nightmarket" - You may buy up to 3 random spells there changing every week. With following chance to appear:

45,0% for level 1 Spell for 500 gold
26,0% for level 2 Spell for 650 gold
16,5% for level 3 Spell for 800 gold
7,5% for level 4 Spell for 1000 gold
5,0% for level 5 Spell for 1200 gold


Dwarven Bank
Drwarfen Bank sounds awesome but damn OP to broken imho. Maybe on 5% at max -> On G maps this would lead very quick to balance problems otherwise. I like a tough monster challenge for it like dragon utopia or like the already suggestion option of taking it every week. But still... not higher than 5% since this would just benefit already dominting players

Traveller's Inn
Travellers Inn sounds okay but even somehow useless for most situations.


Eye of the Magi
Makes sense... at least for map builders


Spy's Nest
Spy's Nest is also quite OP, since you may see all incoming heroes and armies in town, you can also calculate turns where an enemy hero may be at what time. So I guess its off the table for PvP. Otherwise with fog of war this would work perfectly...

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MattII
MattII


Legendary Hero
posted November 14, 2019 09:28 AM
Edited by MattII at 09:32, 14 Nov 2019.

I'd also like to propose a few changes to existing locations:
* Refugee Camp - You can decide which faction(s) and levels a creature can come from.
* Eye of the Magi - You can alter how far an individual eye sees.
* Black Market - You can alter which levels of artefacts can appear in the Black Market.
* Monolith/Portal - You can decide which portal links specifically to which other portal.
* Wooden Hill Fort - Cost to upgrade creatures native to that terrain (ie, of a town belonging to that terrain costs only 505 more than normal.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 14, 2019 10:09 AM

MattII said:
* Monolith/Portal - You can decide which portal links specifically to which other portal.


Given the numerous different monoliths and portals, how would this contribute anything? Unless you are using more portals than the different ones that are available, but does that happen often?
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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MattII
MattII


Legendary Hero
posted November 14, 2019 10:39 AM
Edited by MattII at 10:46, 14 Nov 2019.

Maurice said:
Given the numerous different monoliths and portals, how would this contribute anything? Unless you are using more portals than the different ones that are available, but does that happen often?
Well all monoliths and portals have a set colour. So if you have three or more portals of a given colour, you can decide which specific portal a hero will end up exiting from, rather than having the choice be random.

This idea, and the others in that post are just to make things more customisable for custom scenarios.

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bloodsucker
bloodsucker


Legendary Hero
posted November 14, 2019 11:41 AM
Edited by bloodsucker at 11:42, 14 Nov 2019.

P4R4D0X0N said:
Dwarven Bank... this would just benefit already dominating players


Yes, my idea is to make it easier to finish an even map when you are already powerful but the capacity to build more armies is delaying you... I don't see a point in waiting forever until your only trained hero reaches all towns and beats all heroes.
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monere
monere


Bad-mannered
Supreme Hero
posted November 14, 2019 12:14 PM

phoenix4ever said:
Idea for Map Editor:
Add an "Object Counter" feature.
The Object Counter will tell how many specific map objects are in a specific map. (It can use the list from "Find", everything from Abandoned Mine to Zombie.)
nice idea. I really like it, but some people might object that it makes the game too easy. However, having this as a toggable / checkable setting might please everyone

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 14, 2019 12:58 PM
Edited by Maurice at 12:58, 14 Nov 2019.

MattII said:
So if you have three or more portals of a given colour, you can decide which specific portal a hero will end up exiting from, rather than having the choice be random.


So basically, you'd have multiple sets of otherwise disjoint portals, of the same color.

I'm all for that, especially with the subterranean gates, which the game now assigns implicitely. An explicit link would be very useful.
____________
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 November 14, 2019 01:29 PM

monere said:
nice idea. I really like it, but some people might object that it makes the game too easy. However, having this as a toggable / checkable setting might please everyone

It is only for Map Editor, if people wanna spoil themselves by looking there, they can already do that.

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planetavril
planetavril


Famous Hero
posted November 14, 2019 01:31 PM
Edited by planetavril at 13:49, 14 Nov 2019.

idea for objects on the map.

"holes" or "wells" that would have the same effect as whirlpools in water, depending on the terrain in which they are located you can lose the creatures that are part of the cities that belong to that terrain.


Market of Creatures, if the hero is far from the city he can buy creatures of the cities he controls

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monere
monere


Bad-mannered
Supreme Hero
posted November 14, 2019 02:32 PM

phoenix4ever said:

It is only for Map Editor, if people wanna spoil themselves by looking there, they can already do that.
but you can already do that in map editor, can you not?!? I could swear I do this all the time when I edit the maps

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 14, 2019 03:43 PM

Then you have to count everything manually, unless you know another way?

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monere
monere


Bad-mannered
Supreme Hero
posted November 14, 2019 07:31 PM

phoenix4ever said:
Then you have to count everything manually, unless you know another way?
yeah, you're right. My bad

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 14, 2019 09:51 PM
Edited by P4R4D0X0N at 22:07, 14 Nov 2019.

Maurice said:
MattII said:
So if you have three or more portals of a given colour, you can decide which specific portal a hero will end up exiting from, rather than having the choice be random.


So basically, you'd have multiple sets of otherwise disjoint portals, of the same color.

I'm all for that, especially with the subterranean gates, which the game now assigns implicitely. An explicit link would be very useful.


Well I dont see a problem with that... You just need to hit Spacebar to travel for free to another location... at least for 2 way. 1 Way are exclusively for map builders and a like behaviour getting out randomly from a oneway exit. -> Means even if the portal is near... you may lose movemntpoints to reach a near entrance. But so far this hasnt any use anyway... coz player specific maps are designed for singleplayer anyway and this means "reloading"... for same effect.

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MattII
MattII


Legendary Hero
posted November 15, 2019 08:15 AM

P4R4D0X0N said:
Well I dont see a problem with that... You just need to hit Spacebar to travel for free to another location... at least for 2 way. 1 Way are exclusively for map builders and a like behaviour getting out randomly from a oneway exit. -> Means even if the portal is near... you may lose movemntpoints to reach a near entrance. But so far this hasnt any use anyway... coz player specific maps are designed for singleplayer anyway and this means "reloading"... for same effect.
At this point, there's no way to prevent a hero from accessing certain portals at random.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 15, 2019 02:27 PM

MattII said:
At this point, there's no way to prevent a hero from accessing certain portals at random.


Yeah but I dont really see a problem with that... Coz if you hit spacebar you travel for free anywhere else. I personally wouldn't know you would implement it with a real use. The behaviour you described would be useful if you can use the only once a week or something.

In this case you could seperate different areas from another including a given timelimit and the specific limitation for teleporters this would mean, you are quite limited to capture a given enemy towns in a certain timeframe. This would be the only real tactical use for it imho.

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MattII
MattII


Legendary Hero
posted November 15, 2019 10:59 PM

P4R4D0X0N said:
MattII said:
At this point, there's no way to prevent a hero from accessing certain portals at random.


Yeah but I dont really see a problem with that... Coz if you hit spacebar you travel for free anywhere else. I personally wouldn't know you would implement it with a real use. The behaviour you described would be useful if you can use the only once a week or something.

In this case you could seperate different areas from another including a given timelimit and the specific limitation for teleporters this would mean, you are quite limited to capture a given enemy towns in a certain timeframe. This would be the only real tactical use for it imho.
I can think of a few more uses for custom scenarios, which was what that whole list of changes was about.

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