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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 80 100 120 140 160 ... 176 177 178 179 180 ... 196 · «PREV / NEXT»
luk3Z
luk3Z


Hired Hero
posted July 27, 2021 08:37 PM
Edited by luk3Z at 15:50, 05 Oct 2021.

What do you think about new feature: preserve city's wall status (more realistic game). This feature need new button in city screen like "repair walls" and new cost - for example 50% cost of Citadel/Castle depending on city/castle level.

Moreover:
- Pikemens and Nixes bonus +x % damage against Cavalry, Pegasus, Unicorns, Black Knights (or reduced damage from it)
- Dendroids vulnerability to fire

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aldzzz
aldzzz


Adventuring Hero
posted July 27, 2021 10:39 PM

luk3Z said:
What do you think about new feature: preserve city's wall status (more realistic game). This feature need new button in city screen like "repair walls" and new cost - for example 50% cost of Citadel/Castle depending on city/castle level.



i haven't played hota but i'd say this is a kind of feature which would be overall great. maybe something era folks can assess and implement?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 05, 2021 11:24 AM
Edited by phoenix4ever at 12:12, 05 Aug 2021.

It might have been suggested before, but if you have a spell at expert level, it would be great if you could choose if you want to cast it at expert or advanced level.
(Take for example Hypnotize, Mass Cure can not heal a hypnotized target, but Single Cure can.)
Or just make Mass Cure able to heal Hypnotize.

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MattII
MattII


Legendary Hero
posted August 11, 2021 10:30 AM
Edited by MattII at 11:34, 11 Aug 2021.

Can the Armageddon's Blade heroes with creature specialties have their boosts changed to be based on hero levels, rather than being fixed?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted August 16, 2021 01:58 AM

@MattII

Definitely, H3 content is flexible.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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sirironfist
sirironfist


Known Hero
King of the ogres
posted September 04, 2021 10:56 AM

"Accurate Shot" really should not work on the undead. There's no heart or any vital organ you could hit on a skeleton.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 04, 2021 03:20 PM
Edited by phoenix4ever at 15:21, 04 Sep 2021.

sirironfist said:
"Accurate Shot" really should not work on the undead. There's no heart or any vital organ you could hit on a skeleton.

That would apply to elementals, golems and gargoyles too then.
But in general I just think Accurate Shot is too powerful, you can take down several dragons with it, get morale and do it again! (Maybe make it unable to kill level 7 units or limit the amount it can kill to 1 per shot.)

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sirironfist
sirironfist


Known Hero
King of the ogres
posted September 05, 2021 10:03 AM
Edited by sirironfist at 10:04, 05 Sep 2021.

I agree with you. I actually think it shouldn't work on units that have more than 45 hp. I can see a single bullet killing a monk, but not a minotaur or a dendroid. Even level 5 units are absolute beasts.

But honestly, the whole concept of this speciality is flawed to begin with. One bullet killing a black dragon? When it takes like a hundred arrows or dozens of comparable bullets to kill one? I mean, how unskilled are all the other shooters then? Because this makes it seem like a speciality that a unit like the sharpshooter should've had before.

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Maciek
Maciek


Known Hero
posted September 17, 2021 07:29 AM

Hourglass said:
shev441 said:

Guild of Mercenerys

Actually really like this idea. IMO not only does it bring some slight balance between players, but you could also build your powerstack out of these objects.

If there would also be an option to not necessary link all of them together, but instead have only couple of them to be pairs if you want, we could build a fun template where both players would have one source of the same creature in their zone, and as there would be dozens of these kinds of pairs, players could build their armies from these objects alone, and then fight.
We already have Kebab Cross template, (full of mercenary camps), but it isn't necessary the most balanced experience.


I made a template based on your 'common army source' idea, Hourglass. It's called 'mt_Common_Source', is somewhat similar to h3dm1 and is available here, along with 14 other templates.

The templates have their directories with documentation. The html files are the descriptions generated by the template editor with some hand-drawn mirror portals added to the pictures. The info.txt files contain short descriptions and my advice on what settings to use.

Please note that these templates have not been tested in pvp, so my timer and sim turn settings suggestions likely make no sense.

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Hourglass
Hourglass


Famous Hero
posted September 18, 2021 06:11 PM
Edited by Hourglass at 18:11, 18 Sep 2021.

Maciek said:

I made a template based on your 'common army source' idea, Hourglass.
Wow, I'm most definitely checking that one out!

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Kilkakon
Kilkakon


Hired Hero
posted October 04, 2021 01:18 PM

Posted this on the HotA Discord yesterday, thought I'd repost here for visibility and fun
---

Been thinking about Inferno’s so-called weakness on fast paced maps. Turns out lava terrain doesn’t have any unique adventure objects:



Here's a few ideas. Might need tweaks. I know HotA team love bringing back Heroes 2 stuff so did a bit of that here.



Demon Cave
Challenge a Devil’s minions to a fight: Defeat a small number of Earth Elementals to receive small number of Pit Lords into your army’s ranks. Ties into Inferno’s unique demon summoning, lets them start it a bit earlier.

Runestones
A circle of column-like rocks with glowing runes on them
Enemies receive -1 luck and -1 morale in next battle. References Devils lowering luck.

Volcanic Forge
Upgrades level 1-2 creatures for 50% cost
Hill Fort got nerfed, having a restricted return of it might be interesting.

Ruins
Copy from Highlands, there’s no lava crypt at the moment.

Can do concept art or event text if needed, feel free to contact or use ideas as you wish

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted October 04, 2021 04:00 PM

Good point!
____________

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Titanfall2020
Titanfall2020


Known Hero
posted October 05, 2021 03:39 AM

Kilkakon said:
Posted this on the HotA Discord yesterday, thought I'd repost here for visibility and fun
---

Been thinking about Inferno’s so-called weakness on fast paced maps. Turns out lava terrain doesn’t have any unique adventure objects:



Here's a few ideas. Might need tweaks. I know HotA team love bringing back Heroes 2 stuff so did a bit of that here.



Demon Cave
Challenge a Devil’s minions to a fight: Defeat a small number of Earth Elementals to receive small number of Pit Lords into your army’s ranks. Ties into Inferno’s unique demon summoning, lets them start it a bit earlier.

Runestones
A circle of column-like rocks with glowing runes on them
Enemies receive -1 luck and -1 morale in next battle. References Devils lowering luck.

Volcanic Forge
Upgrades level 1-2 creatures for 50% cost
Hill Fort got nerfed, having a restricted return of it might be interesting.

Ruins
Copy from Highlands, there’s no lava crypt at the moment.

Can do concept art or event text if needed, feel free to contact or use ideas as you wish


Great post! Always seems weird how there's nothing to place in lava regions

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MattII
MattII


Legendary Hero
posted October 06, 2021 01:24 AM
Edited by MattII at 02:06, 07 Oct 2021.

It's also weird that the Crypt is considered 'unique' when it appears on 5 different terrain types, and between Grass, Dirt and Swamp it's exactly the same damn image. The Trading Post also appears on 5 different terrains, the Water Wheel and Faerie Ring on 4, the Swan Pond, Fountain or Fortune, Fountain of Youth and Mystical Garden on 3...

Can an object really be considered unique if it appears on multiple terrain with little to no variation in its graphics?

Here's another idea, a structure kind of like a trading post, but only between gold and one other resource (Mercury - Lava, Sulfur - Subterranean, Gems - Snow, Crystal - Grass, Wood - Dirt/Swamp, Ore - Rough) where a hero can trade resources at their 'true' values (so, 1:250 for wood/ore, and 1:500 for rare resources).

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 08, 2021 01:49 AM
Edited by NimoStar at 06:24, 08 Oct 2021.

Definitely there should be more Lava and Subterranean objects.

There could be fire-themed stuff, including maybe the Pillar of Fire itself. Altar of Sacrifice is also a lot on-theme, as is the Axis of Power star (though that is everywhere, a lave-specific variant could be done, in the same way there are variants of the Trading Post and Mausoleum).

On the other hand, I also use Cover of Darkness as a typical subterranean object in my custom maps.

At a minimum, I think "Subterranean Cartographer" could be made to count as a subterranean unique object to randomly place (it's literally useless except for subterranean terrain).

Desert is also pretty sparse, but I guess the things it does have are relatively important (pyramid and skeleton), so it's lower priority to fluff it.

PS: Though in quantity seemingly OK, the Swamp terrain also has absolutely no special building of its own. It only has the same buildings repeated on Grass and Dirty, with some of the objects missing.
____________
Never changing = never improving

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Kilkakon
Kilkakon


Hired Hero
posted October 08, 2021 04:53 AM
Edited by Kilkakon at 04:57, 08 Oct 2021.

Thanks folks Yeah my personal hope is that the HotA team notices the issue, and whatever objects they come up with, be it my suggested ones or some of the others here or something else entirely, that it just helps spice up those areas.

You're right to identify that Subterranean is also lacking a lot of variety, which took me off guard also. For such important terrains, lava and subterranean, they've had to make do with just generic stuff.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 08, 2021 07:25 AM
Edited by NimoStar at 20:42, 08 Oct 2021.

Yes, I think that's a fair assessment.

Something which I have thought about is the First Aid Tent.

Since the damage of the Ballista grows with hero attack, coudn't the heal of ther First Aid Tent be affected by Spell Power?

They will still be mostly useless, but at least something to give a minimal reason to pick those First Aid specialists sometime...

Another compatible idea is to make First Aid Skill to allow First Aid Tent to resurrect as follows:
Basic - Only level 1 creatures
Advanced - Level 1 and Level 2 creatures.
Expert - Level 1, 2 and 3 creatures.

Another great disadvantage of first aid is that minimum healing is always 1, even with expert, leading to dud healings. if HotA suppossedly wishes to "reduce randomness", they could do this:
No skill: 1-25 healing -> same
Basic First Aid: 1-50 healing  -> 10-50 healing
Advanced First Aid: 1-75 healing -> 15-75 healing
Expert First Aid: 1-100 healing -> 20-100 healing

This seems like a small and reasonable change since this skill is normally avoided like the plague, and with good reason. This way the lower limit is always 1/5 th for First Aid heroes and grows proportionally. As in default, only the upper limit is changed, making upgrading the skill deceptively useless (even for its base uselessness) since statistically the average and median actual healing is growing less than appears.

For example, +25 max healing (with +0 min healing) is only +12.5 (inconsistent) healing per turn on average, a laughtable proposition (also considering it needs building, buying the tent and it can be destroyed at any time, being quite fragile).
____________
Never changing = never improving

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Hourglass
Hourglass


Famous Hero
posted October 08, 2021 10:52 PM
Edited by Hourglass at 22:56, 08 Oct 2021.

Kilkakon said:

Demon Cave
Challenge a Devil’s minions to a fight: Defeat a small number of Earth Elementals to receive small number of Pit Lords into your army’s ranks. Ties into Inferno’s unique demon summoning, lets them start it a bit earlier.

I personally think Demon Cave would be a great returning object to the game. Not sure about the event, thou. What if the building would let you buy some artifacts, but only creatures can be used as currency?

Kilkakon said:

Runestones
A circle of column-like rocks with glowing runes on them
Enemies receive -1 luck and -1 morale in next battle. References Devils lowering luck.

Really liking this object, I could very well see players constantly abusing this even in later stages of the game, but I don't think it's a bad thing. Would also help Inferno troops to conquer their high level dwellings, since they're pretty problematic to do effectively. One of the reasons why Inferno is rated so low.


Kilkakon said:
Volcanic Forge
Upgrades level 1-2 creatures for 50% cost
Hill Fort got nerfed, having a restricted return of it might be interesting.

Not sure if this would draw much interest in players. The most effective strategy with Inferno on day 1 is to upgrade either Imps or Gogs anyway, so they wouldn't really find that much use for this I fear. And there probably wouldn't be many reasons for other towns for trying to obtain this either.

Kilkakon said:

Ruins
Copy from Highlands, there’s no lava crypt at the moment.

I think this would be a fair solution. If undead would turn out to be not all that suitable for the lava terrain, I would suggest some sort of outpost building, where you fight against Castle troops. Maybe it could give gold alongside with ore and wood, since no such building is currently doing that?

NimoStar said:

Another compatible idea is to make First Aid Skill to allow First Aid Tent to resurrect as follows:
Basic - Only level 1 creatures
Advanced - Level 1 and Level 2 creatures.
Expert - Level 1, 2 and 3 creatures.

I think the issue with resurrecting on first aid tent is that the battles would become quite passive, as the players would probably try to delay the ending, likely leaving one weak, slow stack that would kited until all creatures would be brought back. While the same can be done with spells, too, it at least requires mana to use.
I think resurrecting mechanic could be possible, but I would suggest it to only happen after battle, with somewhat low-medium % of happening.

NimoStar said:

Another great disadvantage of first aid is that minimum healing is always 1, even with expert, leading to dud healings. if HotA suppossedly wishes to "reduce randomness", they could do this:
No skill: 1-25 healing -> same
Basic First Aid: 1-50 healing  -> 10-50 healing
Advanced First Aid: 1-75 healing -> 15-75 healing
Expert First Aid: 1-100 healing -> 20-100 healing

Agree 100%. Not sure why the healing was done like this in the first place.

Personally I think combining the three warmachine related skills under one skill and somewhat buffing first aid could lead into an useful skill. It wouldn't be top priority or anything, but would be a lot more useful than having three separate things.

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MattII
MattII


Legendary Hero
posted October 09, 2021 11:07 AM

NimoStar said:
Another great disadvantage of first aid is that minimum healing is always 1, even with expert, leading to dud healings. if HotA suppossedly wishes to "reduce randomness", they could do this:
No skill: 1-25 healing -> same
Basic First Aid: 1-50 healing  -> 10-50 healing
Advanced First Aid: 1-75 healing -> 15-75 healing
Expert First Aid: 1-100 healing -> 20-100 healing

This seems like a small and reasonable change since this skill is normally avoided like the plague, and with good reason. This way the lower limit is always 1/5 th for First Aid heroes and grows proportionally. As in default, only the upper limit is changed, making upgrading the skill deceptively useless (even for its base uselessness) since statistically the average and median actual healing is growing less than appears.

For example, +25 max healing (with +0 min healing) is only +12.5 (inconsistent) healing per turn on average, a laughtable proposition (also considering it needs building, buying the tent and it can be destroyed at any time, being quite fragile).
You realise the 1-X is to take account of the fact that the chosen target might not need that much healing right? Also, if you're looking at ways to boost the tent, why not give it the same effect as Cure (ie, removing all the negative spells), and maybe the chance of heaving a second time (or just once, if the tent gets destroyed, and has itself to be resurrected)?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 09, 2021 11:43 AM
Edited by NimoStar at 11:44, 09 Oct 2021.

Quote:
You realise the 1-X is to take account of the fact that the chosen target might not need that much healing right?


right, I may have borked that part, but it was a bizarre way of presenting the info. I was certain there was a random factor on healing since there is in most H3 things, and the ingame display only shows the actual rate of healing up to the limit and not the potential.

Anyways even if healing is "flat" the rest of my proposal stands.

Cure might be something to consider too, but it should only work with Expert first aid. This is also an indirect nerf to individual curses, most of which are already bad except blind (and except Berserk, but since tent moves last, it will be useless for removing it). It may be good to remove mass curses like Curse and Slow from a creature, tho.
____________
Never changing = never improving

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