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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 80 100 120 140 160 180 ... 181 182 183 184 185 ... 196 · «PREV / NEXT»
Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted December 10, 2021 08:33 AM

Salamandre said:
My bad, after 764 hcms I begged him to post in forums so anyone could help

And now he is all over the place



Well you're up front about it and not unlike the cultists if scientific spergjihad.

Also I commend your persuasion skills my good sir, as the cultist in question reeeeeeee'd that not even the allmighty Corribus will be able to convince him to stay.
____________
"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 10, 2021 04:25 PM

lol no, I meant he was using hcm to get coding help for WoG, at some extent it was too much to handle alone then I told him to use standard way - forums, so more people could propose help.
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Era II mods and utilities

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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted December 10, 2021 05:47 PM

my point is still valid.
____________
"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Fichom
Fichom

Tavern Dweller
posted December 25, 2021 03:05 AM
Edited by Fichom at 03:15, 10 Jan 2022.

I'm interested if there's a way to expand on the mapping tool. Most of these suggestions(yes there are multiple) are oriented towards scripted events - most other things can be done(though there are some non-event oriented ones as well) - these are meant in general to give mappers more freedom in creating maps, thus making them more fun to play. I also deliberate on how some of these might be used[written in square brackets], otherwise it looks like a shopping list, and, well, not much to be discussed on.


Some things I'd love to see are:
 - Active-within event markers: in essence, let the mapper set an event marker, but make it so it can only activated in a certain time-frame. It would be lovely if it had both 'begin' and 'end' value. [This can be used to set up events that could reward players for being more efficient and faster with their play, as opposed to waiting to amass super-armies which easily defeat any challenge posed by the mapper, example: you get resources if you get to point X before day Y]
 - Unlocking buildings: via events (timed and markers) and quests, namely seer's hut, though look below for 'quests through events' (not directly building buildings for the player, which is already an option through Town Timed Events). [Set up a narrative where, by completing certain tasks, it allows you to build certain buildings, which in turn maybe allows the player to progress in the map]
 - Limiting the above to certain towns: so yeah, you unlock a building, but only for a town specified by the mapper - could be a 'all'/'from list' kind of thing. [Similar as above, giving the mapper a bit more control]
 - Quests through events: so you can basically setup a condition for a player to meet, and the event checks if the conditions are met. You could set it up so you get a 'fail' mission, or if it's a reocurring timed event, you get info you failed, but that there will be next time. [Get rewarded for amassing enough units, exploring quickly or upgrading your town; maybe a 'traveling trader', which will offer you to sell X in exchange for Y - presumably at good rate or in absence of market]
 - Placing events over/overlapping yellow positions: for example, over observatories or dwellings - probably hard/impossible to implement. [would allow to trigger events when visiting virtually any point, would allow to set up ambushes even on active buildings like warehouses, shrines, and so on]
 - Large Event Markers: Add event markers that have multi-tile trigger area. [allow for location-based events, without needing chokepoints to ensure a player will walk over an event marker - I like expanding on a story when players visit new areas]
 - Event heroes: allow to set-up event heroes, which will appear on the map when a certain event triggers it (be it time, or some external trigger, like getting enough lvl on a hero, visiting a spot, conquering a town). Idea is you could add both allied and enemy heroes. [a scenario where you have to prepare for a hero that will come to fight you on a certain date]
 - Variable Magi: allow to choose which eyes hut of the magi activates [player getting more and different info throughout the scenario]
 - Multiple win/loose conditions: self explanatory. [win before, but also don't lose your hero, while also having gotten a specific artifact, and killing the hero X and conquering the town Y]
 - Custom monster/plague weeks: maybe a 'loop' system (set up a sequence, and have it repeat every X). [make cycles that make it feel like there's time passing in game, not just 357th month; allow for progressively more difficult/easy game, by setting it up so the player initialy gets good/bad weeks, and then it slowly turns into bad/good]
 - Disable upgraded monsters: sometimes 'unupgraded' monster stacks in the wild contain upgraded monsters as well. Considering the description from the map editor, it appears that the 'unupgraded' tokens are 'mixed lvl X', and not a simply 'unupgraded lvl X'. This encopases both spesific monsters, as well as the 'random lvl X' monster tokens. [This was added in 1.6.0, I somehow installed an older version when I started working on a map, but the following idea could still be quite nifty] A "simple" solution (the soulution is simple, the implementation maybe not so much) could be to add event marker 'skins' - this would allow you to set the event marker to have an appearance on the map (among other things, of a monster) - they are currently invisible. [More control for the mapper on what monsters player has to face, the marker 'skin' could be used in 'ambushes' for example - you set it to look like monster X - but it is in fact a bunch of monsters Y]
 - Allow/disallow AI boating: maybe on a per-hero basis, a check-box next to the 'patrol' value - would allow to set a patrol for an AI hero, but not have him using boats (they in general will if they have access to them)
 - Allow for customisation of more items(yup, a sublist, sry not sry):
   - Treasure Chests/Floating Treasures/other treasure buildings - at least allowing to disable/force getting an artifact, or better: a simple 'choose' list between the 4 possible rewards would also be quite handy(just like with treasure banks) - you could have both functionalities if you made it a check list, so only checked items are possible to get, with a drop-down menu to choose which artifact is given).
   - Campfire/Flotsome/Barrel/Lean To: allowing to choose which type of resource you get along with gold, maybe even how much.
   - Learning Stone/Primary Skill Altars: allowing for different amounts given. [not my shtick, but some players like to give crazy amounts of primary skills or lvls - why not make it so you get all of it in 1 building, rather than having to visit 50]
   - Warehouses: determine amount you can get each week.
   - Warrior's tomb/Shipwreck Survivor: determine which artifact they contain.
   - Custom Shipwrecks: allowing to change enemies and rewards. [would expand the water-content even more]
   - Linked portals: specify which portal leads to which portal/exit (maybe redundant, with many portal types, but oh well).
   - External dwellings: this is probably crazy (but HotA did bring some changes to them, so maybe not), but allow for adjusting the production and capacity of external dwellings.


That's it(as far as my ideas go, for now). Note that most of these would not allow only for other mappers to step up their game, but it might even allow for great many improvements for the upcoming campaigns that the HotA team might be working on themselves.

If you notice anything here that is actually already doable, and I'm just being silly, please do show me the way.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 25, 2021 05:16 PM
Edited by NimoStar at 17:20, 25 Dec 2021.

Though I see nothing wrong with your suggestions;:
Practically all of these can be done in the event and scripting system of H4. I suggest you play H4 ultimate

It's one of the main reasons I'm an H4 player, H3 default map scripting and event/quest system is extremely limited.
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Never changing = never improving

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Fichom
Fichom

Tavern Dweller
posted December 25, 2021 05:18 PM

NimoStar said:
Practically all of these can be done in the event and scripting system of H4. I suggest you play H4 ultimate


Not to be rude but... read the title of the thread?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 25, 2021 05:24 PM

Yes, but it's very unlikely this will be implemented in HotA at all. HotA team even removed campaign making from their editor.

I'm just trying to help you.

If anything, your chance to get those things in H3 is through ERM scripting in ERA, or something.

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Never changing = never improving

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Fichom
Fichom

Tavern Dweller
posted December 25, 2021 05:25 PM

NimoStar said:
Practically all of these can be done in the event and scripting system of H4. I suggest you play H4 ultimate


If by H4 you presume Heroes 4, well, not to be rude but... read the title of the thread? I feel like I've been invited to change my cult. There are plenty reasons while H3 is more popular than H4.

I have my own, be it objective or subjective. Nevertheless, this is a H3HotA thread (and a H3 subforum) for ideas and suggestions - so yeah, if ya ain't got nothing constructive to say, don't say anything - participate with some useful feedback mate, and let's keep the threads nice and clean.

Merry Christmas to you!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 25, 2021 05:52 PM

Needless to say, we are already at 183th page of "ideas and suggestions" and not a single one was not only not implemented, but even discussed with pro and against arguments by any of the team.

So, Nimo is right on one thing, is not gonna happen. Which opens another potentially valid debate - people interested of having their ideas materialized could consider switching to version of Heroes which actually allow molding, like H3/WoG, H4 or even H5.

Of course, you can also just enjoy suggesting ideas because you had 10 minutes to spare. Nothing wrong, just don't start hoping in miracles.

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Hourglass
Hourglass


Famous Hero
posted December 25, 2021 07:26 PM

Salamandre said:
Needless to say, we are already at 183th page of "ideas and suggestions" and not a single one was not only not implemented, but even discussed with pro and against arguments by any of the team.

So, Nimo is right on one thing, is not gonna happen. Which opens another potentially valid debate - people interested of having their ideas materialized could consider switching to version of Heroes which actually allow molding, like H3/WoG, H4 or even H5.

Well, since he is pretty much asking changes to map editor, those kind of ideas probably have the highest chances of seeing light of day - look no further than the last Hota patch, where many things in the map editor became editable. Also, things such as optional Witch hut, or being able to go melee with shooters were asked in Hota threads before they did become reality. Asking balance or "balance" changes on the other hand, likely do have the lowest % of becoming reality.

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Fichom
Fichom

Tavern Dweller
posted December 25, 2021 09:54 PM
Edited by Fichom at 21:56, 25 Dec 2021.

Hourglass said:
Salamandre said:
Needless to say, we are already at 183th page of "ideas and suggestions" and not a single one was not only not implemented, but even discussed with pro and against arguments by any of the team.

So, Nimo is right on one thing, is not gonna happen. Which opens another potentially valid debate - people interested of having their ideas materialized could consider switching to version of Heroes which actually allow molding, like H3/WoG, H4 or even H5.

Well, since he is pretty much asking changes to map editor, those kind of ideas probably have the highest chances of seeing light of day - look no further than the last Hota patch, where many things in the map editor became editable. Also, things such as optional Witch hut, or being able to go melee with shooters were asked in Hota threads before they did become reality. Asking balance or "balance" changes on the other hand, likely do have the lowest % of becoming reality.


Kind of exactly what I wanted to reply, had you not replied sooner! What I'm suggesting is more of a QoL type of thing, which were (as far as I could see some posts at the start of this long, long thread) later implemented. Indeed, balance ideas are usually ignored. I suggested those with that in mind.

It's a QoL vs Balance type of change, and odds of them listening to those are quite well pointed out in the original post(excerpt):
nik312 said:

(...)
1) Skill balance (buffing the more useless skills/nerfing the more strong ones)
The team has pretty much established most of things to do with most of the skills. As for those, which are not decided yet: we have had so many discussions over the course of several years that you have little to no chance of suggesting something reasonable that we haven’t discussed yet.

2) Spell balance (same as above but for spells/magic schools)
Though the discussions have not been as thorough here – it is very hard to suggest something that will not turn the whole game upside down. But you may just as well try
(...)
6) Interface and usability suggestions
For now those ideas have the highest precedent of actually being implemented. As a developer you might not notice some of the more nuanced problems a regular player has during his playtime and communicating those issues and ways to fix them was actually beneficial in the past.



Whether you, me, or almost any individual for that matter (honourable exceptions aside) - agrees with their methodology on going over and actually considering suggestion, as well as what changes they do decide to make and how to make them is inconsequential.

Why? Well, we can talk as much as we want about or game knowledge, dev or design experience, math prowess, whatever, but, at the end of the day, they are the ones who actually worked on, developed and brought to light a completed product(still being worked on, which is a positive). Again, not the only ones who did such a thing for H3, but one of the very few. In that sense, all of us giving ideas, suggestions and the like are like politicians, and they, the devs, are the engineers who actually got things done. Luckily, in this case, it's the engineers who get to have the last word.

Anyways, not to elongate and add few unnecessary pages to this thread,  ok, thank you for informing me, the devs will 101% ignore my ideas. Now indulge me and give your opinion on my original post! Thanks!

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted December 25, 2021 11:00 PM

They won't ignore it if the ideas are good and fit their mentality (I personally know such cases; they're rare, but they exist). I've skimmed over the posts here, as well as your suggestion post, and it does sound good; definitely better than many of the aberrant things I hear here.
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"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 26, 2021 12:29 AM

It's an "heroes 3.5" subforum, so if anything it's halfway bewteen h3 and h4 by mathematical definition
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Never changing = never improving

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 26, 2021 10:56 AM

What do h3 and h4 both have in common? The reckoning!
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peace2000
peace2000

Tavern Dweller
posted December 26, 2021 02:17 PM
Edited by peace2000 at 14:23, 26 Dec 2021.

Hi, I have few usability suggestions:

- Add an ability to restart a battle you have with AL at any given moment you wish. The current "Apply battle result - yes or no" is not always enough. If you are having a lenghty battle and you realize you have made a grave mistake, it takes sometimes too much time to finish the battle so that you can restart it and try again.

- When you have selected a combination artifact from your backpack and your hero already has all the artifact slots equipped with other stuff, the slots that need to be freed, would be highlighted (now I have to manually guess and try to remember which slots need to be freed) and equipping a combination artifact to any highlighted slot would automatically unequip other stuff from needed slots and send them to backpack.

- Ability to delete artifacts. In large maps as the game progresses, you'll end up with lots of useless artifacts that are taking up space in your backpack. It's already possible to dismiss units so why not artifacts as well?

- Duplicate artifacts in the backpack would be highlighted (not with white rectangle to avoid confusion).

- Ability to equip artifacts to be used either in battles or in the adventure map, automatically. To remove the need to manually adjust artifacts before each battle and readjust them again after the battle.

- Scrolling with your mouse is not possible in the list of adventure map heroes, can this be fixed? Just like it's possible to scroll in the list of towns.
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Hourglass
Hourglass


Famous Hero
posted December 26, 2021 04:23 PM

peace2000 said:
Hi, I have few usability suggestions:


Hello and welcome to the forums,

Good news; some of the features you're asking are already in the game, if you're using the HD mod, or running the game with the HD launcher that comes with Hota.

You can either load the game while still being in the battle, or simply press Q while in battle (to make AI automaticially finish the battle), and by simply not accepting the battle results, the battle will be restarted.

You can also use different artifact setups, and simply change them on the fly. So, you can for example have your battle gear and end of turn movement setup in two different slots, and you can change them by simply pressing a button. You can read about it more here.

About scrolling your list of heroes on adventure map screen: you can always only have 8 heroes on the map (and one hero inside each town) As the HD adaptation can show all 8 on one screen, there is no need for scrolling them.

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peace2000
peace2000

Tavern Dweller
posted December 26, 2021 06:01 PM

@Hourglass

Hi and thanks!

Didn't know about that possibility to finish an existing battle with a quick combat... It worked, thanks!

Assigning custom set of artifacts doesn't work properly if you have a combination artifact in another set and you want to have it in disassembled form in another set as you might want to replace a specific slot with something else.

Even though changing sets via 1-9 definetely lessens efforts I still might to forget to switch sets before a battle which is why I was hoping it could happen automatically.

I use the HD Mod but in 800x600 resolution because I want to see towns and battles in full screen, not in windowed mode.
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Fichom
Fichom

Tavern Dweller
posted December 26, 2021 10:29 PM
Edited by Fichom at 22:32, 26 Dec 2021.

Another QoL idea:  Unit ability info

The idea is to show the player what the ability of a certain unit does when mousing over or right-clicking it(the later seems more reasonable). A quick mock-up on how it could work shown below.

Maybe not the best QoL since most people playing HotA are somewhat experienced with the game, so they might already have all the abilities in their head - but I'm guessing it would be nice for new and returning players.


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peace2000
peace2000

Tavern Dweller
posted December 27, 2021 04:08 PM
Edited by peace2000 at 17:16, 27 Dec 2021.

An ability to open combat menu at any moment during a battle? Now it's locked when it's AL's turn. Sometimes AL's turns are long and I don't see a good reason why I'd have to wait before I can e.g. reload a save.
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Kazuo
Kazuo

Tavern Dweller
posted January 15, 2022 12:21 PM
Edited by Kazuo at 13:22, 16 Jan 2022.

Hello my Heroes
Redesign of some skills:

- Artillery: Level 1: 500 HP and shoots 1x / Level 2: 700 HP and shoots 2x / Level 3: 1000 HP and shoots 3x. (in addition it would correspond to the image 1 arrow, 2 arrows and 3 arrows). The machine finally appears when you defend your castle!
The eight heroes who have the Ballista specialty see their machine "reappear" at the end of the fight if it was destroyed.

- Ballistic : I don't know but it should.

- Diplomacy: I don't know but it should be.

- Eagle Eye: to be deleted! I really don't see how to make it interesting enough to replace another skill. There are still seven heroes with this skill. It's too sad!

- First Aid : Level 1 : 100 HP and 50 points mass heal for each unit / Level 2 : 200 HP (100 HP mass heal) / Level 3 : 500 HP (100 HP mass heal and resurrect units).
PS: The tent mass heal will be different from the "Cure" power in the hero's spellbook because it will only add HP and thus not remove malus.
The three heroes who have the specialty, increases the HP power and their tent "reappears" at the end of the fight if it was destroyed. Finally the care of their tent will also remove the malus.

- Leadership & Lucky: no change but the game blocks at +3 / -3 even if you have items. I would remove this limit and therefore it will increase the bonus / malus chances of having morale and luck.
Other choice: (if we keep the limit) Each level adds +1 to his army and at the same time adds -1 to the enemy army. Will force to find AND especially to use the artifacts not to be penalized too much for fear that the opponent has this skill.

- Learning : Level 1 : +10%, Level 2 : +15% and Level 3 : +25%, AND from Level 1 onwards, when gaining each level, the player chooses where to allocate his skill points.

- Logistics : Level 1 : +10% / Level 2 : +20% / Level 3 : +30%.

- Navigation : No change, except for the three heroes who have this specialty when fighting on a ship or boarding (beach), there is a turret with a cannon that fires (a bit like in a castle and its 3 towers). [If it's too complicated for the developers, my other choice: All units have +5 speed on the 1st turn].

- Pathfinding: Lvl 1: reduces movement penalty by 50% / Lvl 2: reduces movement penalty by 100% / Lvl 3: (On the combat map) All your units have +1 speed (as if it was their natural terrain and +2 for the unit that is on its natural terrain). Moreover you can dig on the map (1x) AND move your hero.

- Resistance (it reappears!) : Level 1 : 10% resistance to the spell / Level 2 : 20% resistance / Level 3 : 40% resistance.
And of course return of the artifacts of resistance.
[Other choice (a bit like fairy dragons do) : Level 1 : 5% of returning the spell on an enemy / Level 2 : 10% / Level 3 : 20%.
PS : if it's a mass spell, it's counted each time for each unit so our spell can be sent back on several units.

- Scouting : Level 2 : +3 scouting + indicates the number of units of the enemy and neutral armies (like the spell "Visions"). / Level 3 : +5 scouting + also indicates the number of units in the buildings to capture AND indicates the treasures in reward. Also shows rewards for quests and what's in the mills.
Both heroes with this specialty will see in combat traps and quicksand + 5% movement bonus every five levels.
PS: As with the "Visions" spell, the distance of vision will depend on our spellpower.

- Sorcery : Level 3 : Allows you to cast a second spell at the beginning of the fight (1x per fight)

I've tried to balance all the skills so that each one is perceived as a real bonus and not a burden. Of course the schools of magic are still essential but here I think that each one is a pleasure to have.
The other skills, I don't think need to be changed.

Translated with www.DeepL.com/Translator (free version)
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