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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 ... 189 190 191 192 193 ... 196 · «PREV / NEXT»
VMaiko
VMaiko


Known Hero
posted January 18, 2023 02:57 PM

gatecrasher said:
A third upgrade for Pit Fiends which can resurrect to Horned Demons or upgrade Demons to Horned Demons. Numbers/cost will need some tinkering.


Are you giving ideas for third upgrades in HotA? unthinkable also that Third Upgrade Pit Lord with these features already exists in my mod (Pit Master)

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 18, 2023 03:10 PM
Edited by Phoenix4ever at 15:11, 18 Jan 2023.

How about a second upgrade for zombies and dendroids, giving +1 speed, then they might actually be worth taking along.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 18, 2023 03:49 PM

Why you don't wait for Liches? If Zombies are speed, you move to protection Liches, and AI strikes your Liches.. No Zombie.. So AI strikes your Liches, and then your Zombies strike your opponent or move to place near ammo cart.. Next round you teleport Liches to free place.. It's an example.. Slow is a defender.. Speed is a attacker.. Now I understand you can't play chess.. And I was chess club player level in chess club.. I've a gold medal, silver, bronze.. It HoMM battlefield is better than chess.. I wanted to H3, but you Phory..
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 18, 2023 04:23 PM
Edited by NimoStar at 16:23, 18 Jan 2023.

I think they mean the +1 speed is not for combat, but rather for adventure speed movement. Slow creatures will slow your entire army (in H4 you can detach them and make them walk apart).
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 18, 2023 05:08 PM

True! Adventure movement.. Zombies can be 5 or 6 speed.. Problem! I used to different speed.. I meant team.. An example of Rampart..
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 18, 2023 05:35 PM
Edited by Phoenix4ever at 17:36, 18 Jan 2023.

Exactly, it was mostly in regards to adventure movement.
And who says I can't play chess Ghost? (Not that chess has anything to do with this topic.)

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 18, 2023 06:02 PM

so I created another thread
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Yakobeeeem
Yakobeeeem

Tavern Dweller
posted January 30, 2023 04:34 AM

Hi,

Out of the loop so forgive me if this has been answered.

1. Is there a version of the HotA.exe that doesn't nerf Necromancy to make it viable in single player again?

2. Is there a HotA campaign editor out yet?

Thanks in advance.

Yours truly,
Galthran
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stf911
stf911

Tavern Dweller
posted February 13, 2023 11:27 AM

Merge Spell Research and Eagle Eye

Given that the HotA team is not against adding new mechanics and Eagle Eye has always been problematic, mechanically, I propose the following: have the Spell Research mechanic replace the Eagle Eye skill's mechanic.

Eagle Eye - Eagle Eye may replace any level 1-2 / 1-3 / 1-4 spell from a visiting Magic Guild with a new random one, for a cost. This may only be done once per spell slot.

Eagle Eye specialist - Eagle Eye may replace spells 1 level higher.

Eagle Eye artifacts - reduce the cost of using Eagle Eye by 10/20/30%.


Would seem doable, since it's in line with their design philosophy.
Also, I'm pretty sure that even people that don't like the Spell Research mechanic would prefer it to the current Eagle Eye mechanic

What do you think?

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ceceron
ceceron

Tavern Dweller
posted February 13, 2023 12:15 PM

stf911 said:
Given that the HotA team is not against adding new mechanics and Eagle Eye has always been problematic, mechanically, I propose the following: have the Spell Research mechanic replace the Eagle Eye skill's mechanic.

Eagle Eye - Eagle Eye may replace any level 1-2 / 1-3 / 1-4 spell from a visiting Magic Guild with a new random one, for a cost. This may only be done once per spell slot.

Eagle Eye specialist - Eagle Eye may replace spells 1 level higher.

Eagle Eye artifacts - reduce the cost of using Eagle Eye by 10/20/30%.


Would seem doable, since it's in line with their design philosophy.
Also, I'm pretty sure that even people that don't like the Spell Research mechanic would prefer it to the current Eagle Eye mechanic

What do you think?


The idea itself sounds cool and reasonable.
Obviously, it could be tuned, maybe eagle eye should allow changing spells from limited levels (based on the eagle eye level), etc.

But... Then I would change the name and icon of the skill. "Eagle Eye"   makes no sense.

Also, it sounds like something that could be integrated with scholar.  

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Kilkakon
Kilkakon


Hired Hero
posted April 30, 2023 01:28 PM

And now for something completely different: ideas for buffing the weaker secondary skills. My attempt here to improve these skills without making them auto-picks by any means.

Learning
Basic Learning: increases a hero's earned experience by 10%.
Advanced Learning: increases a hero's earned experience by 20%.
Expert Learning: increases a hero's earned experience by 30%. Once all secondary skills are Expert level, Learning is removed at next level up and a replacement skill can be chosen.

Learning is at its core a tempo skill, sacrificing a secondary skill slot to gain more advances in other secondary skills. However, the numbers are too low, only starting to become mildly interesting with Kinkeria, and it would take a significant increase of these numbers to make the skill slot loss worth it. I propose that Learning removes itself once it has run its course instead, and that the removal effect would occur silently, the game merely offering 2 Basic level secondary skills to choose from (excluding Learning).

First Aid
Basic First Aid: gives control of the first aid tent to the hero, healing 1-50 points of damage to the first unit of the selected stack.
Advanced First Aid: gives control of the first aid tent to the hero, healing 25-75 points of damage to the first unit of the selected stack, and increases the health of the first aid tent by 50%.
Expert First Aid: gives control of the first aid tent to the hero, healing 50-100 points of damage to the first unit of the selected stack, and increases the health of the first aid tent by 100%.

First Aid specialists now increase the healing amount and the health of the first aid tent by 5% per level.

First Aid falls down on three points, first the durability of the tent, second the inconsistency of the healing amount, and finally its availability to towns that don't produce first aid tents. Other mods have gone to extreme lengths to buff First Aid, such as post-battle resurrections or even in-battle resurrections, but I feel that if players are already willing to cast Cure to keep important units alive in battle, they will value a tent that doesn't low roll. First Aid specialists also become more interesting with this version, as the tent would become sturdier and have increased healing.

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shev441
shev441


Adventuring Hero
posted May 18, 2023 01:24 PM

add one-way portals for water  - currently we only have 2 way portals / whirlpool.



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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 18, 2023 03:24 PM

shev441 said:
add one-way portals for water  - currently we only have 2 way portals / whirlpool.


True! Think about WoG/ERA objects.. Yes idea works well..




...

I think the same matter yet.. Learning artifact should be.. It can be chance of extra primary skill point each level - 20%/35%/50%... It demanded Learning skill with like a Eagle Eye artifacts.. Yup WoG, but you can fix 5%/10%/15% with in Learning skill level or variation gains 300 experience every day. You need a artifact, but 300exp is a little, PS is much better!

First Aid artifact summons and gives control over additional First Aid Tents (# of tents = hero level). It also casts an automatic Cure spell each healing, based on First Aid Expertise and number of Tents... But no Resurrection, Animate Dead..

Eagle Eye goes to 5lvl in expert skill..

Those three skills are worse than other, thus noob players, but my/our idea gives enough well..

Then campaign shows Learning matter with guard quest, etc how to grow experience points, etc also a new First Aid artifact goes to beat the enemy and Eagle Eye gets 5lvl spells in Factory campaign..

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 02, 2023 03:28 PM

I want some Fire Magic and Fire Magic specialists to go along with Factory and if HotA wont improve Fire Magic, then I already did that myself.

The thing that annoys me most about Heroes 3 (not only HotA) is that 6 of the skills are absolute must-haves: Earth, Air, Wisdom, Logistics, Offense and Armorer. That only leaves 2 skill slots of which your hero might already start with 2 other skills, leaving you 0 room for customization...
Having 10 or 12 skill slots would be amazing or combine some skills or get rid of skills that are already supported in other ways. (Stuff like Pathfinding, Navigation, Scouting, Mysticism and Eagle Eye can easily become completely useless.)

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weilan
weilan


Known Hero
posted June 03, 2023 06:35 PM

phoenix4ever said:
I want some Fire Magic and Fire Magic specialists to go along with Factory and if HotA wont improve Fire Magic, then I already did that myself.

The thing that annoys me most about Heroes 3 (not only HotA) is that 6 of the skills are absolute must-haves: Earth, Air, Wisdom, Logistics, Offense and Armorer. That only leaves 2 skill slots of which your hero might already start with 2 other skills, leaving you 0 room for customization...


I  think the 4 magic schools are not distinct enough and I hate when spells like Magic Arrow can appear in multiple schools, instead each school should have had its own offensive, defensive and utility spells, like if you are Earth, there is something like Boulder Shot or something for a replacement to Magic Arrow, same with Fire Bolt, Air Gust, Water Blast and so forth.

The schools of magic and in general the secondary skills is where HoMM3 suffers, there are concepts in HoMM4 and other versions that are really nice, but the rest of those games aren't. If some of those concepts are implemented into HoMM3, it would be so good.

Like the way skills advance in HoMM4 and it gives you a class with an unique name is so cool. And the whole process of learning new skills based on what you already have is also making you look forward to leveling up.

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gnollking
gnollking


Supreme Hero
posted June 03, 2023 11:31 PM

phoenix4ever said:
The thing that annoys me most about Heroes 3 (not only HotA) is that 6 of the skills are absolute must-haves: Earth, Air, Wisdom, Logistics, Offense and Armorer. That only leaves 2 skill slots of which your hero might already start with 2 other skills, leaving you 0 room for customization...

Air Magic, Wisdom, Offense and Armorer are not must-have at all for me. Maybe in some specific, boring maps you can argue for that. A lot of people seem to just play what they're used to with no changes or challenges whatsoever, so you can't really argue against them. More power to them, I guess. I always encourage people to try stuff out of their comfort zone, but with some of the usual HotA haters here, that seems to be quite impossible to even imagine, sadly. They're convinced that there's one correct way to play, and complain how it is so.

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weilan
weilan


Known Hero
posted June 04, 2023 09:00 AM

gnollking said:

Air Magic, Wisdom, Offense and Armorer are not must-have at all for me. Maybe in some specific, boring maps you can argue for that. A lot of people seem to just play what they're used to with no changes or challenges whatsoever, so you can't really argue against them. More power to them, I guess. I always encourage people to try stuff out of their comfort zone, but with some of the usual HotA haters here, that seems to be quite impossible to even imagine, sadly. They're convinced that there's one correct way to play, and complain how it is so.


I still think there is one established meta from before HoTA that some skills are just better than others. Having played HoTA for a few years, I continue to not see how Eagle Eye, or Scholar or First Aid or Sorcery or Intelligence are good choices in any way.

I wish I could use different skills, but some feel like they are just taking away valuable space that could have been used for other skills. I don't think HoTA managed to make any of those useless skills any less useless IMO.

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pellish
pellish


Famous Hero
posted June 06, 2023 12:12 PM

I mean, Scholar can be a very good skill to have on a secondary hero. Intelligence was really strong and HotA nerfed it - yet it remains a good skill. The others are pretty bad though.

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UntalentedHero
UntalentedHero


Hired Hero
posted June 08, 2023 08:53 PM

I was bored, so I made a list of potential new artifacts for HoTA not based on magic, but technology and science:

Flintlock Pistol: Attack +3
Revolver: Attack +5
Lever Action Rifle: Attack +7
Annotated Notebook: Knowledge +3
Reference Manual: Knowledge +5
Encyclopedia: Knowledge +7
True Compass: Hero Land and Sea Movement +250
Sailor's Astrolabe: Hero Sea Movement +500
Sextant: Hero Sea Movement +500
Binoculars: Scouting Radius +2
Fieldscope: Scouting Radius +3
Flashlight: Scouting Radius +1 and doubles your Scouting Radius when dissipating a Cover of Darkness
Smoke Machine: Creates a Cover of Darkness around you with a 10 square Radius
Chocolate: Morale +1
Music Box: Morale +1
Whisky: Morale +1
Abacus: Luck +1
Chess Set: Luck +1
Topographic Map of the Area: Luck +1
Title Deed: Gold +500
Gold Watch: Doubles de Effectiveness of Mind Spells
Mental Inhibitor: Gives Immunity to Mind Spells
First Aid Kit: Unit Health +1
Passport: Your troops are permanently affected by the Disguise Spell at its Basic effect
Fireproof Suit: You receive half damage from fire damage
Letter of Recomendation: You can upgrade your units at Hill Forts paying their normal price
Black Powder: Your units with firearms do +5% Damage
Dynamite: Doubles the damage and your chances to hit the walls with the Catapult or the Cannon
Golem Schematics: You can upgrade your Stone Golems to Iron, Steel, Gold and Diamond, paying their due price.
Treasure Map: Similar to finding the Grail, you have a small map that indicates where a treasure is buried. When you dig it, the Treasure Map dissapears. The treasure consists of resources and artifacts.

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FerynaCZ
FerynaCZ

Tavern Dweller
posted June 10, 2023 07:43 PM

Regarding damage values. If they are increased by a spell (like Bless) or specialty, could we see both base and current value in parentheses (e.g. 20-30 (31)) ?
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