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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 ... 106 107 108 109 110 ... 120 140 160 180 196 · «PREV / NEXT»
Orc
Orc


Famous Hero
posted December 15, 2019 08:42 PM
Edited by Orc at 21:20, 15 Dec 2019.

Hello,

I love Crew mates and their hero picture too (the former free slave) I also love mGoG Fireball change.

Make Bidley start with archery instead of offense.

Make Jeremy start with Crew mates and cannon instead of pirates and cannon.


I know HotA team aims to be consistant with having the ballista replacing 2nd troops,

but cannon is stronger than ballista and perhaps should replace 3rd tier troops.

dont you agree?

I was also thinking of changing starting skill of Jeremy but havent found a good one.

I kinda not like offense for him, but archery might be alittle imba.

is advanced Altilery bad idea? or Luck + Artilery? I couldnt decide.

(but he mentioned in first scenario that his mom said he is the lucky and his bro is the skilled.


it used to be logistics, now its offense.

but the posibilites are: adv. arti, archery, tactics, path. or scouting.

what do you think?


Edit: Cannon damage changed to 4-7 instead of 5-8?
why not 5-7?

if its 4-6 it will basically be just another ballista with 1 shot instead of 2.

4-7 imo is also too similar to ballista.

it should be somewhat different
either dmg 5-7 or perhaps make the damage range increase?
if you see, both griffis and hounds have same average damage,
but range is 3-6 vs 2-7

so Cannon should either be 5-7 or 3-8 imo.
5-7 is safer bet, 3-8 makes randomness, and also make it benifit much, maybe too much from bless and curse.

why does cove start with more pirates than other towns?
maybe the other towns should be buffed too.
(human start with 4-7 archers compared to 4-7 pirates
desert start with 4-6 useless orcs compared to 4-7 pirates, who have more dmg and speed)
elves start with 2 elves lol.

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Wind_Falcon
Wind_Falcon


Adventuring Hero
posted December 18, 2019 01:27 AM
Edited by Wind_Falcon at 01:30, 18 Dec 2019.

First, I apologize if this isn't the right place to ask this question. I swear there was a modding thread, but I couldn't find it. And this place seems more like a general HotA banter thread than anything more specific.

I was wondering if there is a way to mod HotA (and/or if not, the HD Mod vanilla game) to bring the total cap of heroes a player or AI can have on the map from 8 to some different number, lets say 4 just for example. Has this been done for a mod before, is it possible at all for HotA/HD Mod? Maybe for ERA?

If this is not the correct place, place just PM me instead.

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Orc
Orc


Famous Hero
posted December 21, 2019 11:56 AM

Just Another Suggestion

Iron Fist of the Ogre Item combination is better to be renamed. H

Here are Candidates for better names in my opinion:

1-) Iron Fist of the Overlord.
2-) Iron Fist of the Ogre Brute.
3-) Iron Fist of the Savage ogre.

there could be other good names too.

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bloodsucker
bloodsucker


Legendary Hero
posted December 27, 2019 08:58 AM
Edited by bloodsucker at 09:44, 27 Dec 2019.

Since Fire has no other travel spell then Visions and there is no way to spot dwellings and banks, how about create a "View Fire" that shows:
1. Without Fire: all dwellings;
2. With Basic Fire: all dwellings and small money banks like Crypts, Black Towers and Graveyards;
3. With Advanced Fire: all dwellings, all creature banks and all money banks but Utopias;
4. With Expert Fire: adds the Utopias and you see if banks were visited or not.

I guess this would change a lot the meta game but I hope in a desirable way.
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Orc
Orc


Famous Hero
posted December 27, 2019 09:47 PM
Edited by Orc at 16:02, 28 Dec 2019.

3 suggestions

Make Fire Magic Heal&Ressurrect Efreet and Devils.

They Enjoy fire dont they?

Edit: TBH it seems that even Hell Hounds enjoy fire LOL. maybe make mGoG heal all inferno creatures, but I guess that will be too far and OP (and someone broken in inferno vs inferno)


Edit: 2-) Make XP penalty modifier for each creature. as a general rule, make Archers give more XP (50%-ish) than their HP, while make summoned creatures give 15% XP

3-) Shadow was added to the adventure map view of a Phoenix. why though? he is literally glowing with fire and can have no shade (both in combat and map view). Could you please revert this change :3

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 30, 2019 08:18 PM
Edited by phoenix4ever at 12:20, 31 Dec 2019.

Could you please let Ballista and Cannon specialists, specialise in both Ballista AND Cannon. I hate how you made Ballista specialists obsolete, by introducing the Cannon.

I will also point out once again that Cove heroes starts with way too many Seaman and Pirates, I'm also not really sure Jeremy starting with a Cannon could be considered balanced.
And please have a look at some of the Cove heroes skills and specialties again, I'm thinking about Elmore (Advanced Navigation and Navigation specialty is not okay) Miriam (Logistics and Scouting and Scouting specialty is not okay) Leena (Estates and +350 gold specialty is not okay) and Zilare. (Double duration of Forgetfulness is useless.)

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bloodsucker
bloodsucker


Legendary Hero
posted December 30, 2019 09:03 PM
Edited by bloodsucker at 16:20, 31 Dec 2019.

I agree, Artillery specialty makes way more sense then ballista or cannon.
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gatecrasher
gatecrasher


Famous Hero
posted December 31, 2019 10:18 AM

Maybe the lvl1 spells turning to strong mass spells should be moved to lvl2.

Slow/Stoneskin could swap ranks with Quicksand/Protection from Earth
Bless could swap ranks with Remove Obstacle
Bloodlust/Curse could swap ranks with Fire Wall (if it gets fixed vs. AI)

Haste could swap ranks with Fortune - will leave Air without meaningful non-attack lvl1 spell unless Fortune is made more relevant

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MattII
MattII


Legendary Hero
posted December 31, 2019 11:10 AM

gatecrasher said:
Maybe the lvl1 spells turning to strong mass spells should be moved to lvl2.

Slow/Stoneskin could swap ranks with Quicksand/Protection from Earth
Bless could swap ranks with Remove Obstacle
Bloodlust/Curse could swap ranks with Fire Wall (if it gets fixed vs. AI)

Haste could swap ranks with Fortune - will leave Air without meaningful non-attack lvl1 spell unless Fortune is made more relevant
The real problem with the spell is the jump from Advance to Expert. Level 2 makes the basic spell to expensive, while not being high enough to not make the Expert spell an instant go-to. You really need to split it into two spells, one single-target, one expert.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 31, 2019 11:54 AM
Edited by phoenix4ever at 11:56, 31 Dec 2019.

MattII said:
You really need to split it into two spells, one single-target, one expert.

Yes this would be the only proper solution and balance mana cost accordingly.
I would recommend the mass spells being two levels higher than the single target versions. For example Haste/Slow level 1 as single, level 3 as mass.
Also Slayer at level 4 could become mass, while single Slayer would be level 2.
Magic Mirror at level 5 could become mass, while single Magic Mirror would be level 3.

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gatecrasher
gatecrasher


Famous Hero
posted December 31, 2019 11:56 AM

For some reason though the developers decided to not have this H2 mass spell mechanics again.

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Popcioslav
Popcioslav


Hired Hero
The best H4 unit
posted December 31, 2019 04:06 PM

gatecrasher said:
For some reason though the developers decided to not have this H2 mass spell mechanics again.

Heroes 4 had the same system. It was even more of a meme

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bloodsucker
bloodsucker


Legendary Hero
posted December 31, 2019 04:20 PM

Some time ago I made this suggestion but even I wasn't satisfied with it.
Now I found out how to solve the problem, the second upgrade to the level 7 dwelling would have a prerequisite: it can only be built in the Capitol city and it gets destroyed with it.
This would force you to build for money on MP games and to really think if you want to build Capitol in your first town or to take an AI controlled town before building it, cause if it already has a Capitol you won't have a chance to build the upgrade somewhere else.
I think this would be a really nice addiction to the strategic dept.
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gatecrasher
gatecrasher


Famous Hero
posted December 31, 2019 04:26 PM

bloodsucker said:
Some time ago I made this suggestion but even I wasn't satisfied with it.
Now I found out how to solve the problem, the second upgrade to the level 7 dwelling would have a prerequisite: it can only be built in the Capitol city and it gets destroyed with it.
This would force you to build for money on MP games and to really think if you want to build Capitol in your first town or to take an AI controlled town before building it, cause if it already has a Capitol you won't have a chance to build the upgrade somewhere else.
I think this would be a really nice addiction to the strategic dept.


Where would you find the gold for it? I don't think this will have any meaningful leverage on the outcome of games.

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Orc
Orc


Famous Hero
posted December 31, 2019 05:40 PM
Edited by Orc at 17:41, 31 Dec 2019.

gatecrasher said:
bloodsucker said:
Some time ago I made this suggestion but even I wasn't satisfied with it.
Now I found out how to solve the problem, the second upgrade to the level 7 dwelling would have a prerequisite: it can only be built in the Capitol city and it gets destroyed with it.
This would force you to build for money on MP games and to really think if you want to build Capitol in your first town or to take an AI controlled town before building it, cause if it already has a Capitol you won't have a chance to build the upgrade somewhere else.
I think this would be a really nice addiction to the strategic dept.


Where would you find the gold for it? I don't think this will have any meaningful leverage on the outcome of games.


level 7 units are already OP. I play maps where lvl 7 cant be upgraded.

look at Era II lvl 7 upgrade scripts. I think its disaster. that supreme angel is way too OP. so are most others.

if any units need more upgrades, its lvl 1's and 2's not lvl 7's
imagine imps, Gnolls, or Goblins have other upgrades. Wouldnt it be great? also infernals.

I wish we had new thread about this so everyone can share his thought

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gatecrasher
gatecrasher


Famous Hero
posted January 01, 2020 12:34 AM

Sorry if this already exists but I'd propose a mapmaking option to have a player survive without town (or for longer than a week).

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MattII
MattII


Legendary Hero
posted January 01, 2020 02:21 AM
Edited by MattII at 02:30, 01 Jan 2020.

Hm, if they do go for splitting normal and mass spells, perhaps Eagle Eye could be boosted slightly by automatically giving the hero the mass version of any normal spell they acquire.

That, or learning spells from shrines at 1/2/3 spaces distance.

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Orc
Orc


Famous Hero
posted January 01, 2020 05:33 AM

Rename Accurate Shot into HeadShot?

also, make headless units immune to it.
Edit: wait, all units have a head. so just rename it.

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Pollo2002
Pollo2002


Famous Hero
posted January 01, 2020 06:39 AM

Are there any plans to remove "poor's man town portal?" I think that mechanic ruins a lot of potential interesting dyanmics, i understand if it's template optional as JC players would put a scream in the sky if they can't do it, but I think for non JC maps, it's existence is quite bad.


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Shivaz
Shivaz


Hired Hero
posted January 01, 2020 11:18 PM
Edited by Shivaz at 04:13, 02 Jan 2020.

Bug Report

Anyone knows where to post crash reports for HotA? Updated the new version and played for awhile, and suddenly the game crashed.
Not sure where to post it.
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