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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 149 pages long: 1 20 40 60 80 100 ... 118 119 120 121 122 ... 140 149 · «PREV / NEXT»
excalibur
excalibur


Adventuring Hero
posted March 08, 2020 10:30 AM

I agree that the extra sizes in map are one of the best things that could happen but as I stated before you can't enjoy those maps due to the AI turns when acquiring Dimension Door.

I've done everything I could think of to avoid it but in the end most of my games end up broken because I can't really wait for the Ai to complete its turn.

So guys, really if this bug can't be fixed at least consider of adding an option of completely disabling the Dimension Door. That option should exist before the map has been created and of course in map editor too.

When you create a game through map editor you can disable it yes, but that won't prevent Mage Guilds from providing it. You have to manually select every town in the map and make sure to uncheck it. That's time consuming and of course always poses the risk of missing one.

Still it's doable but the main problem is that when the map has been created there are tons of Spell scrolls and Pandoras Boxes that provide Dimension Door. You can't go through all of them. :/

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 08, 2020 11:35 AM
Edited by Galaad at 11:35, 08 Mar 2020.

@sirironfist

Yes, I mean about the balance.
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FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted March 08, 2020 11:40 AM

I, myself, love to play scenario maps in HotA and also big allied maps with my family (some of them even modded). Occasionally, I might play RMG maps too.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 08, 2020 12:33 PM
Edited by phoenix4ever at 12:35, 08 Mar 2020.

excalibur said:
I've done everything I could think of to avoid it but in the end most of my games end up broken because I can't really wait for the Ai to complete its turn.

Just set DD to 1 per day at all levels, AI will play much faster and as a bonus you will get a much more fun and balanced game.
You could also do like me and take it one step further and move DD from Air to Fire Magic, that way all magic schools will have a useful adventure spell.

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excalibur
excalibur


Adventuring Hero
posted March 08, 2020 02:48 PM

Yes, it may help a bit but it can still make the game unplayable because sometimes more than one enemy gets it and to more than one hero per enemy.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 08, 2020 11:43 PM

Well I actually just thought of a way I can perhaps use Seafaring Academy and Warlock's Lab after all. By putting Quest Gates right in front of them, requirering you to be level 15 for Seafaring Academy will perhaps be reasonable since you already have a lot of skills by then and level 20 for Warlock's Lab is mid - late game, where it's perhaps okay to use this powerful object.
Only problem is there can't be any guards.
Altar of Mana and Magic Spring will stay out, too much mana and too much ruining of Mysticism.

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Hourglass
Hourglass


Famous Hero
posted March 12, 2020 10:46 PM

Few suggestions:


1) New map object: Librarian

- Gives hero Spell book for free + random lvl 1 spell. Object vanishes after been picked up, even if hero already had the book + the given spell. Should have RMG value maybe around 2000, so it would be lighty guarded. Possibly this could be banned from snow and dirt terrains.

2) New artifact: Sigil of Banishment

- Major artifact, worn in other slot.
- No player can summon any elementals during battle.

3) Disable Disguise from the map, if there's only one human player in the start of the game.

4) As I see no hope for the Eagle Eye skill, I suggest banning it completely. If you're not interrested in making a new skill, here's few ideas for replacement heroes. I wouldn't just change the current heroes, they would be banned instead (to avoid confusion). The new heroes would take their place in normal games.

Cleric
- A hero with Destroy undead speciality.
- Basic wisdom + Basic Mysticism


Druid
- A hero with Sorcery as speciality.
- Basic wisdom + Basic Sorcery
- Starts with spell "Magic Arrow"


Wizard
- Hero with Land mine speciality. Damage does not scale, instead gives 50% more dmg flat bonus.
- Basic wisdom + Basic Intelligence


Warlock
- Hero with Medusas as speciality.
- Basic wisdom + Basic archery
- Starts with spell "Slow"

Necromancer
- Hero with Shield as speciality. The effect does not scale, instead the duration time is been doubled.
- Basic wisdom + Basic Necromancy

Battlemage
- Hero with First Aid as speciality.
- Basic Wisdom + Basic First Aid
- Starts with spell "Stone Skin"
- Obviosly starts with the first aid tent

Witch
- Hero with Teleport as speciality. When the hero casts Teleport for the first time in battle, two friendly units can be teleported instead of one.
- Advanced wisdom

Ash the Heretic
- Has always been an oddball, so I think she should have basic fire magic. Would go well with his name, speciality and bio, I think.

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weilan
weilan


Hired Hero
posted March 13, 2020 09:09 AM

Galaad said:
phoenix4ever said:
Why does everyone always bring up competitive multiplayer


Because that is what Hota is about.


Hmm? I don't like to play multiplayer, especially competitively. I may have started playing in 1999, but I was never good and I just like the game for a casual single player or a hotseat with the other person as my teammate.

Should I now stop playing HoTA, because I don't play competitive multiplayer?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 13, 2020 09:50 AM

That's a weird bottom line, if you enjoy playing the game you have no reason to stop playing it.

Hota makes balance changes with multiplayer environment in mind, some player don't even notice it while others think it changes the game too much. A third category just doesn't mind and enjoys the game anyway.
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chumchu
chumchu

Tavern Dweller
posted March 13, 2020 01:07 PM

@ hourglass

I think the best think to do with eagle eye would be to merge it with scholar. It just does not cut as an individual skill without changing it too much. It is not as if it would make scholar overpowered, it will just be small perk on a skill that is useful on a side hero.

In the same vein: ballistics and artillery could be combined as none of them is important enough on their own and it makes logical sense that they would be same skill.

Mysticism is also a problem. As it stands now it is almost never going to compete with intelligence. One solution has been to increase the mana regain to a percentage. This scales better than before but it still does not allow you to cast twice as many spells in battle as intelligence does. If you want mysticism to be attractive I would suggest that it gives a discount on spell casting: bas/adv/exp mysticism gives 1/2/3 more mana back per turn and makes spells cost 1/2/3 mana less to cast. Then mysticism is better for small spells and early game and intelligence is better for large spells and late game.

The cap of +/- 3 on luck and morale should also be increased as it makes luck and leadership skills worse than they need be.


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FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted March 13, 2020 01:40 PM

chumchu said:
@ hourglass

I think the best think to do with eagle eye would be to merge it with scholar. It just does not cut as an individual skill without changing it too much. It is not as if it would make scholar overpowered, it will just be small perk on a skill that is useful on a side hero.

In the same vein: ballistics and artillery could be combined as none of them is important enough on their own and it makes logical sense that they would be same skill.

Mysticism is also a problem. As it stands now it is almost never going to compete with intelligence. One solution has been to increase the mana regain to a percentage. This scales better than before but it still does not allow you to cast twice as many spells in battle as intelligence does. If you want mysticism to be attractive I would suggest that it gives a discount on spell casting: bas/adv/exp mysticism gives 1/2/3 more mana back per turn and makes spells cost 1/2/3 mana less to cast. Then mysticism is better for small spells and early game and intelligence is better for large spells and late game.

The cap of +/- 3 on luck and morale should also be increased as it makes luck and leadership skills worse than they need be.




If Ballistics and Artillery are to be combined, then this combination would be OP on short maps, where you easily clear the map with the ballista and then siege the castle and control the catapult too. But maybe it's not that game-breaking as I think.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 13, 2020 01:58 PM
Edited by phoenix4ever at 14:00, 13 Mar 2020.

I think combining First Aid and Ballistics could be a good idea. (Artillery at least works while defending a town.)
Perhaps also Scholar and Eagle Eye could be combined or Eagle Eye needs 100% chance always, (just like Scholar) ability to learn level 5 spells, learning spells immediately after they are cast, last but not least it should also pick up spells from creatures.

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chumchu
chumchu

Tavern Dweller
posted March 13, 2020 03:23 PM
Edited by chumchu at 15:26, 13 Mar 2020.

I would not pick the combined artillery + ballistics over say offense, logistics, armorer or earth magic even on a small map. Would you? They are more generally useful and they remain useful throughout the game.


"Eagle Eye needs 100% chance always, (just like Scholar) ability to learn level 5 spells, learning spells immediately after they are cast, last but not least it should also pick up spells from creatures."

Those things still leaves eagle eye as a sub par skill. If you could learn creature abilities like death stare and aging then you are getting somewhere. Then it is at least potentially powerful even if it is very hard to get it to work as you need eagle eye, wisdom and scholar of the appropriate levels as well as the correct creatures to learn from and get them to trigger that ability.

Try getting all those things to happen an then have time to use the spells to get an advantage that is greater than you would have gotten by just getting a hero with intelligence, or offense or air magic instead =).

A big part of the problem with eagle eye is that it requires scholar and wisdom to work properly and that it is most useful early if you can teach others key spells to win later battles. To make that happen you basically need to start with an eagle eye hero as your main or second hero and that is just sub optimal compared to other options.
That is why I suggest merging it with scholar, now you only need two secondary skills to able to learn and teach spells to other heroes.

Also, you do not need to change any heroes as no hero has scholar and eagle eye but lots of heroes have eagle eye and wisdom or scholar and wisdom.

The same goes for artillery and ballistics btw.


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bloodsucker
bloodsucker


Legendary Hero
posted March 13, 2020 03:35 PM
Edited by bloodsucker at 15:44, 13 Mar 2020.

phoenix4ever said:
Well I actually just thought of a way I can perhaps use Seafaring Academy and Warlock's Lab after all...
Only problem is there can't be any guards.
Put garrisons with fights that will require about what you imagine a level 15 main will have.
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The only reason i argue with you people is because i don't want the bullsnow you all spout to be so easily spread to the impressionable without another sane voice challenging you.  -  Fred79

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 13, 2020 04:30 PM

No, the point was ALL heroes needs to be level 15 or 20 to enter, not only the first one. (Actually Seafaring Academy has a Quest Gate which requires level 15 and Warlock's Lab has a Quest Gate which requires level 24, but I need to test and see if these levels are fitting.)

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Hourglass
Hourglass


Famous Hero
posted March 13, 2020 05:48 PM

weilan said:


Hmm? I don't like to play multiplayer, especially competitively. I may have started playing in 1999, but I was never good and I just like the game for a casual single player or a hotseat with the other person as my teammate.

Should I now stop playing HoTA, because I don't play competitive multiplayer?


Absolutely not. Hota isn't meant for just multiplayers, but it tries to stay relevent for that kind of games as well. If Hota would be meant just for multiplayer in mind, there would be no improved map editor, no new sea objects, campaings etc.
It's just that when we talk about game balance, I think they should initially think how the balance changes affect MP games - two human beings are needed to tell how effective/non-effective something is. AI has no match for the player if he playes atleast somewhat optimal way, so it makes not much sense to balance the game solely in single player in mind. Then again, most games are still played against our beloved bot friend, so I'm by no means trying to say single players should be forgotten when it comes to balance changes.

chumchu said:

Mysticism is also a problem. As it stands now it is almost never going to compete with intelligence. One solution has been to increase the mana regain to a percentage. This scales better than before but it still does not allow you to cast twice as many spells in battle as intelligence does. If you want mysticism to be attractive I would suggest that it gives a discount on spell casting: bas/adv/exp mysticism gives 1/2/3 more mana back per turn and makes spells cost 1/2/3 mana less to cast. Then mysticism is better for small spells and early game and intelligence is better for large spells and late game.


It actually turns out that mysticism isn't all bad now. I think mysticism is still bad against AI in larger maps, but it makes sense to pick it in smaller ones, if you're aiming for better score at the end. If player is playing really casually and isn't rushing anywhere, even bigger buff wouldn't really change Mysticism that much - refreshing spell points in town is still superior.

In fast multiplayer games mysticism is somewhat good, because movement is everything in those kind of games, and you should probably avoid regaining your mana in town if possible.

So it's currently sometimes acceptable skill, and I probably wouldn't change it now.

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felicidy
felicidy

Tavern Dweller
posted March 16, 2020 07:31 PM

chumchu said:

"Eagle Eye needs 100% chance always, (just like Scholar) ability to learn level 5 spells, learning spells immediately after they are cast, last but not least it should also pick up spells from creatures."



I prefer "achieve sekundary skill" quests. Its the rpg way and you can reward that skill in many ways.
Only the specialty-Heroes are really a bit odd.

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MattII
MattII


Legendary Hero
posted March 17, 2020 09:16 AM

Hm, turning some creature abilities into actual spells would be interesting. And we already have it in some cases, like with the Efreet.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 21, 2020 08:25 AM

AI Values of Green and Red Dragons needs to be switched.
For some reason Green Dragons have the higher AI Value, even though they have 1 attack, defense and speed less than Red Dragons.

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FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted March 21, 2020 12:13 PM

phoenix4ever said:
AI Values of Green and Red Dragons needs to be switched.
For some reason Green Dragons have the higher AI Value, even though they have 1 attack, defense and speed less than Red Dragons.


Also cost 100 more gold.

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