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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 198 pages long: 1 20 40 60 80 100 120 ... 129 130 131 132 133 ... 140 160 180 198 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted April 13, 2020 01:13 AM

A few things I'd like to see:
* A Toll Gate that charges you a fee (usually resources, but can include creatures or artefacts) each time you pass through?
* Instead of (or in addition to) the Quest Gates having a 'return not before' option, give them an option to only open on certain days (so maybe, only on Days 3 and 4 every other week).
* Some customisable artefacts, so like Pandora's Boxes that you can equip and unequip as you like.
* A function so that spells that appear on scrolls don't also appear in Shrines.
* A building that buys scrolls off you (say, for 5-10 gold), or for free if you wish to copy the spell into your own spellbook.
* Places on the map where you can buy spellbooks, and even spells, (as to Shrines what Universities are to Witch Huts).

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Caldera
Caldera

Tavern Dweller
posted April 13, 2020 11:45 AM

VampMarcie said:
Caldera said:
I would like to expand on your idea put forward in number 2 by suggesting an increase in the functionality of 'Timed Events' for map making.

Two examples I would put forward are:
- Adding a timed event that opens (or closes) a gate after a specified amount of time.
- A timed event that causes an artifact (or creature) to appear at a certain location after a certain amount time, then possibly disappear again after so many days.

These would be relatively easy changes to implement, shouldn't affect the core rules of the game, and could add a lot of flexibility to map making.

Let me know what you think


Sounds like the [url=https://heroes.thelazy.net/index.php/Market_of_Time]Market of Time[/url]!


Slightly similar I guess, but that would only allow for another market place, the mods I am suggesting would allow for increased functionality when map making.
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Caldera
Caldera

Tavern Dweller
posted April 13, 2020 11:53 AM

MattII said:
A few things I'd like to see:
* A Toll Gate that charges you a fee (usually resources, but can include creatures or artefacts) each time you pass through?
* Instead of (or in addition to) the Quest Gates having a 'return not before' option, give them an option to only open on certain days (so maybe, only on Days 3 and 4 every other week).
* Some customisable artefacts, so like Pandora's Boxes that you can equip and unequip as you like.
* A function so that spells that appear on scrolls don't also appear in Shrines.
* A building that buys scrolls off you (say, for 5-10 gold), or for free if you wish to copy the spell into your own spellbook.
* Places on the map where you can buy spellbooks, and even spells, (as to Shrines what Universities are to Witch Huts).


Hello MattII,

Similar to your ideas you just suggested with the gates, I put forward adding that functionality into the 'Timed Events' section of the map maker:
- Adding a timed event that opens (or closes) a gate after a specified amount of time.

This could potentially add a lot of flexibility to the game, ie: A powerful enemy hero is released on a certain day....
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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 13, 2020 12:06 PM
Edited by FirePaladin at 12:08, 13 Apr 2020.

Caldera said:

Slightly similar I guess, but that would only allow for another market place, the mods I am suggesting would allow for increased functionality when map making.


Market of Time lets you unlearn skills just like Memory Mentor from H5. It was probably supposed for one use only.

And the timed quest gate exists already. Just set "return not before date" to your date when you want it to be opened and that's all.

MattII said:
A few things I'd like to see:
* A Toll Gate that charges you a fee (usually resources, but can include creatures or artefacts) each time you pass through?
* Instead of (or in addition to) the Quest Gates having a 'return not before' option, give them an option to only open on certain days (so maybe, only on Days 3 and 4 every other week).
* Some customisable artefacts, so like Pandora's Boxes that you can equip and unequip as you like.
* A function so that spells that appear on scrolls don't also appear in Shrines.
* A building that buys scrolls off you (say, for 5-10 gold), or for free if you wish to copy the spell into your own spellbook.
* Places on the map where you can buy spellbooks, and even spells, (as to Shrines what Universities are to Witch Huts).


The '"toll gate" already exists as quest gate. Seriously guys, you still didn't update HotA since last year?

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Caldera
Caldera

Tavern Dweller
posted April 13, 2020 04:53 PM

FirePaladin said:
Caldera said:

Slightly similar I guess, but that would only allow for another market place, the mods I am suggesting would allow for increased functionality when map making.


Market of Time lets you unlearn skills just like Memory Mentor from H5. It was probably supposed for one use only.

And the timed quest gate exists already. Just set "return not before date" to your date when you want it to be opened and that's all.

MattII said:
A few things I'd like to see:
* A Toll Gate that charges you a fee (usually resources, but can include creatures or artefacts) each time you pass through?
* Instead of (or in addition to) the Quest Gates having a 'return not before' option, give them an option to only open on certain days (so maybe, only on Days 3 and 4 every other week).
* Some customisable artefacts, so like Pandora's Boxes that you can equip and unequip as you like.
* A function so that spells that appear on scrolls don't also appear in Shrines.
* A building that buys scrolls off you (say, for 5-10 gold), or for free if you wish to copy the spell into your own spellbook.
* Places on the map where you can buy spellbooks, and even spells, (as to Shrines what Universities are to Witch Huts).


The '"toll gate" already exists as quest gate. Seriously guys, you still didn't update HotA since last year?


Yes that is correct, a quest gate can be setup up to request resources, effectively acting as a toll gate every time you pass it. A little surprised to find that nobody seems interested in adding a timed event to it, as this would open up a lot of possibilities.
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Caldera
Caldera

Tavern Dweller
posted April 13, 2020 04:56 PM

Caldera said:
FirePaladin said:
Caldera said:

Slightly similar I guess, but that would only allow for another market place, the mods I am suggesting would allow for increased functionality when map making.


Market of Time lets you unlearn skills just like Memory Mentor from H5. It was probably supposed for one use only.

And the timed quest gate exists already. Just set "return not before date" to your date when you want it to be opened and that's all.

MattII said:
A few things I'd like to see:
* A Toll Gate that charges you a fee (usually resources, but can include creatures or artefacts) each time you pass through?
* Instead of (or in addition to) the Quest Gates having a 'return not before' option, give them an option to only open on certain days (so maybe, only on Days 3 and 4 every other week).
* Some customisable artefacts, so like Pandora's Boxes that you can equip and unequip as you like.
* A function so that spells that appear on scrolls don't also appear in Shrines.
* A building that buys scrolls off you (say, for 5-10 gold), or for free if you wish to copy the spell into your own spellbook.
* Places on the map where you can buy spellbooks, and even spells, (as to Shrines what Universities are to Witch Huts).


The '"toll gate" already exists as quest gate. Seriously guys, you still didn't update HotA since last year?


Yes that is correct, a quest gate can be setup up to request resources, effectively acting as a toll gate every time you pass it. A little surprised to find that nobody seems interested in adding a timed event to it, as this would open up a lot of possibilities.


Ah, just read your comments above, have not tried that, still I think it wouldn't hurt to expand on it a bit more.
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MattII
MattII


Legendary Hero
posted April 13, 2020 10:49 PM

FirePaladin said:
And the timed quest gate exists already. Just set "return not before date" to your date when you want it to be opened and that's all.
But it's then open forever.

Quote:
The '"toll gate" already exists as quest gate. Seriously guys, you still didn't update HotA since last year?
They actually take resources off you when visiting a gate with a resource requirement?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 13, 2020 11:31 PM

MattII said:
FirePaladin said:
And the timed quest gate exists already. Just set "return not before date" to your date when you want it to be opened and that's all.
But it's then open forever.

Quote:
The '"toll gate" already exists as quest gate. Seriously guys, you still didn't update HotA since last year?
They actually take resources off you when visiting a gate with a resource requirement?


Yes, they do.

True, it's open forever, but only after a date... without the possibility of closing...

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MattII
MattII


Legendary Hero
posted April 14, 2020 12:20 AM

FirePaladin said:
Yes, they do.
Okay. I mostly play single-player random maps, so I've never actually tried that before. Thanks for the heads-up.

Quote:
True, it's open forever, but only after a date... without the possibility of closing...
Which is rather different from what I was suggesting.

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Hourglass
Hourglass


Supreme Hero
posted April 15, 2020 01:21 AM

Suggestion:

New secondary skill idea - Enchant

Firstly, we're not increasing the total number of available secondary skills in games - I suggest this skill to replace Eagle Eye. (ban EE related stuff, it could be put back with rmg/map editor)


Skill in a nutshell:

Enchant - Just before battle is about to being, cast a buffing spell effect to all friendly creatures. (think it like less powerful Angelic Alliance's Prayer-kind of thing) The duration of the effect is half of your Spell power, rounded up.

The friendly spells effect would not the same spells we currently have in the game, but rather something tinkered solely for this skill alone:

--
Regeneration= At the end of the round, creature gets 20% of it's max HP back. (doesn't revive anyone, and maxium amount of restored HP is 50.)

Praise= +1 luck and +1 morale.

Perseverance= +2 attack and defence skill

Agility= During the creature's own turn, it has +1 speed. (therefore not affecting turn order)

Strength= Creature's maxium damage is increaced by 1.

Magic Armor = Damage taken from spells and ranged attacks is decreased by 10%.
--

Basic Enchant -  Only Regeneration, Praise and Persevarence are available, and one them is chosen randomly and casted for free at the beginning of the battle, affecting all your creatures. Duration of the effect is half of your spell power, rounded up. These "spells" do not appear in the spell book. All effects can be dispelled.

Advanced Enchant - Same as Basic, exept all 6 "spells" are available.

Expert Enchant - Same as Advanced, expect two "spells" are casted.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 15, 2020 02:10 PM
Edited by FirePaladin at 14:11, 15 Apr 2020.

@Hourglass

That's a nice idea. I like it.


A suggestion: when setting up quests, etc., could we select "Be a certain player" to contain more players, like it is for "Be a specific class"?

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 01:52 PM

Sorry for not being active... I read the pages of suggestions and compiled some of them in my docx file. I changed a bit some and added some from my own self. Give it a look. I did not include the enchant skill since it's kind of conflicting with some of my previous suggestions anyway.

Get here

Give me a thought.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 01:55 PM
Edited by FirePaladin at 14:31, 17 Apr 2020.

Ok!

Edit: One thing: I can't see the file I have to open; the .zip is full of .xml files.

Edit 2: It works when I rename the .zip into a .docx.

Edit 3: The reverse portraits are in fact okay (the game uses sprite revert, that's why), so you could take out all the "revert portrait" suggestions. I'm sorry, but I realized this only recently. Also the -New! from golem thing should be removed (that was just to notice readers that I just added it).

Edit 4: I like it: Witcher and Geralt

Edit 5: I've finished the whole thing. Stat buff/debuff suggestions can be removed (someone mentioned HotA doesn't mess with stats). I think adding the "Ferocity", "Doom" or "Magic Shield" spell  would have been nice, since we strive to give HotA as many ideas as possible (but not too many, that's why I requested removing my buff/debuff suggestions).

My opinion on Light/Dark Magic is pretty unclear: in H5 it was ok, but still had 4 magic schools. I think Light/Dark Magic should be optional, since players might not want to play with them (not saying I wouldn't). All other skills are nice (Alchemy, Siegecraft, etc.).

Everything else, classes, war machines, factions, I agree with them (only the poison thing seems OP, but Fortress isn't that strong anyway, except for the Cows). The map objects too are well-thought. Lol, the Farm is funny. Guess we all know what the Necromancer will choose

Fun fact: Zmei are actually Devils. Not that it has anything to do with the suggestions, but the names of the last units reminded me of that.

Even though I didn't mention stuff like towns and the spells, that means I'm ok with them as they are suggested in the file.

Edit 6: Glad you made "Geyser" a decent spell, though!

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gatecrasher
gatecrasher


Famous Hero
posted April 17, 2020 02:54 PM

@Lord_Immortal Nothing against your enthusiasm but I find this wish list over-the-top.
It's like bringing forward a motion. Feels somewhat pushy and assuming.

"Hey HotA crew, why don't you just...?" As if they didn't know what they are doing.

A lot of stuff is out of HotA's scope, it would transform HoMM3 into an entirely new game.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 03:13 PM
Edited by Lord_Immortal at 15:24, 17 Apr 2020.

FirePaladin said:

Edit 4: I like it: Witcher and Geralt



Ya that would be a cool easter egg.

FirePaladin said:

Edit 5: I've finished the whole thing. Stat buff/debuff suggestions can be removed (someone mentioned HotA doesn't mess with stats). I think adding the "Ferocity", "Doom" or "Magic Shield" spell  would have been nice, since we strive to give HotA as many ideas as possible (but not too many, that's why I requested removing my buff/debuff suggestions).

My opinion on Light/Dark Magic is pretty unclear: in H5 it was ok, but still had 4 magic schools. I think Light/Dark Magic should be optional, since players might not want to play with them (not saying I wouldn't). All other skills are nice (Alchemy, Siegecraft, etc.).

Everything else, classes, war machines, factions, I agree with them (only the poison thing seems OP, but Fortress isn't that strong anyway, except for the Cows). The map objects too are well-thought. Lol, the Farm is funny. Guess we all know what the Necromancer will choose

Fun fact: Zmei are actually Devils. Not that it has anything to do with the suggestions, but the names of the last units reminded me of that.

Even though I didn't mention stuff like towns and the spells, that means I'm ok with them as they are suggested in the file.



The buff/debuff spells are an alternate to the Enchant skill. I preferred that because I thought a lot about "removing" useless skills in H3 and the idea of merging and replacing with new ones was better. I was pretty meticulous on that. Plus, Praise, Agility and Strength spells are weaker versions of spells that already exist. Perseverance is included in my Buff/Debuff spell list. Regeneration might be an interesting Light Magic spell but I preferred "Healing Showers" to make Water Magic a bit stronger.
I renamed Magic Armor to Energy Armor and added it to Fire Magic since that school is weaker.

As for the number of spell schools, I'm well aware that Heroes 3 and 5 have 4 (only H4 has 5) but there are several factors that made me think of this solution:
a) They were present in the earliest alpha version of Heroes III
b) We need a little more congruence with Might and Magic 6-8
c) Magic hero classes need to be a little more distinct to each other. Clerics from Necromancers and Heretics, then what about Elementalists? If all magic is elemental-based then they're supposed to be stronger than all other classes.
d) We need more spells and we have bigger map sizes. It's better if we have 6 schools instead of 4 for balance.
e) Good/Evil/Neutral towns need some sort of difference between them. With 6 schools some towns can be very distinct in their range of spells.
f)This way maybe we can also "restrict" spell research which is considered OP as it is.

On the other hand, I don't think there's a way to make skills "optional".

Farm yea that's the main idea. Actually, now that I think about it, not only Necropolis but all "evil" factions should be able to do something with Peasants I don't think Necropolis is the only "faction" which sacrifices people. I was thinking... maybe a sacrifice altar in Inferno that converts Peasants into Demons? (but restricted to certain creatures so that Inferno becomes stronger but not OP) And Warlocks can sacrifice to restore mana? 1 mana point for every x number of sacrificed creatures... I don't know I just thought about this... if I get something in my mind I will post it.

FirePaladin said:

Edit 6: Glad you made "Geyser" a decent spell, though!


This one is inspired from Age of Wonders 2. So are some other spells (also names ) Actually, I think some of the creatures sounds in HotA are also borrowed from AoW2.

EDIT: Yes the poison thing is supposed to make Fortress stronger. Currently HotA has 3 weak factions: Inferno, Fortress and Stronghold.
How I see it, Fortress can get somewhat stronger with the Logistics Wagon as well as some minor changes.

Inferno can be decent if we could make very limited Demon farming from town without risking that much in battle.

Stronghold is still weak but since it is an offensive town then it encourages aggressive gameplay so a Stronghold starting player can get other towns quickly as it is still strong in early game. Minor buffs might make Stronghold fit easily without necessarily adding new mechanisms.

I also want to preserve the "spirit" of the towns. Stronghold is an offensive town meant for the most aggressive players only. Inferno revolves around Demon farming and that makes its gameplay unique (though similar to Necropolis). Fortress is supposed to be the "defensive" town situated in the swamps so I thought would be good to give fortress the "guerrilla warfare" and "defensive swamp tactics" feel. If you read the books of A Song of Ice and Fire, I'm thinking of Moat Cailin. However they also need to be strong enough to advance and expand (Heroes III can't be won otherwise).

P.S. How do you think if the Logistics Wagon gives also +1 speed to all creatures during combat?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 03:16 PM
Edited by FirePaladin at 15:27, 17 Apr 2020.

Buff/debuff not as spells, but for creatures I meant. But I still wonder why you didn't include at least some of my spells. By not too many I meant to remove the buff/debuff suggestions for creatures since HotA will automatically dismss them, and leaving them there will make the document more tiresome to read (for the devs).

I agree about warlock thing, but Inferno... that still needs a lot of thinking.

My main problem with the new magic schools is the number of skill slots, that's all.

Edit: +1 speed thing is ok by me. I was worrying about the Inferno thing that the implementation of the mechanism would be a very hard work (my main concern, which would stop the team from doing that-and-that). I'm ok with the concept though

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 03:28 PM

Read edit.

Oh ok I will give a look at your spells I missed them.

As for skills:
• Scholar – Combined Scholar + Wisdom + Learning
       (2 empty slots)
• Mysticism – Combined Intelligence + Mysticism + Eagle Eye
       (2 empty slots)
• Pathfinding – Combined Logistics + Pathfinding
       (1 empty slot)
• Siegecraft – Combined Artillery + Ballistics + increases war machines’ stats not only attack but also defense, damage and hp.
       (1 empty slot)

New skills are: Light Magic, Dark Magic, Engineering and Alchemy. There are still 2 free slots...

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 03:32 PM
Edited by FirePaladin at 15:52, 17 Apr 2020.

Lord_Immortal said:
Read edit.

Oh ok I will give a look at your spells I missed them.

As for skills:
• Scholar – Combined Scholar + Wisdom + Learning
       (2 empty slots)
• Mysticism – Combined Intelligence + Mysticism + Eagle Eye
       (2 empty slots)
• Pathfinding – Combined Logistics + Pathfinding
       (1 empty slot)
• Siegecraft – Combined Artillery + Ballistics + increases war machines’ stats not only attack but also defense, damage and hp.
       (1 empty slot)

New skills are: Light Magic, Dark Magic, Engineering and Alchemy. There are still 2 free slots...


Ahh... this is when I remembered, skills were gonna be combined... Now I've no problem with Light/Dark Magic occupying skill slots. But as to keep the game true to its roots, the HotA team would surely make a version with regular skills and another one with changed skills (+new schools). This isn't an argument against your suggestions, though, just something to note.

Edit: @phoenix4ever

I agree.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 17, 2020 03:48 PM
Edited by phoenix4ever at 15:50, 17 Apr 2020.

Everyone is always saying how weak Inferno is, so how about this small buff:
All demoniacs now starts with spell book. (maybe also starting spells?)
Especially since Inferno has a demoniac with Wisdom and Scholar and another with Offense and Scholar it's kinda weird they don't have a spell book.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 03:58 PM
Edited by Lord_Immortal at 16:05, 17 Apr 2020.

@FirePaladin
Actually the real roots of H3 require both Light and Dark magic schools. I think might have been scrapped for time issues or even maybe to keep the game not to be very heavy. My first pc where I played H3 for the 1st time had a memory of 4GB!! And its slowed down even froze if I fought with enemy armies that were "Legion" (on big maps).

EDIT: I gave a look at your spell suggestions:
Ferocity - Basically, the unit receives the "Ferocity" specialty for several turns (either 1, 2 or spell power turns. I say 2 turns is the best, but 1 turn can't be bad either). Basic level 1-5, Adv. 1-6 and Exp. all levels.

Liquid Form – I decided to mix “Purity” and “Mist” in one spell since it should be the “opposite” of Frenzy but there is no real sense in making an unit “defend twice”. Increases the defense rating of the stack in the same percentages Frenzy increases attack ALSO decreases ranged damage by 15%/30%/50%.

Plague - Lowers a living unit's health by a certain percentage: 10/20/30/30% (also include the no Earth Magic skill as well as the fact that Expert does not change percentage only makes it mass). However if that stack attacks or is attacked by another stack there is a percentage that the stack gets “infected” based on Earth Magic level of the hero owning the stack (30/20/10/0% None/Basic/Adv/Expert).

BUT Doom, Summon Phoenix, Summon Faerie Dragon seem OP while I'm not really sure about the usefulness of Magic Shackles? (I need a bit more feedback on that to decide if and where can it fit)


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