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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 ... 135 136 137 138 139 ... 140 160 180 198 · «PREV / NEXT»
Ghost
Ghost


Undefeatable Hero
Therefore I am
posted April 30, 2020 11:06 PM

@ Morale/Luck @

If you want to have a change. The answer is +5 Morale/Luck, and developer gives one Morale/Luck has 10% chance of getting good Morale/Luck. Ok Sorrow, Misfortune, Mirth, Fortune, developer gives +10/-10, it means 100% chance.

No dice! Because bad Morale or Sorrow gives troops to sad life in 100%. But they did artifacts like they raised their skill than JVC team. But you can invent something I give a hint: H4

And yes 50% chance also succeed.
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Fight MWMs - stand teach

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted May 01, 2020 10:53 PM

Crazy idea (might be even a gamebreaker) but I think I figured out how to make Inferno stronger without changing stats or anything: Demonology skill.

Basically it works similar to Summoning skill from H4 except it has only it scales on a limited number of units (Summoning scales on experiences). For the moment (or at least the first version of the mod I'd say:
Basic: +1 Imp/Familiar per day
Adv: +2 Imps/Familiars and +1 Gogs/Magogs per day
Expert: +3 Imps/Familiars, +2 Gogs/Magogs and +1 Hell Hound/Cerberus per day

Also, three faction specific artifacts:
-Object that increases +1 all your summons from Demonology skill
-Object that gives you +1 Demon/day
-Combine artifact of the two above that combines both effects + boosts creature production in all owned Inferno towns owned by player as below:
+7 Imps
+6 Gogs
+5 Hellhounds
+4 Demons
+3 Pit Fiends
+2 Efreeti
+1 Devil

Just like Necromancy skill its unique to Demoniacs/Heretics and other heroes can learn it at Witch's Hut. It's almost useless for them though. If the scaling is still not enough to make Inferno not suck then the skill can give more creatures/day.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 01, 2020 11:06 PM

Noice. Just these days I was browsing fandom and tripped over the article about Demonology from H4.
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bloodsucker
bloodsucker


Legendary Hero
posted May 01, 2020 11:17 PM
Edited by bloodsucker at 23:51, 01 May 2020.

@Lord_Immortal Balancing aside, I really like this idea. Only the second effect of the combined artifact might be a bit OP, besides all other bonus it's giving you the same effects of the Statue (a five items composed artifact) to all Inferno towns, that sooner or later will have a Castle-Gate allowing to mass all troops without spending any movement.
I think a better solution would be three artifacts, two rings with similar effects and a pair of boots. That way one would have to choose between the effects of the combined artifact and any movement booster.
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 01, 2020 11:29 PM

Lord_Immortal said:
Crazy idea (might be even a gamebreaker) but I think I figured out how to make Inferno stronger without changing stats or anything: Demonology skill.

Basically it works similar to Summoning skill from H4 except it has only it scales on a limited number of units (Summoning scales on experiences). For the moment (or at least the first version of the mod I'd say:
Basic: +1 Imp/Familiar per day
Adv: +2 Imps/Familiars and +1 Gogs/Magogs per day
Expert: +3 Imps/Familiars, +2 Gogs/Magogs and +1 Hell Hound/Cerberus per day

Also, three faction specific artifacts:
-Object that increases +1 all your summons from Demonology skill
-Object that gives you +1 Demon/day
-Combine artifact of the two above that combines both effects + boosts creature production in all owned Inferno towns owned by player as below:
+7 Imps
+6 Gogs
+5 Hellhounds
+4 Demons
+3 Pit Fiends
+2 Efreeti
+1 Devil

Just like Necromancy skill its unique to Demoniacs/Heretics and other heroes can learn it at Witch's Hut. It's almost useless for them though. If the scaling is still not enough to make Inferno not suck then the skill can give more creatures/day.

The combo artifact sounds too powerful and too easy to assemble. (like Admiral's Hat) But the other things sounds nice and would give Inferno a more unique flavor compared to other towns.

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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted May 02, 2020 06:14 AM

Lord_Immortal said:
Crazy idea (might be even a gamebreaker) but I think I figured out how to make Inferno stronger without changing stats or anything: Demonology skill.

Basically it works similar to Summoning skill from H4 except it has only it scales on a limited number of units (Summoning scales on experiences). For the moment (or at least the first version of the mod I'd say:
Basic: +1 Imp/Familiar per day
Adv: +2 Imps/Familiars and +1 Gogs/Magogs per day
Expert: +3 Imps/Familiars, +2 Gogs/Magogs and +1 Hell Hound/Cerberus per day

Also, three faction specific artifacts:
-Object that increases +1 all your summons from Demonology skill
-Object that gives you +1 Demon/day
-Combine artifact of the two above that combines both effects + boosts creature production in all owned Inferno towns owned by player as below:
+7 Imps
+6 Gogs
+5 Hellhounds
+4 Demons
+3 Pit Fiends
+2 Efreeti
+1 Devil

Just like Necromancy skill its unique to Demoniacs/Heretics and other heroes can learn it at Witch's Hut. It's almost useless for them though. If the scaling is still not enough to make Inferno not suck then the skill can give more creatures/day.



Take this a step further and have a unique skill for every faction! Weaker skills for stronger factions to balance it out. A boy can dream.
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted May 02, 2020 06:55 PM

Rimgrabber said:

Take this a step further and have a unique skill for every faction! Weaker skills for stronger factions to balance it out. A boy can dream.



Somehow I'd like that. In Heroes V it makes every hero class feel pretty unique compared to others, just like Necromancers/Death Knights in Heroes III feel very different compared to Heroes of other factions.

Then again, it would be a bit strange for some factions. For example, what can be in common to an Alchemist and a Wizard? Alchemy? Still the Alchemist class needs to be better at it and Wizard class has to be better at casting spells.

No, I think that except Demonology and Necromancy that can be shared among all the heroes of the same faction only few classes need to have unique skill while other classes can heavily focus (or receive bonuses) to an existing skill. Somehow I elaborated that in my document.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 02, 2020 07:24 PM
Edited by Phoenix4ever at 19:24, 02 May 2020.

Witch is generally a terrible class, but since they have the highest chance of learning Eagle Eye, they could have some inherited Eagle Eye ability. Then we could ditch Eagle Eye skill and artifacts entirely.
Could do the same with Clerics and First Aid. (They still need to get a tent somewhere, which really should have been in the Castle Blacksmith in the first place).

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Wayshan
Wayshan

Tavern Dweller
MEP (Map Editor Mage)
posted May 02, 2020 07:33 PM

Editor Object Limits (and othe topics)

Object limits

Hello! The introduction of the Giant size map is a lovely addition to our map rosters. I love that HotA pushes us mapmakers to do more and allows us to do it with style, opening so many doors.

As can be seen  [url=http://heroes.thelazy.net/index.php/List_of_adventure_map_objects_(HotA)]here[/url] our hands are pretty much tied when it comes to the crucial objects. While there are mostly unlimited numbers for things such as creature banks and other one-visit objects, crucial objects such as towns and mines are set really low.

Now you must be asking yourself 'Wait.. what, low?!', and I get that. But if you try the giant size map and fill it with things, you quickly see that you have 22 towns per one ground level, and that is not so much if you want to do an elaborate story-telling map. I am unaware of whether this is hardcoded and can not be adjusted, but I would suggest raising those levels a bit.

I think doubling the size of town limits, or just maybe even adding like 20 to the limit would solve most of my problems and I believe that 64 towns should really be enough for everyone (and it would bring the number to very nice sharing digit - 8 cities for 8 players). Just something to think about...

Area events

Events that would cover more squares or multiple events that would disable the other "same" ones placed somewhere else would really be a nice addition for many map makers.

Multiple quest requirements

I am really glad that HotA added so many conditions to the quest giving gates and towers, but it would be extremely useful to have multiple conditions (even 2 would suffice). For instance, be a hero of player 1 and be a knight. Possibly also choosable rewards (in a chest style) would be great for players to decide and would allow more strategic plays. This could be applied to many other objects as well, such as creature banks, pandora boxes and others.




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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 02, 2020 08:00 PM

Nice. Now I only pray the code is able to support that (probably not, but we never know...).
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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Hourglass
Hourglass


Supreme Hero
posted May 02, 2020 09:08 PM

Wayshan said:
Object limits

Hello! The introduction of the Giant size map is a lovely addition to our map rosters. I love that HotA pushes us mapmakers to do more and allows us to do it with style, opening so many doors.

As can be seen  here our hands are pretty much tied when it comes to the crucial objects. While there are mostly unlimited numbers for things such as creature banks and other one-visit objects, crucial objects such as towns and mines are set really low.

Now you must be asking yourself 'Wait.. what, low?!', and I get that. But if you try the giant size map and fill it with things, you quickly see that you have 22 towns per one ground level, and that is not so much if you want to do an elaborate story-telling map. I am unaware of whether this is hardcoded and can not be adjusted, but I would suggest raising those levels a bit.

I think doubling the size of town limits, or just maybe even adding like 20 to the limit would solve most of my problems and I believe that 64 towns should really be enough for everyone (and it would bring the number to very nice sharing digit - 8 cities for 8 players). Just something to think about...

Area events

Events that would cover more squares or multiple events that would disable the other "same" ones placed somewhere else would really be a nice addition for many map makers.

Multiple quest requirements

I am really glad that HotA added so many conditions to the quest giving gates and towers, but it would be extremely useful to have multiple conditions (even 2 would suffice). For instance, be a hero of player 1 and be a knight. Possibly also choosable rewards (in a chest style) would be great for players to decide and would allow more strategic plays. This could be applied to many other objects as well, such as creature banks, pandora boxes and others.




Hello and welcome to the forums!

To my knowledge all limits connected to any map objects are atleast to some extend hard coded, but Hota has surprised us before, so all hope is not lost I would say. Time will tell.

Btw, total number of towns that can be put on map is 48, and there are no limitations how many of them you can on surface or undergound.

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bloodsucker
bloodsucker


Legendary Hero
posted May 02, 2020 11:46 PM
Edited by bloodsucker at 23:46, 02 May 2020.

Also, I'm pretty sure the limit for the number of mines was already raised to almost infinite.
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FdgK
FdgK


Known Hero
posted May 03, 2020 12:10 PM
Edited by FdgK at 12:12, 03 May 2020.

Speaking about the map editor: I noticed that there are a handful of map objects – all of them decorative – that are present in some of the custom maps that come with HotA but that are missing in the map editor. Those are namely:

- Fire (can be found on: Scorched Earth, Barren Lands, Beware of Demons!, Blazing Archipelago, Gambit, King of the Hill, Pirate’s Utopia, The Alliance, Trial of Flame, When Seas Were Deeper, The Devil is in the Detail, From the Depths of Hell, and probably others that I missed)
- Waterfalls (can be found on: Scorched Earth, Beware of Demons!, Face to Face, Perfect Equality, March, and probably others that I missed)
- Red Trees (similar to the one red tree of the swamp objects) (can be found on: Scorched Earth, Blazing Archipelago, Challenge, Perfect Equality, and probably others that I missed)
- Ruined Subterranean Gate (can be found on: Scorched Earth, The Devil is in the Detail, and probably others that I missed)
- Stony Sphere (can be found on: Strait of Storms – Invasion, Strait of Storms – Skirmish, Terra Incognita, and probably others that I missed)
- Ancient Altar (can be found on the campaign map In Search of the Horn)

It would be great if the HotA crew added them for map makers to use them in their creations.

Does anybody of you know why they did not add them so far? Is there a particular reason? I mean, maybe for the Ancient Altar I can understand making it inaccessible for map makers but I do not understand why all the other objects, too.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 03, 2020 12:16 PM

Dunno. They do seem to need a little more polish (waterfalls especially), but they are nice. I too added fire in one of my maps and also gonna add the red trees.
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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FdgK
FdgK


Known Hero
posted May 03, 2020 02:07 PM

FirePaladin said:
Dunno. They do seem to need a little more polish (waterfalls especially), but they are nice. I too added fire in one of my maps and also gonna add the red trees.


Hi FirePaladin,
How did you add them to your map? By using one of the maps where they are present as a base for your new map?
I agree with you that some of the elements do not fit in perfectly with the rest of the game's looks but it is not too big of a deal in my opinion and I still think that they are a nice addition. Although I am still not sure what the Stony Spheres are supposed to be.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 03, 2020 02:13 PM

Through copy-paste. The ball I managed by creating a new type of object in the .txt file.
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Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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FdgK
FdgK


Known Hero
posted May 03, 2020 02:25 PM

FirePaladin said:
Through copy-paste. The ball I managed by creating a new type of object in the .txt file.


I see. Thanks!

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Squaresoft
Squaresoft

Tavern Dweller
posted May 05, 2020 12:45 AM
Edited by Squaresoft at 00:45, 05 May 2020.

I'd like to re-post an idea I just shared in 'phoenix4ever's poll 'Which (non-combination) artifact is the best?'.

I consider Shackles of War a bad Artifact, founding my opinion in how it works.

It's just too strong, if your enemy must retreat, it's likely to suffer a huge loss, and of top of that, this artifact will increase the snowball size 100 times keeping all your enemies' artifacts and killing the hero.
(Also, the AI won't 'remember' that you own this Artifact.)

It's effect just overrides everything, it's static, permanent, cannot be countered, it's just "plain" (white/black, win/lose). It's boring.

I really dislike it and I think it must be the next BANNED artifact.

If people consider the effect 'unique' and that it must be kept, I'd to see it REPLACED it with 2 new artifacts with a mechanic like:
Artifact A: You and your opponent can't retreat in turn 1-2.
Artifact B: You and your opponent can't retreat once it's turn 4+, so you can still escape with both artifacts in game, and deciding not to retreat in turn 3 may recoil, but it was your choice.
...
THEN...MAYBE...consider Shackles as a combined Artifact, it will at least be "nerfed", occupying two slots and harder to obtain.

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Hourglass
Hourglass


Supreme Hero
posted May 05, 2020 01:12 AM

Squaresoft said:
I'd like to re-post an idea I just shared in 'phoenix4ever's poll 'Which (non-combination) artifact is the best?'.

I consider Shackles of War a bad Artifact, founding my opinion in how it works.

It's just too strong, if your enemy must retreat, it's likely to suffer a huge loss, and of top of that, this artifact will increase the snowball size 100 times keeping all your enemies' artifacts and killing the hero.
(Also, the AI won't 'remember' that you own this Artifact.)

It's effect just overrides everything, it's static, permanent, cannot be countered, it's just "plain" (white/black, win/lose). It's boring.

I really dislike it and I think it must be the next BANNED artifact.

If people consider the effect 'unique' and that it must be kept, I'd to see it REPLACED it with 2 new artifacts with a mechanic like:
Artifact A: You and your opponent can't retreat in turn 1-2.
Artifact B: You and your opponent can't retreat once it's turn 4+, so you can still escape with both artifacts in game, and deciding not to retreat in turn 3 may recoil, but it was your choice.
...
THEN...MAYBE...consider Shackles as a combined Artifact, it will at least be "nerfed", occupying two slots and harder to obtain.


It will likely not be "officially" banned, as it's important piece of multiplayer games, but remember that you can always ban it yourself very easily.

I think the shackles are fine. It's a relic artifact, and while it prevents the other player from running, the same rule applies to you as well. Sure, if you own it yourself, it gives you slightly more room to play with - like not ending your turn with shackles equipped if you're scared - but trust me, you can really fail with this artifact, as there are battles where you end up being the one who should run. This could happen for example when the opponent has clearly better spells to cast.

If you need to run, you're already heavily in disadvantage anyway, no matter if you're fighting another human player or the AI. Escaping will likely only slighty delay the evident.

It could be even argued that it's not necessary good strategy for AI player to run. If it needs to run from battle, it (likely) lost already - it will not beat you with handful of imps and gogs it couldn't buy at the beginning of the week.

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bloodsucker
bloodsucker


Legendary Hero
posted May 05, 2020 01:50 AM
Edited by bloodsucker at 01:55, 05 May 2020.

First, it's a major artifact, not a relic. Second, besides external ruling it's the only way to prevent Hit&Run. So no, it shouldn't be banned or you would have a game where a guy with a Black Dragon, the Orb of Fire and Armageddon could always destroy another with dozens of Behemoths and hordes of Cyclops with a few consecutive attacks. Me at least, I don't want to play that kind of game.

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