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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 151 pages long: 1 2 3 4 5 ... 30 60 90 120 ... 147 148 149 150 151 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 07, 2020 03:46 PM

sirironfist said:
One thing I find, is that black towers are too harmless. You can beat one red or green dragon easily in week 1, even day 1. Since this tower really is the most anticipated building you can build in Heroes 2, I think it should be a little more dangerous. I love the fact that it was implemented, but I'd suggest maybe adding the possibility of encountering a black or golden dragon and then not only 1 but maybe 1-4.

Agreed, 1-4 seems like a good number and makes the battle a little more dangerous and interesting.
They could also mix the dragons a little, like for example 2 green and 1 gold or 3 red and 2 black or something like that.

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bloodsucker
bloodsucker


Legendary Hero
posted July 07, 2020 04:50 PM
Edited by bloodsucker at 16:53, 07 Jul 2020.

Please, Black Towers are ok as they are, there is enough difference between a green and a black dragon. Now, if you want other banks, that's a different thing... I'm all in for some intermediate utopias as long as they give artifacts.
____________
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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Aciel
Aciel

Tavern Dweller
posted July 09, 2020 07:08 PM

P4R4D0X0N said:
wojtulace said:
That's how it works in HoMM V.


This is my idea for First Aid.

Tent HP:  100 + 25*Lvl


Aid Basic:    Heals 100 HP
Aid Advanced: Heals 150 HP and casts Cure (without heal part)
Aid Expert:   Heals 500 HP, casts Cure on allies and Plague (Zombie effect) on enemies, which decreases attack and defense by 5 for 3 turns.

OR

Aid Basic:    Heals 100 HP
Aid Advanced: Heals 150 HP
Aid Expert:   Heals (Lvl/(Lvl+10))*Lvl*50 HP. Excessive healing ressurects units.  



Why using straight values and in the end a formula?
Anyway thats ur values, rounded to full numbers. Imho it doesn't make any sense... so a char below lvl 7 (most likely) with expert first aid  is worse than advanced healing. should be 150+lvl...anything

1 5
2 17
3 35
4 57
5 83
6 113
7 144
8 178
9 213
10 250
11 288
12 327
13 367
14 408
15 450
16 492
17 535
18 579
19 622
20 667
21 711
22 756
23 802
24 847
25 893
26 939
27 985
28 1032
29 1078
30 1125
31 1172




Here, I fixed it for you in the simplest way:

First Aid Basic:    Heals (Lvl/(Lvl+10))*Lvl*20 HP.
First Aid Advanced: Heals (Lvl/(Lvl+10))*Lvl*35 HP. Plague on enemies.
First Aid Expert:   Heals (Lvl/(Lvl+10))*Lvl*50 HP. Excessive healing ressurects units. Plague on ememies.  


Tent HP:  100 + 20*Lvl
____________

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 14, 2020 12:19 PM

Aciel said:

Here, I fixed it for you in the simplest way:

First Aid Basic:    Heals (Lvl/(Lvl+10))*Lvl*20 HP.
First Aid Advanced: Heals (Lvl/(Lvl+10))*Lvl*35 HP. Plague on enemies.
First Aid Expert:   Heals (Lvl/(Lvl+10))*Lvl*50 HP. Excessive healing ressurects units. Plague on ememies.  


Tent HP:  100 + 20*Lvl


Still makes it useless in low level... 2 HP heal on basic and lvl 1 is very useless. The formula itself is also kinda meh...

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Hourglass
Hourglass


Famous Hero
posted July 14, 2020 10:22 PM

About first aid tent

I belive the healing part isn't exactly the problem, or it would be resolved quite easily. The root problem of the skill is that the tent itself is surprsingly hard to get. Three towns, and three specialist, and one map object, that are the odds. Back in RoE, this problem wasn't as noticeable, but since that, more towns, heroes and map objects have entered the scene and have made first aid even worse than it was in the very beginning.

Also, I understand it would be rather easy solution to make the tent to be able to ressurrect dead troops, but that would mean players could  just leave a weak enemy stack alive and just wait tens of turns to revive their troops, which makes the game progress extremely slowly. Personally, I would rather not want to see the game to go into that direction.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 14, 2020 10:39 PM
Edited by phoenix4ever at 22:40, 14 Jul 2020.

Hourglass said:
About first aid tent players could  just leave a weak enemy stack alive and just wait tens of turns to revive their troops, which makes the game progress extremely slowly. Personally, I would rather not want to see the game to go into that direction.

That is a good point, but is'nt it kind of the same with Blind -> Resurrect?
The problem is also that the tent is extremely fragile, 75 HP and 0 Defense, usually means 1 hit and the tent (and skill) is gone.
But I think HotA already have plans about changing First Aid, don't know how or when though.

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Rimgrabber
Rimgrabber


Known Hero
It's a fixer-upper
posted July 15, 2020 01:04 AM

You could also give it a limited number of "shots" per battle like in H5
____________
http://heroescommunity.com/viewthread.php3?TID=46284&pagenumber=1
^ Part 2 of my proposal for Heroes 8 (Part 3 coming soon)

http://heroescommunity.com/viewthread.php3?TID=44815
^ My novelization

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Hourglass
Hourglass


Famous Hero
posted July 15, 2020 01:24 AM
Edited by Hourglass at 01:25, 15 Jul 2020.

phoenix4ever said:

That is a good point, but is'nt it kind of the same with Blind -> Resurrect?


Well, there are similarities, but it's not exactly the same. Ressurrect needs mana, and thefore there's a point where you cannot use that. Using the FA could also be way slower than using ressurect, which often doesn't necessary need multiple casts thanks to your high spell power rate. For example, it's not hard to get Expert earth + 10 SP, and that would mean 660 reviving per cast. If the tent would heal around 150-200 hp at best, that would mean over 3-4 times more turns would be required to match the former example.
Now, that can sound nitpicky, but it would also be kind of mandatory to use this tent strategy if you're willing to play with the best of your ability, as there would be no reason to NOT abuse the tent. That's simply encouraging the player to play extremely passively, which will get boring very fast.

phoenix4ever said:

But I think HotA already have plans about changing First Aid, don't know how or when though.


Idea: if there's no way of combining the warmachine skills together, I would suggest that FA could somehow heal troops without the Tent aswell. Possibly it could heal all wounded troops by 10/20/30hp without the tent, and on top of that, the tent would heal 50/75/100 on a single target. Advanced skill doubles and expert skill triples the base tent HP.
If there would turn out to be a way to abuse the passive healing, I would suggest giving it some kind of gap when passive healing would no longer work.

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Aciel
Aciel

Tavern Dweller
posted July 24, 2020 06:05 PM

There were some good points about First Aid skill. To sum it up:

1) Formula should be rather easy and depend on the character's level. You could go with the formula I presented few pages ago.  
2) There should be a limit on the Resurrection Skill with tent. Either cast Resurrection 1-3 times in one battle or the tent should drain some mana from caster. I think 3 Resurrections or debuffs limit would be fine.
3) Tent should be possible to buy in every town, otherwise it would be too hard to get if destroyed.
4) Tent should have more HP depending on the lv and First Aid skill. Otherwise it will be one-shotted with Magic Arrow  
____________

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bloodsucker
bloodsucker


Legendary Hero
posted July 27, 2020 08:53 PM
Edited by bloodsucker at 21:07, 27 Jul 2020.

Increase size of search indexes.

In my template So Many Angels the only bank giving creatures allowed is Griffin Conservatories and their frequency is set to a very high number. I was trying to max them all using Find Next and I returned to the first much before they were all covered. I believe this is due to the size of the variable not being long enough.
I know it's a minor detail but it's also possibly easy to fix, so...

P.S. This may seam like quite an egomaniac request but to give an example was the best way I found to explain what I was referring to.
____________
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 July 27, 2020 09:17 PM
Edited by Phoenix4ever at 21:18, 27 Jul 2020.

The find next/previous functions are quite iffy. If you look at properties or change a tiny little thing, it will reset the function. To be sure you have found them all, you pretty much should just keep pressing F3 until you are back at the first one.

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bloodsucker
bloodsucker


Legendary Hero
posted July 27, 2020 09:38 PM

I'm quite sure what you observed is just due to you not reselecting the same object. That's what resets the function. By now I've return to the first bank of a different selection (after finding one that wasn't altered) four times, so the difference between the numbers is quite big.
____________
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 July 27, 2020 09:48 PM

I have never found anything wrong with the function, as long as I just keep pressing F3, of course your experience might be different.
Maybe if you place extremely many of the same object, the function might f*** up?

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bloodsucker
bloodsucker


Legendary Hero
posted July 27, 2020 10:21 PM

It doesn't need to be that many. Normal Giant templates place enough banks (specially Dragonfly Eves) for it to happen.
But Yeah! there is a reason why the template is called So Many Angels...
____________
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 July 28, 2020 04:37 PM
Edited by Phoenix4ever at 16:38, 28 Jul 2020.

Let us replace that useless AND broken Disguise spell once and for all.
I present to you the new level 2, Air spell:
Repair War Machine!
Unskilled Repair War Machine: Costs 10 mana and repairs any of your broken War Machines and brings it back with 1/3 hp.
Basic: 8 mana, same effect as unskilled.
Advanced: 8 mana and 2/3 hp.
Expert: 8 mana and full hp.

The probabilities for Repair War Machine to appear in towns, should be exactly the same as it was for Disguise.
(War Machines includes First Aid Tent, Ammo Cart, Ballista, Cannon and Catapult.)

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phe
phe


Famous Hero
Life and Freedom
posted July 28, 2020 05:16 PM

repairing is for Gremlins, as for spells should be summoning War Machines...

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 28, 2020 05:19 PM

Well gremlins can't repair, not in Heroes 3 at least.
But summoning war machines is not a bad idea either, but only for that battle I guess.

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Hourglass
Hourglass


Famous Hero
posted July 28, 2020 06:45 PM

Phoenix4ever said:
Let us replace that useless AND broken Disguise spell once and for all.
I present to you the new level 2, Air spell:
Repair War Machine!
Unskilled Repair War Machine: Costs 10 mana and repairs any of your broken War Machines and brings it back with 1/3 hp.
Basic: 8 mana, same effect as unskilled.
Advanced: 8 mana and 2/3 hp.
Expert: 8 mana and full hp.

The probabilities for Repair War Machine to appear in towns, should be exactly the same as it was for Disguise.
(War Machines includes First Aid Tent, Ammo Cart, Ballista, Cannon and Catapult.)


Actually, I really like this suggestion.

Sure, the spell would be a niche, but that's why I like it so much. It also would fix some issues with war machines. Not sure if the numbers would be correct, but atleast the idea is very good.

Players could use this spell + their warmachine to tank some of the damage from neutral monsters.

How about replacing Serena with a Gremlin hero, that would have this spell as a speciality, and it would allow the player to ressurrect dead golems?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 28, 2020 07:42 PM
Edited by Phoenix4ever at 19:46, 28 Jul 2020.

Thank you.
Well the idea was only for war machines, but I guess it would be nice to have some way of bringing back golems, gargoyles and maybe even elementals. But we don't know exactly what HotA have in mind with Factory. Gotta be some kinda repair mechanic somewhere right?
My spell suggestion would also help heroes with Artillery, Ballistics or First Aid, if they rely on their war machine.

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Hourglass
Hourglass


Famous Hero
posted July 28, 2020 08:43 PM

Phoenix4ever said:
Thank you.
Well the idea was only for war machines, but I guess it would be nice to have some way of bringing back golems, gargoyles and maybe even elementals. But we don't know exactly what HotA have in mind with Factory. Gotta be some kinda repair mechanic somewhere right?
My spell suggestion would also help heroes with Artillery, Ballistics or First Aid, if they rely on their war machine.


I meant that there would be exactly onehero with capability of bringing golems back using that spell.

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