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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 thread is 18 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 · «PREV / NEXT»
Abekat
Abekat

Tavern Dweller
posted August 28, 2017 05:43 PM

-Perceval- said:
Hello!
I think a great addition to this mod would be to have custom hero models(on battle and advutenture map) that fit the portraits. I'm tired to see my minotaur sorcerer looking like a rogue human woman! How shameful for the mighty darkstorm!


You haven't seen the newest screens?

I have a suggestion though, how about changing the sea men to a crab-like-monster? We already have the pirate and the witch, which are human. I love your mod, but the sea men are quite boring. It think a crab fits tier two very well

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-Perceval-
-Perceval-

Tavern Dweller
posted August 28, 2017 08:18 PM

Abekat said:
-Perceval- said:
Hello!
I think a great addition to this mod would be to have custom hero models(on battle and advutenture map) that fit the portraits. I'm tired to see my minotaur sorcerer looking like a rogue human woman! How shameful for the mighty darkstorm!


You haven't seen the newest screens?

I have a suggestion though, how about changing the sea men to a crab-like-monster? We already have the pirate and the witch, which are human. I love your mod, but the sea men are quite boring. It think a crab fits tier two very well


Well i have the last version of the mod and my darkstorm still has a female human sprite :/

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Abekat
Abekat

Tavern Dweller
posted August 28, 2017 10:18 PM

-Perceval- said:
Abekat said:
-Perceval- said:
Hello!
I think a great addition to this mod would be to have custom hero models(on battle and advutenture map) that fit the portraits. I'm tired to see my minotaur sorcerer looking like a rogue human woman! How shameful for the mighty darkstorm!


You haven't seen the newest screens?

I have a suggestion though, how about changing the sea men to a crab-like-monster? We already have the pirate and the witch, which are human. I love your mod, but the sea men are quite boring. It think a crab fits tier two very well


Well i have the last version of the mod and my darkstorm still has a female human sprite :/

Look at the official hota thread at page 221 and scroll down a bit

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-Perceval-
-Perceval-

Tavern Dweller
posted August 29, 2017 02:08 PM

Abekat said:
-Perceval- said:
Abekat said:
-Perceval- said:
Hello!
I think a great addition to this mod would be to have custom hero models(on battle and advutenture map) that fit the portraits. I'm tired to see my minotaur sorcerer looking like a rogue human woman! How shameful for the mighty darkstorm!


You haven't seen the newest screens?

I have a suggestion though, how about changing the sea men to a crab-like-monster? We already have the pirate and the witch, which are human. I love your mod, but the sea men are quite boring. It think a crab fits tier two very well


Well i have the last version of the mod and my darkstorm still has a female human sprite :/

Look at the official hota thread at page 221 and scroll down a bit


ooooh niiice! my bad dude xd

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Zaibach
Zaibach

Tavern Dweller
posted August 31, 2017 04:03 PM
Edited by Zaibach at 13:33, 04 Sep 2017.

Hi guys!

For Mysticism, I think it would be good if it were based on Knowledge Skill. Infact it is Knowledge which generally influence the spell points (determining the maximum spell points of an hero).
Here's my proposal:

- Basic: 50% of Knowledge bonus spell points (rounded up).
- Advanced: 75% of Knowledge bonus spell points (rounded up).
- Expert: 100% of Knowledge bonus spell points (rounded up).

This means if you have for example 12 Knowledge, you take +6/+9/+12 spell points each turn respectively. Note that this means at expert you regain the 10% of your maximum spell points each turn.

Of course I would like at least double values for Learning (10/20/30) and First Aid (100/150/200) (right now I play with the game edited with those values and Mysticism at 4/8/12).

See ya!


Edit: Please also fix the Cloak of the Undead King with something like that: : Basic Necromancy -> Skeletons, Advanced -> Zombies, Expert -> Wights.
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Erdamon
Erdamon

Tavern Dweller
posted September 03, 2017 09:21 PM

Hello. Small quality of life suggestion. A way to pin your hero. No matter how many times you enter and leave a castle, he will always be the first one in the hero list.

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pellish
pellish


Known Hero
posted September 03, 2017 10:25 PM

Erdamon said:
Hello. Small quality of life suggestion. A way to pin your hero. No matter how many times you enter and leave a castle, he will always be the first one in the hero list.

Yes. Maybe something for HD-mod?

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Greedfire
Greedfire


Hired Hero
posted September 08, 2017 11:12 AM

1. More AI for bigger maps and playable all towns on map.
2. Better AI (strong monsters + 200% is still too easy, WoG expansion was much harder.
3. Better templates (but you are working on it)
4. More options for quick combat assigned to the hero like checkboxes:  "use spells", "wait as long as possible"(to save fast units and use range units properly)

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avatar
avatar


Famous Hero
posted September 08, 2017 11:25 AM

About new templates, you can always make your own with new interesting template maker: http://www.frozenspire.com/MapGenerator/Index.html
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Greedfire
Greedfire


Hired Hero
posted September 10, 2017 12:07 PM

It does not work well

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Orrinisthebest
Orrinisthebest


Hired Hero
posted September 11, 2017 07:37 AM

@ Greedfire check out HotA's official Facebook page. They've been working on an awesome template editor but seemingly they haven't finished it yet.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 12, 2017 03:07 AM
Edited by P4R4D0X0N at 03:12, 12 Sep 2017.

Zaibach said:
For Mysticism, I think it would be good if it were based on Knowledge Skill. Infact it is Knowledge which generally influence the spell points (determining the maximum spell points of an hero).
Here's my proposal:

- Basic: 50% of Knowledge bonus spell points (rounded up).
- Advanced: 75% of Knowledge bonus spell points (rounded up).
- Expert: 100% of Knowledge bonus spell points (rounded up).



Would be enough to add +10% per level of maximal spellpoints/day in that case wisdom would be useful aswell in that combo.

Greedfire said:
1. More AI for bigger maps and playable all towns on map.



Won't be possible, 'coz it's hardcoded. It would mean tons of disassembling and maybe a complete workaround for the files would be nescessary.

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phe
phe


Famous Hero
Life and Freedom
posted September 12, 2017 12:08 PM
Edited by phe at 12:12, 12 Sep 2017.

My proposal is for Mysticism 5/10/15
For mana regenerating artifacts 1/2/3 5/10/15
For magic classes of heroes one extra mana point regeneration per level regardless Mysticism
____________
http://lafe.co.nf/lafe.html

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted September 12, 2017 12:16 PM

The problem with Mysticism (and Intelligence) is that Wizard's Well is so easy to assemble, too easy imo.

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phe
phe


Famous Hero
Life and Freedom
posted September 12, 2017 12:23 PM
Edited by phe at 12:25, 12 Sep 2017.

phoenix4ever said:
The problem with Mysticism (and Intelligence) is that Wizard's Well is so easy to assemble, too easy imo.

Yeah... A few more artifacts should be required to assembly Wizard's Well and Cloak of Undead King

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Jluil
Jluil

Tavern Dweller
posted September 12, 2017 12:54 PM

I think knowledge should influence mana regeneration.
Mana regen = knowledge / 2 [rounded up]

Rather than max spell points which would also boost intelligence secondary skill and I think it should not.

Mysticism would have some constant bonus and also improve knowledge ratio:
Basic mysticism:
 Total mana regen = knowledge / 2 + 2
Advanced mysticism:
 Total mana regen = knowledge / 1.5 + 2
Expert mysticism:
 Total mana regen = knowledge + 3

So basically it would give a nice boost early on but also stacks nicely later into the game.
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 12, 2017 04:41 PM
Edited by P4R4D0X0N at 17:25, 14 Sep 2017.

Jluil said:
I think knowledge should influence mana regeneration.
Mana regen = knowledge / 2 [rounded up]

Rather than max spell points which would also boost intelligence secondary skill and I think it should not.

Mysticism would have some constant bonus and also improve knowledge ratio:
Basic mysticism:
 Total mana regen = knowledge / 2 + 2
Advanced mysticism:
 Total mana regen = knowledge / 1.5 + 2
Expert mysticism:
 Total mana regen = knowledge + 3

So basically it would give a nice boost early on but also stacks nicely later into the game.


That wont scale very well imho. I think a factor of 0.6 would be alright instead of the +2. If it was for me I would add your solution to Knowledge itself, since Spellpower buffs duration and damage. Knowledge would buff Managain and Spellpoint limit

Knowledge x 0.6 = Spellpoint gain/day

1  x 0.6 = 1
2  x 0.6 = 1
3  x 0.6 = 2
4  x 0.6 = 2
5  x 0.6 = 3
6  x 0.6 = 4
7  x 0.6 = 4
8  x 0.6 = 5
9  x 0.6 = 5
10 x 0.6 = 6
11 x 0.6 = 7

... this would mean, characters with knowledge <2 would stay the same as Spellpoint gain actually is. +6 per day with 10 knowledge would be okay for me, since it's just a guaranteed slow spell per day. +12 on knowledge 20 still isn't too much gain. When you wear "Angelic Alliance" it's about ~30 -> 18 points still isn't a single DD per day. Artifacts with +1,+2,+3 Spellpoints per day are still treasure level imho. While the Wizard's Well should be nerfed to 50% of total Spellpoints or even lower (20-25%)

I still would prefer % of Total Spellpoints for Mysticism:

+10% of total Spellpoints for every rank in Mysticism, as for the speciality "Mysticism" on certain heroes -> 2% per Level of total Spellpoints = 70% spellpoints for a lvl 20 hero with expert mysticism. 50% for a lvl 10 hero.

The only problem I see here is... you don't need knowledge at all on items. You jsut put them on before ending your turn. (In case of wizards well) Just to put it back in before the end of next turn.

Edit: Wisdom = Knowledge

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Erdamon
Erdamon

Tavern Dweller
posted September 12, 2017 06:54 PM

No matter how much I look at it, and the numbers you guys are crunching the thing is Mysticism is still useless, even in those conditions. As long as there is an artifact that does the same thing, and even better, I think these skills need to be revamped totally.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 14, 2017 08:03 PM

They would make sense if some aspects would be nerfed ingame. Like mageguild and well refills all spellpoints. mystic spring and manafortex even double them. Same counts for the portable "wizards well".

If you put wells to 20% max spellpoints same for mageguilds in towns (20% max spellpoints per day OR 2.5 times the amount your knowledge spellpoint gain [see my last post]) it would be fine again and knowledge would be useful the first time, same counts for Mysticism and Intelligence.

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Jluil
Jluil

Tavern Dweller
posted September 16, 2017 10:15 AM

The point of having knowledge based mana regeneration is to have caster heroes not depend on castles, magic wells or artifacts.

The problem with castles is you need to stay whole turn(or at least end your turn) there and you often venture into distant lands without being close to castle.
Wells are good, they restore mana immediately but are rarely distributed evenly among the lands, so you are basically relying on luck.
With the artifacts it's even more luck based as you would need your +3 regen early, but that rarely happens.

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