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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 196 pages long: 1 20 40 60 80 100 120 140 160 180 ... 182 183 184 185 186 ... 196 · «PREV / NEXT»
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 15, 2022 05:24 PM
Edited by NimoStar at 17:28, 15 Jan 2022.

Quote:
The eight heroes who have the Ballista specialty see their machine "reappear" at the end of the fight if it was destroyed.


Quote:
The three heroes who have the specialty, increases the HP power and their tent "reappears" at the end of the fight if it was destroyed. Fi


I don't think this is a good idea since it makes the ballista yard, etc. more useless. These heroes would never have to rebuy.

These buildings don't have to become even more useless than they are.

The other suggestions are mostly reasonable (specially returning Resistance, see my signature... though 40% is too much. The magic mirror is intriguing.)

On the other hand since HotA nerfed Logistics I don't think they will return it to default. However, default logistics was fine, it's logistic specialists that needed to be nerfed (halve specialty bonus)

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 15, 2022 06:32 PM
Edited by Phoenix4ever at 18:36, 15 Jan 2022.

NimoStar said:
However, default logistics was fine, it's logistic specialists that needed to be nerfed (halve specialty bonus)


Yup I agree and maybe also half bonus for Navigation, Offense and Armorer specialists and Galthran. (Then we can get Galthran back and get rid of Ranloo.)

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Hourglass
Hourglass


Famous Hero
posted January 15, 2022 10:22 PM

Kazuo said:

- Sorcery : Level 3 : Allows you to cast a second spell at the beginning of the fight (1x per fight)


Hello and welcome to the forums!

I'm afraid that even at Expert level and only once, and the beginning of the battle only being able to cast spell a second spell would probably make Sorcery overpowered.

Basically whoever would have Sorcery at Expert would pretty much always win any kind of final battle scenario. Opponent would need a to be massively ahead of you in order to compensate the super powerful start you could have.

Double casting is very tricky thing to implement as it's very powerful thing. I think only way to adapt such mechanic could be to make the second spell to be cast from very strict list of spells.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 15, 2022 10:53 PM
Edited by NimoStar at 22:54, 15 Jan 2022.

Maybe only allowing an extra cast of pure direct damage single-target spells?

(Ice Bolt, Magic Arrow, Lightning, Implosion. Probably a specialist fire spell needs to be added, since Fireball and the others like Inferno and Armageddon are Area-of-effect.)
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Hourglass
Hourglass


Famous Hero
posted January 15, 2022 11:17 PM

NimoStar said:
Maybe only allowing an extra cast of pure direct damage single-target spells?

(Ice Bolt, Magic Arrow, Lightning, Implosion. Probably a specialist fire spell needs to be added, since Fireball and the others like Inferno and Armageddon are Area-of-effect.)

Implosion is too much, casting it twice basically put your enemy to it's knees with no way of coming back. But other direct spells I think would be fine.

I think there could be a way to fix some balance problems with magic schools if some handy water/fire spells especially could be cast alongside your "main" cast. For example if something like Bloodlust cast alongside with Slow for example makes school of Fire suddenly looking much more appealing.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 15, 2022 11:35 PM
Edited by Phoenix4ever at 23:36, 15 Jan 2022.

Please fix the stupid Fire Immunity then.
Bloodlust can not be cast on Fire Immune creatures and Inteus and Ash specialise in it...

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Kazuo
Kazuo

Tavern Dweller
posted January 19, 2022 12:21 PM

Hello,
I'm proud of my ideas especially for Learning,Navigation, Scouting and Pathfinding  but I don't know if it's interesting.
I tried to keep a logic without distorting the basic game.

Kazuo said:
Hello my Heroes
Redesign of some skills:

- Artillery: Level 1: 500 HP and shoots 1x / Level 2: 700 HP and shoots 2x / Level 3: 1000 HP and shoots 3x. (in addition it would correspond to the image 1 arrow, 2 arrows and 3 arrows). The machine finally appears when you defend your castle!
The eight heroes who have the Ballista specialty see their machine "reappear" at the end of the fight if it was destroyed.

- Ballistic : I don't know but it should.

- Diplomacy: I don't know but it should be.

- Eagle Eye: to be deleted! I really don't see how to make it interesting enough to replace another skill. There are still seven heroes with this skill. It's too sad!

- First Aid : Level 1 : 100 HP and 50 points mass heal for each unit / Level 2 : 200 HP (100 HP mass heal) / Level 3 : 500 HP (100 HP mass heal and resurrect units).
PS: The tent mass heal will be different from the "Cure" power in the hero's spellbook because it will only add HP and thus not remove malus.
The three heroes who have the specialty, increases the HP power and their tent "reappears" at the end of the fight if it was destroyed. Finally the care of their tent will also remove the malus.

- Leadership & Lucky: no change but the game blocks at +3 / -3 even if you have items. I would remove this limit and therefore it will increase the bonus / malus chances of having morale and luck.
Other choice: (if we keep the limit) Each level adds +1 to his army and at the same time adds -1 to the enemy army. Will force to find AND especially to use the artifacts not to be penalized too much for fear that the opponent has this skill.

- Learning : Level 1 : +10%, Level 2 : +15% and Level 3 : +25%, AND from Level 1 onwards, when gaining each level, the player chooses where to allocate his skill points.

- Logistics : Level 1 : +10% / Level 2 : +20% / Level 3 : +30%.

- Navigation : No change, except for the three heroes who have this specialty when fighting on a ship or boarding (beach), there is a turret with a cannon that fires (a bit like in a castle and its 3 towers). [If it's too complicated for the developers, my other choice: All units have +5 speed on the 1st turn].

- Pathfinding: Lvl 1: reduces movement penalty by 50% / Lvl 2: reduces movement penalty by 100% / Lvl 3: (On the combat map) All your units have +1 speed (as if it was their natural terrain and +2 for the unit that is on its natural terrain). Moreover you can dig on the map (1x) AND move your hero.

- Resistance (it reappears!) : Level 1 : 10% resistance to the spell / Level 2 : 20% resistance / Level 3 : 40% resistance.
And of course return of the artifacts of resistance.
[Other choice (a bit like fairy dragons do) : Level 1 : 5% of returning the spell on an enemy / Level 2 : 10% / Level 3 : 20%.
PS : if it's a mass spell, it's counted each time for each unit so our spell can be sent back on several units.

- Scouting : Level 2 : +3 scouting + indicates the number of units of the enemy and neutral armies (like the spell "Visions"). / Level 3 : +5 scouting + also indicates the number of units in the buildings to capture AND indicates the treasures in reward. Also shows rewards for quests and what's in the mills.
Both heroes with this specialty will see in combat traps and quicksand + 5% movement bonus every five levels.
PS: As with the "Visions" spell, the distance of vision will depend on our spellpower.

- Sorcery : Level 3 : Allows you to cast a second spell at the beginning of the fight (1x per fight)

I've tried to balance all the skills so that each one is perceived as a real bonus and not a burden. Of course the schools of magic are still essential but here I think that each one is a pleasure to have.
The other skills, I don't think need to be changed.

Translated with www.DeepL.com/Translator (free version)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 19, 2022 06:44 PM

Kazuo said:
Hello,
I'm proud of my ideas especially for Learning,Navigation, Scouting and Pathfinding  but I don't know if it's interesting.
I tried to keep a logic without distorting the basic game.



We would be more proud of you if you actually implemented the ideas in your game. ERA is an ideal modding platform to make such changes, some of them were already realized in various mods. In HotA however it will not happen.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 21, 2022 07:14 AM
Edited by NimoStar at 14:07, 21 Jan 2022.

Never say "Never"... while most of these ideas are unlikely, something like 10-20-30% learning for HotA is actually quite possible.

After over 10 years Equilibris 3.6 for Heroes IV was released with somewhat weird changes (new skill, combining skills, combined spells...) so everything is possible.
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Kazuo
Kazuo

Tavern Dweller
posted January 21, 2022 12:30 PM

NimoStar said:
Never say "Never"... while most of these ideas are unlikely,


Really?
On the contrary, I looked for applicable and balanced ideas.
Scouting is really cool now, right?
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 21, 2022 02:09 PM
Edited by NimoStar at 14:26, 21 Jan 2022.

Well, how likely doesn't depend solely on "cool", implementing ideas is not magic. It takes coding and playtesting and bug squashing, so it's hard work.

Most of your scouting is fine but bonus based on Spellpower is not. Scouting is a Might skill found for example on Rangers, so if anything it should be atk+def

Spellpower is already used for all magic
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Kazuo
Kazuo

Tavern Dweller
posted January 21, 2022 02:12 PM

This is for the viewing distance.
To avoid seeing what a mill at the other end of the map produces.
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peace2000
peace2000

Tavern Dweller
posted January 21, 2022 08:19 PM

An ability to see more spells that are affecting a troop in the battlefield. 3 slots isn't always enough. I think that 6 slots would be enough.

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peace2000
peace2000

Tavern Dweller
posted January 22, 2022 03:14 PM

peace2000 said:
An ability to see more spells that are affecting a troop in the battlefield. 3 slots isn't always enough. I think that 6 slots would be enough.


Or at least 4 or 5. The info box that lists creature special abilities, doesn't need to be that wide. 4th spell slot would fit fine. 5th slot would require shrinking the info box width a bit. Also it would require to add more height to the info screen and to add 4th line of info text but I don't see this as an issue.

Elemental town creatures probably have the longest info texts.

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Smotr
Smotr

Tavern Dweller
posted January 22, 2022 10:29 PM

First, thanks HotA devs. HoMM3 was always one of my favorite games, and this mod has thoroughly enhanced my enjoyment.

Any chance that the max number of players could increase? If it could be increased from 8 to 12, that'd rock. 12 is a great number to divide by.  

Thanks again for all your work. Enjoy your weekend,
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peace2000
peace2000

Tavern Dweller
posted January 23, 2022 12:26 PM
Edited by peace2000 at 12:29, 23 Jan 2022.

1 a) It would be good to have some kind of notification if one of your castles gets captured. Sometimes I don't remember to leave guards so if there's no fight, the castle will be captured without any notification.

1 b) When one of my guarded castles gets captured, I would like to see it's name and location somehow. In large maps I might have a dozen of castles, every one of them having a low-skill-no-name hero defending them so if one of them gets captured, I don't immediately see which one of them was captured / I don't remember which hero was defending which town. I have to manually search it from the map.

2) An ability to see which players have alliances and with whom. Sometimes specific Al's have alliances and there's no way to know it but to figure it out if some players never attack each other even if they had a change.

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MoonBaboon
MoonBaboon

Tavern Dweller
posted January 29, 2022 01:02 AM

Water Magic School

What we have now: Earth Magic Skill - musthave, Water Magic Skill - pretty much useless skill, ignored by everyone.

What i suggest, if possible:

1. Add additional effects to Ice Bolt and Frost Ring spells on top of dealt damage if a hero has Water Magic Skills, for example one of the following:

- Add "Chill" effect, slowing the affected unit(s) same way as "Slow" spell in Earth Magic
- Add "Frozen" effect, binding the affected unit(s) to current position like Dendroid ability
- Add "Chill" but with warming up effect, for example - first round unit's speed is decreased 50%, 2nd round - 25%, 3rd round - 10%

2. Increase radius of the Frost Ring spell with each Water Magic Skill Level


Of course applied debuff parameters/duration and radius needs to be thought through to avoid disbalance, but i believe it will really make heroes with water magic skill playable.

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weilan
weilan


Known Hero
posted January 29, 2022 02:16 PM
Edited by weilan at 14:19, 29 Jan 2022.

Elemental Necromancy

Necromancy that benefits from the schools of magic - Earth, Air, Fire, Water.



Elemental Synergy

Multiple schools of magic affect each other positively or negatively.

Fire + Water don't work well. (Evaporated Poop)
Earth + Air don't work well. (Eroded Poop)

Fire + Air work well. (Fire Tornado)
Earth + Water work well. (Mud)

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 29, 2022 08:07 PM

Ah yes, evaporated and eroded poop. Just what H3 needs...
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LaviC
LaviC

Tavern Dweller
posted January 30, 2022 01:11 PM

Ironfist of the Ogre

Hello everybody!

Since years I am playing with my friend together HotA. We love to play it on random maps against the AI.
I am more an might hero focused player, while my friends love the magic side.

On the wiki website I found out about the Ironfist of the Ogre combination Artifact and while the stats are garbage, the casting effects sounds really nice.
So, for quite some time I' trying to collect the four needed artifacts but I wasn't able to get them all, since at least one of these four (mostly tunic of the cyclops king) isn't spawned on the map.

In my (theoretically) opinion, this Items seems to be a mid game item, since it's blocks all the good artifact slots and just have low stat boosts. I mean, even one artifact, e.g. "Helm of Heavenly Enlightenment" outstats this entirely combined artifact...

But since it's so hard to collect this item it feels like that you get this item more in a late game phase and I don't know if this item is good in this phase.

So I want to put in the question if you all have the feeling too, that this combined artifact should be buffed/changed somehow. For me this artifact feels like THAT might hero artifact. But how can I win with ~14 in all four stats, while my magic oriented friend got 30+ in all stats with the good artifacts?

I would love too see Ironfist of the Ogre gets some more stats, for example in summary it gives you 12 Attack/Defense and 8 power/knowledge (since its more creature/might focused).
Or some other suggestion would be that in combination this item just blocks the weapon and three misc. slots instead of the head/torso and shield.
What do you guys think about this?


Also: We still haven't found a great random map template to play together against AI. If someone knows a good one, please tell me the name of it.

Thanks and greetings,
LaviC


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