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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 190 pages long: 1 2 3 4 5 ... 40 80 120 160 ... 186 187 188 189 190 · «PREV
IlyaNev
IlyaNev

Tavern Dweller
posted August 30, 2022 10:16 PM

What about new combo artifact for hota (from swamp artifacts)?
P.S. I can't edit artifact.def and artifbon.def
https://www.youtube.com/watch?v=zasz_QzKli4

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NimoStar
NimoStar


Honorable
Legendary Hero
Modding the Unmoddable
posted August 31, 2022 12:48 PM
Edited by NimoStar at 12:49, 31 Aug 2022.

I like the combo idea since it gives more "flavor" to Fortress something that it needs.

However you should really have imported a new graphic for it to look not like armor of the damned :v

why you coudn't edit?
____________
Never changing = never improving

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IlyaNev
IlyaNev

Tavern Dweller
posted August 31, 2022 05:49 PM

NimoStar said:
I like the combo idea since it gives more "flavor" to Fortress something that it needs.

However you should really have imported a new graphic for it to look not like armor of the damned :v

why you coudn't edit?


I don't know why, because popup window with error (access violation at address in module) when opening file.

And this - new Gelu upgrades (can upgrade lizards and orcs to sharpshooters) https://youtu.be/JoNXsDbNf3w

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JohnG
JohnG

Tavern Dweller
posted August 31, 2022 11:10 PM

Random Eagle eye idea. Doble the chance for creature abilities like death blow,ageing, stone gaze etc...

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void_17
void_17

Tavern Dweller
HotA Crew
posted September 04, 2022 02:25 PM


Update from Don_ko(HotA Crew):
https://forum.df2.ru/index.php?showtopic=37363&st=3780&start=3780
+ town panorama is 100% done;
+ campaign cutscenes are 100% done;
+ new creatures code is ready;


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FdgK
FdgK


Adventuring Hero
posted September 04, 2022 07:10 PM

Nice!!!

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UntalentedHero
UntalentedHero


Hired Hero
posted September 05, 2022 02:32 AM

Any chances for a HoTA campaign editor?

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NimoStar
NimoStar


Honorable
Legendary Hero
Modding the Unmoddable
posted September 05, 2022 04:39 AM

Quote:
I don't know why, because popup window with error (access violation at address in module) when opening file.


Could be that you need to run as administrator, outside program folder. ("program files" is protected) and be owner of the file in windows properties. And also do not have "read only" check.
____________
Never changing = never improving

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shev441
shev441


Adventuring Hero
posted September 05, 2022 06:30 PM

REBALANCE OF SPELLS DEALING DMG IDEAS:

Imo games suffer in therms of balance of some dmg dealing spells. Most popular and efficient are Implosion , Chain Lightning and Meteor Shower.
While other are quite useless (mostly Inferno/Ice ring/ Fire ball).
It also keeps Water and Fire magic dowm, cause they are weaker not only in terms of advanture map spells, special spells but also dmg dealing spells. After such changes it would be more balanced in terms of school of magic , and options the player can go for and have good result.

BUFF WEAK SPELL:

- Inferno
- Fire ball -both have locked dmg progression on +10 dmg per spell power. That means when you have 10 sp you only deal 100dmg more than usual. I would buff them to have +15 dmg for each sp you own. This number is still lower then most of spells that is in the game, still would make them more valiable option. It wont be to OP cause heroes is a game where usually you have only few strong stacks of army and its best to kill as much as you can before it will attack you (like imlosion) instead of harming a little few stacks.
  Also inferno would gain good hero - Xyron. Right now, he is somewhat in shadow of other Magies with op skills like Alamar with Resurrection and Deemer with Meteor shower. After buff on inferno he would be interesting pick in Inferno rooster and walcome hero to get from tawerns - good spell that you can teach others. Xarfax also will be better.
Currently  inferno with expert fire and 10/15 sp - 180/230 dmg.
After buff inferno with expert fire and 10/15 sp - 230/305 dmg.

- Fire wall - buff base number from 10/20/50 to 25/40/65. Leave additional +10 dmg per every sp as it is right now. In same time nerf Luna to make her speciality not double dmg , but instead +50% or +75.
  Goal of this change is to make this spell a bit better you other heroes in game , cause it has interesting game mechanic to trick enemy army into walking to flames. On the other hand to make Luna weaker cause right now she is best hero in the game and can exploit it very easily - fights with few sprites against nagas in day 2/3 etc.

-Frost Ring - similar to fireball/inferno it should get buff from +10 dmg for every sp into +15 dmg. Reasosn as above. Also it would give Castle 1 hero with decent offensive spell from start. Right now it was none. Its also a buff for water magic itself and factions that have high chanece of getting it. RIght now there is only Ice bolt there that can deal dmg. Frost ring would be awesome addition to that list.
Currently  Frost Ring with expert water and 10/15 sp - 160/210 dmg.
After buff Frost Ring with expert water and 10/15 sp - 210/285 dmg.
Same has fire ball, cause its almost copy/paste skill.

NERF STRONG SPELL:

- Implosion - it should be nerfed. I have played many online games and watched some on youtube by pro players , and a lot of people are complaining that if you have good arts the Implo multiplier is so big that you can kill best stack of enemy army in 1 turn. Dont get me wrong, it should remain powerfull spell but it would benefit the game if it would kill a bit slower.
before nerf :enemy troop receives (100/200/300 +(power 75)) damage.
after nerf: enemy troop receives (100/200/300 + (power 60)) damage.
If you have 20 sp now with expert you deal 1800 , after nerf 1500. Not groundbreaking, but still its 5 more cyclops and 1.5 angel. If its not enough , maybe cuting base dmg a bit would be nice idea to - 100/175/250.
It also fits within talks to nerf earth magic as whole, cause now its way better than all 3 magic shool.

- Meteor Shower - i would also consider very small nerf to meteor shower.


What do you think? Do you agree with my suggestions?

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IlyaNev
IlyaNev

Tavern Dweller
posted September 25, 2022 09:27 PM
Edited by IlyaNev at 21:29, 25 Sep 2022.

how do you like my portraits HoMM III heroes in HoMM IV style?



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simulacrum
simulacrum

Tavern Dweller
posted September 26, 2022 02:15 PM

In general, I feel like the game could use less luck and more strategy. One of the things that can be done is to improve information warfare. In order to achieve that we should have more emphasis on Scout heroes and skills.
Scouting and Eagle Eye skills should be main skills for scouts. Together they should enable a scout to see the targets skills, artifacts, spells, spell points and movement points; so that they can plan in advance and also stay away from enemy's reach while scouting them. (Eagle Eye's own effect could be removed or moved to another skill like Scholar)
Also i think Navigation should lower boarding/disembarking penalty and convert some of the movements points left between land and sea. This would make it more useful in maps with low water density. To give some synergy with water magic, Navigation skill could increase movement on water terrain while waterwalking.
Sorcery skill should negate enemy Interference skill, while losing its damage bonus. When both heroes have equal ranks in both skills, they should negate each other completely, when you have more interference ranks it should reduce power points by 10% per ranks over sorcery, and sorcery should be vice versa 5% per ranks over interference.

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IlyaNev
IlyaNev

Tavern Dweller
posted October 16, 2022 11:35 PM
Edited by IlyaNev at 23:42, 16 Oct 2022.

What about upgrades of neutral creatures? For example upgrade of Satyr. It's Faun:
Attack 12
Defense 12
Damage 7-10
Health 40
Speed 8
Spell mirth (3 times), good morale (like Minotaurs)




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UntalentedHero
UntalentedHero


Hired Hero
posted November 22, 2022 12:01 AM
Edited by UntalentedHero at 00:26, 22 Nov 2022.

Well, I have four random ideas:

- Peasants are useless, they only serve as a sacrifice to create skeletons. So, my suggestion for them to be more useful is to make possible to upgrade peasants to pikemen in hill forts and in Castle town.
- It would be reasonable to change the graphics of some places after visiting them. For example, it would be cool and pretty useful for abandoned mines (the ones full of troglodytes) to change its appearance to a regular mine after reopening it.
- Maybe it would be reasonable to make that the monster population on creature banks grows with time in the same way it happens with wandering creatures.
- Change the portraits of some heroes that are in 3d (like Catherine, Dracon or undead Lord Haart) and remade them in 2d to have a more coherent graphical style.

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offsync
offsync

Tavern Dweller
posted November 26, 2022 04:54 PM

Hi!

Lovely to be part of this community, I am also a fan of this game for decades. I honestly am grateful for the work y'all put in HOTA.

I love the duel template. I usually dislike changes and new things yet Duel is one of the best ideas I've seen in the community. The pandorabox and day1 DD meta is a breath of fresh air, focusing on skill instead of RNG. I believe it is making H3 a viable PvP game in 2022-2023. I am grateful for your approach to the game as a whole.

My suggestion is related to Duel, and I welcome you are creating a new meta for Heroes 3 pvp. I would like to give my (maybe useless) input.

I think banning Slow and Haste was a good direction, but not the best solution. These two spells are broken in the early and midgame, yet could be useful in the final battle.

I assume it is possible to remove Slow and Haste from the level 1 spell pool and create a new category for them similarly to what happened to DD, TP and Fly. So we could spawn them in the map with completely different guards and spawn logic.

This way we could ban Haste and Slow spells from mage guilds yet these spells could appear as scrolls in the desert zone behind a huge guard for example. I believe this would balance the spells perfectly. Here's why:  

1. You cannot access the spells before breaking, so they will not be the only used strat in the earlygame.
2. When you want Haste or Slow in the final battle, you need to sacrifice a Misc artifact slot for the scroll.
3. The heroes who start with Slow and Haste become less OP, since there is a possible counter (or the same strat is avaliable for other heroes for the final).

I think if you force the Desert Zone to always have (for example) 2 Slow and Haste spells, then it would lead to a more balanced meta.

I am not sure if this is possible, since the Earth Tome also has the spell and I am not sure you can ban it from there while having them spawn as scrolls. Anyway, thanks for listening.

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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted November 26, 2022 08:25 PM

Guys, are you planning to add android support ? I would love to play hota multi on a tablet!

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