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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 2 3 4 5 ... 40 80 120 160 ... 194 195 196 197 198 · «PREV / NEXT»
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 01, 2024 07:53 AM
Edited by Phoenix4ever at 10:00, 01 Feb 2024.

LordCameron said:
Does anyone else find the Automaton -> Sentinel Automaton upgrade strange?

It reminds me of Gog -> Magog where you didn't want to upgrade the unit, until the HOTA changed it so it was actually a good idea in most use cases.

I guess Skeletons are still a "don't upgrade" type unit so it's not completely without precedence.

(This isn't a for or against, just an observation)

For me upgrading should always be a no brainer, you invest time and resources, so it better be worth it.
Magogs definitely became worth it in HotA.
Skeletons are sadly not really worth upgrading, except for speed 5, instead of speed 4.
Even Green and Red Dragons are a bit questionable, when they lose the ability to be resurrected.
Automatons getting no retaliation when upgraded is kinda weird and kinda anti synergy with their detonation ability, but it's not like no retaliation is a terrible ability...

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 01, 2024 09:55 AM

Quote:
Automatons getting no retaliation when upgraded is kinda weird and kinda anti synergy with their detonation ability, but it's not like no retaliation is a terrible ability...

Detonation is a questionable ability. So far, haven't use it. Probably will work in some dire situations. But no retaliation is very bad for the two-stack-terminator-party strategy (Mechanics/Engineers + Automatons).

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 01, 2024 10:06 AM

What do you mean Alex?, because engineers does'nt get to use their ability or because automatons are 2-hex or?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 01, 2024 10:12 AM
Edited by AlexSpl at 10:13, 01 Feb 2024.

Automatons can strike first, then Mechanics/Engineers won't get any retaliation. With Sentinel Automatons, the fighting power of Mechanics/Engineers is not utilized at all.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 01, 2024 10:21 AM

Ah okay, yeah that makes sense.

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted February 01, 2024 03:45 PM

Ghost said:
Demon? Hell Hound? And Centaur in WoG.. Player must have a choice..


You know, I've never not upgraded my Hell Hounds. Am I missing out? I suppose they could draw out a retaliation, but it seems pretty minor compared to Sentinel Automatons not exploding from the retaliation. And Hell Hounds always feel pretty squishy to me.
____________
What are Homm Songs based on?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 01, 2024 04:17 PM

Please explain to me all that fuss about Detonation. Automatons have +5/week basic growth and you want them to destroy themselves for some minor damage to neutrals? They should be repaired instead to do lossless battles, and in numbers past 20 can do miracles with Mechanics/Engineers support. And you want to loose them

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 01, 2024 04:28 PM
Edited by Phoenix4ever at 16:30, 01 Feb 2024.

It's not like you actually want detonation to happen, but it's a nice "last resort" ability.
You don't really want to see your Phoenixes rebirth ability or the enemy kill 30 of your Efreet Sultans, just because they can do some damage with Fire Shield, but it's still a nice little bonus to have.

Automatons are super dangerous fighting on the map, they always activate detonation and you don't wanna be near when that goes off.

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Brevan
Brevan

Tavern Dweller
posted February 01, 2024 04:59 PM
Edited by Brevan at 17:05, 01 Feb 2024.

The detonation ability does damage of 70 +5/Unit in the stack at the time the stack dies.
EG: Entire stack of 21 Automotons dies to a single attack yields 175 damage explosion.  But if only 20 Automotons in that stack dies, and another attack kills the last one, then the stack explodes for 75 damage.

In they early game, if you don't mind making a few stacks of 1 Automoton, then they're great zero-mana FireBalls that eat enemy retaliations (lots of other strategies out there though).

Detonate is very effective with the Clone spell, since the clone stack always dies in 1 hit.

Clone also works great with Engineers, since the clones can repair.

It's kinda sad the Might hero of Factory can't learn Water magic, but I guess Advanced/Expert use of it isn't necessary in most cases.  Playing the Cove Magic Hero specializing in Clone (2 copies from first cast) is fun.

On the topic of using unupgraded Automotons to remove a retaliation for Engineers to attack, you could also use Juggernauts with the Engineers instead.  That way the Sentries can fight after Waiting and then first next turn and you don't need to worry about them taking retaliation damage.

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culgil
culgil


Adventuring Hero
posted February 04, 2024 04:15 PM

Ideas for UI / UX / Usability and Appearance

I love the mod. Big thanks!
Here are some ideas about how to improve usability even further.

Battle: Indicate which units will be affected by breath attack, three-headed-attack or all-around-attack, similar to heat stroke indication. Also, bugs with breath attack should be fixed.

Battle (Siege): Obstacle penalty could be shown by mouse cursor, helping against fickle behavior of obstacle penalty (sometimes it's unclear how much a gap in the wall extends for shooting), thereby also showing if Accurate shot might trigger. Thus, there would be four cursor symbols for shooters: straight arrow (no penalty), broken arrow (range, but no obstacle penalty), straight arrow interrupted by wall (obstacle, but no range penalty), broken arrow interrupted by wall (both penalties)

Battle (Siege): The main arrow tower which comes with Citadel does more damage, which is not reflected graphically. It could be visualized by showing the higher level shooter of the town: cyclops, monk, medusa, mage, gunslinger, in case of only one shooter the upg. version: grand elf, lizard warrior etc., while the secondary arrow towers' lesser damage corresponds to lower level shooters: hobbits, master gremlins, orcs, wood elves, lizardmen...

Spell book (battle & adventure screens): Use new lines to separate different effects (e.g. duration of spell should always be in new line, counters others spells too, etc.)

Adventure map: In kingdom overview, overall income is already shown for gold, but not for resources. So, all resource income could be shown incl. resource silos, hero specialties and artifacts. Or in second line under the respective mine, additional income could be shown, e.g. Crystal Cavern: 1 / new line / +2 (from other sources)

Adventure map: Could there be an easy option to search for spells in all own towns? (where is Bless? where is Blind? etc.)

Adventure map: When a hero is selected and hovers over a town, it could be shown if that hero already profited from a one-time bonus from this town (Wall of Knowledge, Order of Fire, etc.) as it is the case for adventure map objects (Garden of Revelation etc.)

Adventure map: Neutral towns should be shown in grey on right-clicked hold on adventure map, not in own player color

Adventure map: When right-clicking on terrain tile, it should show all relevant information: not only terrain type (which should also inform about movement penalty), but also road type (with effect) and the magical terrain with its effect (at least after you experienced it once in battle). Alternative to showing terrain underneath magical terrains on right-click, there could also be an option (+keybind) to toggle a vision without magical terrains
Now, terrain, roads and esp. magical terrains overlap each other: on right click, road type is not shown, effects are never explained, and magical terrains supplant/completely "hide" terrain type underneath which hinders readability and decision-making (e.g. it could be swamp, although I expect grass)
For map-making, introducing single-tile magical terrains could be useful

Tavern in town & adventure map: Before hiring, the starting spell of the hero should be shown, but not all spells in spellbook (or those only with increased Thieves' Guild level)

Heroes screen: Combination artifact components could have a brief info which set they are part of (so that inexperienced players know it might be worth to keep this artifact for later), even color of artifact name could change like in Diablo 2 (also in brief view for right click on adventure map or in campaign scenario bonus selection)

Town screen: clicking on bottom-left town hall symbol could also bring up building screen OR a new window with the complete building tree of this town like in other Heroes of M&M titles showing all dependencies and prices (now subsequent buildings and dependencies are not shown and overview is more difficult)

New function like Civilopedia for Civilization games: An ingame encyclopedia where players may look up all towns, heroes, units, artifacts etc. (so far, newcomers have to learn everything the hard way...). It could have a keybind like F1 to open it from adventure map

Adventure map: it would be absolutely great to be able to zoom the adventure map in few steps via the mouse wheel... just dreaming

View Earth & Air screens: they look horrible nowadays. I wonder if it would be possible to use a variant of the normal adventure map with a modified menu or even the normal adventure map (this would make the spells more useful as planning and moving would be possible on the same view)

Jukebox function in HD mod: I am sure many players own other Heroes games as well and some change the music themes, e.g. to Heroes IV / II etc. While this can be done manually, it would be nice having a "jukebox" inbuilt into HD mod, so that we don't have to rename and copy the files and also to preserve the original music from unintentional deletion.
Besides first saving the original music files in a separate folder, it would simply let the user decide in a list which MP3 file is to be used for which theme (e.g. Castle theme, Rough theme) and after a confirmation do the renaming & copying. Via one click, original themes could be restored (and perhaps even several combinations of themes could be saved as well for easy switching). This would make music handling much easier.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 08, 2024 10:13 AM

Okay we have the Mystical Garden that gives gold or gems each week.

And now we have the Prospector that gives gold or sulfur each week.

How about one that gives gold or crystal each week. It would help out Factory with their extreme resource cost, but also Rampart and Stronghold, which sometimes struggles with crystal.

You could make one for gold and mercury as well, though you don't usually struggle with mercury.

Or one that makes gold and a random rare resource each week.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 17, 2024 12:29 PM

Garbage!

My The Puzzler (HotA) map, AIs reached 99 stats in the 5 months, thus events.. Ok? Then stats must be 999, for example.. Why? Maximum 32 Tree of Knowledges, etc You can't reach 999.. But events can give 999.. When 99 stat bonus x 10 events = 990, and plus other 9 do a total of 999.. For special maps.. Then normal maps never 999 stats.. Over 100 stats in general.. And you can't beat the AI with 999.. The problem is a event.. How? Helpless other event colours.. If thinking a cancel event after first visit, etc.. You must to invent it, and then enable to 999 and create different coloured events..
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bloodsucker
bloodsucker


Legendary Hero
posted March 18, 2024 11:47 PM

I just added an Ancient Altar to a map and I have to say, if Wolfraider Pickets where a too easy fight for the size of the reward, this one is a joke. It's just a single stack of 25 Haspids.
Go with one faster creature, Slow and low moral artifact and you can kill it with shooters. Then cons and other high number battles and you have an unbeatable army for the time.
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 19, 2024 07:50 AM

bloodsucker said:
I just added an Ancient Altar to a map and I have to say, if Wolfraider Pickets where a too easy fight for the size of the reward, this one is a joke. It's just a single stack of 25 Haspids.
Go with one faster creature, Slow and low moral artifact and you can kill it with shooters. Then cons and other high number battles and you have an unbeatable army for the time.

Horn of the Abyss artifact is just incredibly OP. It's even better than CotUK making liches and should not be used imo.
I wish they would nerf it or make a "light" version, so it could actually be used.

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bloodsucker
bloodsucker


Legendary Hero
posted March 19, 2024 04:14 PM
Edited by bloodsucker at 17:45, 19 Mar 2024.

Yeah! It's not how I thought... It's 25 Haspids on the opposing side of the battlefield and they spilt at will, like neutrals on map. Not sure if it's the same formula.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 05, 2024 10:40 AM
Edited by phoenix4ever at 10:47, 05 Apr 2024.

I am not a fan of the 4 elemental orbs, how about they increase Power for all spells of that particular element by 25%, instead of only damage spells.

Similarly Sorcery should affect Power of all spells, not only damage spells.

Damage spells are too easy to cast and spam in this game, they does'nt even require a magic school to be effective, unlike mass spells, Resurrection and most of the adventure spells.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 19, 2024 07:28 PM

I think this has been suggested a couple of times already, but it would be really nice if you could show the yellow check mark, when a town is fully build. That way you don't have to check all towns over and over.
Maybe it could be included in a future HD Mod update?

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 20, 2024 09:37 PM

If this thread is still..

Ok Lava is very powerful, for example.. How? Lava with Fire gives more damage and effect. So grass with your (HotA crew) choice.. Snow terrain would be Air.. Dirt for Earth.. For whom use? Native creature and heroes.. When Castle has Fire skill, but no effect in the Lava, because not native, only Fiery Fields, but without more damage and effect, thus Lava gives extra bonus like as Orb..

Today I got an idea, when HotA scenario, I played awesomely that enemy had very high PS, I guessed artifacts, so enemy did one fault: used Tactics, and then first round started by me, I casted Armageddon, and then I killed them.. I won the battle.. Computer's hourglass and heroes behaved an odd.. My power was 17.. It after 33?! Ok Lava.. Would been more damage to me, if you make a new engine.. So player thinks about Armageddon, because it kills also your troops.. In the grass, you can cast a Armageddon freely.. But strategy! When daring player goes to against the Efreeti in the Lava.. It means also better defensive town..

Highlands for all spells.. Remember only native creature and heroes..

Creature? How? Faerie Dragon casts more damage, for example.. Remember native terrain gives low spell costs..

Today H3 has only speed for native creature, and maybe Highlands, you cast Elementals.. So new idea would cool.. Also harder game..
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Fight MWMs - stand teach

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MattII
MattII


Legendary Hero
posted May 21, 2024 10:33 AM
Edited by MattII at 10:35, 21 May 2024.

phoenix4ever said:
I am not a fan of the 4 elemental orbs, how about they increase Power for all spells of that particular element by 25%, instead of only damage spells.

Similarly Sorcery should affect Power of all spells, not only damage spells.
One issue there is that, for many of the non-damage-dealing spells, its impossible the increase their effectiveness by a given percentage. Even hero who specialise in them get a fixed increase to whatever stat boost/drop they provide.

Quote:
Damage spells are too easy to cast and spam in this game, they does'nt even require a magic school to be effective, unlike mass spells, Resurrection and most of the adventure spells.
That's true. Damage spells are far more reliant on your spell power than your expertise. F.E. for Magic Arrow, Lightning Bolt, Chain Lightning and Ice Bolt, difference in damage between Basic and Expert casting is two points of Spell Power. The maximum difference is for Land Mine, which requires 8 SP to make up the difference between Basic and Expert casting.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 21, 2024 01:51 PM
Edited by phoenix4ever at 13:54, 21 May 2024.

MattII said:
One issue there is that, for many of the non-damage-dealing spells, its impossible the increase their effectiveness by a given percentage. Even hero who specialise in them get a fixed increase to whatever stat boost/drop they provide.

It could always increase duration, even though you often have more than enough of that already.
But HP-based spells like Cure, Hypnotize, Animate Dead, Resurrection and Sacrifice could at the very least also be affected by Sorcery and the elemental orbs.

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