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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions (started by nik312 in March 2017)
[Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 214 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 210 211 212 213 214 · «PREV / NEXT»
LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted October 08, 2025 07:19 PM

MattII said:
LordCameron said:
I think most of the artifacts are actually fine as is, the problem is that they take up the neck slot, which is very valuable. If they were misc artifacts instead they would be very useful, which is probably a carry over from the "bag" of heroes II where you could have all of them at once providing utility.
And/or some in the ring/cape/boot slots. Hells a bit more variation amongst the slots would be nice, such as a 'Weapon' slot artifact that has an effect other than Boost attack skill by [x], and (maybe) give [y] additional benefit.


I think the artifacts in homm 3 are too powerful for this, but it would be interesting to see a mod which abandoned the paper doll altogether and just had 12 or so equipment slots.
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Syth1984
Syth1984


Adventuring Hero
posted October 10, 2025 10:15 AM

LordCameron said:
I think most of the artifacts are actually fine as is, the problem is that they take up the neck slot, which is very valuable. If they were misc artifacts instead they would be very useful, which is probably a carry over from the "bag" of heroes II where you could have all of them at once providing utility.


Isn't that a good reason to make them more reasonable to put people into the spot where they have to choose between artifacts?

Currently you are just going for one type. If two even armies meet and you go for a slow banning artifact and the other guy goes for stat increasing necklace that would be strategic and fun.


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tax_375
tax_375


Hired Hero
posted October 20, 2025 12:16 PM

It was long time since I visited this forum. And I am not sure if this idea has been already mentioned or shared amongst this thread, so if yes please apologize.

So idea:

It would be really great when the HOTA crew will re-balance magic schools in the near future that some of the spells would became "generic adventure spells" or "all school spells" namely:

For example we already have some "all schools" spells that doesn't depend on magic school so if you have an expert skill of one magic school the spell becomes expert level:

Magic Arrow
Visions

To me it would be logical to do the same for Town Portal and Dimension Door. By this it wouldn't be mandatory to always take air and earth magic in every game.

Fly would still stay as air magic as its really belongs there from every perspective.

What do you think?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 20, 2025 01:08 PM

tax_375 said:
To me it would be logical to do the same for Town Portal and Dimension Door. By this it wouldn't be mandatory to always take air and earth magic in every game.

It is a wonderful idea, though it will make the AI much harder and I think DD should always only be 1 cast per day.

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weilan
weilan


Known Hero
posted October 21, 2025 11:00 AM

I've been playing a G-sized map on a template I made that bans recruiting new heroes, Fly and Dimension door and yet as the game progresses, the AI takes more time to complete its turn. Certainly not in minutes, but enough to cause annoyance.

What's worse about HoMM3 HoTA is that using ALT-TAB to minimize the game and do something else while the AI's turn passes, causes the game to pause so when you return, no progress has been made. If at least that wasn't an issue, it would've been so much better.

I've been looking for a reason why this is happening and a solution and the heroes3wog.net website has an article that states you need to disable Dimension Door in the template in order to fix this, but that doesn't solve the issue for me at all.


I don't know if the HoTA team has done something to fix this problem but if possible, they should focus more on it, because in 2025 to have to wait for the AI in a game from 1999 to take so much time is not making sense. With 16+ core CPUS, 32+GB of fast RAM and SSDs that write at more than 10GB/s this shouldn't be happening. It doesn't feel like all the new and powerful hardware has made HoMM3 run better over time. Unless in 1999 the game was so heavy you played it at below 20 FPS and now it's amazing, but I can't remember it being slow in 1999.

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bloodsucker
bloodsucker


Legendary Hero
posted October 25, 2025 10:16 AM

The way Pathfinding works now, it would be possible to create a Pathfinding specialist, maybe capping the reduction at some level, like No Less then 20%.
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 30, 2025 03:13 PM

When 100% ready, and you add to script.. Your rule, of course.. An example of an original Eagle Eye or Eagle Eye by HotA.. A player chooses to option.. Scripts haven't an object, etc like WoG.. So shortly! Someone wants to play SoD creatures with, but Eagle Eye by HotA, etc Simple option.. Remember SoD between HotA.. Don't add to WoG scripts.. Benefit? An old HotA map works with script.. When creatures, heroes must to disabled.. Do you understand? Yes for single.. Scripts can be lesser in multi.. Ok
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ArchDruid
ArchDruid


Adventuring Hero
posted November 01, 2025 08:20 AM

Dear HotA Crew!

Let me ask you a thing:

I always had a problem with Efreet Sultans..
They are supposed to be a superior versions of Master Djinns, yet they cannot cast any spells.
In the original version Restoration of Erathia in 1999, the Sultan's could use spells, the casting animation was already in the def file, but later the decision wa made to leave it out of the game. The animation is still there, unused.


Efreet Sultans sadly one of the weakest level 6 creatures, low HP, low attack. Their only advantage is high speed. Their fire shield ability makes sense, but makes so little damage, it is almost ridiculous. Make them a bit stronger (for a level 6) by give the fire shield more damage output..  It would compensate their low HP, and damage.

Secondly give them the option to use their special ability: Casting 'Fire shield' on a friendly creature once per combat. They deserve that.

Please consider what I suggested.

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ArchDruid
ArchDruid


Adventuring Hero
posted November 01, 2025 08:41 AM

First I tried to do it in SPTRAITS.txt, then it crashes the game. So that spell is diving deeper into the programming sequence, which I don't understand.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 01, 2025 02:57 PM

When 100% ready, you can add to AI difficulty level..

Impossible: AI can build to town in two times in a day, if built, and AI gets 50% resources back or 50% cheaper costs in also buying heroes, troops and artifacts, and AI never lost troops in the battlefield against neutrals, but yes against the enemy AI or human, and not growth like Difficulty Mod by WoG/ERA, because of HotA, and AI can see the whole map like Skyship, and then the Cursed Land, AI can cast a Fly and DD.. Not else.. Just careful..

Expert: your thinking matter about Impossible, an example do AI need to see the whole map? Just picking..

Easy and Normal: the same and original AI bonuses..


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 05, 2025 10:51 AM

Zilare's specialty is still stupid.
If he has Expert Water Magic, there is no benefit to his specialty at all!

Maybe it was better if his Forgetfulness could penetrate mind immune units.

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FdgK
FdgK


Known Hero
posted November 05, 2025 11:46 AM

Zilare’s specialty also increases the number of troops that forget how to use their melee attack (50 % without specialty at expert level), so it does have an effect.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 05, 2025 01:23 PM
Edited by phoenix4ever at 13:25, 05 Nov 2025.

Melee combat?, hmm okay, but the point of Forgetfulness is usually to disarm ranged units, so you can shoot them down instead.
But I suppose if you want to confront them in melee, his specialty could have some minor use.
It won't affect units with no melee penalty though.

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FdgK
FdgK


Known Hero
posted November 07, 2025 01:10 AM

I might be wrong but as I understand it, forgetting how to attack in melee isn’t the same as a damage reduction in melee and therefore the ‘no melee penalty’-ability doesn’t have anything to do with the effect of Forgetfulness on melee combat.
Let’s say, you are fighting against two stacks of Magi (with their ‘no melee penalty’-ability), each one of which have 100 units in them. Your Zilare is level 8 and casts Forgetfulness with Expert Water Magic. The Magi cannot shoot anymore and when they attack in melee, only 40 of each stack will attack (basically a damage reduction of 60 % compared to an attack of the whole stack) because:
Spell effect increased due to Zilare’s specialty by 10 % for every N hero levels with level of Magi N = 4
--> increase of 8/4 * 10 % = 2 * 10 % = 20 %
--> 50 % (effect of Forgetfulness on melee attacks with Expert Water Magic without the specialty) * 1+0.2 = 60 %

Of course, the damage reduction in comparison to their normal ranged attack is even bigger, if the creature has an additional melee penalty. A Sharpshooter stack in the same situation would therefore only do 20 % of their normal ranged attack damage: 50 % forget how to attack due to Forgetfulness, another 10 % forget how to attack due to the specialty and the remaining 40 % only do half of their damage due to the melee penalty.

In other words: At level 40, Magi and other level 1-4 shooters won’t do any damage against you.

At least that is how I have always thought that this spell and Zilare’s specialty works. If anyone wants to correct me, please feel free.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 07, 2025 08:00 AM

Hmm if you read under comments in the wiki https://heroes.thelazy.net/index.php/Zilare it seems to imply his specialty affects units penalty, so units with no melee penalty are obviously not affected.

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gnollking
gnollking


Supreme Hero
posted November 07, 2025 02:05 PM

Forgetfulness and melee penalty are separate variables in the damage formula.

I did a quick test with lvl 20 heroes; 100 Arch Magi with forgetfulness and curse (to make sure they deal persistent damage) did 192 damage to one Arch Angel lead by the first hero. They did 96 damage against Zilare's Arch Angel. Both heroes were identical apart from the specialty.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 07, 2025 05:12 PM

So what his specialty does, is decrease melee damage of all units with Forgetfulness, is this correct?
They really could have worded that better, the wiki too...

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FdgK
FdgK


Known Hero
posted November 07, 2025 10:53 PM

Yes, that’s what it does but you are right: The wording isn’t super clear.
Although, I think that when cast with no or Basic Water Magic it also increases the number of creatures forgetting to use their ranged attack, contrary to what the comment section on the wiki says. I would love to test this but unfortunately I’m without access to my computer where Heroes is installed at the moment.
@gnollking: Thanks for verifiying the first scenario with the 100 Arch Magi!

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Syth1984
Syth1984


Adventuring Hero
posted November 18, 2025 09:22 AM
Edited by Syth1984 at 07:14, 21 Nov 2025.

Playing olden era got me thinking. They have very nice weekly effects. A couple in HOTA would also do good. Mainly movement changing stuff.

How about

"Week of Heavy Rain" : All terrains are treated as swamp for the rest of the week.-1 speed to all creatures during battles.-2 Speed to flying creatures.

"Week of Fog": Movement is reduced by %25.

"Week of Arcane Storms": Travel spells and divination spells cannot be cast. Spells cost double amount of mana.

Some Fringe ones:

Week of Payment: Creatures cost %30 more gold to recruit this week.

Week of disease: Creature availability is decreased by 2 for this week.

Week of Swarm: Level 1-4 availability is increased by %50 this week.

Week of Eclipse: Spells cannot be cast this week(Or triple the mana cost maybe

Late game a week without town portal would be fun to play . Or the week of Eclipse

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 20, 2025 08:44 AM
Edited by Phoenix4ever at 11:06, 24 Nov 2025.

* The 4 elemental orbs should require the corresponding magic school.

* Allow Town Portal to be cast on water.

* Allow map maker to customize which spells can appear at shrines and adventure map scholars.

* Enable an OPTION that allows Stronghold and Fortress to build Mage Guild 4. (Since all other towns get at least Mage Guild 4, it's a bit unfair Stronghold and Fortress can't get it, especially since VERY GOOD spells like Town Portal, Water Walk, Resurrection, Meteor Shower and Chain Lightning is found here.)

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