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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 46 pages long: 1 10 20 ... 24 25 26 27 28 ... 30 40 46 · «PREV / NEXT»
just0
just0


Adventuring Hero
posted March 04, 2018 01:33 PM
Edited by just0 at 13:34, 04 Mar 2018.

Sav said:
Zone placement (and therefore shape/size) management is one of the hardest things when creating templates. I've written some information about it, but it is currently only in Russian. You can find it here: template-format. I hope it will be translated to English after some time.
This wiki has a translation:
http://heroes.thelazy.net/wiki/index.php?title=Template_Editor&action=history
While initially google translated, it now includes quite a few manual fixes.

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Djangoo
Djangoo


Hired Hero
posted March 04, 2018 06:24 PM

Thanks for the links guys, I reduced zone sparseness to 0.0, added some rock block radius and started zone placement with treasure zone middle = zone 1.

Getting much more balanced results, cheers!

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bloodsucker
bloodsucker


Supreme Hero
posted March 08, 2018 07:55 AM
Edited by bloodsucker at 07:56, 08 Mar 2018.

Some remarks about random creatures on custom maps:
1. I've noticed that while I can get Halflings, Rogues or even Fangarms I never get Sharpshooters or Enchanters. I would love if this was changed.
2. If I define the number of creatures, say I want the guards for that mine to be stronger then usual so I set them to 64, I usually don't find a problem with any at level one, three or four but if at level 2 I get Storm Elementals they are at least twice harder to beat. Could they be blocked from appearing like it happens with the ones in the previous point?

On another matter, I would love to have a bank for Sharpshooters as the Ivory Tower for Enchanters.


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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 12, 2018 08:10 PM

I mostly play without Necropolis and Conflux towns on 8 player huge maps but when I create maps or play user created maps with random towns where I've chosen all factions except conflux and necropolis I still get there towns being chosen as one of the neutral random towns.

Is there any way to block towns from being created if they aren't part of the initial chosen towns without editing each random town individually with map editor and linking it to a player town / or maybe some script that will do this?  

Secondly is there any way to disable the Cover of Darkness building completely by hex edit or something so it never shows up in adventure map or can be built in Necropolis towns?

I love the new Hota expansion and makes perfect 8 player games without those 2 towns but would rather not edit every random town in every map I play.

Thanks for any suggestions.

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Zaibach
Zaibach


Hired Hero
posted March 19, 2018 12:07 PM
Edited by Zaibach at 13:01, 19 Mar 2018.

My suggestions for new Hota releases (after 1.5.3):

Cloak of the underking: Skeletons/Zombies/Wights
Mysticism: 5/10/15 (or 50%/75%/100% of your Knowledge Skill)
Learning: 15/30/45
Kinkeria bonus: +50%
Magic Mirror: 20/50/80
Fire Shield: 20/40/60

Thank you guys of Hota crew!
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OrrinIsTheBest
OrrinIsTheBest


Known Hero
posted March 19, 2018 02:28 PM

Zaibach said:
My suggestions for new Hota releases (after 1.5.3):

Cloak of the underking: Skeletons/Zombies/Wights
Mysticism: 5/10/15 (or 50%/75%/100% of your Knowledge Skill)
Learning: 15/30/45
Kinkeria bonus: +50%
Magic Mirror: 20/50/80
Fire Shield: 20/40/60

Thank you guys of Hota crew!

I see you're trying to help,that's nice. On the other hand most of these were heavily discussed in forums and here are some things that you should know in order to improve your ideas:
1) Let's start with your cloak suggestion,it's obvious that anyone who starts with necro and manages to find the combo will already have expert necromancy which means we will never see zombie powerstack. A better idea would be: with cloak/exp necro  you can raise normal amount of skeletons,0.8*normal zombies and 0.6*normal wights. Only then it could be enabled again.
2) I like this one the most too but it would be great if we could find something that would match with the skill name,mysticism.
3) Learning in both early and late game sux big time,even with greater percentages. Instead being able to pick among 3 to 4 skills during level-up seems more legit.
4) They already stated that miserable spells like MM will get some boost in upcoming patches.
5) Instead of increasing the percentage of FS,i believe it would be much better if it became mass spell with expert fire magic. Because Ironfist of the Ogre relic already castes 4 mass spells one of which is fire shield and interestingly,fire shield on expert level currently only affects one unit.

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Zaibach
Zaibach


Hired Hero
posted March 19, 2018 03:24 PM
Edited by Zaibach at 15:31, 19 Mar 2018.

Very nice suggestions Orrin!
Maybe for Learning could be very cool to be able to "re-roll" the choices for secondary skills, just like the new mage guild research mechanic for spells.
And speaking about mysticism, it could also lower the cost of that spell research at mage guild, or improve it in some way.
Making game design consistent with new changes is the way to do.

See ya!
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Jei
Jei

Tavern Dweller
posted March 19, 2018 04:19 PM

make game faster
something like when using Cheat Engine and speedhack x2

just check it out.
thanks
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Jei
Jei

Tavern Dweller
posted March 19, 2018 04:26 PM

Also add Autobuild.

Lets say u know what u want to build. So you Hold down "shift" and click in the order u want them to be build. So every nxt day it will try to build it if u have enough ressources.

something like that. Would make the game faster.
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Serp
Serp


Known Hero
posted March 19, 2018 04:53 PM

I think it would be a good compromise if hota would introduce "area buff spells"

Means that solo haste/slow is okay, but not that good, while Mass haste/slow is very powerfull, sometimes too powerful.
So we could instead make them "area spells" like inferno.

It doesnt have to be haste/slow, it can also be introduced with other spells. Eg above someone suggested to make "fire shiled" a mass spell, but this would be OP in my view. Instead we could make it an area spell at expert level. Same for other spells.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 19, 2018 06:51 PM

Learning: Increases the effect of any other Secondary Skills by 5/10/15%, or something like that. I realise some Secondary Skills don't work off a linear increase, like Wisdom. So be it.

As far as spells go, I think the best balance option is to simply make Slow and Haste be single target even at Expert skill (just increased effect) and introduce Mass Haste and Mass Slow at tier 3 or 4. Given how game-changing powerful those spells are, they don't warrant being at tier 1 or 2. Also, the effect should scale with Spell Power. Implicitly, this favors Magic Heroes, unless Might Heroes invest in Wisdom as well.

But that's all my personal opinion.

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krs
krs


Famous Hero
posted March 19, 2018 09:35 PM

ZERO Army Heroes

Managing the "Must have at least 1 unit" its a "tedious" task, that brings nothing extra to the game. It is there for historical reasons.

- When you buy heroes you always have to dismiss that 1 unit and replace it with something from your terrain. (In the new approach heroes offered in the tavern, beyond the second one start with ZERO army).

- When exchanging units, that 1 remaining unit will sometimes not be the correct one. You will need to re-split. (With ZERO army allowed this will not happen)

- To bring 1 Angel to your main hero means you also have to drag along a unit just because you cannot have 0.

- Sometimes you cannot fit a 7 slot army just because of that ONE un-upgraded unit.With ZERO army => gone.

How speed and penalties would work?
- Heroes would have speed and terrain penalty depending on their class. (Dumbest implementation would be to have the equivalent of a hidden tier 1 unit of their respective class)

- Once you have at least 1 creature the normal penalties and speeds apply.

- Heroes with ZERO army would be eliminated at once! when attacked. No more time lost winning / loosing the fight with that 1 unit.

- And its optional... you want 1 unit on heroes all the time, nothing prevents you from doing that.


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FrothFrenzy
FrothFrenzy

Tavern Dweller
posted March 21, 2018 01:59 PM

I've made a comeback to Heroes 3 recently, and I have to say that the HotA expansion together with the HD mod is an improvement to the game in basically all regards. It is exactly what the game needed and kudos to the modders for this amazing work.

There are some repetitive aspects of the game that are still kinda there, namely the manual pick-ups of all the extra resource generators and dwellings at the beginning of the week. I'm not sure how many people are bothered by this, but in the mid to late game, this can really take a while. I have no idea why the original designers simply didn't go for flaggable buildings with automatic resource gains in the case of e.g. Windmills and Portal of Summoning-esque mechanics for creature dwellings. The system from HOMM 4 was really something I liked in this regard, both with the flaggable resource generators and the caravans.

In the interest of time, was it ever considered to change up these mechanics in order to make them faster and more streamlined? The caravans might be a bit too much, naturally, but flaggable resource generators would at the very least solve half the problem.

Also, I'm not sure how well this can be implemented, but having the hero be able to set up waypoints could also be a solution, so you can just do it once and execute the rest periodically with hotkeys.

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stysiaq
stysiaq

Tavern Dweller
posted March 22, 2018 11:29 AM

Serp said:
I think it would be a good compromise if hota would introduce "area buff spells"

Means that solo haste/slow is okay, but not that good, while Mass haste/slow is very powerfull, sometimes too powerful.
So we could instead make them "area spells" like inferno.

It doesnt have to be haste/slow, it can also be introduced with other spells. Eg above someone suggested to make "fire shiled" a mass spell, but this would be OP in my view. Instead we could make it an area spell at expert level. Same for other spells.


I think that there's a problem with "Berserking" the expert haste/slow, especially Haste. All that would be achieved with "Berserking" the mass Haste would be making Tactics even more crucial for map clearing. You'd just lump the units together (which you kind of can with the "tight" formation if you lack tactics) and cast haste.

I am hyped for getting some bad spells into useable shape. For example Inferno was always and is still underwhelming. Not as hyped for nerfs to the brokenly OP lvl 1 spells, because I wouldn't have an idea how to do it without changing the core experience entirely.
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haiduk
haiduk

Tavern Dweller
Deathlord
posted March 22, 2018 10:55 PM

Longtime Heroes3 player. I just started playnig HotA and it's very cool. It's amazing that people are still expanding these awesome, classic games.  

My impressions so far:

Fan of:
- the 2 new factions
- random map option
- team alignment option
- map/island/no island option
- when transferring same unit between garrison, automatically leaves one unit if the hero has no other units
- spell scrolls


Not fan of:
- The new font, harder to read than original game
- Battle screen/town screen being a window in the game (should be full screen)
- Being able to re-do a battle after a battle

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avatar
avatar


Promising
Famous Hero
posted March 22, 2018 11:01 PM

haiduk said:

- the 2 new factions

Cove and....?

Quote:

- The new font, harder to read than original game


You can return to old fonts by manually replacing fonts in lod file.

Quote:

- Battle screen/town screen being a window in the game (should be full screen)

Imposiible. Oryginal game is 4:3 ratio aspects. No one uses such prehistoric monitors and straight stretching wold look even worse



- Being able to re-do a battle after a battle

It's hd-mod feature. You can always disable it.
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haiduk
haiduk

Tavern Dweller
Deathlord
posted March 22, 2018 11:10 PM

avatar said:

Cove and....?


Pardon my ignorance, I went straight from basic original Heroes 3 right to HotA+ all the new add-ons. I assume Conflux was added before as a different exp.

I'm also a fan of the various graphics/animations improvements. Makes me feel less like I'm playing an old game, haha. Honestly I got the feeling like I was playing the game for the 1st time, with all the new units and changes. It's great.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 23, 2018 09:50 AM

haiduk said:
avatar said:

Cove and....?
I assume Conflux was added before as a different exp.


Conflux was added in the first official expansion of the game, "Armageddon's Blade".
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Gandalf196
Gandalf196


Adventuring Hero
posted March 23, 2018 02:23 PM

I'm gonna comment on something I've personally discussed with some members of this forums and that has being bothering me for quite some time.
Wizards!
They're supposed to be the polar opposite of barbarians the epitome of arcane lore (remember Heroes Chronicles: Masters of the Elements; "Tarnum becomes that which he hates most, a Wizard"). However, for some bizarre reason their scaling after level 10 is this: 30/20/20/30 (instead of the traditional 20/20/30/30 for magic heroes). Why? Maybe only JVC knows, but I'd place my money on error; there's no reasonable justification for it, they're not battle mages or hybrid class. I firmly believe this should be corrected.
Think about it this way, Wizards, throughout the media (literature mainly) have always been depicted as wise men (and sometimes women), whose time is entirely dedicated to the pursuit of arcane lore, they study as magic as a scientist would physics, for examle. What on earth would operate this change of heart when they reach a certain age (a metaphor for reaching level 10)? It makes 0 sense all of a sudden they are more interested in leading armies offensively than improving their craft? This 30/20/20/30 may suit a battle mage, or even a navigator, but certainly not a staff wielding, ponty hat, old wise man.
Please keep in mind that I am not talking about balance, neither am I trying to change the game only because I'd prefer it this way. In fact, I strongly feel they should be this way, 'cause it is the correct way wouldn't you want it changed, if, for example, barbarians (old Crag Hack) would scale like this, 20/30/30/20, after level 10? Absurd, isn't it? Right, that's how I feel about my colleagues

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 23, 2018 04:31 PM

Gandalf196 said:
Please keep in mind that I am not talking about balance ...


... which might actually be precisely the reason they did this in the first place . I suspect play-testing revealed that Wizard armies were somewhat too weak, lacking in offensive capabilities and rectified this by increasing the odds of gaining Attack instead of Spell Power.
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