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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 39 pages long: 1 10 20 ... 27 28 29 30 31 ... 39 · «PREV / NEXT»
StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 27, 2018 10:32 PM
Edited by StrikerX at 22:37, 27 Mar 2018.

I got your TP hex edit to work.

The cover of darkness is just a personal annoyance.  When I clear a section I like it to stay cleared and I was getting to the point quitting maps at first site of Necro towns.  I was having to edit every random map but luckily Hota template editor is here to save my H3 enjoyment

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 27, 2018 10:41 PM
Edited by phoenix4ever at 22:42, 27 Mar 2018.

Yes it does work, at Basic Earth Magic it will ask if you want to go to the town most near, at Advanced and Expert it will just teleport you instantly. You can test it by having Advanced or Expert Earth Magic and 2 towns, it will always teleport you to the nearest.

Banning a faction because of Cover Of Darkness, is a bit of a shame I think, but if you really hate it that much then okay.

Edit: Okay, good you got TP to work.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 28, 2018 10:48 AM

phoenix4ever said:
I get that Cover Of Darkness is annoying, but it is a feature of Necropolis and when you build it, it confuses AI as well, so I think it's fair.


Actually, against the AI it can be downright abusive. The AI simply forgets what's below the Cover and will keep exploring what's beneath it time and time and time again. Essentially, you can lock an enemy Hero this way into perpetually scanning the same region.

I can't understand why they originally designed it this way, except perhaps that they didn't feel to add a third layer to the map: a partial shroud. Being a completionist myself, I try to have every tile of the map scanned by the time I finish it. I can tolerate the Underground, as long as I can scan all the tunnel walls . The Cover of Darkness really messes that up. I remember the final map in Adrienne's Armageddon's Blade campaign, where the map was riddled with Necropoli. Fortunately, there were Eyes of the Magi allover the map as well ... in fact, so many that it was an enormous drag to visit it every turn - but it was the only option to remove a lot of the shroud again.

Basically, the way I would have implemented it, would have been a partial shroud: it would still show every static object below it (akin to the Puzzle Map for the Grail - but perhaps then also with all visitable objects too), but draw all tiles, that have been "seen" previously, in the shroud in greyscale instead of complete and total obscuration. As an aside, the greyscale stuff would then also allow pathing through it, which is one of the more annoying things about the Cover returning every turn: it messes up pathing that was laid out through it in the turn before. The shroud should hide every temporary object though (enemy Heroes, neutral creatures, resources, artifacts, boats, etc ...).
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 28, 2018 11:36 AM

Well a greyscale layer would certainly have been a solution, but maybe they did'nt think of that or there was some kind of technical limitation back in '99?
Yeah AI "forgets" what it uncovered every turn under Cover Of Darkness, so it's probably even more of a hindrance for AI than for humans.
If we ban Cover Of Darkness it's a disadvantage for Necropolis though.

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 28, 2018 02:06 PM
Edited by StrikerX at 14:13, 28 Mar 2018.

phoenix4ever said:

If we ban Cover Of Darkness it's a disadvantage for Necropolis though.


I probably mentioned it in the wrong post but I'm just looking for a personal solution mainly.  I guess people like it even though I see no reason for it.  9 other factions now and that's only one that messes with the map.  I just can't play with it anymore.  Especially frustrating when it's close to my zone but behind a natural barrier and no fast way to reach it since I don't use DD.  

Anyone good with hex editing even if to change the function of it in the building or remove the ability so the building did nothing (or reduce the radius to like 10 squares) when built.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 28, 2018 07:16 PM

StrikerX said:
Anyone good with hex editing even if to change the function of it in the building or remove the ability so the building did nothing (or reduce the radius to like 10 squares) when built.

You can try asking in this thread http://heroescommunity.com/viewthread.php3?TID=42152 people have been VERY helpful to me there.

You could also just allow DD, at only one cast per day it's not (that) OP.

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ginden
ginden


Hired Hero
posted March 28, 2018 08:33 PM

ginden said:
After all these years, I miss two features from WoG map editor.

Map Editor Patch 3.3 - it added option to change DEFs and tiles of objects. Screen from Polish version

Brushes. It was Polish-only tool, allowing to choose terrain generated by "Brush" in map editor. Eg. you could choose to generate only trees, or only snowy mountains etc. Screen.

It would be nice to have specialist for every creature in game, even if disabled by default.

More portraits for map makers.

Golem factory (dwelling) without gold/diamond golem. Should be default on random maps.

Gold golems should be considered 4th level unit and diamond ones - 5th level.

Most of balancing changes in spells would be too radical, but buffing Magic Mirror (from 20/30/40 to 25/50/75), Land Mine (from 10*SP to 30*SP), Inferno (from 10*SP to 20*SP), Misfortune (from 1/2/2 to 1/2/3 or 2/2/3), Slayer (it's +8 to att for 1 unit vs. 7th level, compared to +6 from Bloodlust for all melee), Fire Shield (from 20/25/30 to 20/35/50) would be nice.

Option for "random epic dragon" monster would be nice for map-makers.

Dragon utopia with epic dragons variant would be nice.


And in addition:

- renewable Seer's hut quest - eg. I would like to create location exchanging 50 sulfur to one rust dragon, every week. Therefore we can have field like "quest resets": never (default), daily, weekly, monthly
- fix AI whirlpool bug - when it gets stuck in whirlpool and lose whole army

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Ghost
Ghost


Supreme Hero
Therefore I am
posted March 28, 2018 09:20 PM

ginden said:
- fix AI whirlpool bug - when it gets stuck in whirlpool and lose whole army


There is no mistake! It's AI bonus as Cursed Ground. AI can use a TP, but AI can't use a fly, or dd. In RoE AI can resurrect creature from Archangel. Because of weak. AI never played well. AI mistakes to Cursed Ground with fly, and trapped. Easy to do trap map, and you search for Angel's Wing. All bug is AI bonus. And your one troop goes out in whirlpool, and AI loses many troops. Wrong idea!
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Fight MWMs - stand teach

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Erathianer
Erathianer


Adventuring Hero
posted April 01, 2018 01:05 PM

My suggestion is to change something back in the map editor.

If you deactivate certain spells for example fly and dimension door in the map editor then these spells will not appear in the book of air magic. That should be changed back so these spells will still be in these books even if you deactivate spells in general in the map editor. Because the item value get changed because of that. The item says to have all spells but then it's not true. I am creating a map right now where I deactivated for example summon boat too in general but I want that the water book still has the spell. So the only thing I can do is put specific spells in level 1 magic shrines instead of letting them to random and letting summon boat active and deactivate summon boat in every single town. Only then the spell is in the book. Same for pyramids. I don't want that you can learn there fly and DD but I want that the book has the spells but it's more complicated to do that than before.

In sod you could just turn of the spells in general and these spells couldn't be learned anywhere except if you say in shrines or town that the spell MUST appear there. And the books had the spells regardless what you adjust in general map options. And that's logical because the item should do what it says and not be changed due to some adjustments of the map.

Also would be nice to adjust specific spells in pyramids if it's desired and place water objects like stones on terrain. But the first thing I mentioned is far more important.

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted April 01, 2018 02:59 PM
Edited by StrikerX at 15:01, 01 Apr 2018.

Erathianer said:

If you deactivate certain spells for example fly and dimension door in the map editor then these spells will not appear in the book of air magic. That should be changed back so these spells will still be in these books even if you deactivate spells in general in the map editor.


I disagree entirely.  That was a great change that I consider a huge bug in Heroes 3 before HotA.  Having to go into every random map and disable earth and air book every time cause I didn't want View Earth, View Air, Resurrect, TP, and DD, Fly so I could never use the books then.

Same goes for the shrines and pyramid.  Editing maps before HotA was a chore to remove every shrine lvl 4, pyramid and pandora's box each map cause they would always give banned spells.  

Now I just set the spells I want banned in the template and can still play with those things and never have to go into random map editor every game and edit the map first.

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Erathianer
Erathianer


Adventuring Hero
posted April 01, 2018 03:51 PM

StrikerX said:
Erathianer said:

If you deactivate certain spells for example fly and dimension door in the map editor then these spells will not appear in the book of air magic. That should be changed back so these spells will still be in these books even if you deactivate spells in general in the map editor.


I disagree entirely.  That was a great change that I consider a huge bug in Heroes 3 before HotA.  Having to go into every random map and disable earth and air book every time cause I didn't want View Earth, View Air, Resurrect, TP, and DD, Fly so I could never use the books then.

Same goes for the shrines and pyramid.  Editing maps before HotA was a chore to remove every shrine lvl 4, pyramid and pandora's box each map cause they would always give banned spells.  

Now I just set the spells I want banned in the template and can still play with those things and never have to go into random map editor every game and edit the map first.



You got me wrong with shrines and pyramids.  Of course when you disable spells in the map editor then these spells will never occur in towns, shrines and pyramids. I am just talking about the items. But I get your point with the random maps. Since I never play random maps I don't have that problem. Would be nice to just ban the not desired items instead then.

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ginden
ginden


Hired Hero
posted April 01, 2018 06:56 PM

Custom banks defined by map maker would be nice too.

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Erathianer
Erathianer


Adventuring Hero
posted April 02, 2018 03:01 AM

so again, why not just disable the items which are not desired like tomb of airmagic if fly and dd should not be allowed? then the problem is solved. its better than changing the item itself which makes no sense to me when the airbook says "you get all air spells". the item is incomplete when there ae spells missing. that also makes custom map creations much more difficult.

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Orrinisthebest
Orrinisthebest


Adventuring Hero
posted April 02, 2018 09:30 AM

ginden said:
Custom banks defined by map maker would be nice too.


This is the best idea ive seen so far on this site. But it would require creating extra modelling options for users and i dont think that would be easy.

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bloodsucker
bloodsucker


Supreme Hero
posted April 02, 2018 10:40 PM
Edited by bloodsucker at 22:42, 02 Apr 2018.

Erathianer said:
If you deactivate certain spells for example fly and dimension door in the map editor then these spells will not appear in the book of air magic. That should be changed back so these spells will still be in these books even if you deactivate spells in general in the map editor.

I don't agree with you, I think this was a great change allowing for the books to be included while the spells are not but since you bring the case: I'm not sure is this was already corrected or even if I already reported it but, sometime ago I noticed that if you had a book equipped that had a spell it would wrongly tipped the level 4 shrines with already known.
It is debatable but I think it shouldn't.

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just0
just0


Adventuring Hero
posted April 02, 2018 11:57 PM
Edited by just0 at 22:22, 03 Apr 2018.

Suggestion: Add a dropdown selection box (or some other interface) when there are multiple corpses in one location. Watch MeKick attempt to resurrect his Thunderbirds.

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portus
portus


Hired Hero
posted April 04, 2018 11:56 AM
Edited by portus at 11:58, 04 Apr 2018.

A couple of ideas for enhancing Mysticism:

1) As was stated several times before by lots of fans, increase of the spell points recovered per turn. This is no surprise.

2) Enable a whole-turn-consuming action (just like Dig) that restores an important deal of spell points. Let's call it Meditation, for example. The better Mysticism level, the more efficient Meditation Works.

3) Similar or connected to 2), an in-battle action that allows heroes to invest their turn on recovering a few spell points.

4) Enable spell point trade between heroes. The system would work like resource trade. The better Mysticism level, the better deal they get (just like having several markets instead of only one). The Mysticism level taken into account is the highest one between the two concerned heroes.
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Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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Gandalf196
Gandalf196


Adventuring Hero
posted April 04, 2018 12:14 PM
Edited by Gandalf196 at 12:25, 04 Apr 2018.

Leaving the Wizards aside (for a minute, I may come back to them when you least expect ), since we are talking about the magic system itself, I think Heroes V managed to improve Heroes III system with a subtle, but significant modification in order to learn spells from levels 3, 4 and 5 you need the specific skill proficiency of that school; there's no Wisdom skill, and in terms of Heroes III this would mean that, for instance, to learn Dimension Door you would need expert Air Magic (this does not mean that a Hero cannot cast it without Air Magic, because he/she could have a tome of air magic, for example, or, maybe, and this thought has come to me now that I am writing, could have learned it via scholar, if it allowed teaching/learning spells from the 5th level).
I am not going to argue, in this opening statement, in favor of my idea, I am just going to leave it here, so that you can tell me what you think of it.

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted April 04, 2018 04:17 PM

portus said:

2) Enable a whole-turn-consuming action (just like Dig) that restores an important deal of spell points. Let's call it Meditation, for example. The better Mysticism level, the more efficient Meditation Works.


I'm all against your other suggestions but this one sounds really good but with a twist. Wasting an entire day for mana doesn't make sense,instead sparing movement points for mana would be better imo.

Gandalf196 said:
Leaving the Wizards aside (for a minute, I may come back to them when you least expect ), since we are talking about the magic system itself, I think Heroes V managed to improve Heroes III system with a subtle, but significant modification in order to learn spells from levels 3, 4 and 5 you need the specific skill proficiency of that school; there's no Wisdom skill, and in terms of Heroes III this would mean that, for instance, to learn Dimension Door you would need expert Air Magic (this does not mean that a Hero cannot cast it without Air Magic, because he/she could have a tome of air magic, for example, or, maybe, and this thought has come to me now that I am writing, could have learned it via scholar, if it allowed teaching/learning spells from the 5th level).
I am not going to argue, in this opening statement, in favor of my idea, I am just going to leave it here, so that you can tell me what you think of it.


It's way too early to discuss it. Several magic skills will be reworked, spells will be modified and fixes will be planned according to reactions if all goes smooth. And only after that we can talk about it.

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Erathianer
Erathianer


Adventuring Hero
posted April 05, 2018 11:28 PM

what about the towns dont recover 100% spells points and only with master in mysticism you get all the 100%?

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