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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 32 pages long: 1 2 3 4 5 ... 10 20 ... 28 29 30 31 32 · «PREV / NEXT»
Gandalf196
Gandalf196


Hired Hero
posted April 05, 2018 11:37 PM
Edited by Gandalf196 at 03:25, 06 Apr 2018.

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


Very good point! Heroes IV had a similar, but different approach, only mage guild level 5 would recover 100% spell points.
Another thing I've been wondering, maybe scholar could reduce the cost of spell research, or allow more researches to be done per turn.

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bloodsucker
bloodsucker


Supreme Hero
posted April 06, 2018 03:02 PM

Gandalf196 said:
Heroes IV had a similar, but different approach, only mage guild level 5 would recover 100% spell points.

Wrong. In Heroes IV you would always regain all spellpoints if you spent the night in a town that had any mage guild. What happened was that you could recover a percentage of those just by visiting it, percentage that would be 100% if level 5 was already built.
Now, the idea that you would sacrifice movement to finish the turn in town and not recover full spellpoints is absurd. It would mean that in practice, if you didn't had mysticism, you had less spellpoints available to you then your Knowledge. Besides not making any sense (notice the polemic about Resistance not being Resistance any more but Disruption) that purpose is useless cause if you make Mysticism give 10%, 20%, 30% or even 5%, 8%, 15% you would hardly ever be out of spellpoints, as proven by the 20% given in Heroes IV.

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Gandalf196
Gandalf196


Hired Hero
posted April 06, 2018 03:32 PM

bloodsucker said:
Gandalf196 said:
Heroes IV had a similar, but different approach, only mage guild level 5 would recover 100% spell points.

Wrong. In Heroes IV you would always regain all spellpoints if you spent the night in a town that had any mage guild. What happened was that you could recover a percentage of those just by visiting it, percentage that would be 100% if level 5 was already built.
Now, the idea that you would sacrifice movement to finish the turn in town and not recover full spellpoints is absurd. It would mean that in practice, if you didn't had mysticism, you had less spellpoints available to you then your Knowledge. Besides not making any sense (notice the polemic about Resistance not being Resistance any more but Disruption) that purpose is useless cause if you make Mysticism give 10%, 20%, 30% or even 5%, 8%, 15% you would hardly ever be out of spellpoints, as proven by the 20% given in Heroes IV.




My bad

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ginden
ginden


Hired Hero
posted April 06, 2018 07:14 PM

Personally I would suggest X MP/(guild level squared). X = 5/7/10/13 based on mysticism. Therefore mysticism expert would restore up to 326 mana in city with lvl 5 guild, but barbarian will restore only 6 (5+basic 1) mana points by staying in city. But it's probably too radical change for HotA.



And few ideas from mapmaker:
- better AI boosts - eg. option "infinite resources AI"
- option to lift AI limits like maximum heroes number
- more border gates/guards
- better garrisons - eg. with city walls. If it's impossible - with minefield and terrain favorable for defenders
- cast spell locations - generalization of Town Gate - allows to cast chosen adventure map spell with basic/advanced/expert spell power.
- land Altar of Mana

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bloodsucker
bloodsucker


Supreme Hero
posted April 06, 2018 09:31 PM
Edited by bloodsucker at 21:32, 06 Apr 2018.

@Gandalf196 With my favorite TV character of all times, you're always welcome.

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Gandalf196
Gandalf196


Hired Hero
posted April 06, 2018 10:39 PM

bloodsucker said:
@Gandalf196 With my favorite TV character of all times, you're always welcome.


"I am not in danger, Skyler. I am the danger!"

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bloodsucker
bloodsucker


Supreme Hero
posted April 06, 2018 11:01 PM

ginden said:
Personally I would suggest X MP/(guild level squared). X = 5/7/10/13 based on mysticism. Therefore mysticism expert would restore up to 326 mana in city with lvl 5 guild, but barbarian will restore only 6 (5+basic 1) mana points by staying in city. But it's probably too radical change for HotA.


So, your idea is to improve Mysticism usefulness by penalizing heroes who don't have the skill? When Mysticism can much easily be made useful without changing the basics of the game and without affecting heroes who doesn't have it?
Ok, Might heroes are better so lets take their spellpoints? Is that it?
Cause, honestly I don't see any other point to these gigantic changes to the spellpoint system. It's "too radical" to make any sense.

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portus
portus

Tavern Dweller
posted April 07, 2018 10:43 AM
Edited by portus at 10:52, 07 Apr 2018.

Hi guys, as to Sorcery, I'm not sure if this suggestion has already been made by someone else. If so, my apologies for wasting your time:

Sorcery skill would grant heroes the ability to cast more tan one spell per turn. I'll try to make myself clear:

With each Sorcery skill level, you get an amount of tokens/gaps/whatever-unit to spend. Let's just call them "gaps" for the example.

In order to cast a spell, you "spend" as many gaps as the level of the spell. Therefore, if your hero has basic Sorcery and it grants, let's say 2 gaps, then in the same turn you can cast a total of two lv1 spells, or just one lv2+ spell. Then, if we assume advanced Sorcery grants 4 gaps, you can cast up till four lv1 spells, two lv2 spells, two lv1s and one lv2 and so on.

If you decide to cast just one spell, you are not limited to a certain spell level due to number of gaps available. This is, just because you are granted two gaps it doesn't mean you can't cast one single lv4 spell.

Basic Sorcery granting 2 gaps, advanced 4 gaps and so is only a reference. I guess it should be studied to get the balance right.

The main flaw I find so far is that, considering the level given by default to certain powerful spells (Blind, spells that become mass at expert level...), this could be a gamebreaker. But if certain changes were made to make the spell hierarchy more like H2...
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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Lth3
Lth3


Hired Hero
posted April 08, 2018 08:18 PM
Edited by Lth3 at 07:39, 09 Apr 2018.

portus said:
Hi guys, as to Sorcery, I'm not sure if this suggestion has already been made by someone else. If so, my apologies for wasting your time:

Sorcery skill would grant heroes the ability to cast more tan one spell per turn. I'll try to make myself clear:

With each Sorcery skill level, you get an amount of tokens/gaps/whatever-unit to spend. Let's just call them "gaps" for the example.

In order to cast a spell, you "spend" as many gaps as the level of the spell. Therefore, if your hero has basic Sorcery and it grants, let's say 2 gaps, then in the same turn you can cast a total of two lv1 spells, or just one lv2+ spell. Then, if we assume advanced Sorcery grants 4 gaps, you can cast up till four lv1 spells, two lv2 spells, two lv1s and one lv2 and so on.

If you decide to cast just one spell, you are not limited to a certain spell level due to number of gaps available. This is, just because you are granted two gaps it doesn't mean you can't cast one single lv4 spell.

Basic Sorcery granting 2 gaps, advanced 4 gaps and so is only a reference. I guess it should be studied to get the balance right.

The main flaw I find so far is that, considering the level given by default to certain powerful spells (Blind, spells that become mass at expert level...), this could be a gamebreaker. But if certain changes were made to make the spell hierarchy more like H2...
you have a good imagination - i like it

despite, as you say - total gamebreaker. it would be a must-have skill for any hero and heroes who can't learn would become trash compared to others

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noname
noname


Hired Hero
posted April 09, 2018 11:24 AM

There is an issue with shipyards currently not being placed on normal type maps while there are big water bodies. Is there a workaround for this?

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted April 09, 2018 11:51 AM

loop two-way monolith exits in a predictable order

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Hourglass
Hourglass


Adventuring Hero
posted April 09, 2018 10:05 PM

portus said:

The main flaw I find so far is that, considering the level given by default to certain powerful spells (Blind, spells that become mass at expert level...), this could be a gamebreaker. But if certain changes were made to make the spell hierarchy more like H2...


I like how you say it "could" be a gamebreaker.

Casting spells more than one time per round would sure change how the game is played. If anything like that would be introduced to the game, there would be a serious need of how to limit/balance it. However, so called "doublecasting" has always facinated me.

One idea could be to make a very strict pool of spells what are allowed to be a second cast, so the player could cast any spell normally, and then cast a spell from that list. Something such as  Protection spells, Fortune, slayer perhaps would suddenly be way more welcomed things to pop up in your mage guild.

However, Sorcery as a secondary skill is good mechanic-wise. Sure the skills sucks as it's now, but that's only because Expert gives 15% more dmg which is pretty much nothing. If that number would be 50% or possibly even higher, it would certainly be more interesting.

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FrothFrenzy
FrothFrenzy

Tavern Dweller
posted April 10, 2018 12:03 PM

Some suggestions:

1. When moving a hero from the castle visiting space to the castle garrison, the UI automatically rearranges the troops however it sees fit if there are any troops in the garrison, changing most of the stack positions. If possible, I'd like to see the UI merge the troops in a way so it fills the hero's empty spaces first. So for example, if a hero has 6 stacks, the 4th one is empty and there is a single stack of creatures in the garrison, I'd like to see that single stack move to the hero's 4th empty stack when I switch the hero to castle garrison.

2. When playing Necromancer, the skeletons raised automatically move to the first available skeleton stack in the army. In the early game, for me this is always the first stack, but my main skeleton force is in the 5th or 6th stack. The rest are stacks made up of a single skeleton. I'd like to see the raised skeletons move to the strongest skeleton stack instead.

3. When hovering over a hero, their movement points can be seen at the bottom. I'd like to have an option which tells me how many movement points would be spent if I was to move to a specific point on the map. Something like if I was to hold ctrl and hover over a map spot, the info at the bottom would be replaced with the movement cost required to get to that spot. HotA might already have something like this but I can't seem to find it.

4. I've read on the wikia that horde buildings protect against the month of Plague (e.g. Birthing Pools for Imps). However, in two consecutive games I've had so far, this didn't happen. The associated creature dwelling didn't produce any creatures, though I can't confirm if the horde building would have protected the creatures against population halving, as I didn't have any available.

5. When attacking with a breath attack creature, having its attack path highlighted would be a nice addition. For one reason or the other, I often forget certain game interactions and hit my own creatures by accident.

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted April 10, 2018 02:07 PM

FrothFrenzy said:
Some suggestions:

1. When moving a hero from the castle visiting space to the castle garrison, the UI automatically rearranges the troops however it sees fit if there are any troops in the garrison, changing most of the stack positions. If possible, I'd like to see the UI merge the troops in a way so it fills the hero's empty spaces first. So for example, if a hero has 6 stacks, the 4th one is empty and there is a single stack of creatures in the garrison, I'd like to see that single stack move to the hero's 4th empty stack when I switch the hero to castle garrison.

2. When playing Necromancer, the skeletons raised automatically move to the first available skeleton stack in the army. In the early game, for me this is always the first stack, but my main skeleton force is in the 5th or 6th stack. The rest are stacks made up of a single skeleton. I'd like to see the raised skeletons move to the strongest skeleton stack instead.

3. When hovering over a hero, their movement points can be seen at the bottom. I'd like to have an option which tells me how many movement points would be spent if I was to move to a specific point on the map. Something like if I was to hold ctrl and hover over a map spot, the info at the bottom would be replaced with the movement cost required to get to that spot. HotA might already have something like this but I can't seem to find it.

4. I've read on the wikia that horde buildings protect against the month of Plague (e.g. Birthing Pools for Imps). However, in two consecutive games I've had so far, this didn't happen. The associated creature dwelling didn't produce any creatures, though I can't confirm if the horde building would have protected the creatures against population halving, as I didn't have any available.

5. When attacking with a breath attack creature, having its attack path highlighted would be a nice addition. For one reason or the other, I often forget certain game interactions and hit my own creatures by accident.


10/10 post.

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FrothFrenzy
FrothFrenzy

Tavern Dweller
posted April 11, 2018 03:36 AM
Edited by FrothFrenzy at 03:37, 11 Apr 2018.

Thank you. Here's a follow-up:

The garrison thing also happens when the garrison stacks are mostly or all full, but the hero does have all unit types corresponding to those in the garrison. Having all the units merge with the strongest stack of the same type, and all other units filling in the empty hero stacks on a first-come, first-serve basis would solve this issue, I think.

As for the Necromancer, this also happens when you e.g. pick up creatures from dwellings. Say you have orcs as your 7th stack, 6th stack is the main goblin stack, the other five stacks are all single goblins. You pick up 15 goblins from a dwelling, and they go to your first stack instead of the more preferable, stronger 6th stack.

6. Not sure about this but are there any hotkeys when you trade via the Marketplace or the Trading Post? Sometimes I trade all the resources into gold every turn because the situation calls for it, and this can take a while. Perhaps a faster system should be considered. One thing that immediately comes to mind is that when you want to trade for gold, the gold selector isn't reset after each trade, so you don't have to click it again. This together with hotkeys could speed up the process.

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Sav
Sav


Known Hero
posted April 11, 2018 09:38 AM
Edited by Sav at 11:00, 11 Apr 2018.

FrothFrenzy said:
I'd like to have an option which tells me how many movement points would be spent if I was to move to a specific point on the map. Something like if I was to hold ctrl and hover over a map spot, the info at the bottom would be replaced with the movement cost required to get to that spot. HotA might already have something like this but I can't seem to find it.

It has, alt+hower / alt+RMC.

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FrothFrenzy
FrothFrenzy

Tavern Dweller
posted April 11, 2018 02:08 PM

Sav said:
FrothFrenzy said:
I'd like to have an option which tells me how many movement points would be spent if I was to move to a specific point on the map. Something like if I was to hold ctrl and hover over a map spot, the info at the bottom would be replaced with the movement cost required to get to that spot. HotA might already have something like this but I can't seem to find it.

It has, alt+hower / alt+RMC.


Thanks, this is helpful. Didn't find it in the HD mod documentation so I missed it.

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Gandalf196
Gandalf196


Hired Hero
posted April 11, 2018 06:38 PM

Yesterday, I played a map with Eovacius as Main hero. Although, thematically, I prefer Wizards (as you may have already guessed), his specialty is so incredibly unique and fun that I can safely assure you that this was one of the matches I enjoyed the most (been playing HOMM3 for over 12 years).
It makes me wonder how amazing it would be to have much more heroes with unique specialties (potentially all, of course).

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Sav
Sav


Known Hero
posted April 11, 2018 08:22 PM

FrothFrenzy said:
Thanks, this is helpful. Didn't find it in the HD mod documentation so I missed it.

It because it is HotA feature. It is described in the changelog and there.

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted April 17, 2018 05:49 PM

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


Please,team, make it real asap. I just can't imagine how fun it would be to have such an amazing feature.

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