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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 53 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 49 50 51 52 53 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted October 03, 2018 02:46 AM

The game considers you need 10 heroes for each player plus one for every town available on the map but this is an useless precaution for SP, since AI will not hire more then 6 (it gives 42 at the most) and will not hire more then 40. In my map or when I edit any random map, I usually disable all creature specialists as well as all Mysticism, Eagle Eye and useless spells specialists, then I make separate heroes pools for player and AI. While the maps work perfectly, it gives a warning in the place where the description of the map should be, saying the map isn't playable and one should fix it in the map editor.
This is a minor problem and I do believe it is probably quite hard to fix (if fixable at all) but if I'm wrong: can you fix it, please?
I consider these separate heroes pools one of the best ways to improve custom maps, cause you avoid the AI's improved heroes from appearing in player's tavern.
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Sav
Sav


Known Hero
posted October 03, 2018 09:44 AM

bloodsucker said:
The game considers you need 10 heroes for each player plus one for every town available on the map but this is an useless precaution for SP, since AI will not hire more then 6 (it gives 42 at the most) and will not hire more then 40. In my map or when I edit any random map, I usually disable all creature specialists as well as all Mysticism, Eagle Eye and useless spells specialists, then I make separate heroes pools for player and AI. While the maps work perfectly, it gives a warning in the place where the description of the map should be, saying the map isn't playable and one should fix it in the map editor.
This is a minor problem and I do believe it is probably quite hard to fix (if fixable at all) but if I'm wrong: can you fix it, please?
I consider these separate heroes pools one of the best ways to improve custom maps, cause you avoid the AI's improved heroes from appearing in player's tavern.

The warning appears when there are too few globally enabled heroes. The restrictions on heroes available to certain players shouldn't affect this. You don't need to drop pools, currently you can try to enable (globally) more heroes.

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Orrinisthebest
Orrinisthebest


Known Hero
posted October 03, 2018 12:34 PM
Edited by Orrinisthebest at 19:47, 03 Oct 2018.

Too bad you decided to keep the predictable version which for me was more like an easy and straightforward fix. Despite that i still believe that what team has offered or has to offer is for the good of our beloved game. I mean it wouldn't be right to boycott a product just because one thing didn't go as planned. Who knows, maybe when it comes to reworking of all magic, our ideas in the past will find remarkable places in future, after all we all want our favorite game to become its best version..

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bloodsucker
bloodsucker


Legendary Hero
posted October 04, 2018 06:09 AM
Edited by bloodsucker at 06:14, 04 Oct 2018.

Sav said:
The warning appears when there are too few globally enabled heroes. The restrictions on heroes available to certain players shouldn't affect this. You don't need to drop pools, currently you can try to enable (globally) more heroes.

Yeah, I know. It's because I disable all creature specialists (I'm not saying creature specialists are useless but they only work well if you have those creatures so I prefer they don't appear in any tavern at all) and all useless magic heroes, so both player and AI only get good heroes to choose from.

Another way of solving this would be to have the hability to change heroes specialties in map editor, something I've suggesting for long.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 04, 2018 08:02 AM

bloodsucker said:
Another way of solving this would be to have the hability to change heroes specialties in map editor, something I've suggesting for long.

That would be very nice.

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bloodsucker
bloodsucker


Legendary Hero
posted October 04, 2018 08:55 PM

Another suggestion I've already made and was never implemented but I think makes all sense is for banks to respawn after one month or maybe, if it's easier as I suspect it is, at the beginning of every month.
I would argue this has been a constant in every version or expansion since SoD. It is boring to spend turn after turn just moving around explored terrain. Respawns could be much stronger then original guards to make it more interesting.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 04, 2018 09:06 PM

^^ Would'nt that just amplify the unbalance between factions with banks and factions without?

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bloodsucker
bloodsucker


Legendary Hero
posted October 04, 2018 09:18 PM

The big problem with factions without banks is not the creatures, is the inability to get some upgraded, even more with the new Hill Forts. It's not "Oh I don't have any creatures from banks and the other guy has lots of them", it's "I couldn't upgrade anything I got from the banks I took and he has 15 Archangels"
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 04, 2018 11:08 PM

At least some new informations, and yeah Sav is right... for ppl able to do their maths the new resistance is in two aspects more effective.

First of all it's predictable and you can count on the permanent reduction. You get "value" in the first place right from the skill itself.

The other aspect is it directly debuffs enemy heroes not exclusively on damage spells (that aren't that super recognizeable/useful) but also nerfs the most essential spells.

Both are powerful orat least more useful than a random chance to avoid the whole spell. As for Thorgrim it's kinda nice and on the other side very sad he doesn't has his old mechanics. Both effects (new and old resistance) are well for him.

Anyway, I agree on the hitpoint issue on Rampart and Inferno... Rampart has units with tons of hitpoints for very low cost, while inferno has very few hitpoints for big cost you gain at the start of each week. Granted... the demon mechanic needs this restriction to be less effective but I feel the town would be more interesting when there would be a small change to both (spawning mechanic and hitpoints). Imho the hitpoint generation every week in combination with some key aspects for Rampart makes the town super strong.

As for the gold Dragon immuity vs implosion. Rampart has highest lifepoint pool and has very powerful heroes in the first place. This slight debuff won't matter that much, the spell also is very rare and limited, furthermore it wouldn't be my first choice to cast it on gold dragons.

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Lth3
Lth3


Known Hero
posted October 05, 2018 10:11 AM
Edited by Lth3 at 10:12, 05 Oct 2018.

Gold Dragons are already extremely rarely built, because of the insanely high Crystal and Ore cost. so at least give them the privilege of magic immunity

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Djangoo
Djangoo


Adventuring Hero
posted October 11, 2018 10:12 PM

The Altar of Mana and Vial of Mana were cool additions, would be great to see them become (optional) land objects, especially Vial of Mana.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 11, 2018 10:25 PM

I like Vial of Mana, but I dislike Altar of Mana...

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okrane
okrane


Famous Hero
posted October 12, 2018 02:33 PM

What if slow and haste would be made into 3rd level spells? Would that balance them more?

Requiring wisdom and also having to invest more into the mage guild to get them?

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phe
phe


Famous Hero
Life and Freedom
posted October 12, 2018 02:38 PM

I think 2nd level for single version and 4th for mass version would be just right...

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 12, 2018 03:26 PM

@okrane Yes, if single and mass haste/Slow is the same spell. (But it will mess with spell probabilities...)

@phe Also a great idea, except Stronghold and Fortress won't be able to learn the mass versions then.

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shev441
shev441


Hired Hero
posted October 12, 2018 08:49 PM

I like the idea of changing levels of verious spells. Most overpowerd should be moved up and most useless should be moved down to increase their chance of being used. Some examples how it might look:

- Fireball      lvl 3 => lvl 2
- Slow          lvl 1 => lvl 2
- Magic Mirror  lvl 5 => lvl 3
- Hypnotize     lvl 3 => lvl 4/5  (buff it to make it usefull)
- Slayer        lvl 4 => lvl 3

Another good idea is to move some spells from one magic shool to diffrent one. Right now Earth magic is way more powerfull then others thanks spells like: slow, antimagic, imposion, town portal and ressurection. In same moment fire is with no doubt weakest one - only good spells here are curse and berserek. I'm not counting here blind and armageddon cause these spells work almost same without fire magic skill. Switching for egzample town portal into fire magic might help to balance those magic schools.

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phe
phe


Famous Hero
Life and Freedom
posted October 12, 2018 11:13 PM

We don't have always those spells in mage guilds...so need to get them on map or learn from Terek/Gundula...

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Javiduc
Javiduc


Adventuring Hero
posted October 13, 2018 01:18 AM

I think simultaneous turns could be improved if they could be active till the encounter between rivals. But when this happens blue has a disadvantage beside the obvious one that he is second in a turn based game.
I think ST could solve both disadvantages if when a player attack other, the ST is interrupted in a way that the attacker is the "new" red. I mean, he is first in the turn, and the attacked player must replay his turn. Probably difficult to implement the code for making this posible but i think it may worth it. Other situations should be consider too, for example when taking a mine...

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Javiduc
Javiduc


Adventuring Hero
posted October 13, 2018 01:22 AM

When creating templates, I found problems when monsters protecting a mayor artifact block path to a mine. I would like rmg to avoid that but if that is not posible, a way to avoid that would be a building containg just the artifact and guards protecting the artifact but only inside the building, not outside. This kind of building would allow template makers to place high value elements in starting zones were mines or other resources need to be not blocked in order the template is played at the pace it is supossed to.

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Orrinisthebest
Orrinisthebest


Known Hero
posted October 13, 2018 08:46 AM

I agree some spells should be leveled up/down like slow 2nd,slayer 3rd etc. As to balancing magic schools i dont think it would be ok to transfer spells. Imagine resurrection ( maybe the most crucial spell) being a water spell, barbarians and overlords would instantly go into trash can.
And the guy who complains about mines - how is that important? 1 resource per day almost means nothing since you collect enough of them from ground.

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