Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 Popular Thread is 196 pages long: 1 20 40 60 ... 65 66 67 68 69 ... 80 100 120 140 160 180 196 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted April 09, 2019 02:25 AM

phoenix4ever said:
What do you mean it does'nt know about them?

AI doesn't "see" the Portal of Summoning even if you build it. In my map I often found an Azure there and while he hired every trog the dragon remains untouched, for instance.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 09, 2019 08:08 AM

Yeah I think I noticed that as well, it never buys the creatures from Portal of Summoning.
It's weird how developers made this decision, I really hope HotA Crew will fix it.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lth3
Lth3


Known Hero
posted April 09, 2019 09:02 AM

Salamandre said:
Well, one thing: a game is not a safe space - my area, your area, no pee pee touch until turn 45, so if your main is reachable by an hero trying hit and run strategy with some fast unit, then its you who need to relearn the fundamentals. There are at least half dozen counters for that, so repeating same tantra about "we don't play same game" isn't going to impress anyone.

And of course this isn't Toh, everyone gets it, I don't make ToH or the past apology, I only say recent games (yes, I watch some) look boring when playing because you modified the game from relative fairness - which was its core attractiveness, look at Heroes 2 as trigger, to absolute wanabee fairness. So all games look same, more or less.


i get what you're trying to say, though i don't think it applies to the current state of the game - HotA fixes a lot of stuff, and so Shakti rushes or Ivor rushes are not possible anymore. Solmyr or Ciele rushes are prohibited though if you're talking about 1st week. even if it's an M map and it's played with a random hero, i don't see the problem in pee-pee touching

as in tournaments are played without Diplomacy as an example, and with limited 2 times per day DD, but for your own pleasure - just untick a 'Tournament Rules' box and you're back to basics

room host decided on what type of game he wants to play, isn't it so ?

regarding the Phoenix Hit & Run and what you said i get the impression that you have not experienced it properly? because the only way to stop it is through Schackles of War. and i bet you understand that week 2-4 to already have found exactly this artifact is quite slim, don't you think

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tapani
Tapani


Adventuring Hero
posted April 09, 2019 02:28 PM

revolut1oN said:
Tapani said:

It is not worth messing up the game just to 'balance' games lasting ten days or so.


Extremely picky and hypocritical.

Messing in what way? By banning diplomacy? By your logic I can say that you are the one messing the game by using diplomacy and postulating weird stuff like Sorcery +100% damage (effect will be: now implosion pulverizes big stacks, with sorcery you will be able to do the same with Lightning Bolt lol). On the map without Red Orb balance is already tipped to the magic side of the game.



How do we mess up anyones game? There is no expectation of others to play the way we do. Same way don't expect us to play the way you do.
It was just a wish that we could have some of the new HotA goodies in our games. The extended templates are a godsend for instance, and I have also heard a rumour about simultanoeus turns!

And FYI implosion is totally irrelevant to a big stack. With or without sorcery at 100%.

revolut1oN said:

Tapani said:
Also I can firsthand testify to the enjoyability of the multiplayer experience already without any balancing changes.


Sorry but no.



I hereby solemny swear I have had great fun playing SoD multiplayer.

And since my buddies have been willing to play SoD multiplayer repeatedly, they seem to enjoy it as well :-)

revolut1oN said:

Nor I can see any reason why singleplayer / hamachi / LAN players attack multiplayer even if they dont participate in it.


Necro is nerfed for us. And what I read diplomacy is disabled also in LAN, since it is built into the RMG. (Not tested myself).

Others can play whatever way they wish, just let us do the same.

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tapani
Tapani


Adventuring Hero
posted April 09, 2019 02:33 PM

Lth3 said:

as in tournaments are played without Diplomacy as an example, and with limited 2 times per day DD, but for your own pleasure - just untick a 'Tournament Rules' box and you're back to basics



Huh!? The rule changes are optional?! Where is this checkbox?

Sorry all if this is the case, then HotA is even better than I thought!

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lth3
Lth3


Known Hero
posted April 09, 2019 04:04 PM
Edited by Lth3 at 16:04, 09 Apr 2019.

just disable it in the 'More Options' bottom right column before starting the game

just keep in mind that most people will want them enabled, so write your preferences in room description beforehand

cheers

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2019 04:45 PM

Lth3 said:
regarding the Phoenix Hit & Run and what you said i get the impression that you have not experienced it properly? because the only way to stop it is through Schackles of War. and i bet you understand that week 2-4 to already have found exactly this artifact is quite slim, don't you think


There are several ways, shackles, recanters, red orb, resistance skill AND artifacts, special terrains, creatures resistance, creatures speed and speed artifacts (why only one can have phoenix?) then of course correct positioning and scouting, heroes chains, movement artifacts + logistic + visited stables so your hero isn't reachable easy and so on. Also people make stupid mistakes when trying to hit and run, they go with 7 serpent flies, or 7 pegassis, just to multiply the chances of hit and run rounds, then bam, death ripple and their main is dead. It is NOT easy to successful hit and run and you can easily lose the game because risky.

But the point is elsewhere: the way templates are built, home area ----> bonus area, thus the game is linear, you have to break in that direction in order to take goodies, then your hero is hulkified over a few days up to 25+ stats. So yes, with 25+ spell power, hit and run becomes a problem, but in first place, you weren't supposed to get in two weeks such hero. I mean every modification of vanilla template has a backside, something to remove because it will just not fit.

And so on.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tapani
Tapani


Adventuring Hero
posted April 09, 2019 05:06 PM

Lth3 said:
just disable it in the 'More Options' bottom right column before starting the game

just keep in mind that most people will want them enabled, so write your preferences in room description beforehand

cheers


Ah! Thanks! The options window is in russian for some reason (my game is in english otherwise). But the topmost choice seems to match.

Even when unchecked, necro still appears nerfed, and magic resistance has no effect on fairy dragons?

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
avatar
avatar


Promising
Supreme Hero
posted April 09, 2019 05:19 PM

Tapani said:
Lth3 said:

Even when unchecked, necro still appears nerfed, and magic resistance has no effect on fairy dragons?


Because some changes came from Hota, some from Tournament Rules.
Hota Changes: http://h3hota.com/en/documentation
TR changes: http://mmgames.ru/index.php?option=com_content&view=article&id=146:hdmod-hw-rules-heroesworld&catid=65&Itemid=155&lang=en
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lth3
Lth3


Known Hero
posted April 09, 2019 08:52 PM
Edited by Lth3 at 20:54, 09 Apr 2019.

Salamandre said:
There are several ways, shackles, recanters, red orb, resistance skill AND artifacts, special terrains, creatures resistance, creatures speed and speed artifacts (why only one can have phoenix?) then of course correct positioning and scouting, heroes chains, movement artifacts + logistic + visited stables so your hero isn't reachable easy and so on. Also people make stupid mistakes when trying to hit and run, they go with 7 serpent flies, or 7 pegassis, just to multiply the chances of hit and run rounds, then bam, death ripple and their main is dead. It is NOT easy to successful hit and run and you can easily lose the game because risky.

But the point is elsewhere: the way templates are built, home area ----> bonus area, thus the game is linear, you have to break in that direction in order to take goodies, then your hero is hulkified over a few days up to 25+ stats. So yes, with 25+ spell power, hit and run becomes a problem, but in first place, you weren't supposed to get in two weeks such hero. I mean every modification of vanilla template has a backside, something to remove because it will just not fit.

And so on.


Hit & Run is only for the 1st round. on 2nd round you can cast again and retreat. and only for the attacker. defender can do whatever he pleases

such a small price to pay for a balanced game

i wouldn't wanna play you Salamandre. seems like you rely too much on cheap tactics if you so despise a completely logical and sane restriction such as this

avatar said:
Tapani said:

Even when unchecked, necro still appears nerfed, and magic resistance has no effect on fairy dragons?


Because some changes came from Hota, some from Tournament Rules.
Hota Changes: http://h3hota.com/en/documentation
TR changes: http://mmgames.ru/index.php?option=com_content&view=article&id=146:hdmod-hw-rules-heroesworld&catid=65&Itemid=155&lang=en


seems like old stuff. try this

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted April 09, 2019 09:58 PM

1. Was the bug that made the upgraded stack disappear fixed?

2. I've posted this idea years ago but since I still find it interesting in some maps... It would be cool to have an external Treasury, i. e. an object revisitable every week that gives 10% of the money you have by the end of the week. Effects should be cumulative.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 09, 2019 10:23 PM

bloodsucker said:

2. I've posted this idea years ago but since I still find it interesting in some maps... It would be cool to have an external Treasury, i. e. an object revisitable every week that gives 10% of the money you have by the end of the week. Effects should be cumulative.

I think that could quickly become very OP.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted April 09, 2019 11:23 PM
Edited by bloodsucker at 23:25, 09 Apr 2019.

On random maps and if is rare, probably not. On a map you have played several times, definitively yes. The thing is, if you know from start where it is or if it is close to one of your towns you immediately prepare to visit it every week, if it's in the middle of some treasure area you already explored, you will visit it once in a while. But even if you visit it every week it's not stronger then having a second town that is a Rampart.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 09, 2019 11:59 PM

No, but as you said, it would be cumulative, which could escalate quickly.
I have no problem with an external treasury for map makers to place, but it should probably not appear in random maps or at least be very rare.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Pollo2002
Pollo2002


Famous Hero
posted April 10, 2019 12:26 AM
Edited by Pollo2002 at 00:27, 10 Apr 2019.

I decided to do a compilation of "suggestions and ideas" I have for hota, I don't know how possible is to implement them. I will try to give reasons to "sell it" to developers but The truth is that is mostly things I WANT, but hopefully some developer find some reason to add it. I'm totally happy even if  they are added as optional rules to templates, in fact probably thats all I want.
The reason I have any hope is that current template editor gives a lot of customization power. So maybe they are ok with some more.
FWIW, I have many of these features on my WOG version of the game.

1. Improve hero movement readability:
It would be nice if we could click a hero in the adventure map we own or even enemy and see a radius of range, or area of range,  similar to creatures in combat, so it's faster and easy to calculate potential moves.. This would not account for logistics/items for enemy though.

2. Fog of war:
When a terrain  is covered with Fog of darkness, it would be nice if we can still see the terrain but grey.

3.More objects that give XP:

I love the new highlands item that gives XP, but is a shame is highlands only, I would like more objects like this, or even objects where you can pay money for XP (aka training)

4. New Neutral terrain:

I would like to have access to a true neutral terrain like sand, that do not have movement penalty, as to use for central zone in templates, but that do not slow movement like sand.

5. New road:
I would like to have access to a new road in templates, that isn't as Dirt road. The goal of this road is mostly to allow people to go between zones even with complicated terrain, and to give a sense of direction to the template, but not to accelerate movement a lot. Something between 0.85/0.95

6. New objects that check "army size":
Library does a level check to give bonus. I would like to have objects that make Army size checks to give bonus, be either, stats, resources, XP or whatever.
I know current Monster banks kind of are this already, but they shift the army composition in a specific direction, and make games slower by forcing players to spend real time fighting.
This would be a nice way to creatue Army checks that are quick and do not bias the army in certain direction.

7.Remove Hero teleportation exploit.

Whats the need of town portal when you can teleport a hero whenever you want by attacking a neutral and fleeingĻ? I always considered this an exploit and an annoying one.
I would like to see it removed as you can only recruit the hero Next day without movement or maybe just next week or some other "fix" that I didn't think about. As a bonus it doesnt make thematic sense at all.

8. Limit how many heroes you can hire in a template.


I think a very easy power to give template/map creators is to put a stop on how many heroes a player can hire. The hard 8, has always limited many ideas, this is even worse because....

9. Chaining:

It would be nice to allow templates/maps to "remove chaining". I think there has been too much discussion about chanining over the years to go over all the points, though i'm willing to go into it again if it's any worth. But a possibility to shut it down, would be nice. (So when two heroes meet, the movement is reduced to = the lower movement hero, be either in flat movement points or %)


10. Spells that are forgotten:

Left this for last because I know it's the less likely feature to be accepted, and the most controversial, but I'm willing to try because I'm pretty confident in that it would be great.

I'm not going to get into the whole magic rework since it can go many directions and i'm excited to see what the hota team have prepared for it, however there is a possible quality that probably the team isn't considering.

Reality is that most people agree homm 3 spell system is probably the worst of the whole series.
And in my experience the Worst problem problem of homm3.

This is known but there is an aspect that probably the HOTA team isn't considering, and imo Homm1 while not perfect was still the best magic system.

Something I appreciate from HOMM1 was that you couldn't cast  the same spell all the time. I think the system was better because it would force you to use even the weaker or more circumstancial spells, and make the puzzle of how to make use even of the most circumstancial spells interesting. Right now you just want to use all your mana in very few spells even if your hero learn several dozens of spells. Making mague guild an dlibraries mostly lottery games of finding those 2 or 3 key spells instead of just offering a variety of options.

I think it would be better if learning spells means just 1 use until realearning And Wisdom would increase that number to 2, 3, 4.
Even if that is not optimal just a "similar" system.

This would A) Buff magic heroes and their major weakness which is starting with wisdom. B) Force people to be more creative with their spells. C) Make it so, for example, Learning Ice bolt, Lightning bolt and Magic arrow is not a waste or having it on the guild. Where right now Lightning bolt is mostly straight up better.

I know this is unlikely to happen but i truly believe it would be an improvement to the current system.
I'm not sure about all the details and i don't invest time to think about it much because i know how unlikely is for this to be implemented.

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
timmysoboy
timmysoboy


Hired Hero
posted April 10, 2019 06:03 AM

Been doing some light thinking about the gunslingers coming with the next update.  Figured I'd share what I'm imagining (obviously I don't have any insider info).

So, I was thinking they would be a shooter like pirates, except instead of the "accurate shot" ability, they could have a "run the wheel" type ability, like an old west outlaw working the hammer of his six-shooter.  This could be represented as a low-level chain lightning type effect, as the Outlaw would be putting more lead down range, but be less accurate with it.

Multishot pistols could be made to fit HoMM lore (ignoring Kregan space tech) by basing them on Lorenzoni pistols.  Other pistol ideas: Lemat revolvers, Cochran wheeled pistols, and pepperbox pistols.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Macron1
Macron1


Supreme Hero
posted April 10, 2019 07:20 PM

timmysoboy said:
Been doing some light thinking about the gunslingers coming with the next update.  Figured I'd share what I'm imagining (obviously I don't have any insider info).

So, I was thinking they would be a shooter like pirates, except instead of the "accurate shot" ability, they could have a "run the wheel" type ability


and Gutling Gun as blacksmith Ballista replacement, attacking area

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 11, 2019 03:36 PM

I love the HotA features with ranged creatures being able to attack in melee, harpies attacking, but staying and control of liches and magogs area attack, that gives more tactical possibilities, which I am all for.

There is one more change that could give more tactical possibilities: spellcasting creatures (Ogre Mages, Master Genies, upgraded elementals, Archangels, Satyrs and Leprechauns) should be able to cast spells on themselves. I do know a way for human players to make it work, sadly it does'nt work for AI, which is a bit unfair. Would be great if you could make it work for both human and AI.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bloodsucker
bloodsucker


Legendary Hero
posted April 11, 2019 11:26 PM

phoenix4ever said:
I love the HotA features with ranged creatures being able to attack in melee...

This is cool but I have to admit it feels like a cheat, the special creature from the special town is the one who profits the most from it. I even hesitate to build the Gunpowder Warehouse, cause Corsairs become imba with this.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 12, 2019 12:06 AM
Edited by phoenix4ever at 00:10, 12 Apr 2019.

I actually feel it benefits Titans the most, they are very strong in HotA.
But pirates (x3) are also very strong, but perhaps they should'nt have no retaliation, it's kinda weird for a ranged unit and Accurate Shot is also OP. (They could also just drop the second pirate upgrade and leave them as Corsairs.)
I don't think HotA Crew intent to balance Cove further though, so I guess they want it to be OP.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 196 pages long: 1 20 40 60 ... 65 66 67 68 69 ... 80 100 120 140 160 180 196 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1877 seconds