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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Another Heroes 3 Mod
Thread: Another Heroes 3 Mod This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
AlfWithCake
AlfWithCake


Known Hero
posted December 22, 2019 12:10 AM

 About Learning, 40-50% more levels is a bad math, 50% more experience means at best a little more than 2 levels at levels 20+ no matter when picked. I suppose in this mod Learning only gives experience, no attributes, so it still doesn't bring much sence to pick a skill that will only give 2 primary attributes and fill 1 of 8 slots of secondary skills.
 Also there is no such thing as "either too strong or too weak", there is a middle ground.

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elaf
elaf


Adventuring Hero
viajeinterminable.com
posted December 22, 2019 06:53 AM

Salamandre said:
Era has one of the best scripting manuals ever thus is available to almost anyone with working neurons. I realized that when trying scripting monster games as Civilization or Skyrim, their manuals are no where as good and complete.


give the link to your nexus profile, i made skyrim mods too

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BTB
BTB


Known Hero
Moist & Creamy
posted February 19, 2020 05:35 PM

This project has been simmering mostly because of the post release of my other major modding endeavor, as well as the fact that I'm still hoping to find some answers to my outstanding questions.

Can the "mass effect" spell threshold be lowered to basic magic expertise?

Can the First Aid skill be made to resurrect fallen units in addition to healing live ones?

Can the yield of Resource Silos be edited?

I was able to swap the First Aid Tent and Ballista between Necropolis and Conflux, but the blacksmiths still report selling the other war machine and at the old price.

Of these, the most pressing is the first, and there does indeed seem to be an answer from another poster here (who does not appear to have been around for awhile). Beyond that, basically all of my changes are done and the mod is playable... the only real thing I haven't done is figure out WTF I want to do with Conflux.

I can post a more complete changelog when I get home to my notes if anyone is interested.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 19, 2020 07:22 PM

@BTB
I can't remember if you play SoD or HotA and I agree Conflux was half-assed, but why exactly do you have so much against them?
In SoD they were pretty OP, but in HotA they seem pretty fine.

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BTB
BTB


Known Hero
Moist & Creamy
posted February 19, 2020 07:49 PM
Edited by BTB at 19:53, 19 Feb 2020.

I mean, really all I have against them is that I have to do more work with them to make them feel like they fit in and I'm kinda running fresh out of ideas. I do intend to fix them up to the best of my abilities, but they're always going to feel "tacked on" to me, both thematically and mechanically.

(It's worth mentioning that I'm working with the original game and not HotA. I'm not really big on adding content when I mod games; I'd rather focus on polishing the core game, so it runs contrary to what I'm aiming to do.)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 19, 2020 08:03 PM
Edited by phoenix4ever at 20:09, 19 Feb 2020.

Okay it's fair if you don't want to use HotA, but here is what they did to Conflux:
* Reduced growth of Phoenix to 2 per week.
* Added new building "Vault of Ashes" that gives +1 Phoenix per week. (So 3 in total) Cost: 5000 gold + 5 mercury.
* Cost of Psychic Elementals increased from 750 to 950 gold.
* Cost of Magic Elementals increased from 800 to 1200 gold.
* Cost of Firebirds increased from 1500 to 2000.
* Cost of Phoenixes increased from 2000 gold + 1 mercury to 3000 gold + 1 mercury.
* They also made the Sprite building require Mage Guild 1 and Magic University and made the Pyre cost 5000 gold and 10 mercury more. (Which are changes I don't agree with.)
* Also a few more things, but those are not relevant to you, since you don't play HotA.

Perhaps the above could be used as inspiration?
Adding another building for Phoenixes is probably hard, but then you could also keep 4 per week and make them weaker or 2 per week and make them stronger? And increase cost of 6th and 7th level units?
You don't have to throw Conflux in the trash, unless you really don't like them.

My personal mod also changed Planeswalkers static creature bonus, to a dynamic one. And Luna get 3% per level to Fire Wall like other spells specialists.

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BTB
BTB


Known Hero
Moist & Creamy
posted February 19, 2020 09:45 PM

They probably won't go in the trash, no.

Changing building requirements is something I think I've seen, but do we have any hard data on editing them? That editing HOTA thread is... kind of a pain to dig through.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 19, 2020 11:26 PM

Well I know it's done by hex editing.
I tested a little and some of it would'nt take effect in HotA, but it should work in SoD. I can't remember how to do it though.
I guess looking in the "How to edit HotA" thread is your best bet or you can ask some concrete questions in that thread and maybe some clever guys will answer. They have been extremely helpful to me before.

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BTB
BTB


Known Hero
Moist & Creamy
posted March 21, 2020 02:27 PM

I have a logo now:

https://cdn.discordapp.com/attachments/393537792770179072/690721037372882954/AH3Meddie.jpg

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BTB
BTB


Known Hero
Moist & Creamy
posted March 30, 2020 02:45 AM
Edited by BTB at 09:28, 30 Mar 2020.

Updated the first post with a link to download the hack. The changes themselves are done, but the Readme is not. That's what I will be working on for the next few days.

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BTB
BTB


Known Hero
Moist & Creamy
posted April 18, 2020 01:52 AM

The beta has had several updates since I last came back here, so I posted a fresh one. Also added the Readme to the initial post, replacing the (now rather outdated) original introduction.

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Gandalf196
Gandalf196


Famous Hero
posted April 18, 2020 02:45 AM

I loved the mod. You seem to be concerned about the same issues I spotted while playing HOMM3 all these years:
- Poor class variation and consistency;
- Poor skill balance (and poor skill implementation);
- Poor magic system (useless spells, spells in wrong tiers);

I think this is definitely a step in the right direction. Id like, though, to give my personal take on the changes:

1) The primary skill distribution, particularly after the tenth level: Id get rid of this rounding that happens after the tenth level, for this is the main culprit for heroes becoming way too similar the further games goes on. Heroes V got rid of it, we can do it too. That would entail massive balance changes, but, imho, it is worth it. Also, Heroes of Might and Magic I (yeah, the very first one) had an interesting take on the classes: each of the four had a unique bonus. Maybe we could implement this here? (e.g.: alchemists generate random precious resources each five days, wizards regain mana in battle?)

2) Id like to see unique skills for each faction or five skill levels (master and GM) and secondary skill advancement being restricted by class (barbarians would not, for example, be able to learn wisdom beyond basic). But those are far-fetched dreams, I reckon. And you seem to be tackling the problem of useless skills all too well, so Im eager to see what your next action in the field is.

3) Wisdom: shouldnt we restrict its access to magic heroes? I mean, it would be an, albeit controversial, extremely powerful way to distinguish might from magic (heck, the game is Heroes of MIGHT AND MAGIC: heroes of might and heroes of magic, not both 😊 ) . This would entail creating ways for Might heroes to have access to teleport spells (maybe something akin to the barbarians talismans in Heroes V would be a nice way to balance this out).

As a side note, I could not finish this without talking about my beloved Wizards and how much wrong they were done in Heroes III. You, certainly, fixed part of this. But, personally, I feel that it is not enough: Wizards, the archetypical maestri of magic, the scientists of the arcane, should be the ones with the greatest magic potential. I accept the argument that Elementalists, given that the magic system gravitates around the elemental schools of magic, should be considered too (but not those subterranean dwelling and disgusting warlocks, not them), therefore, I propose this:
Wizards get the most knowledge of all classes (5/5/40/50), while Elementalists get the most spell power (5/5/50/40) (which makes, they are so attuned to the elements, that they little to no study, their raw power is greater, but wizards study much more). Also, I think we should remove the Mana vortex from the Dungeon (what would a mana vortex be doing there anyway? Cmon tis a freaking DUNGEON) and place it in the tower, where it rightfully belongs (HOMM 7 places both the mana vortex AND the library in the academy, which makes way more sense). But what about balance? Well, Spell power is better than knowledge, so I dont think this would make the wizards better spellcasters than the elementalists (which got access to the university...)

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BTB
BTB


Known Hero
Moist & Creamy
posted April 18, 2020 02:59 AM

Glad you liked it! Given the speed of your reply I'm guessing you were playing the earlier beta. The major things that have changed since then is I've put summon spells back up to fifth level (although only Conflux has any real chance of getting them) and I've finally discovered how to lower the mass effect threshold from Master to Basic.

Regarding your comments...

1) This came up earlier and I'm actually considering implementing it. Maybe not removing the balancing entirely, but definitely skewing it further in one direction.

2) As you've pointed out, all of these ideas are outside my ability/scope. Would be neat, though.

3) For what it's worth, I designed Wizards to be the most magically-inclined of all of the classes (excepting possibly Elementalists), and this is reflected in both their skillset and the available spells for Tower. Check out the Readme I just posted - you might be pleasantly surprised.

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Gandalf196
Gandalf196


Famous Hero
posted April 18, 2020 03:18 AM

Ah, forgot it:

Will you make it HotA and HD+ compatible?

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BTB
BTB


Known Hero
Moist & Creamy
posted April 18, 2020 03:22 AM

It requires HD+ already, so... >.>

As for HotA, I think it... kinda works? There's, like, one change I make that, to my knowledge, won't work in HotA. But I'm really not sure.

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Gandalf196
Gandalf196


Famous Hero
posted April 18, 2020 03:37 AM
Edited by Gandalf196 at 03:48, 18 Apr 2020.

Can't get it to launch

Stuck in a white screen:



Edit:

Got it to work by disabling

[] Check for updates every time when launch the game

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Gandalf196
Gandalf196


Famous Hero
posted April 18, 2020 03:54 AM

BTB said:


3) For what it's worth, I designed Wizards to be the most magically-inclined of all of the classes (excepting possibly Elementalists), and this is reflected in both their skillset and the available spells for Tower. Check out the Readme I just posted - you might be pleasantly surprised.


Yes, you certainly improved their "magic arsenal", that is for sure, but, still, Warlocks have their mana vortex and the Wizards' stats could be as I suggested, could they not

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Gandalf196
Gandalf196


Famous Hero
posted April 18, 2020 04:22 AM

Got this visiting a Witch hut:



Also, when I talked about HD+, I was referring to the plus part: why can't I choose whether I'd like to take the skill or not?

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BTB
BTB


Known Hero
Moist & Creamy
posted April 18, 2020 05:21 AM

My understanding is that choosing to decline a witch hut skill is purely a function of HotA, not HD+

(And fixing witch huts is something that I need to do... I'm just looking for a better option than EDIT EVERY GODDAMN MAP)

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Gandalf196
Gandalf196


Famous Hero
posted April 18, 2020 05:06 PM

BTB said:
It requires HD+ already, so... >.>

As for HotA, I think it... kinda works? There's, like, one change I make that, to my knowledge, won't work in HotA. But I'm really not sure.


The installer does not recognize the HotA .exe created with the HD mod

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