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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 66 pages long: 1 2 3 4 5 ... 10 20 30 40 50 60 ... 62 63 64 65 66 · «PREV / NEXT»
bloodsucker
bloodsucker


Supreme Hero
posted April 03, 2016 10:56 PM
Edited by bloodsucker at 01:27, 04 Apr 2016.

There is nothing about luck here. I'm giving player acouple of regeed witch huts, allowing any possible build you may want and then there are quests (obvious quests) giving Diplomacy to certain special heroes like Gelu (Artemis) and Dracon (Dyonisus). I want to remark that the map objective is to accumulate 5000 azure dragons so Diplomacy is part of the game.

@ Sal. I get above 300 before the end of month 3 but by then the enemies are already nullified. But how many troops and of what type does one needs to kill 56.000 boar, 4000 scorpicores, 12.000 giants, 4000 Rusties, etc...
To create the Works of Heracles I'm using creatures or Pandora Boxes behind quests requiring for Heracles (Gundula) but in the second case you can fly over them or you can open the quest with Heracles and do the fight with the previous developed Hermes (Dessa). This is a bad idea cause in the end it will be by openning Pandora Boxes with gigantic fights that you will get the last dragons but I would like to avoid it any way. Do you have any sugestion how to acchive this?


A clue to how to get the overpowered in this map. These are the guardians of a stack of Gold (3.000.000).

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Biobob
Biobob


Famous Hero
the Bobler
posted April 03, 2016 11:38 PM
Edited by Biobob at 23:41, 03 Apr 2016.

I'm not sure if I understand your problem correctly but there are several ways to prevent a hero from flying:

-put cursed ground/anti magic garrison
-put solid rock (black tiles in the Map editor) around what you want to protect
-make it so that every tile after the quest guard asking for hero is not visitable e.g

XXXX
XPCQ
XXXX

where X is a impassable (tree etc.)
P is pandoras box
C is creature stack
Q is quest guard

Note that all these you don't actually visit, but only "collect" by visiting from sides

Here is an example that won't work

XXX
XDQ
XXX

where D is dwelling (or any other visitable object)

For another example look up Metataxers Revenge, in the middle of the underground is a hero Bozeman!!! locked behind many quest guards, yet you can access him easily since you can fly to the faerie grounds (also he is a joke of a battle :/)

Do however note that a hero can fly over uncharted terrain if destination has been explored already. Also dimension door can be used to get over solid rock, and can also be used to access uncharted area. Also be careful when giving fly with towns around, you can access them by flying over them and pressing space when over town entrance, triggering a buggy battle with clone heroes

Greets
____________
Maps
The Mapmaker's Thread

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bloodsucker
bloodsucker


Supreme Hero
posted April 04, 2016 12:28 AM
Edited by bloodsucker at 01:26, 04 Apr 2016.

Biobob said:
I'm not sure if I understand your problem correctly but there are several ways to prevent a hero from flying:

XXXX
XPCQ
XXXX

where X is a impassable (tree etc.)
P is pandoras box
C is creature stack
Q is quest guard

Note that all these you don't actually visit, but only "collect" by visiting from sides

Here is an example that won't work

XXX
XDQ
XXX



Yeah, that will work. If I put an insignifant battle with a neutral stack it will be impossible to visit the box without opening the quest quard. Thanks.

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bloodsucker
bloodsucker


Supreme Hero
posted April 18, 2016 10:07 PM
Edited by bloodsucker at 22:14, 18 Apr 2016.

I'm creating an object that (as 'all' objects) provides for a reward if you win a fight. It will be kind of a custom pandora box on a custom map. Details ahead it bases the opponent's army size on the size of your own army and the value of the reward is affected by the size of the battles.
As some of you may already noticed this favors bad playing, specially because computer rewards will not be set the same way so you don't hurt yourself if it takes much more boxes then you.
Before I commit myself too much with this idea I would ask the community this: is it ok that an object you will most certainly only find when playing against computer rewards losy playing?

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted May 01, 2016 09:05 PM

bloodsucker said:
Before I commit myself too much with this idea I would ask the community this: is it ok that an object you will most certainly only find when playing against computer rewards losy playing?

I don't mean to be blunt Bloodsucker but, you are the map maker and not HeroesCommunity. YOU decide what is losy and what is won because you design the map. No matter how much you try to create things to please players, some will like it and some will not.
I suggest you draw some inspiration from the Dracon campaign. Several losy elements in those campaigns are more than just acceptable, they provide a challenge. Whereas others are nothing but pointless (e.g. picking the wrong road at the start and losing a map by default time wise but first realising it near the end).
Good luck creating your map.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 01, 2016 09:46 PM

You can create whatever object you wish, even giving you 1 million archangels if you want, as long as you take care of the computer progression accordingly. So far, from my experience, the best way of according human and AI violins is to make AI creatures stats -HP, attack, damage, speed, evolute with time, then calculate them directly in battle. With a progression of 20% each month, you can find archangels with 1000 HP before end game, and of course your creatures have to stay at regular values. Only in wog possible, obviously.

I had a problem with Petar's map Ice Arrow as he placed some emerald towers on map, and from there you became too strong, ridiculously strong. So for the first edition of his map I limited the towers at 5 visits each, but it came up that you still became too powerful. On the other side, removing the towers or limiting their visit at 1-2 each would sound very frustrating to players. Because players WANT to become gods but will still whine if too soon and no challenge is left.

So after 4-5 full tests, I figured up a new pattern, more realistic. You can train your army at emerald towers as long as you wish, but better soldiers cost more money, and each training increase that creature cost by 10%. And now I am near end month 3, my archers do 500 damage/hit but each archer's price is prohibitive, thus basically 90% of my forces are not hired then I must constantly survey my economy, develop estates heroes, conquer very fast and flag mines and such things. So I think it balances in some way, you can become strong but must take care of all game play parameters.


____________
All my Era II mods

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bloodsucker
bloodsucker


Supreme Hero
posted May 02, 2016 02:13 AM
Edited by bloodsucker at 12:09, 02 May 2016.

Thanks Ebonheart and Salamandre but I guess I didn't made myself clear.
I don't want to make a map, I want to make a mod to work on random Era maps, so it is important to ask what people want to see on their maps.
My problem is that the way I'm coding it the object provides better rewards the better your army is and I think this rewards bad playing but now I believe the precedent has already been established by the way WoG option to respawn banks works. It also provides bigger battles and better rewards the latter you take them and I don't remember to have ever heard people complainning about this, so I have to conclude I'm creating a false problem.

@Salamandre, about your Undead Artic Sharpshooters I must say the problem is you made too many upgrades for your income.
I don't know what was the initial growth but I'm sure you shouldn't have increased their growth to 149 if you don't have the money to buy them. It's a bit like spend all the money you have to build Castle day 7, when you already know you will not have enouch money to buy all the important troops in the first days.
But I like your idea, maybe I'll use it one of these days to ballance my substitute for Emerald Tower that works constantly. If the price of creatures is increased constantly too you don't want to increase their value above what you can pay.
A small sugestion, how about increment the Fight Value of the creature too? That way when you look in tavern the Kingdom Army Strength will be closer to his real value and the best monster will not be a Titan with 300 HP, 40-60 damage but an Arctic Sharpshooter with 500 damage.

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ebonheart
ebonheart


Famous Hero
Rush the rush
posted May 02, 2016 08:44 PM

bloodsucker said:
Thanks Ebonheart and Salamandre but I guess I didn't made myself clear.
I don't want to make a map, I want to make a mod to work on random Era maps, so it is important to ask what people want to see on their maps.
My problem is that the way I'm coding it the object provides better rewards the better your army is and I think this rewards bad playing but now I believe the precedent has already been established by the way WoG option to respawn banks works. It also provides bigger battles and better rewards the latter you take them and I don't remember to have ever heard people complainning about this, so I have to conclude I'm creating a false problem.

I fear this might be out my league but I will share my view on the matter from my point of view.

I want to get X-Y reward for X-Y battle. This means a battle can indeed be tough and also not pay off if one does not play good, but given proper or very good play shall bring in a equivalent/greater reward (This does not take any consideration to town type, spells, artifacts etc - because you simply can't or you will have to mod 1000000000 different scenarios).

The problem is that no matter how hard you try to please a player, everything you do on the map has a role of importance and will also wary depending on what town the player uses or spells he/she gets.
This is in my opinion both the beauty and annoying thing about Heroes.
Because once a player passes what I call the "skill-barrier" (as in, can play the game with many solutions to the problems in mind), the game often comes down to pure RNG (or luck as it is also commonly known) because of all the randomness in this game. Sometimes luck swings in your favor and sometimes it is just perfect nightmare.
I think the best thing to do is to code after what you feel is right and then take it on a "test run" and see what you would like to change or keep. Good luck friend.

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bloodsucker
bloodsucker


Supreme Hero
posted May 07, 2016 02:45 AM

Thx Ebonheart

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Excalibur
Excalibur


Hired Hero
posted May 08, 2016 11:50 AM

So many cool strategies here i didn't know! Wow!

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bloodsucker
bloodsucker


Supreme Hero
posted June 04, 2016 02:09 AM

Can AI dismiss useless heroes? Cause I'm trying to reduce the number of available heroes by having 3 stand-still with no army or prims in an inaccessible place on the underground and if they can be dismissed the map may become unwinnable.

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted June 04, 2016 07:20 AM

I have never seen the AI do that ever since I started to play. But I got no evidence.

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forgottenpw
forgottenpw


Hired Hero
posted June 27, 2016 01:11 AM

Hi, how can i activate the feature of the HD Mod "invite hero"?

It worked just fine, but now i cant seem to do it anymore.

Or did it get removed?
____________

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HeymlicH
HeymlicH


Known Hero
posted August 13, 2016 07:54 PM

Go to the tweaks tab. Find the following line:
<UI.Tavern.InviteHero> = 0

Change it to:
<UI.Tavern.InviteHero> = 1

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zombiewhacker
zombiewhacker


Adventuring Hero
posted August 15, 2016 10:47 PM

When playing as Dungeon, does anyone here ever avoid flagging weaker map dwellings -- the thinking being that you want all your Portal of Summoning recruits to be top-tier?

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted August 17, 2016 11:43 AM

yes, I may avoid flagging level1-4 on Jebus template.
It depends a lot on map configuration, dwell guards, money, resources.
Sometimes it makes sense to build Portal, sometimes - not
____________
I play HoMM3 at www.heroes-
III.com

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Condude1
Condude1

Tavern Dweller
posted September 24, 2016 07:19 PM

Hey guys!

I've played this game almost since it came out (2001). For most of the time I played on really low difficulties, but recently I started playing on impossible, and for the last year or so, will only play 1v7 allied computers on 200%, and XL map. Just a few tricks I've noticed haven't been mentioned yet. Both involve castles, because, when playing against an ungodly number of heroes (7x8=56!), you learn how to defend castles well!

1. If you're defending a castle with Medusae or basilisks, and you petrify something, your tower hits for double against it. Stoning normally gives 50% damage reduction, but I guess the game counts the petrification like air shield or defense, so the keep hits for 80-100. Useful if you're defending a castle with an artillery hero and a petrifying unit.

2. You can wait arrow towers if you have artillery. A decent idea if you're trying to stop someone from fleeing. Don't cast for a round, wait the arrow towers, and then hit them with 6 arrow towers and 2 spells before they get a chance to do anything. Generally that's enough to end a fight, and get all the delicious artifacts from the enemy hero!

There was another one that I forgot, if I remember I'll post it.


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AlHazin
AlHazin


Famous Hero
At the pond with James Bond...
posted September 30, 2016 06:57 PM

bloodsucker said:
Can AI dismiss useless heroes? Cause I'm trying to reduce the number of available heroes by having 3 stand-still with no army or prims in an inaccessible place on the underground and if they can be dismissed the map may become unwinnable.


AI never dismisses any hero, so if you put stand still enemy heroes they'll remain, just like in a campaign scenario.

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RealMrBacon
RealMrBacon

Tavern Dweller
posted October 15, 2016 07:50 PM

Cool Thanks
____________

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RealMrBacon
RealMrBacon

Tavern Dweller
posted October 15, 2016 07:53 PM

Cool Thanks
____________

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