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Heroes Community > Heroes 7+ Altar of Wishes > Thread: If u afraid to read long texts do not go here.
Thread: If u afraid to read long texts do not go here.
Vlad
Vlad


Hired Hero
posted March 22, 2001 08:21 PM

If u afraid to read long texts do not go here.

I move in new forum and slightly rearange by groups.

Start/end/game option:

  1) Be able to manage speed/view of each opponent alloy separately. It will really speed up the game!
  2) For multi player have several option before game with limit of heroes ~ heroes depend of number of town-castles you have. Like number of heroes = 1 + number of towns.
  3) Option before game no 4th level heroes in a game.
  4)Option before game no diplomats skill (The popular ones)
  5) Have start option not to generate random map file!!! To prevent viewing.
  6) Make option to have 2(n) passwords from each of players to load save game?
  7) Make replay all game To see heroes moves and towns grow?
  8) Start option Random turns in start. So this day will be red player move first next day will be blue player move first etc.(ie one player may play 2 turn in a row)
  9) Start option Switch turns. Each weeks players switch who has first turn on a day. Like after half time teams change field sides.
  10) Option In the game settings to have only single "Beep" At the begining of u turn.
  11) Have option "chess clock". Instead of having 2 minutes per turn u will have 14 minutes per week. And on first day u can spend 8 minutes and 1 on all other 6 day. It will covered situation like first day of the game first day of the week when u usially need more time and because of this game set to longer time then actually needed.
  <Valeriy> * On timer have an option to double the time for the first day of the week.


Map settings:
  12) Option on map Erase hero level and secondary skills if hero was killed?
  13) "Cylinder" maps. Allow to have maps where heroes can move directly from the left side of map to the right side. The map likes cylinder.
  14) Some unique file map indetifier. If both computers has the same map it should be tell u that they are equal.

Magic:


  15) Sheared life spell(Water 5 level). Questionable and definitely not for upper then second level units and at least advance magic for 1 level creatures and expert for 2 level creatures. Consider 1000 gremlins that you can kill all together or can not at all. That will hold in use first level creatures till the end of game.
  16) Modify school of magic like if u learn water u can not learn Fire and if u Learn light magic u can not learn Dark.
  17) With addtion of
  New spell (credit to Tophermo/Corinne):
  "Forced March" (Fire Magic), level 5, base casting cost 20 or 25.
  "Levitation" (3 level Water Magic) Adventure. reduce/removes rough terrain penalty for one day.
  "Friendly stream" (3 level Water Magic) Adventure increase movement on sea for one day.
  18) Make disguss works. Curently blue player disguss finished on a same turn but it sould work immidiatly at moment it was cast and till the end of next SAME player turn.
  19) Some spells can not be cast without having at least basic level of that magic school.
  20) Silencer. Divide spells in all magic schools on two groups. Gesture and voice. Add 2 new spells: Silence(Water school 2 level) Prevent opponent from casting voice spells
        No water skill length 1 turn spells up to 1 level.
        basic level, 2 turn spells up to 2 levels.
        advance level, 2 turn spells up to first 3 levels.
        expert level, 3 turn spells up to 4 level.
        Voice (gesture Air 3 level)
        Allow to cast voice spells reverce levels access and protect from eqivalent level Silence on N+1 turns.

        The same pair for Gesture spells( earth & fire )
  21) Make a difference for Magic arrow (shared in All) between schools of magic. Like Air school standart one. Earth version basic 4 mana points +10 damage. Advance 3 mana points same +10 damage. Expert 2 mana points(Magi can reduce on 2 but not less than 1) same +10 damage. Fire version 5 mana +15 damage/ 5 mana +30 damage / 5 mana +40 damage. Water school basicly all the same a Air except it will alter magic arrow to become only water scholl magic. That mean it can be cast on creatures that immune to fire(Like effrety).

Game play:
  22) Took simple quests in tavern for reward of experience or bonus. May be the same quest for all opponents how get first win? The quest like bring me 10000 money and I give u basic logistic. The first who pay will get it. But u can get this from different location on the map. So it will be like race. And it can be randomly started not only during first player turn.
  23) Make bad luck work.
  24) New week plague kills not only in towns dwelling but also army standind in towns? And disasters kill army outside the towns.
  25) May be make some additional affects like today was moon light and elfs... are twice stronger?
  26) Wind/streams direction? Have a wind set that slow down movent of heroes/ships one way and increase in other. The wind can change direction each turn.
  27) Dismissed army, become a neutral/hostile stand up troop near by. Should not work if dismissed in town.
  28) Be able to destroy Random one building in town when you capture it. I think it can be done as an option in starting parameters of game.
  29) Have a adventure buildings that increase hit points +1+2 for all creatures till the end of week. For swan fontans is a best choice.
  30) If hero surrender give money to his opponent.

Artefacts:

  31) Move combine artefacts on next level from relics.
  32) New war machine - horse)) the heroes with horse increase they movement by land on 10% U can kill the opponent hero's horse during battle.
  33) Ability to drop artefacts on ground.
  34) Artefacts that add immunity for paticular school of magic.
  35) Artefacts that boost u level of u magic school. Like if u have basic u have advanced, if u have expert)))
  36) Create new type of artefacts scipters, wands and papers)) for hands that increase spell power and diffence.
  37) Hero can hold swords in both hands second hand sword reduce diffence on a half (half+1 for odds) skills it add to attack. Expert offence can remove that penalty.
  38) Same story for shields? However I saw people with 2 swords but two shields:-)))?

Heroes:

  39) Eagle eye skill with addtional behaver like a spy but should not tell u are monster willing to join/flee u. Plus the heroes with Eagle eye& Scouting should pickup on 5/10/15% more resources from the ground(Like they can search harder))). And it should predict to u what skills in a hat how many dragons in utopia.
  40) Have 4 handed heroes race?
  <Valeriy> Think of MM8: minotaurs and dragons - those could be heroes with different initial abbilities and also different body capacity to carry artifacts.
  41) Ability to merge two slots on expert level in one? Like Diffence-Offence into SuperFence)) All other pair in mind Archery-Artillery, Intelligence-Sorcery etc.
  42) Make heroes that produce +350 gold per day produce 350+ 10*level.
  43) Secondary skill like "Magic Luck or Morale" that will give u a chance to double cast per turn.(Make the bug works) Basic 5%, 10%, 15% chances.
  44) Choice to accept decline secondary skill in a hat.
  45) Having two speciallity per hero. First one should be set initialy. Second one should be choosen during life time of hero. The second ability level should disappear if hero was killed.
  46) Option for half price of hero (1250) to roll 1 unkown hero in one slot in tavern without buying him. ie. Pay money and one(unknown) of the heroes in tavern will be randomly changed to any other available heroes. 1/2/3 times per turn.
  47) Make a difference between force and wizdom heroes and (may be some types combo). Like ONLY Force heroes can learn follow secondary sckills Offence/Diffence/Archiery/Artillery.
  And ONLY wizdom heroes can learn Intelligence Sorcery Scollar and Misticism
  48) ONLY Force heroes can hold swords. ONLY wizdom heroes can hold sciptiers.
  49) Ability to search not only ultimate artifact/grail but also several
   small things (money resources) like event but you should dig it if you know where.
   And it can be reached not only throw hidden map but something else.

Creatures and towns
  50) (THAT IS MY FAVORITE) Allow having different building direction for the same town. Like Castle can build 11 different types of units but you can build in single one town
      only 7 with different distribution of power (Fly, shoot, run.). For example:
      you build Griffins you can not build Zealots but you can build Archangels. And if you build Zealots you can not build Archangels and Griffins but you can build Titans and so on. And instead of zealots u can build pesants)) Also the spread of resources required for building different direction should be different. So here is the example of fork for Castle:
      //common sheared buildings.
      1 level Pikemens
      2 level Archers/Marksmens
      4 level Swordsmens.

      if build first griffons( level 3 ) ( 5 ore)
      5 level (not archers) Moon druids (Allows to control first aid tent on basic level)/Sun Druids (Allows to control first aid tent on advance level) plus +1 hit points for all friendly units. To build resources 10 cristals wood-ore5/5/ To upgrade 10 sulfur 5/5

      6 level Cavalery/Champions (Champions add +1 attack for all troops on field battle(exclude subterrain and siege).
      7 level Angels/Archangels.

      if first build clerics/monks (level 5).
      3 level Scout(eleminates 10% penalty on movement on rough land)/ Light Cavalery, Couting attack, (eleminates 20% penalty on movement for heroes on rough land) fast (10 wood/ 11111 resources).

      6 level Elefants and War Elefants. With siege Strike attack - not ballistic (it mean them simply can come to the wall and attack it) +1 diffence to all
        friendly troops during siege/ War Elefants +2 diffence to all friendly troops during siege. +1 speed bonus for all friendly troops during siege. 10 gems/ 10
        wood/ 10ore.

      7 level giants/Titans
   51) There is no such creature like Worm(immune for blind). This type of creature can move under the ground during combat and secondary ability reduce opponent attack skill on 1.
   52) Most of but not all types of units should have addition abilities. Like increase defense in town, increase movement in swamps. Also consider a
      units that will cancel/reduce heroes attack or/and defense bonuses.

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Vlad
Vlad


Hired Hero
posted March 29, 2001 06:40 PM

New spell

New spell 3 level water.
"boat unbarking" length 1 day.
basic allow to bark on boat without loosing movement(2 tiles penalty).
advance allow to bark and unbark from boat without loosing movement(2 tiles penalty).
expert allow to bark and unbark from boat without loosing movement(no penalty).


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Vlad
Vlad


Hired Hero
posted April 02, 2001 09:37 PM

Map maker event option.

54) Have option:
Trigger event only by computer player. That will help in some maps when u want to add some help to computer player but do not want to give this to human.

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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 12, 2001 03:57 AM

You,sir, have a novel.

But next you write one, spell check it! Ya got some good ideas in there. I really like the one about changable town armies. That would be cool.
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And I'm spent!
~CGChewie

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Vlad
Vlad


Hired Hero
posted April 12, 2001 06:38 PM
Edited by alcibiades at 14:27, 27 Dec 2007.

I did spell check but looks not enough :-).
55) Also will be good to have ability to do some static manipulation during u opponent turn
Like buying creatures / buildings, rearrange hero army, direct future moving for heroes.
But all should be in effect only on you turn.

56) Make all global messages available for all players immediately like when it week of goblins All players should know it.


Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url].
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