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Thread: Heritage of Deleb | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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Zilonite
Famous Hero
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posted May 18, 2007 03:19 PM |
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With more and more online gaming experience on Heritage of Deleb, some ideas of fine-polishing balance for Heritage of Deleb come into mind. However, as maps are made for ppl, before making any changes, I would be happy to hear an opinion about possible changes from those, who gave the map a try
Main concerns are bout Conjure Phonix spell - it seems too decisive for the map, where final battles are around week 2 or 3. Moreover, most likely gainers from phonix are necro and academy - towns, which seem to be among strongest options on this map even without Conjure Phonix.
Therefore i'm considering some possible changes:
Option A - ban Conjure Phonix spell on the map
Option B - ban Conjure Phonix spell in town mage guilds, thus leaving only small chance to get Conjure Phonix in Mage Vault (in middle treasury island)
Option C - add 2 Phonixes on map (to help at least Sylvan players, which then can add Phonix to favorite enemies list and use Dead Eye Shoot on conjured birdie (an old suggestion from SQ))
How does this sound? Or no changes needed? Or may be some other bright ideas?
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sq79
Famous Hero
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posted May 18, 2007 04:18 PM |
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Quote: With more and more online gaming experience on Heritage of Deleb, some ideas of fine-polishing balance for Heritage of Deleb come into mind. However, as maps are made for ppl, before making any changes, I would be happy to hear an opinion about possible changes from those, who gave the map a try
Main concerns are bout Conjure Phonix spell - it seems too decisive for the map, where final battles are around week 2 or 3. Moreover, most likely gainers from phonix are necro and academy - towns, which seem to be among strongest options on this map even without Conjure Phonix.
Therefore i'm considering some possible changes:
Option A - ban Conjure Phonix spell on the map
Option B - ban Conjure Phonix spell in town mage guilds, thus leaving only small chance to get Conjure Phonix in Mage Vault (in middle treasury island)
Option C - add 2 Phonixes on map (to help at least Sylvan players, which then can add Phonix to favorite enemies list and use Dead Eye Shoot on conjured birdie (an old suggestion from SQ))
How does this sound? Or no changes needed? Or may be some other bright ideas?
Since battle usually takes place week2 or 3.. Meteor shower would be more scary than phoenix. A level 17-19 phoenix can't really do much... But a meteor shower from a dungeon hero can settle the game easily. Don't even need to wear shackles, a pack of hydras + 2 meteor shower will finish game surely.
Just my thoughts though, its never easy to fully balance a map, some races just gets stronger as time goes, while some are just good for rushing.
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feluniozbunio
Promising
Supreme Hero
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posted May 18, 2007 05:15 PM |
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Shower might be scary when it comes from warlock. This map has permanent shackles so warlocks are without one of their best weapon there. Believe me, they are weak there.
I fully support idea of banning phoenix. Arcane armor is very strong spell so you wont get crap like word of light.
Im not sure , however, should it be banned on the map or just the castle. I haven't tried to get to this mage vault.
I don't think that adding phoenixes would be a solution(ofr sylvan may be but not for other castles).
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sq79
Famous Hero
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posted May 19, 2007 12:15 AM |
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Quote: Shower might be scary when it comes from warlock. This map has permanent shackles so warlocks are without one of their best weapon there. Believe me, they are weak there.
I fully support idea of banning phoenix. Arcane armor is very strong spell so you wont get crap like word of light.
Im not sure , however, should it be banned on the map or just the castle. I haven't tried to get to this mage vault.
I don't think that adding phoenixes would be a solution(ofr sylvan may be but not for other castles).
Hmmm academy can banish, precise shot can kill the bird if possible, pitlords and wraiths too .. So only sylvan have problem if phoenix is conjured...
I'm not too sure if warlocks are weak there.. but with limited dwellings and troops, their hydras might be hard to take down.
My only game there was haven with laszlo, struggled entire game
Also it seems like a war machine /magic rush usually right?
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feluniozbunio
Promising
Supreme Hero
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posted May 19, 2007 10:46 AM |
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Quote: Hmmm academy can banish, precise shot can kill the bird if possible, pitlords and wraiths too .. So only sylvan have problem if phoenix is conjured...
Hehe its easy to say but most of my game finish before anyone can upgrade pit lors or wrights, banish is only possible to get by academy in this short time, marksmen im not sure but i think that without teleport its not too probable.
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Zilonite
Famous Hero
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posted May 21, 2007 11:26 AM |
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Edited by Zilonite at 11:46, 21 May 2007.
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Heritage of Deleb - updated to ver. 1.2
Heritage of Deleb - updated to ver. 1.2
Download it here: Heritage of Deleb ver. 1.2 or get it from ToH map page
List of changes:
no more birdies - banned Conjure Phonix spell from map
banned Necro fat man Orson
added prebuild Blacksmith in both towns
added 5 hunters/10 archers/15 imps in both towns
slightly increased lvl6 dwell guards (from 1-3 to 2-4)
added couple of gold piles & some other very minor tweaks
Hope to c u all in nice fast gamees here!
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feluniozbunio
Promising
Supreme Hero
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posted May 21, 2007 11:36 AM |
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Hey, nice changes pitty that fat man got banned but i guess he could be really too powerful Didnt u forget about fortress creatures? They are a might castle too couple defenders or spear wielders would be handy
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Zilonite
Famous Hero
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posted May 21, 2007 12:06 PM |
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Edited by Zilonite at 12:06, 21 May 2007.
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Quote: pitty that fat man got banned but i guess he could be really too powerful
... just remember our last game here - u revealed zombie-bombie power to me in very persuasive way ...
Quote: Didnt u forget about fortress creatures? They are a might castle too couple defenders or spear wielders would be handy
Thought about it - "no", because, imho, Fortress is very strong here anyway (at least, if compared with haven or sylvan). Fortress can be easy might or magic, and on this map its more likely magic than might Add to that high chance of getting warmachines with insane initiative + very good hero-specials (defenders or spearwielders) + always open option of last resort to hide in town until better times...
C u soon to continue our saga here!
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Elephants commonly have a bad eyesight. Yet with their bulk this is not a major problem for them.
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Zilonite
Famous Hero
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posted June 12, 2007 03:47 PM |
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Heritage of Deleb - updated to ver. 1.3
This looks like the last update of the map – ver. 1.2 plays out very well, so I only added a few more balance-fine polishing and different strategies encouraging things.
Download it here: Heritage of Deleb ver. 1.3 or get it from ToH map page
List of changes in version 1.3:
Replaced one of Random Minor artifacts in both starting areas with +10% initiative ring.
Reason – to make troops more powerfull in comparision with war machines and heroes (this one also boosts chances of Sylvan here – now it is very likely that elves will have at least one full shoot before ballista or destructive magic cripples them).
Marginally increased the number of lvl 7 monsters nearby telereports (the ones that guard lvl 1 and 2 joiners).
Reason – to encourage players to explore starting area instead of always running straight to the telereports.
Changed the number of all 4 telereport guardians – now all telereports on the map are guarded by random lvl monsters with fixed quantity (from 10 till 30).
Reason – when Strider took out 6 emerald dragons on day 6, I just decided that the idea of „any possible monster on the other end of telereport” is not working properly. Now, when there is a possibility to face 30 emerald dragons on the other end, thrill „who is on the other end of the telereport?” will be present for sure
Incresed a bit the number of lvl 7 monsters in the middle „treasury island”.
Reason – increasing the risk of not being able to take out those dudes in cases of very early break-throughs.
Added gold mine in the middle „treasury island”. Reason – to discourage Fortress castle-sitting strategies with giving more income to the player who controls the map.
Removed the possibility that major artifacts on the map turn out to be magic scrolls.
Added one more pair of Open Road boots for both players.
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Elephants commonly have a bad eyesight. Yet with their bulk this is not a major problem for them.
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fraudatio
Famous Hero
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posted June 12, 2007 09:44 PM |
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Quote: Heritage of Deleb - updated to ver. 1.3
Great! Like all the changes Zilo, well done Look forward to beat you at your home ground as soon as possible
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fiur
Promising
Supreme Hero
Map Creator
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posted June 12, 2007 10:25 PM |
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Btw Zilonite are you "controlling" the ToH map page?
If yes could you refresh my map (forgotten kingdoms to 1.7)
and maybe put up the "sanctuary" map too? (U'll find that map in the "map tread"...?
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Zilonite
Famous Hero
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posted June 12, 2007 11:47 PM |
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Edited by Zilonite at 23:49, 12 Jun 2007.
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Glad that you like the changes! My thanks to Strider and sq for good ideas about this all and to Ves for updating map page so fast.
Quote: Look forward to beat you at your home ground as soon as possible
For sure mate
Quote: Btw Zilonite are you "controlling" the ToH map page?
If yes could you refresh my map (forgotten kingdoms to 1.7)
and maybe put up the "sanctuary" map too? (U'll find that map in the "map tread"...?
Lol, the only thing i'm controlling in ToH is my own outstanding performance
Regarding maps - just send the maps to Vesuvius (admin@toheroes.com)and he will post them on ToH map page.
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ChaosRaiders
Hired Hero
Meadow
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posted June 15, 2007 07:21 AM |
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I've never played but looks ownage..... So a thumbs up here.
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Zilonite
Famous Hero
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posted January 30, 2008 08:48 PM |
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Here goes the ToE-updated version of the map „Heritage of Deleb”. No radical changes have been done, mostly just added a few nice ToE features.
Download ToE version here
List of changes:
all new spells are available
banned heroes: Orson is available, Telsek is banned
Imprisoned Deleb has in army 10 Succubus Seducers instead of 15 Succubus
added 4 Nomad Shamans (nearby starting towns and telereports on both sides)
replaced one Marletto Tower on both sides with Vault of Mages
replaced Sandro’s Cloak on both sides with +1 Morale artie
replaced Vault of Mages on central island with Memory Mentor and Spell Shop (heavily guarded)
few other minor things
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fiur
Promising
Supreme Hero
Map Creator
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posted February 01, 2008 02:18 PM |
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Edited by fiur at 23:05, 01 Feb 2008.
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Quote: Here goes the ToE-updated version of the map „Heritage of Deleb”. No radical changes have been done, mostly just added a few nice ToE features.
Download ToE version here
List of changes:
all new spells are available
banned heroes: Orson is available, Telsek is banned
Imprisoned Deleb has in army 10 Succubus Seducers instead of 15 Succubus
added 4 Nomad Shamans (nearby starting towns and telereports on both sides)
replaced one Marletto Tower on both sides with Vault of Mages
replaced Sandro’s Cloak on both sides with +1 Morale artie
replaced Vault of Mages on central island with Memory Mentor and Spell Shop (heavily guarded)
few other minor things
ty Zilonite me and fraudatio had a run on the new version of the map last day "hero" style I was red fraudatio blue...
there was a few strange things
when I att. mine lvl.6 dwelling I only had to fight 1 dragon (inside the building).... I was sylvan.... later on I decided to take the ab.mine.... no guards....
one more thing I had exp. avenger... but could only select 2 fav. inf. enemies... (yes I've killed atleast 3 diff. kind of inf. creatures).... ??
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the_teacher
Supreme Hero
Talk to the hand!
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posted February 02, 2008 10:58 AM |
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u have to kill a stack > normal weekly population growth to shows up in the avenger guild. 1 dragon is not enough
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insatiable
Supreme Hero
Ultimate N00bidity
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posted February 02, 2008 11:38 AM |
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H5 PARANORMAL
lately in a game, day of colossi map, justkilled a dwarf bank underground- press ok- next thing i see my hero going out of a portal in surface
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Zilonite
Famous Hero
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posted February 02, 2008 12:24 PM |
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Quote: when I att. mine lvl.6 dwelling I only had to fight 1 dragon (inside the building).... I was sylvan.... later on I decided to take the ab.mine.... no guards....
one more thing I had exp. avenger... but could only select 2 fav. inf. enemies... (yes I've killed atleast 3 diff. kind of inf. creatures).... ??
No clue what have caused those things However, this looks like game problems, not map problems - HoD doesn't have even the most simpliest scripts. May be you have some mods that caused all this?
Or HOMM5 has its paranormal dimension indeed
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Zilonite
Famous Hero
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posted February 23, 2008 12:05 AM |
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Edited by Zilonite at 10:29, 24 Feb 2008.
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Updated TotE version of the map.
Link for downloading:
Heritage of Deleb (TotE-ver.1.1)
(or or get it from ToH map page)
Basically only one major thing was changed - replaced Ring of Celerity with Ring of Speed for both sides. Reason - Ring of Celerity has bug in 3.0: it adds 10% of initiative to warmachines, too. So, as main purpose was to increase importance of the troops in comparison with warmachines and heroes, I replaced the rings.
Other things: accordingly removed Ring of Speed from imprisoned Deleb and gave her Ring of Celerity + fixed one small accesability bug.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted February 23, 2008 12:32 AM |
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Funny, I was just playing the map Wasn't aware of that bug, thanks for the fixes.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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