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alisapa1211
Famous Hero
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posted January 08, 2013 11:54 AM |
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Quote:
Ideally, skills should be designed in such a way that having to choose between basic Eagle Eye and Earth Magic, or between basic Offence and First Aid, are as thrilling as having to choose between basic Wisdom and Logistics.
While I agree with this, I think it's almost impossible to balance everything perfectly and there are still some skills that are superior to others. For example some must have skills no matter what ares: Air Magic (due to Dimension Door/Fly, even if they are banned you still need Haste/Air Shield/Chain Lightning/..), Earth Magic (Town Portal, if banned then Slow/Implosion/Shield/Stone Skin/...), Wisdom (duh, and there are still cases when people entirely ignore it and learn through Books), Diplomacy (can decide the outcome of a match depend on map size and possibly rival Undead King Cloak). After those then Logistic (+ Path Finding), Offense, Archery, Armorer , Intelligence, Tactic, Warfare (WOG) are always welcomed in every situations, thus there are no slots for other Skills no matter how buffed they are (unless Mysticism can probably replace Intelligence in WOG with 30% Mana Regen per day, -40% enemy mana, the ability to see your Mage Guilds and other stuffs, and as you can see it's massively buffed here).
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VastAire
Adventuring Hero
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posted January 09, 2013 12:02 PM |
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Edited by VastAire at 12:11, 09 Jan 2013.
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Quote: I think the game is enough enjoyable as it is, and will be even more with a new town. If you push to change skills mechanics, it will turn into another WoG, but without possibility to skip options.
Definitely.
The best thing about HOTA is the fact that it doesn't require any WOG's, VCMI's and god knows what else.
It is a true stand alone expansion just like Armageddon's Blade and that's why I love it.
I really hope it stays that way, because you guys are doing an absolutely tremendous job.
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krs
Famous Hero
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posted January 09, 2013 12:13 PM |
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Quote: The best thing about HOTA is the fact that it doesn't require any WOG's, VCMI's and god knows what else.
It is a true stand alone expansion just like Armageddon's Blade and that's why I love it.
You should have stopped at WOG . Wile HotA does not require VCMI's, the VCMI team showed that one man can port it quite easily to their implementation of H3 engine. That way HotA would not need countless years of hard work to develop a new faction and then some more to translate to English.
On the other hand VCMI is not finished yet...HotA neither so who knows.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 09, 2013 01:09 PM |
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Edited by artu at 13:14, 09 Jan 2013.
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Quote: The best thing about HOTA is the fact that it doesn't require any WOG's, VCMI's and god knows what else.
It is a true stand alone expansion just like Armageddon's Blade and that's why I love it.
I don't see anything to be happy about not being able to play with the new town with all the possibilities of Wog and Era 2. Sure, it's a good thing it doesn't require them but it would be much better if it was compatible. All the new stuff and customization opportunities Era 2 brings is much much more than a new town and in the end that will be my main playing ground not HotA.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 09, 2013 01:25 PM |
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I agree, my biggest miss is the incompatibility with wog. But I guess it was easier for them that way (all towns promised for wog failed), so it does not matter now, job is done and surprisingly bug-less.
Quote: It is a true stand alone expansion
Having a moddable expansion does not make it less true, but more flexible, which is always good point, now that we know all the awful bugs from AB or SoD.
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tariel89
Tavern Dweller
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posted January 09, 2013 01:35 PM |
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New video from 1.2 version.
http://youtu.be/nNOnWOOxgGQ
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Hobbit
Supreme Hero
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posted January 09, 2013 01:49 PM |
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Edited by Hobbit at 13:50, 09 Jan 2013.
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Quote: Wile HotA does not require VCMI's, the VCMI team showed that one man can port it quite easily to their implementation of H3 engine. That way HotA would not need countless years of hard work to develop a new faction and then some more to translate to English.
No. It would be even harder due to VCMI's limitations. HotA's coders know how to add new town etc., therefore it isn't that hard to do it once again. Let me notice that much of HotA Crew's work is, surprisingly, more advanced than VCMI (heroes, new abilities, new options, maps' type etc.).
The only big problem is the graphics - and it always would be the problem regardless of platform.
____________
Horn of the
Abyss on AcidCave
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DariusArgent
Adventuring Hero
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posted January 09, 2013 02:00 PM |
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Speaking of graphics, who makes the graphics now? Is Alex-ander still in the team?
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krs
Famous Hero
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posted January 09, 2013 02:41 PM |
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Quote:
Quote: Wile HotA does not require VCMI's, the VCMI team showed that one man can port it quite easily to their implementation of H3 engine. That way HotA would not need countless years of hard work to develop a new faction and then some more to translate to English.
No. It would be even harder due to VCMI's limitations. HotA's coders know how to add new town etc., therefore it isn't that hard to do it once again. Let me notice that much of HotA Crew's work is, surprisingly, more advanced than VCMI (heroes, new abilities, new options, maps' type etc.).
The only big problem is the graphics - and it always would be the problem regardless of platform.
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Hobbit
Supreme Hero
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posted January 09, 2013 02:43 PM |
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Edited by Hobbit at 14:49, 09 Jan 2013.
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Quote: Speaking of graphics, who makes the graphics now? Is Alex-ander still in the team?
Yes, there is Alex-ander, but also, according to HotA credits: don_komandorr, Axolotl, Astaroth, exx, Vade Parvis, Agar, ArtisanDen and Simon. Not sure about Rusha who made main menu art though.
____________
Horn of the
Abyss on AcidCave
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted January 09, 2013 02:46 PM |
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As long as they keep releasing versions with frecuency, adding new features and fixing bugs, I don't mind which "system" they use - ERA, VCMI or something by themshelves.
At least they're succeeding where everybody failed before, that says a lot (good) from them
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krs
Famous Hero
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posted January 09, 2013 02:58 PM |
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Edited by krs at 14:59, 09 Jan 2013.
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Quote:
Quote: Wile HotA does not require VCMI's, the VCMI team showed that one man can port it quite easily to their implementation of H3 engine. That way HotA would not need countless years of hard work to develop a new faction and then some more to translate to English.
No. It would be even harder due to VCMI's limitations. HotA's coders know how to add new town etc., therefore it isn't that hard to do it once again. Let me notice that much of HotA Crew's work is, surprisingly, more advanced than VCMI (heroes, new abilities, new options, maps' type etc.).
The only big problem is the graphics - and it always would be the problem regardless of platform.
VCMI was explained so many times before... I am surprised that some still do not understand this basic thing: The only difference between VCMI and original H3 is that with VCMI you have the source codes available. That's basically it.
By using VCMI instead of H3 regular guys could mod the game, not only be the HotA coders able to reverse engineer stuff. It will be possible for everyone with a text editor and some free time. (Where to put that a guy with some Russian knowledge could translate the whole thing in 1 day )
Plus it will be possible to use as many mods as you want at the same time. You will not be restricted to Wog or Era or HotA or something else. You could use parts from all of them at the same time.
This feels slightly off topic. So... when will we have HotA in English?
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted January 09, 2013 03:02 PM |
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Quote:
Quote:
Quote: Wile HotA does not require VCMI's, the VCMI team showed that one man can port it quite easily to their implementation of H3 engine. That way HotA would not need countless years of hard work to develop a new faction and then some more to translate to English.
No. It would be even harder due to VCMI's limitations. HotA's coders know how to add new town etc., therefore it isn't that hard to do it once again. Let me notice that much of HotA Crew's work is, surprisingly, more advanced than VCMI (heroes, new abilities, new options, maps' type etc.).
The only big problem is the graphics - and it always would be the problem regardless of platform.
VCMI was explained so many times before... I am surprised that some still do not understand this basic thing: The only difference between VCMI and original H3 is that with VCMI you have the source codes available. That's basically it.
By using VCMI instead of H3 regular guys could mod the game, not only be the HotA coders able to reverse engineer stuff. It will be possible for everyone with a text editor and some free time. (Where to put that a guy with some Russian knowledge could translate the whole thing in 1 day )
Plus it will be possible to use as many mods as you want at the same time. You will not be restricted to Wog or Era or HotA or something else. You could use parts from all of them at the same time.
We really don't know if is easier to add towns, spells, etc... through HotA or VCMI methods, but for sure trying to now change and move all the work to VCMI would be really hard and time consuming, and it may not be worthy. I completely understand they don't want to change right now.
Quote: This feels slightly off topic. So... when will we have HotA in English?
As always : SOON
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MrKafu
Adventuring Hero
At!as1n7h3Cl0u
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posted January 09, 2013 03:07 PM |
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Quote: New video from 1.2 version.
http://youtu.be/nNOnWOOxgGQ
Waw! It seems like the Random Map Generator works just fine! However when I'm trying to create a map...with the Random Map Generator it crashes ... I'm using The complete version of Heroes 3(Platinum edition) I've installed the first 1.2 version of H.O.T.A downloaded from the website and using the latest HD Mod. What I want to know is if I'm doing something wrong and if this version the guy is using is another release different from the one released around New Year's Eve. Thank You.
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Hobbit
Supreme Hero
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posted January 09, 2013 03:11 PM |
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Quote: The only difference between VCMI and original H3 is that with VCMI you have the source codes available. That's basically it.
VCMI source code isn't H3 source code. Their processes are very similar, but still different. And if you know how to add something to H3 it doesn't mean you know how to add something to VCMI.
Also, as it was said, converting to VCMI would mean starting everything basically from the very beginning.
____________
Horn of the
Abyss on AcidCave
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krs
Famous Hero
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posted January 09, 2013 04:03 PM |
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Edited by krs at 16:05, 09 Jan 2013.
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Quote: Also, as it was said, converting to VCMI would mean starting everything basically from the very beginning.
This is what is already implemented in VCMI as a mod to H3. (Done by 1 guy in a short period of time). This is where VCMI differs from original H3: it has built in modding system. You do not have to change any source codes only text config files.
Link (Pictures in the 4'th post from top.)
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Hobbit
Supreme Hero
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posted January 09, 2013 04:11 PM |
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Edited by Hobbit at 16:12, 09 Jan 2013.
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Quote: This is what is already implemented in VCMI as a mod to H3.
It's only some part of (not fully properly working) Cove. It can't be called HotA...
____________
Horn of the
Abyss on AcidCave
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blueskirt
Adventuring Hero
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posted January 09, 2013 10:04 PM |
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Nope, I was wrong and you're spot on about the skills. Not all heroes are meant to be generals. Some are meant to be spell casters, or scouts, or troops transporters, not all skills have to be used by everyone, and some skills, such as pathfinding and navigations, are situational.
Although, Learning needs to shape up or ship out. And one of you will have to explain me the subtleties behind Eagle Eye and First Aid (and the tent) because these two I never used in the entirety of the ROE, AB, SOD and HC campaigns.
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un_notas
Hired Hero
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posted January 10, 2013 04:03 AM |
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I've been playing some games of HoTA and it's pretty cool. However, there are still several things to fix such as the bridges (they don't work, I couldn't walk over them although I went across them with a ship) and the game still crash quite often.
I liked the unluck effect, I wish to have more objects with a negative luck effect (I'm afraid that it is almost impossible to have the unluck effect if you aren't fighting against devils). I would create the unluck effect for some buildings (the same way we have a bad moral effect due to some objects, I think that the only building with this effect is the pyramid).
I like all the new map objects.
I like the cannon because war machines can have a good develop in the game. I mean, I like to leave original things as they are (maybe change a little the price to get a better balance, so I wouldn't mind if the ammo cart and the tent price decrease) but I think that new ideas for war machines would be well received. For instance, a trebuchet instead of the catapult (+1 shoot or more accurate), an upgraded tent (cures negative spells or healths twice per round) and a better ammo cart (stronger and +5% in shoots damage or +3 in their attack skill). And it would be possible to create a new map object (a new war machine factory). Well, I guess that HoTA team knows about it, I just only want to leave my opinion.
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Siegfried
Famous Hero
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posted January 10, 2013 09:39 AM |
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Binding unluck to visitable buildings is not a good idea. Why do you want to visit a building that gives a malus?
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