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weilan
Known Hero
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posted May 04, 2021 02:27 PM |
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Edited by weilan at 14:28, 04 May 2021.
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Suggestion:
Having both Logistics and Navigation on one character means when you land or board a boat, you have a small number of movement points left. Meaning, if you land, you can move a little before having to end turn, if you board a boat you can move a little before having to end turn.
Basic Logistics + Navigation = 5% Movement points left
Advanced Logistics + Navigation = 10% Movement points left
Expert Logistics + Navigation = 15% Movement points left
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Ghost
Undefeatable Hero
Therefore I am
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posted May 05, 2021 02:07 PM |
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Edited by Ghost at 14:09, 05 May 2021.
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Then you must do idea about Eagle Eye + Scholar, etc if you can't, then your idea isn't cool.
More good and bad idea!
GM doomforge? this thread has silence.
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Fight MWMs - stand teach
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Ghost
Undefeatable Hero
Therefore I am
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posted May 05, 2021 02:24 PM |
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Ok Eagle Eye and Scholar does hidden spells appear in a book. So Wisdom, Earth, Offense, Armorer, Logistics and Navigation aren't bad skill, but hard to get a EE and Scholar both. Hidden spell? Fear and H2 spells. IDK your thought. If poor, both idea throws to trash.
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Fight MWMs - stand teach
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ArthurBC27
Tavern Dweller
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posted May 05, 2021 08:44 PM |
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How Cove Town could better depict pirates mythology? (my thoughts/suggestions included)
First of all, I LOVE HoMM3. (skip to the third paragraph if you are not interested in some context from the author)
When I was a 90's kid, I played it (AB) all the time, naively not knowing it was actually the best RPG computer game ever created. But, as time would have it, I eventually set it aside in my teenages with other interests in mind (on top of the advent of losing the ~CD-ROM~, lol).
Recently, for some random reason, my 30yo mind got me thinking back on those days and, as a result, within a month I had already spent a few dollars purchasing some versions of the game (first Ubisoft; then HD Edition, from Steam; and most recently GoG versions just so I could see what this Horn of the Abyss fuss was all about). And, boy, was the fuss justified! It's worth mentioning that I also happen to love the Pirates of the Caribbean films. So the Cove Town was a love at first sight! I love its theme, its atmosphere, its environment, its heroes, its buildings, its graphics, its creatures, its balance everything!
That being said, here are a few critics, only and all about the town's creatures.
1- How the BOAT is The Spirit of the Ocean (Oceanids) not an OP Level 7 creature?
2- Which pirate mythology has ever depicted a lizard warrior person (Nix)?
3- Where on sea are the MERMAIDS ???
So, if I hadn't been an absent fan for so many years and, instead, had found a way to be involved in the process, here is how I would have it:
Level 1 - Pirates. Same graphics as Crew Mate, but nerf them down to level 1 stats. Upg to Cursed Pirates, an undead version of the Pirates who negates 30% of enemy's attack (just like Nix), with a special ability to strike twice when on a boat. Undead creature.
Level 2 - Seawitch Upg to Sorceress. Exactaly as they are but with nerf them down to level 2 stats.
Level 3 - Mermaids. Movement animation and [url=https://cdna.artstation.com/p/assets/images/images/019/950/938/large/ricky-ong-mermay19-02-warriorgirl-v01-ig-1.jpg?1565716093]graphics similar to (but more humanized than) Water Elementals[/url]. Speed 5 on land. Upg to Sea Monsters, looking almost the same as the Mermaids but with [url=https://cdna.artstation.com/p/assets/images/images/006/639/184/large/thomas-veyrat-anglerfish-view01-3-4.jpg?1500132196]anglerfish[/url] heads. Speed 6 on land. Both forms special ability: chance to cast Hipnotize (basic and advanced respectively). Both forms, when on boat, speed 12 and teleport (like Nymphs/Oceanids).
Level 4 - Stormbird Upg to Ayssid. Because... Ok, Cove was lacking a flying creature. No changes here.
Level 5 - Corsairs Upg to Sea Dogs Upg to Quartermasters. Exactaly the same as already existing Pirates, Corsairs and Sea Dogs, sames stats and all (they were OP for level 3 anyways) and different names (since 'Pirates' is taken by level 1).
Level 6 - Sea Serpent Upg to Haspid. As they are, but nerf them down to level 6 stats.
Level 7 - Calypso. [url=https://cdna.artstation.com/p/assets/images/images/016/671/748/large/cecely-valderrama-cecely-saiera-the-gypsy-pirate-final.jpg?1553026885]Graphics like a female gypsy version of Crew Mate[/url], but with magic staff instead of sword. Speed 10 and teleports, like Nymphs/Oceanids. Special ability to randomly cast basic up to level 2 battle water spells (such as Cure, Bless, Ice Bolt and Weakness, but never Remove Obstacle), before her move. Improves hero's movement on water +500. Upg to Ocean Spirit. Graphics like Oceanids, but [url=https://i.pinimg.com/originals/12/50/f9/1250f9cb13aafb0494a6960fe1594bbf.jpg]grander, bigger and scarier[/url], her true form. Speed 12 and teleports, randomly cast advanced up to level 4 battle water spells (all but Summon Water Elemental and Remove Obstacle). Improves hero's movement on water +1000.
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FirePaladin
Promising
Legendary Hero
DoR Modder
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posted May 05, 2021 09:01 PM |
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Bro, where are my ratmen and sea turtle monsters from Might and Magic RPG series at? It's gotta have some ties with the universe itself, like most other towns.
(Also, just to not create a misunderstanding, I'm not attacking you, just making a joke . Well, I do think these creatures would have been totally fit for a pirate town in HoMM3 though, for obvious reasons).
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Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 05, 2021 09:40 PM |
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Changing the Cove layout is never gonna happen.
Mermaids as a new neutral creature would be very interesting though.
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Kipshasz
Undefeatable Hero
Elvin's Darkside
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posted May 05, 2021 10:13 PM |
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now regular hota thread posters, don't go sperging on the new guy, like I feel you're about to.
The guy never stated that he wants to replace the line up, just his idea for the faction if he was in charge of the mod.
Which I think is primarily based on those god awful pirate films with everyone's favourite spousal abuse victim Johnny Depp.
It is interesting in it's own way.
Out of all of it, I'd agree with the mermaid the most, as a neutral unit, like satyrs are.
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"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior
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The_Green_Drag
Supreme Hero
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posted May 05, 2021 10:20 PM |
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I never finished the campaign for HotA which I’m sure holds the answer, but why are the Nix in the cove line up? They do come off as a strange choice with lizard men having their own faction. Maybe they’re not lizards, but rather, turtles without a shell
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 05, 2021 11:30 PM |
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Aren't nixes more like crocodilemen, makes sense being native to swamp.
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ArthurBC27
Tavern Dweller
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posted May 06, 2021 11:11 AM |
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New Artifact idea: Davy Jones Chest (relic). When equipped on any of the accessories slot, it turns any ship you board into the Flying Dutchman, while you are its captain (ship turns back when you disembark, or unequippes the Chest). Every battle you win on the Flying Dutchman, allows you to get one random fallen unit (even if opponent retreats) into your hero's army (given that there is, at least, one available slot). Stack equal to the same as in the beginning of the battle.
Thoughts: unit stolen doesn't need to be random, maybe it could be the one with the greatest overall health. In this case, I guess 30 Pikemen > 1 Archangel for instance, right? I'm not sure if this would be better than randomness.
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Erathianer
Adventuring Hero
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posted May 08, 2021 01:49 PM |
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Better spell options for shrines
Hi,
in the magic shrines where you can learn level 1 to 4 spells, I would suggest to put the spell possibilities option like in the witch huts. In the witch huts you can mark or unmark what secondary skills you can learn there or not. But in the shrines you can only put a mark which spell exactly should appear which makes things more difficult. I am building a map and I dont want that summon boat on the level 1 shrines and town portal in the level 4 shrines can be learned randomly. This is only possible if I deactivate these spells generally for the whole map. But that would mean, that the books of water and earth would not contain these spells too. But the books should have them, they should have all the spells from thei specific element. So as I said one option would be to put the system in the shrines like in the witch huts. Otherwise I have to put a specific spell to the level 1 and 4 shrines to exculde summon boat and TP which would mean that there is so randomness regadring to the shrines and you learn everytime the same spells on the same shrines.
Long stroy short: Put the system from the witch huts to the shrines is my suggestion. We would not lose anything, just gaining a better option because a specific spell can be chosen with this system as well.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 09, 2021 07:48 AM |
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^^ Yes I want this as well and add pyramids and spell scrolls to the list too and maybe scholars.
Also make it possible to buy spell book at shrines.
In the pyramids you should not be allowed in before having Expert Wisdom, as the spell will be wasted if you visit it before having Expert Wisdom.
Finally add an option to permanently imprint a spell from a spell scroll to a spell book. (The scroll should disappear after use and this should only be possible if you don't know the spell already.)
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infinitekh
Tavern Dweller
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posted May 10, 2021 01:52 PM |
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Bug Reporting: Misfortune. (anti luck)
Originally, a bug occurs when a unit to be killed is not killed by an unfortunate spell.
Flame shield spells work with different logic when killed or not.
It is assumed that the misfortune spell effect was added later.
If the misfortune spell effect decides whether to die or not, the game reverts to the logic when the unit lived but died.
This article was helped by Google Translator.
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siryus13
Adventuring Hero
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posted May 10, 2021 10:43 PM |
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Is there an equipment manager feature?
I'd like to be having saved sets that I can we easily switching with keybinds; and also be able to set it so that it is automatically switched on/of at the end/beginning of the turn.
For example: I have 'Boots of Speed' - it gets automatically equipped at the end of the turn, and at the start of the next turn it gets replaced by Wayfarer's Boots (if present in my backpack)
Same goes for Wizzard's Well...
Or if not automatically; still at least to have two sets that can be saved and switched by keybind that would be nice; instead clicking with middle mouse button and sometimes even having to remove additional artifacts (Wizzard's Well, Elixior of Life, Armor of the Damned...)
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pellish
Famous Hero
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posted May 11, 2021 01:20 AM |
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siryus13 said: Is there an equipment manager feature?
I'd like to be having saved sets that I can we easily switching with keybinds; and also be able to set it so that it is automatically switched on/of at the end/beginning of the turn.
For example: I have 'Boots of Speed' - it gets automatically equipped at the end of the turn, and at the start of the next turn it gets replaced by Wayfarer's Boots (if present in my backpack)
Same goes for Wizzard's Well...
Or if not automatically; still at least to have two sets that can be saved and switched by keybind that would be nice; instead clicking with middle mouse button and sometimes even having to remove additional artifacts (Wizzard's Well, Elixior of Life, Armor of the Damned...)
See here:
https://sites.google.com/site/heroes3hd/eng/description/extended-ui#SUITS
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siryus13
Adventuring Hero
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posted May 11, 2021 08:20 AM |
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pellish said:
siryus13 said: Is there an equipment manager feature?
...
See here:
https://sites.google.com/site/heroes3hd/eng/description/extended-ui#SUITS
Awesome, thanks!^^
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Torak11
Tavern Dweller
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posted May 16, 2021 03:38 PM |
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I've got a question about the HoTA Map Editor. Now, i don't know if this has already been answered, but my attempts to google it have come up with nil, so here we are.
Does the HoTA Map Editor have any proper documentation? I'm referring in particular to help file documentation. Now, you might say that i should just use the help file for the vanilla map editor, but the problem with that is that there is a lot of new stuff in the HoTA map maker that the vanilla map editor help file doesn't cover. I know that there are tooltips, and they do help with the new objects, but there are new GUI elements too, many vanilla objects have had their "Properties" window redesigned in some way, or changed to include new features. I would appreciate it if there was some form of documentation for these new changes.
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avatar
Promising
Supreme Hero
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posted May 16, 2021 03:47 PM |
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I guess new HotA features are intuitive enough for every hota players and mapmakers so documentation in such form is sufficiently.
https://h3hota.com/en/documentation
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fred79
Disgraceful
Undefeatable Hero
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posted May 16, 2021 04:42 PM |
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Edited by fred79 at 16:45, 16 May 2021.
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Phoenix4ever said: Aren't nixes more like crocodilemen, makes sense being native to swamp.
i agree. this is why i'm using the nixes as placeholders in my Fortress until i make proper alligatormen.
as to the op's ideas, i'm wondering why they have nixes instead of sharkmen(something else i'll be making; only as a neutral alongside the mermaids).
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shev441
Adventuring Hero
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posted May 18, 2021 03:45 PM |
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Edited by shev441 at 16:37, 18 May 2021.
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New Object on Map - Guild of Mercenerys - works similar to refugee camp but in each one on map there is alwayes same unit - it would balance game in mp more - both you and your oponent might have guild of mercenerys - both of you have same unique expirence of modified gameplay where you have lets say 4 Guild of Mercenerys in your starting zone and you play as castle - you get to buy 8 black knights from this building in 1st week. Next week another creture comes to buy:
1) Smth strong like - devils - you have another modifyer of this game, another source of creatures but its noting dominating 4 demons in week 2 where you have army from different banks still its decent addition to your army.
2) Mediocer / low like horned demons - still might be worth investing but definitly not a priority in jebus cross type game, usefull to take as a meat to fght with strong monster on the desert.
In single player scenerio type game - you could modify from with range you can randomy recruit troops from - t1 - t7 where you can tick like spells in mague guild which tiers can be there. eg. from T3-T5 ceature can be recruited there every week in every Guild of Mercenerys on the map.
Sometimes creature there might be really weak or be creature natural - usually you dont get to play them a lot. With Guild of Mercenerys you could have small army of fangarms or diamond golems.
Ofc I don't want to change original refugee camp - its cool in its way.
Add option to set random mine in editor map - you could tick which one you want to add eg. only mercury lab and crystals , never other 2.
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