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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 200 pages long: 1 2 3 4 5 ... 40 80 120 160 ... 196 197 198 199 200 · «PREV / NEXT»
FdgK
FdgK


Known Hero
posted June 01, 2024 04:36 PM

@phoenix4ever:

Thank you! You never stop learning new things.

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Pollo2002
Pollo2002


Famous Hero
posted July 04, 2024 12:27 AM

Been waiting for the Magic rebalance for years to come back ot the game, I hope its relatively soon that it happens and is agressive and doesn't dissapoint by being to tame, which is what i fear.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted July 04, 2024 09:25 PM

Some Relic artifacts.. EARTH IMMUNE, but friendly. I mean that enemy can't cast a Implosion, mass Slow, but you can cast a Resurrection, etc So you make WATER, FIRE and AIR IMMUNE too..

Useful? Yes, obsession hero with an Earth, but FIRE IMMUNE artifact with, enemies can't cast a Armageddon, Berserk, etc

Criticism? Not easy, when enemy has four IMMUNE artifacts, I call a old-stylish RoE.. OP!
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MattII
MattII


Legendary Hero
posted July 05, 2024 12:12 AM

Ghost said:
Some Relic artifacts.. EARTH IMMUNE, but friendly. I mean that enemy can't cast a Implosion, mass Slow, but you can cast a Resurrection, etc So you make WATER, FIRE and AIR IMMUNE too..

Useful? Yes, obsession hero with an Earth, but FIRE IMMUNE artifact with, enemies can't cast a Armageddon, Berserk, etc

Criticism? Not easy, when enemy has four IMMUNE artifacts, I call a old-stylish RoE.. OP!
A good idea. I've long felt that the resistance to all magic some creatures have is rather limiting.

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Fortressing
Fortressing

Tavern Dweller
posted July 05, 2024 03:14 AM

Town (and Hero, Terrain, etc.) Idea

Hey everyone!  I'd like to propose a faction that I've wanted since I started playing Heroes in the mid 90s.  I'm sure there have been a lot of faction suggestions and the HotA team has done an absolutely awesome job of making towns that fit right in (graphically and balance-wise) with the HOMM3 we know and love, but I figure I'd post my long-lived idea just in case it hits a good nerve with some people here.

I always though a new terrain type - an enchanted/dark forest motif - with a town rooted in the unknown/forgotten would be a nice addition to the HOMM3 factions.  This faction would be native to that terrain.  In addition, it'd extend the undead and necromancy themes beyond the Necropolis, though it wouldn't dive as deeply into the undead as that faction.  

The town and terrain would have a nighttime/dusk/Halloween sort of feel, with some abandoned buildings, scarecrows, old lantern lampposts, etc.  Delving into a new area, full of giant cobwebs and glowing eyes watching you from the forest shadows, is a feel I think would fit in well with HOMM3 and could lend itself to some fun scenarios and campaigns.

In terms of heroes, I was thinking of pulling a lot from Isles of Terra and World of Xeen, as there are a handful of lore characters that haven't made an appearance in HOMM3 as yet (Corak, Ellinger, Crodo, Darzog, for example).  

(This is just a summary - I have played with this a lot over the years and have the full thing scoped, from all the heroes and their starting skills and specialties, to specific creature stats, town names, the new terrain's objects, etc. if anyone is interested)

Here's my faction, the Ruins:

Town names can be along the lines of Nightshade, Lost Horizon, Forgotten Falls, etc.

Might Hero: Nightblade (skills favored: travel and combat skills)
Magic Hero: Cabalist  (skills favored: necromancy, sorcery, earth magic)

Units:

1- Forlorn Spirit:  Undead.  Flies.  10% chance to age the target, reducing hit points of the top on the stack by half (maximum 25 hit points)
1u- Shade:  Undead.  Flies.  20% chance to age the target, reducing hit points of the top on the stack by half (maximum 25 hit points)
2- Widow:  Once per combat, can Web a target in melee range, reducing its movement to 0 for three turns.  Dispellable.  
2u- Black Widow:  Twice per combat, can Web a target in melee range, reducing its movement to 0 for three turns.  Dispellable.
3- Werewolf:  25% chance to inflict disease, reducing attack and defense by 3 for 3 rounds.  Casts Curse on one enemy unit (random) at the beginning of battle.
3u- Diseased Werewolf:  35% chance to inflict disease, reducing attack and defense by 4 for 4 rounds.  Casts Curse on one enemy unit (random) at the beginning of battle.
4- Shadow Stalker:  Ranged.  Poisoned arrow: 20% chance to inflict poison (same as Wyvern - reduces health by 10% for 3 rounds, cumulative)
4u- Shadow Hunter:  Ranged.  Poisoned arrow: 30% chance to inflict poison (same as Wyvern - reduces health by 10% for 3 rounds, cumulative)
5- Avenger:  Undead.  Two retaliations.  10% bonus damage to any unit that has damaged Avenger.
5u- Revenant:  Undead.  Two retaliations.  15% bonus damage to any unit that has damaged Revenant.
6- Felsteed:  Immune to fire.
6u- Nightmare:  Immune to fire.  Erupt: Detonates a fireball (X damage per Nightmare), causing fire damage to all adjacent creatures.
7- Reaper:  Undead.  Teleports (in a swirl of shadows).
7u- Grim Reaper:  Undead.  Teleports (in a swirl of shadows). Claim soul - 1 use per combat - Deals X damage per Grim Reaper to any living unit.  Grim Reaper is healed for X damage (defeated Grim Reapers can resurrect if enough healing is done).


Some Buildings:

Temple of the Forgotten:  All living Ruin units no longer receive a morale penalty if undead is in their army.
Full Moon:  Visiting Heroes gain +1 Knowledge permanently.  
Blood Moon:  (upg. Full Moon)  All defending Heroes gain +2 Knowledge and +2 Spell Power.
Spirit Nexus:  [Select Skeletons or Forlorn Spirits, changeable once per week]  Allied heroes with the Necromancy skill will summon [Forlorn Spirits / Skeletons] instead of [Forlorn Spirits / Skeletons]
Sanguine Shrine: Increases Forlorn Spirit/Shade growth by 4 per week.
Poisoned Well:  Increases Werewolf/Diseased Werewolf growth by 2 per week.
Crypt:  Recruit Spirits
Hollow:  Recruit Widows
Lunar Shrine/Desecrated Shrine: Recruit Werewolves
Dark Grove:  Recruit Shadow Stalkers
Granite Catacomb:  Recruit Avengers
Abyssal Stables:  Recruit Felsteeds
Sepulcher:  Recruit Reapers

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 05, 2024 07:53 AM
Edited by Phoenix4ever at 08:31, 05 Jul 2024.

^^ Interesting.
I guess this would be the second faction to have Animate Dead, which is much needed in HotA.

How far does their Mage Guild go?, what about war machine, Shipyard, Artifact Merchant and grail?

I don't think +1 Knowledge is a good idea, since Tower already does this and then we would have an "overweight" of Knowledge.
Maybe let a hero select between +1 attack, defense, power or knowledge instead?

Oh and I don't like Fire Immunity, not if it also blocks positive fire spells, that is.
FIRE IMMUNITY SHOULD NOT BLOCK POSITIVE FIRE SPELLS!

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted July 05, 2024 12:30 PM

Phoenix4ever said:
Oh and I don't like Fire Immunity, not if it also blocks positive fire spells, that is.
FIRE IMMUNITY SHOULD NOT BLOCK POSITIVE FIRE SPELLS!


FIRE IMMUNE, but friendly, you can cast a Bloodlust to Efreets, Firebirds It's from stack experience, WoG. If HotA accepts you, Matt and me.. Otherwise normal fire immunity to Efreet, Firebird. But awesome artifact!

Ok soon I'm on holiday again..
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Fortressing
Fortressing

Tavern Dweller
posted July 05, 2024 07:53 PM

Phoenix4ever said:
^^ Interesting.
I guess this would be the second faction to have Animate Dead, which is much needed in HotA.

How far does their Mage Guild go?, what about war machine, Shipyard, Artifact Merchant and grail?

I don't think +1 Knowledge is a good idea, since Tower already does this and then we would have an "overweight" of Knowledge.
Maybe let a hero select between +1 attack, defense, power or knowledge instead?


Good afternoon!

I was thinking no Shipyard since the faction would be at home in the deep, dark woods.  I think Ammo Cart or FA Tent would make the most sense, and I no Artifact Merchant since they’re fairly removed from the rest of the world.  Level four guild would make sense to me, since currently only one other faction has that and I wanted to help keep anything from being unbalanced - this would help be a check on that.

In terms of the grail building, my idea for the special is allowing allied heroes to cast a spell called Eclipse (independent of any school or Wisdom skill).  Eclipse would (ideally, if the engine supports it) turn the battlefield darker and provide all Ruins units with bonuses to attack, defense, and speed.  The bonuses wouldn’t be crazy since I wouldn’t want it to be overpowered compared to some other grail buildings.  I think lacking a level five mage guild would make seeking the grail a little more appealing for this faction.

I’d agree with you with the +1 Knowledge issue!

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 05, 2024 08:21 PM
Edited by Phoenix4ever at 20:42, 05 Jul 2024.

Hmm Castle and Cove has Mage Guild 4, so this would be the third faction with Mage Guild 4. (I don't have anything against that though.)

Your grail idea sounds a lot like the Cove grail, so maybe a bit unoriginal, but it might work.

I would vote for First Aid Tent for their blacksmith, since only 3 towns have that already. (And HotA could do like me and improve the First Aid skill and the tents durability.)

But I like your town concept.

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Fortressing
Fortressing

Tavern Dweller
posted July 05, 2024 10:00 PM

Phoenix4ever said:
Hmm Castle and Cove has Mage Guild 4, so this would be the third faction with Mage Guild 4. (I don't have anything against that though.)

Your grail idea sounds a lot like the Cove grail, so maybe a bit unoriginal, but it might work.


Forgot the Cove only has four levels as well.  My grail idea gets to the same place as the Cove, albeit a different way, so I'd definitely be open to changing the spell or the building function as a whole (I do think the visual would be fun though).  Unique is always nice.  

Phoenix4ever said:
But I like your town concept.


Thank you!!

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weilan
weilan


Known Hero
posted July 06, 2024 10:13 AM

Fortressing said:


I always though a new terrain type - an enchanted/dark forest motif - with a town rooted in the unknown/forgotten would be a nice addition to the HOMM3 factions. 


I think it's a cool idea, it makes me think about Duskwood from Vanilla World of Warcraft.

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MattII
MattII


Legendary Hero
posted July 07, 2024 03:50 AM

It would be less a dark forest as dark grass ('Shadowlands'?). It's not a bad idea though.

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Fortressing
Fortressing

Tavern Dweller
posted July 08, 2024 09:40 PM

Duskwood vibes would be a nice thing


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darkdill
darkdill


Hired Hero
posted August 01, 2024 09:26 PM
Edited by darkdill at 21:28, 01 Aug 2024.

Is there anything in the map editor that is like the Memory Mentor from HOMM5:TOTE? This let you unlearn secondary skills and then learn new ones for a price.

If not, it should be added to HotA's map editor. While this might not be ideal for competitive games, I think it'd be a godsend for custom scenarios where you might get RNG-screwed with bad secondary skills. You could always set it up so that the random map generator doesn't add a "Memory Mentor" if it would throw things out of balance.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 01, 2024 09:36 PM

Nope, but it is one of my most wanted features as well or at least the ability to remove skills for a price.

And like you said, it does'nt have to appear on random maps.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted August 02, 2024 02:28 PM

https://heroes.thelazy.net/index.php/Market_of_Time and WoG/ERA made a hero forget any skill already learned (at a cost of only 2000 gold) to make room for learning a new skill instead. A hero can only forget one skill each day. Thanks for WoG team.. But HotA campaign has such an object, and an object doesn't appear in the mapeditor. I don't know why..

I once failed strategy, AIs with large creature, thanks for WoG/ERA mod.. I found the Market of Time, and I built the best secondary skills, I deleted/removed the example Wisdom.. It helped me, but now I don't need any..

An example of a tactic is Mysticism Intelligence Wizard's Well. You remove your skill to change another, etc Thus you remove Eagle Eye, Scholar and Wisdom or Necromancy, thus artifact..

My opinion that removed Wisdom, and it should be no effect level 3-5 too.. A good idea! HotA team can add on mapeditor, when rule says if no Wisdom, no spell effects.. Remember Necromancy..
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 03, 2024 12:54 PM

Phoenix4ever said:
Nope, but it is one of my most wanted features as well or at least the ability to remove skills for a price.

And like you said, it does'nt have to appear on random maps.


I can definitely see this feature in HotA:
https://www.youtube.com/watch?v=KyCY19DRwBA

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 04, 2024 10:34 AM

I propose that your hero could either learn two new random skills and forget one of his choice every N levels or just learn one random skill otherwise.

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Hourglass
Hourglass


Supreme Hero
posted August 04, 2024 11:57 AM

Personally I think the best way to is to have such feature would be to make a Scholar-type of objective (the monk-like creature) that disappears after the interaction, and would remove one skill entirely. This way, the player couldn't just remove all skills and the optimization would still be possible, but somewhat tricky to do. Would be banned from random generation.

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MattII
MattII


Legendary Hero
posted August 04, 2024 10:02 PM

In WoG, there was a script that meant that you could get a Witch Hut to make you forget the specific skill it taught.

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