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Posts from What would you like to change in Heroes of Might and Magic III?

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In reply to Рождённый умереть
13 years ago
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Born to Die
Lately, many people have been writing about AI, but what about spells, hero leveling, and castle development? For example, wouldn't it be more interesting to create several mutually exclusive branches for unit development?
These won't be heroes anymore; it will be something else. Or heroes, but a 5th installment, significantly changed compared to them.
However, something similar was planned for the Horn of the Abyss expansion.
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13 years ago
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"Khota" isn't an add-on, but a fan-made global mod. And I don't remember them doing such things there; maybe the idea was there from the beginning. There's a similar thing in "Vogue": in some factions, at certain levels, there are two types of creatures, and you can choose which one to build, but this only adds to the unnecessary complexity that "Vogue" already has in abundance.
 

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In reply to Ment
13 years ago
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Ment
Khota is not an add-on, but a fan-made global mod. And I don't remember them doing such things there; maybe the idea was there from the beginning. There's something similar in Woge: in some factions, at certain levels, there are two types of creatures, and you can choose which one to build, but this only adds to Woge's unnecessary complexity, of which there is already plenty.
Yes, of course, it's a mod, not an add-on.
But they planned to do it (see the discussion on the initial pages and specifically about the Bastion city); I don't know if they did.
In Woge, there isn't a function to choose which building to construct as such; you need to enable the corresponding setting, which allows you to change creatures somewhere (e.g., Rust instead of Phoenixes, Fairy instead of Golden...).
However, Woge does contain too much new content, which "overloads" it. New features are good, but only in moderation. Fortunately, they can be disabled.
13 years ago
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Heroes with the "spellcasting" specialty don't impress me. I would like it if such heroes could cast their spell once (the first time) without spending mana. That way, they would at least have some kind of advantage.
13 years ago
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I would add more spells and artifacts.
In reply to Larkin
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13 years ago
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Larkin
I'm not impressed with heroes who specialize in casting spells. I would like it if such heroes could cast their spell once (the first time) without spending mana. That way, they would at least have some advantage.
It means you didn't fully understand this specialization. There are, of course, weak spells, but there are also spells that are more powerful than many combat skills.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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13 years ago
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I would like to have the option to enable or disable hero development.
And for a long time, I've wanted to improve the Thieves' Guild, add new rankings.
For example, a ranking of defeated enemies.
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12 years ago
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As someone who hasn't yet participated in tournaments, I'm wondering if the necromancy amplifier is prohibited for building, and therefore, vampire upgrades are not allowed. As an alternative, I would suggest weakening the vampires and reducing the bonus to black magic. However, building the amplifier and the upgraded mansion should be allowed.
Point 2: Also regarding the Conflux.
Perhaps it would make sense to add a 300% difficulty level for those who don't have the opportunity to play online but want truly challenging tasks?
For example, at this difficulty level, the rules could block the construction of upgraded creatures or level 7 creatures in the main castle.
Or, for example, mines could yield resources twice as slowly for the player.
I understand that it sounds like nonsense, but these are just some vague thoughts.
Главное- это мир во всем мире.
In reply to Warp_Farseer
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12 years ago
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Warp_Farseer
As far as I understand, as a person who hasn't played in tournaments yet, the Necromancy Amplifier is forbidden for construction, and therefore, vampire upgrades are also forbidden. As an alternative, I would weaken the vampires and reduce the bonus to black magic. And allow the construction of the Amplifier and the upgraded dwelling.
Point 2. The same applies to Conflux.
Here's approximately what you're talking about, and they tried to implement it here:
http://heroeswt.net/download.php
This is a tournament version of Heroes. An attempt to make it not ideal, but at least balanced. So that you can play with almost no rules (without having to memorize a long list of them). Everyone has their own opinion on how well it turned out. Some like it, some don't.
Warp_Farseer

Maybe it would make sense to add a 300% difficulty level for those who don't have the opportunity to play online but want truly challenging tasks?
For example, at this difficulty level, the rules would block the construction of upgraded creatures or level 7 creatures in the main castle.
Or, for example, mines would yield resources twice as slowly for the player.
I understand that it sounds like nonsense, but these are just some vague thoughts.
Even if you set it to 1000%, a game with a human opponent cannot be replaced by a bot.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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12 years ago
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Lider1
This is roughly what you're talking about; they tried to implement it here:
http://heroeswt.net/download.php
This is a tournament version of Heroes. An attempt to make it not perfect, but at least balanced, so you can play with almost no rules (without having to memorize a long list of them). Whether it worked out is up to each individual. Some like it, some don't.
I understand everything correctly – it only works with the licensed version, right?
And how many people play with these rules? It would be nice to install such a mod to make life easier. Humans are creatures, and there's always a temptation to cause trouble or cheat. :D
Lider1
Even if you set the difficulty to 1000%, a bot can't replace playing against a human.
I agree. This is about the fact that if there's no way to play against a human, then you should make the game as difficult as possible for yourself. In other words, embrace masochism. For example, try to get an achievement in the latest XCOM, where you have to complete the game on the highest difficulty level with a "terminator" mode. Something like that. :)
Главное- это мир во всем мире.
In reply to Warp_Farseer
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12 years ago
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Warp_Farseer
Am I understanding correctly—it only installs on the licensed version?

Versions that the Add'on is installed on: SoD 3.0-4.0, WoG, TE
=> it installs.
Warp_Farseer

And do many people play by such rules?

Which ones? by the online game rules? or by VT's? People play by online game rules here, on ХВ. In ВТ they play as the game allows; there, changes are already baked into the game. By the way, there is a General chat with players there where you can arrange a game. There are more people in the evening. And I want to warn you right away—beginners aren't liked there. Because noobs throw games, quit, and vanish in an unknown direction. But maybe someone won't refuse.
Warp_Farseer

Of course it would be nice to install such a mod to make life easier.
It won't get any easier.
Warp_Farseer

A human—they are a creature, after all—there is always a temptation to cause some mischief or cheat somewhere. :D

Well, the ND+ mod has an encrypted saves option; that's what saves online play.
Warp_Farseer

I agree. I meant that if there is no possibility of playing against a human, then one makes life as difficult as possible. In other words, practicing masochism.

Why practice masochism? When you can do more useful tasks!
For example—play at a fast tempo, but without throwing the game! This is much harder than beating bots with an army 3 levels higher.
I've written about this somewhere before. For example, take a sm-template and practice. On the first week, build up, capture the secondary; on the second, collect goodies from the respawn, take the griffin conservatories, hives, and head into the treasure zone, gather wyverns there—if you're lucky with the hives and have a good army, try to break the utopia. Learn how to use "chains." That's when an army is passed from one hero to another to clear various loot. In general, clear the treasure zone, and definitely try to break the utopia on the second or third week. And go to the opponent by breaking through ГО. Killing the computer is not necessary at all. If you do all this, it will be much more beneficial than simply fighting bots while limiting yourself with various nonsense. Because this is used in online games and will be useful. The main difficulty is maintaining tempo and not throwing. This is where the ability to conduct battles with neutrals using a not-so-large army etc. comes into play. It's very useful to practice taking crypts with different armies; almost all can be taken at 111, some at 112. Maxes, naturally. Practice taking conservatories with second-week growth. Two-three stacks should fall easily. That is, you must know how—this is very important. There's a mountain of work to do.
When you feel that you're doing well and no longer need to loop, hurry up and play with real people. Because playing against a human can radically destroy all your plans and you'll have to find new solutions; there will be situations you've never encountered before.
When practicing, remember: you aren't fighting the computer, you are learning how to play against the map. Without this, it's impossible in Heroes. The computer is not a rival at all.
Watching streams of experienced players is also useful. Some things will become clear, you'll learn something etc. There's always something to watch here in the evening http://heroes3.tv/

And one should practice only at 160%—as close as possible to combat conditions.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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12 years ago
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Create a skill wheel for 3 and make djinns equal to ifrits!
In reply to Lider1
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12 years ago
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Leader, indeed, a full-fledged one. :) We've already got some serious off-topic going on in this thread.
Lider1
Versions the Add'on installs on: SoD 3.0-4.0, WoG, TE
=> it installs.
So, as a SoD fan, I just need to install 3.0 and patch it. Thx.
Lider1

By which ones? by the rules of online games? or by the VT ones?
Slow down, I'm taking notes. :D
What is VT? I don't know all the abbreviations yet. I haven't fully studied the map of HW forum abbreviations. :)

Lider1

By the rules of online games, they play here, on HW. In VT, they play as the game allows; the changes are already baked into the game there.
Given that they play SoD 3.2 here, it turns out I need to have 2 versions of Heroes 3, one for games on HW, another for games on VT. Did I understand correctly?
Lider1

Because noobs surrender, abandon games, disappear into thin air. But maybe someone won't refuse.
Is that exactly why noobs are disliked? Or in principle, because playing with a noob isn't fun?
Lider1

it won't be easier.
Why won't it be easier if the rules are already baked in? By the way, I really liked the change regarding magogs.
Lider1

Well, the ND+ mod has an encrypted saves option, and that's what saves online.
The encrypted mod is exactly what's written before the game starts?
Lider1

Why suffer from masochism? If you can do more useful tasks!
For example, - play at a tempo, but without throwing the game! That's much harder than winning against bots with an army 3 levels stronger.
I'm talking about a person wanting to enjoy the victory. :) You're talking specifically about training = honing skills for playing against a human.
The thing is, if you play at a tempo = professionally (and that's already beyond amateur level), the computer, no matter how much it cheats under current conditions, has no chance left.
Lider1

I already wrote somewhere earlier. For example, take the SM-C template and practice. On the first day, secure your position, capture the secondary town, on the second day, gather goodies from respawns, take the Griffin Conservatories, hives, and head into the treasury; there, gather wyverns; if you're lucky with hives and have a good army, try to break the utopia.

By the way, here's a question. I had this situation. I got the Conflux town. My opponent got the Fortress. His serpent hives were guarded by 50-99 storm elementals. His army consisted of 9 wyverns and 10 lizards. I didn't understand how he broke through them...
My hive was guarded by 50-99 air elementals, and I couldn't break through with 8 magi elementals. I guess I'm a total noob.
Lider1

Learn to use "chains." That's when the army is passed from one hero to another and various goodies are captured.
Well, I've already mastered that method, thanks Qwerty :), from the Heroes 2 forum. It was very hard to get used to, but I got used to it. But I had no trouble after that.
I'll add a little: it's also important to be able to break the enemy's chain, and at the right moment. ;)

Lider1

It's very useful to practice taking crypts with different armies; almost all are taken at 111, some at 112. Max, of course.
That's if there are such crypts at a distance of 111 or 112. :) Yesterday, my crypts generated at a distance of 115.
Lider1

Practice taking conservatories with the growth of the second week. Level 2-3 stacks should fall easily.
There's a risk of running into a maxed stack, and then things get rough. Throwing the game would mean practically a loss.
Lider1

When you train, remember you're not fighting the computer; you're learning to play against the map. Without that, you can't make it in Heroes.
Thanks for that. Very valuable info. A big +.
Lider1

And you should only train at 160% — as close as possible to combat conditions.
Is nobody really playing at 200% anymore? :( That's actually really interesting.
Eleondor
make a Skillwheel for 3 and make genies equal to efreet!
Yeah, and pit lords equal to nagas. :D
Главное- это мир во всем мире.
In reply to Warp_Farseer
12 years ago
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Warp_Farseer

By the way, here's a question. The situation was this: I got a Conflux Castle. My opponent got a Fortress. He had a Serpent Nest guarded by 50-99 Storm Elementals. His army consisted of 9 Wyverns and 10 Lizards. I don't understand how he broke through...
My Nest was guarded by 50-99 Air Elementals, and I couldn't break through with 8 Mind Elementals. I guess I'm just a complete noob.

Are people really not playing at 200% anymore? :( Because it's actually interesting.
M-200 players definitely exist. However, in tournaments, they play with a patch that gives 2500 gold and 5 ore at the start, and also removes obelisks and external markets to avoid starting imbalances. So, it's more like 190%. And in the season, you can freely agree to play without the patch. Especially since not everyone has it.
Regarding the Storm Elementals, there's nothing surprising about it; read the Phizmig.
Firstly, Mind Elementals deal half (50%) damage to any Elementals (also Undead and everything immune to Mind magic).
Secondly, Storm Elementals (unlike Air Elementals) are ranged attackers, meaning their direct damage is 50% of their ranged damage. That is, in melee, Storm Elementals hit 2 times weaker than Air Elementals.
So, in a pair of Mind Elemental and Air Elemental, the Mind Elemental loses half of its damage.
And in a pair of Wyvern and Storm Elemental, the Storm Elemental loses half of its damage. By launching the first attack on 10 Lizards, that's why they were taken into battle.
Plus, there was likely a Beastmaster with experience-based defense and a defense stat of more than 5 for the swamp. Possibly, he was skillfully using healing or a tent.
For the Flax, it would be good to use Lightning or Chain Lightning, as they deal 200% damage to Air Elementals, especially since there are plenty of good mages. Comrade Luna and Comrade Inteus have Fire from the start, so it's quite possible to get an experience-based curse, which turns the damage (2-8) into damage (strictly 1). That is, Air Elementals deal almost no damage.
And counterattack on Mind Elementals is also a well-known tactic; they don't have an upgrade anyway.
Mass Slow is weaker in this situation, but it's also possible; Grindan or Labeta can easily use it from the first level.
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12 years ago
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Thank you for the detailed explanation. As they say, you live and learn. Even though I studied physics and knew that thoughts deal half damage, I somehow forgot about it. And with lightning, I would have missed. I switched to a Warrior and had only 20 magic at that point. And nothing useful anyway. As for leveling up fire magic, it's more of a specific case. I doubt I would give up mass acceleration or deceleration, as well as portal and gate spells, just because of one battle. Although there are many useful spells in the fire school, I agree.
Главное- это мир во всем мире.

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