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== Request - Small Town Changes == '''[Fortress]''' It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that's why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn't that necessary, but the ''only'' Fortress Archer deserves some love :D '''''+Lizard Warrior (the Upg. Archer) -''''' Add ''Double Attack'' (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. ''Maybe'' increase cost by 20-40g per unit? ''// It's more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly 'defensive'/'tanky' 1-shot Archer is kinda dumb.'' '''''-Glyphs of Fear -''''' Cost increase by 2-4 Ore? ''// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.'' '''''-Blood Obelisk -''''' Cost increase by 2-4 Ore? ''// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.'' '''[Dungeon]''' '''''+Scorpicore -''''' Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur & -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don't have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. ''// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they're the weakest of them all, cost more than better equivalents, die very easily and don't do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost ''less''; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.'' '''''+Dragon Cave (Base) -''''' Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood & Ore instead, up from 15? ''// Wood and Ore usually aren't a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base & Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)'' Probably my last suggestions for a while :D Can't wait for the next patch! - Eldrin ** You'll see a different Lizard Warrior buff in 1.3.1. Don't wanna give away too much before the big day. ** Scorpicores were buffed - now paralyse hits 25% of the time. ** Glyphs of Fear and Blood Obelisk are rather weak. ** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) '''Lizard Warrior''' - OK. '''Glyph/Obelisk''' - Sure, OK. '''Manticores/Scorpicores''' - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn't equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. Maybe if you don't want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - ''Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower'', all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn't be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is ''really'' similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and ''Wyvern Nest'' Costs 3500g + 15 Wood, while ''Manticores Lair'' Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don't have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. Cyclops Dwelling Costs only Ore+Gold at base, and they're Shooters, with ''Siege Walls'', similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost ''Less'' [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are ''much'' better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like ''Altar of Thought'' 3000g, ''Cyclops Cave'' 3500g, both giving better Units. An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g. '''Dragon Cave''' - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore ''Cost Increase'' to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs). And no, I don't favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD ''(The Statistics speak for themselves!)'' - Eldrin * Fair enough, I just checked the numbers and yeah Scorpicores are trash. They'll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) ''And'' the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? ''*Nudge, Nudge*'' :D The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, ''proper'' Tier 6 Units and ''their'' usual Dwelling Costs. The (Upg.) Manticore Lair Costs can freely remain as they are. Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. - Eldrin. * Hey Eldrin, check out 1.3.1! A lot of the stuff you've asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) Zgaduj臋, 偶e skoro planujesz zrobi膰 w艂asne polskie t艂umaczenie, to pewnie komunikacja po polsku b臋dzie 艂atwiejsza? (Skoryguj mnie je艣li angielski jest dla ciebie wygodniejszy!) Og贸lnie, wszystkie zmiany s膮 raczej krokiem w dobrym kierunku, chocia偶 mo偶e w niekt贸rych przypadkach nie s膮 one a偶 tak dotkliwe jak bym tego pragn膮艂 :D Tylko, 偶e co艣 wyst臋puje kilka problem贸w w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi b艂膮d (ResourceManager::GetBitmap816 could not find "bitmap8" resource "HPS219Sh.PCX) i znikn膮艂 polepszony wgl膮d Bohater贸w (szczeg贸艂owe info miast tylko wy艣wietlania Specjalno艣ci Bohater贸w) - niestety nie mam uprawnie艅 by dzieli膰 si臋 tutaj linkami do screenshot贸w ;/ . B艂膮d naprawi艂em, gdy po por贸wnaniu 1.3.1 z archiwum poprzedniej wersji zauwa偶y艂em, 偶e pliki ''Hota.lod'' i ''Hota_lng.lod'', maj膮 i艣膰 do folderu ''Data'' (wtedy te偶 zmiany zacz臋艂y funkcjonowa膰 gdy odpali艂em jak膮艣 map臋), ale wgl膮d Bohater贸w nadal jest 'uproszczony', wi臋c zgaduj臋, 偶e co艣 jest jeszcze nie tak? Po pierszym skopiowaniu plik贸w nie dzia艂a艂o, zrobi艂em 艣wie偶膮 instalk臋, update HD moda i dopiero po tym zauwa偶y艂em to z plikami do ''Data'' - dzisiaj 21.10 HD mod te偶 dosta艂 jak膮艣 艂atk臋, to mo偶e to co艣 sknoci艂o? Bo jak skopiowa艂em Pumpkin 1.3.0 to te偶 szczeg贸艂owego wgl膮du brakowa艂o. Chyba, 偶e jeszcze czego艣 brakuje w folderze Data 1.3.1? (Mam Angielsk膮 wersj臋 GOG) // Update: Yup, co艣 jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przesta艂y funkcjonowa膰. - Eldrin Dla mnie polski, angielski, hiszpa艅ski - oboj臋tnie. Spr贸buj prosz臋 pobrac ponownie 131 i przenie艣膰 Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko dzia艂a? Dzisiaj testowa艂em i by艂o ok... Jak chodzi o szczeg贸艂owe info - co konkretnie nie dzia艂a? W jaki spos贸b? - Csaros Gdy przytrzymywa艂o si臋 prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamk贸w, przed odpaleniem mapy, przy generowaniu Random Map, dawa艂o to zwykle szczeg贸艂owy wgl膮d: jaki ten Bohater ma armi臋, staty, zdolno艣ci, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wy艣wietla mi informacje jak膮 bohater ma specjalno艣膰. Je艣li dobrze kojarz臋, to t臋 opcj臋 z wi臋kszymi szczeg贸艂ami wprowadzi艂 pierwotnie HD mod. Gdy zrobi艂em czyst膮 instalacj臋 dla 1.3.1, i nacisn膮艂em 'Update' na Launcherze HD moda, to zupdatowa艂 si臋 do jakie艣, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami: [ ] Library patcher_x86.dll updated to version 4.18 (bug fixed) [-] HotA 1.7.1: fixed bug with bank in factory. [ ] HotA: Some changes, fixes, optimizations in the online lobby. [ ] Some changes, fixes, optimizations. [!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author. [!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible. Dlatego te偶 my艣la艂em, 偶e mo偶e HD mod jako艣 zdo艂a艂 wyj艣膰 nowy czasowo tu偶 po twoim updacie do 1.3.1 i wysz艂y jakie艣 nie艣cis艂o艣ci. Opr贸cz tego, gdy par臋 razy wy艂膮czy艂em i ponownie odpali艂em H3 od nowa, po czym wystartowa艂em now膮 gr臋 na nowej mapie, ustawienia jak zmiany do ''Lizard Warrior贸w'', czy ''Manticore Lair'' przesta艂y funkcjonowa膰, zwyczajnie staty/koszty przywr贸ci艂y si臋 do standard Hota - pomimo, 偶e te zedytowane przez ciebie pliki by艂y nadal na swoich odpowiednich miejscach w folderze H3. '''Ale og贸lnie, zrobi艂em teraz jeszcze raz ''kolejn膮'' 艣wie偶膮 instalacj臋 i szczeg贸艂owe statystki pod prawym przyciskiem myszki wr贸ci艂y, i Pumpkin Patch nadal dzia艂a jak powinien po restarcie H3, wi臋c mo偶e ta poprzednia instalacja si臋 u mnie co艣 zchrani艂a. Albo te偶 to, 偶e poprzednio raz odpali艂em gr臋, zanim doda艂em te brakuj膮ce pliki do folderu ''Data'', i to mog艂o ju偶 co艣 uszkodzi膰, zanim je p贸藕niej doda艂em. Jakby co艣 znowu zacz臋艂o si臋 psu膰, to dam zna膰.''' - Eldrin
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