Heroes 3 fan-made balance patch (mod) updated!

The old Heroes games developed by New World Computing. Please specify which game you are referring to in your post.
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Muszka
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Unread postby Muszka » 20 May 2008, 14:02

All those changes will be optional, or there'll be no chance turning them off?
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BAD23ro

Unread postby BAD23ro » 20 May 2008, 14:11

Optional my friend...we don't push people in wog :)

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Muszka
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Unread postby Muszka » 20 May 2008, 14:36

Now I can sleep with ease... :)
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Yurian Stonebow
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Unread postby Yurian Stonebow » 20 May 2008, 14:43

@UndeadHalfOrc


As one of the people who voted for Logistics as the best secondary skill in Heroes III, my humble opinion is that the skill is superb but it also has the potential of being slightly too strong. When reading the comment above, some people might have laughed and then added with a wry smile "oh, really?" Anyways, in smaller maps this is even more true. Logistics specialists, and Heroes with this skill on higher levels, have good chance to suprise the enemy in early game, conquer his starting city and force the enemy to attack unprepared. As a bottom line, I believe that we could afford to do some minor nerfing here.

As for the Ancient Behemoths, your decision to boost younger Behemoths speed by one does the trick. I can also warmly recommend your other Stronghold changes. They are quite good, balancing the faction just the right way so I have nothing more to say. Your patch has the mark of professionalism all over it. Trust your intuition, my friend. Keep the good stuff coming in.




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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 20 May 2008, 14:52

I guess that's settled then folks.. It stays at 7%/14%/20% for now :)

BAD23ro

Unread postby BAD23ro » 20 May 2008, 14:57

If you want to boost ancient behemoth, you need also change the requirements and I have assure that only me and Slava know that from all Wog Team.

I boosted Ancient Behemoth in Wog for 3.59, but changed the requirements as well.

So, you need to do some tests before changing that :)

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Unread postby UndeadHalfOrc » 20 May 2008, 15:40

I have to admit that Ghost Behemoths sound badass! (and completely overpowered. LOL)

Didn't Blood Dragons used to be able to cast Animate Dead on older versions of WoG?

Anyway you can now download my mod here, pol uploaded it to CH.

http://h3maparchives.celestialheavens.c ... 8-5-20.zip
Last edited by UndeadHalfOrc on 20 May 2008, 20:00, edited 1 time in total.

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Pol
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Unread postby Pol » 20 May 2008, 17:33

Yes, they are. Also flying familiars are "The Killers".

Necro commander can cast Animate Dead by now. I'm unsure about the Dragons, maybe they were able ... don't remember.

@Logistic
The way to shorten it's effect sounds logical but it isn't. It's map which is small, too little dense. Here's no solution. As logistic is one of "must be" pre-requirements for creating a good map. New maps however can adapt...
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BAD23ro

Unread postby BAD23ro » 20 May 2008, 17:58

UndeadHalfOrc wrote:I have to admit that Ghost Behemoths sound badass! (and completely overpowered. LOL)
Ghost Behemoth seems overpowered, but Supreme Archangel is even more ovepowered(best attack, best defense, best damage, no retaliation, resurrection twice)

Anyway, with stack experience the Level 8 are more balanced.
Last edited by BAD23ro on 19 Oct 2010, 22:25, edited 1 time in total.

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Muszka
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Unread postby Muszka » 20 May 2008, 19:55

BAD wrote:Supreme Archangel can even beat 1v1 easily a level 10 creature like Fairy Dragon, Rust or Crystal
I remember that those dragons are only lvl 8. Am I wrong? only Azure Dragon is lvl 10. Anyhow Ghost Behemot is the same strong. I think that a GB beats a Supreme AA on 1v1, although I don't remember the result of my tests on this one. Anyhow if you want to weaken the GB at least don't remove the Ignores defense and Ignores obstacles attributes.
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BAD23ro

Unread postby BAD23ro » 20 May 2008, 20:25

Ghost Behemoth must reduce by 50% defense instead of 100% for better balance.
Last edited by BAD23ro on 19 Oct 2010, 22:31, edited 1 time in total.

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Muszka
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Unread postby Muszka » 21 May 2008, 13:55

I could have never imagined Antichrists/Hell Barons beating the GB. I used different options than. I suppose you turned most options off. My GB ignores defense and obstacles, plus I turned double strike on, kills the Supreme AA. That's good. What is bad that the SAA is still too powerful. I presume that you've changed that, or will o in the future.

Also I beg you to change (if you can do it - not for personal use, but for WoG 3.59) the chance how Knights can gain Earth Magic, since it must be very low. It's the 3rd or 4th game in a row, when I play with Knight and i got no Earth magic. It's very disturbing.
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Unread postby UndeadHalfOrc » 21 May 2008, 14:22

Muszka wrote: Also I beg you to change (if you can do it - not for personal use, but for WoG 3.59) the chance how Knights can gain Earth Magic, since it must be very low. It's the 3rd or 4th game in a row, when I play with Knight and i got no Earth magic. It's very disturbing.
You don't need WoG to change that, it's in the hctraits.txt file. In fact, I did increase Knights' likelihood of getting earth magic in my patch.

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Muszka
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Unread postby Muszka » 21 May 2008, 14:33

Thanks for the info. Although I don't want to be changed on personal lvl. More for general use.
"Rage against the system, the system, what kills the human spirit."

BAD23ro

Unread postby BAD23ro » 21 May 2008, 14:44

Muszka wrote:I could have never imagined Antichrists/Hell Barons beating the GB. I used different options than. I suppose you turned most options off. My GB ignores defense and obstacles, plus I turned double strike on, kills the Supreme AA. That's good. What is bad that the SAA is still too powerful. I presume that you've changed that, or will o in the future.

Also I beg you to change (if you can do it - not for personal use, but for WoG 3.59) the chance how Knights can gain Earth Magic, since it must be very low. It's the 3rd or 4th game in a row, when I play with Knight and i got no Earth magic. It's very disturbing.
Yes, I used the original stats and no options used in tests...Original stats for level 8 units, not used balance scripts :)

Yes, indeed In my "Wog Balance" script all is changed and I have to tell you that Ghost Behemoth doesn't have reduce defense more that 50% at level 10 and no retaliation has been removed from game from all creatures excepting Commanders and Ballista....no retaliation can be integrated again using a proc chance ;)

You'll see special spells for every town...for instance, Inferno can improve curse per hero's level to reduce health and damage by 1%

About Earth magic for knight, I can tell you that Castle has now Air and Water Magic as main, but still you can find earth or fire magic and you never be able to find in Castle spells like curse, slow and so on....In inferno will never find bless and cure....hope you understand ;)

Town Portal is no magic, so everytown can found later in the game and never to be casted more that twice per day.

More info later and perhaps I'll post a version for 3.58f later.

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Muszka
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Unread postby Muszka » 21 May 2008, 15:26

BAD wrote:Yes, indeed In my "Wog Balance" script all is changed and I have to tell you that Ghost Behemoth doesn't have reduce defense more that 50% at level 10 and no retaliation has been removed from game from all creatures excepting Commanders and Ballista....no retaliation can be integrated again using a proc chance ;)
I don't care for No retal, but removing them from Vampire lords is a cruel deed. They live from it. Also Harpy Hags are somewhat useless without no retal. :)
But the I guess I will change it back to 100% the defense reduction. I like that feature so much , that it disturbs me if I must play without it:)
You'll see special spells for every town...for instance, Inferno can improve curse per hero's level to reduce health and damage by 1%
Great. That's awesome.
About Earth magic for knight, I can tell you that Castle has now Air and Water Magic as main, but still you can find earth or fire magic and you never be able to find in Castle spells like curse, slow and so on....In inferno will never find bless and cure....hope you understand ;)
I got that. I just wanted to have increased chance for Earth Magic. Right now was 1 for Fire Magic and 2 for Earth as you know. Now the fire isn't really important. But Earth is vital. Not just because of town portal, but for Resurrection also, just as much for slow (even if it will be reduced).
Town Portal is no magic, so everytown can found later in the game and never to be casted more that twice per day.
Curious how you did that :) But I would vote for max three casts instead of two, or four, depending on the Earth Magic, like DimDoor depends of Air Magic.
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Yurian Stonebow
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Unread postby Yurian Stonebow » 21 May 2008, 19:03

@UndeadHalfOrc

Newest version of your personal H3 patch is now available as a zipfile at MapArchives' ByteBanditmaps6. Let's hope that it will become a classic H3 fan made patch that every regular visitor at the site proudly knows and uses to play Heroes III with.




Yurian
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BAD23ro

Unread postby BAD23ro » 21 May 2008, 21:44

Muszka wrote: I don't care for No retal, but removing them from Vampire lords is a cruel deed. They live from it. Also Harpy Hags are somewhat useless without no retal. :)
But the I guess I will change it back to 100% the defense reduction. I like that feature so much , that it disturbs me if I must play without it:)
As I said, will be new stats for all creatures and abilities.. :)

I got that. I just wanted to have increased chance for Earth Magic. Right now was 1 for Fire Magic and 2 for Earth as you know. Now the fire isn't really important. But Earth is vital. Not just because of town portal, but for Resurrection also, just as much for slow (even if it will be reduced).
I will say that all will be important in my script...you'll see :)..anyway, fire and earth won't be so vital for Castle or Tower....Water and Air will be more vital.
Curious how you did that :) But I would vote for max three casts instead of two, or four, depending on the Earth Magic, like DimDoor depends of Air Magic.
We will talk more later about this, but until then will stay 2 casts: )

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Unread postby Akingboy » 01 Jun 2008, 18:57

Awesome patch!

Atlast someone did some balance to heroes 3!
I was like "Damn gotta play that good old game again. Too bad its so imbalanced"
Then decided to google heroes 3 balance mod and found this!

Thank you so much for making it.

Only asking that haven't you done conflux yet? Are you gonna balance it also soon or leaving it normal? =(
Conflux is hugest balance leak. It should be balanced a lot!
I hope you will do it!

GL WITH THE PROJECT AND KEEP UP THE GOOD WORK!

Gr.
Akingboy

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Unread postby UndeadHalfOrc » 01 Jun 2008, 19:05

Hi,

Thanks for your comments, I'm glad you like it. :)

Honestly I would have put more effort into balancing Conflux if I would know of a way to fix the single biggest imbalance (4 out of 7 of their units are immune to all fire spells, that includes Blind, Berserk and Armageddon).

But, I did lower Pheonix growth to 2 per week; I guess it's better than nothing.

Don't hesitate to post further comments/criticism on this thread!


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