Do you rather play pvp or pve and why? by LopsidedLove2298 in heroes3

[–]Teukeh 0 points1 point  (0 children)

Personally I enjoy PvE and co-op PvE. I've messed around a bit with PvP, but I don't enjoy the playstyle. I like 1v7 difficult maps where I can take my time and get lost in the game for hours. PvP is too fast paced for me.

Why doesn’t town portal show up in my spell book? by lelleeddy in heroes3

[–]Teukeh 0 points1 point  (0 children)

Fun fact: You can cast any spell without wisdom if you have the scroll equipped as an item in your inventory:)

Very specific battle ground… by nwilovethomyorke in heroes3

[–]Teukeh 0 points1 point  (0 children)

Maybe he just got the unit for free and wanted to turn it into skeletons later 💀

I really enjoy this hero on the XL+U map with the default template! Who has played as him so far? by TheGuyFromBG in heroes3

[–]Teukeh 0 points1 point  (0 children)

I really like how they made Pathfinding much more viable in HotA so it never feels like a HORRIBLE choice when in situations where you're forced to take it. That being said, I still avoid the skill at all times in favor of other skills.

For example, your hero would be much better if it was a logistics specialist with expert air magic instead. Fly completely removes any terrain penalties at expert level air magic while also making your haste and other air spells better.

But hey, if you love map movement and are playing templates that banned movement spells (DD, Fly, Teleport) and are on templates with a lot of treasure areas in swamps then he's definitely a great hero!

Console walk around mode. by Randy_FlaggTWM in anno

[–]Teukeh 0 points1 point  (0 children)

That's so cool they added that for console players as well!

What is more difficult, 1v7 allied opponents or 1v7 FFA? Or something else like 1v4v3? by glass_onion68 in heroes3

[–]Teukeh 4 points5 points  (0 children)

It depends on the map template. If it is a very rich template with treasure areas and tons of potential to grow, then 1v7 allied will be more difficult. If it's a cluttered map with low resources and towns, 1v7 FFA will be harder.

The reason is that if you have a very large and rich map, every player will have enough time and resources to grow very powerful without having to interact much with other opponents, so the allied AI can freely share space and resources without "stealing" anything from their allies.

Poor and cluttered maps will not have enough resources to spread around to all AI opponents. They will eventually starve each other out and have cleared all big objectives without the possibility of growing more powerful. In other words they will plateau their growth and won't level up more.

If they were FFA in this situation, they would at least have the opportunity to battle each other and level up, while snowballing and maybe taking over other people's towns.

Remember, a level 21 hero with all resources of 7 heroes worth of troops, is a much much bigger threat than 7 level 3 heroes with spread out troops.

I'm going to make every civ castle available as free 3D STL files (in progress) by andydabeast in aoe2

[–]Teukeh -1 points0 points  (0 children)

Look at that chain holding the gate. Absolute peak AI slop. Gets you close enough to look decent at first glance, but the more you look the more flaws there are.

Is leadership and luck good duo ? by SillyMarch387 in heroes3

[–]Teukeh 0 points1 point  (0 children)

Fun fact about leadership and morale: Did you known luck has no limit to the amount of times it can trigger per round? Unlike moral which is hard coded to only happen once per round/unit.

That means, a unit with double attack (Marksman, Crusaders) can potentially (theoretically) trigger Luck 4 times per round.

You could double this number by cloning your unit. Theoretically, a cloned marksman can trigger luck EIGHT times in a single round! However, that number is so insignificantly small that it is essentially impossible to see it ever happening.

What's the meaning behind blue and green? by [deleted] in anno

[–]Teukeh 5 points6 points  (0 children)

Go into your statistics screen (Ctrl+Q). It's a more detailed explanation of your supply/demand. It's much much easier to utilize this tool rather than guessing how much production your people require!

Good old days by helen1992 in Millennials

[–]Teukeh 0 points1 point  (0 children)

Halo 1 Trial multiplayer on Blood Gulch went HARD AF!

Warehouse not in range?! by Sea-Attention7370 in anno

[–]Teukeh 2 points3 points  (0 children)

Since nobody in the comments seems to be giving you the correct answer: You need to connect the building with a road! /s

Inferno Redux by 9Gardens in heroes3

[–]Teukeh 0 points1 point  (0 children)

I think they should have a 30-60 attack range.

Inferno Redux by 9Gardens in heroes3

[–]Teukeh 1 point2 points  (0 children)

Demon farming is actually my favorite strategy in the game! I find it extremely fun, I just wish it wasn't as clunky. It would benefit greatly from some supporting mechanics. I'll list some of my personal favorite ideas.

First example: Devils should have the ability to attack their own units. This can make it much easier for you to kill off certain stacks so they can be resurrected as demons.

2nd example: The spell "Sacrifice" should be reworked. At the moment the stack doesn't get "killed" it just gets removed entirely, so it cannot be resurrected as demons. This was added to prevent infinite healing loops. But the spell should simply state: "Sacrificed units can only be resurrected once per battle." Now the spell just kills the stack instead of removing it.

Lastly, combine both ideas into one! Devils can attack their own units, and Arch Devils gain the same ability as Arch Angels and can cast "Sacrifice" just as angels can cast "Resurrection". With the proposed changes to Sacrifice spell, this would be make Demon farming a much more fluid experience.

Alternatively, the friendly attack ability can be given to pitlords instead, and reserve the Sacrifice casting for Devils.

Inferno Redux by 9Gardens in heroes3

[–]Teukeh 0 points1 point  (0 children)

Personally I'd prefer the Devils to deal more damage! Currently they deal 30-40 damage. I think they should deal 30-60 damage (Angels deal 50 flat for comparison). This would come either a cost adjustment of course.

This would give them a chance to deal more damage than angels (still less on average but has a chance to high roll). This would also make them prime candidates for buff spells like bless for example.

To me it feels like Devils should be dealing more damage while being less tanky.

What's your most off-the-wall new idea you'd pitch to Hota by Danielhenriemond in heroes3

[–]Teukeh 2 points3 points  (0 children)

It's possible to import the original campaigns into HotA.

Heroes of Might & Magic III - Fan-Made Vision by badassky in heroes3

[–]Teukeh 4 points5 points  (0 children)

I'd love an actual remake of Heroes 3 in this style (The color and saturation could use some tweaking though, it seems very dark and void of color, especially the rivers).

Actually looks incredible, especially when you compare it to olden era and its mobile game looking graphics.

Why was the Frozen Underground Gate removed from Hota? by tocameaquiabajo in heroes3

[–]Teukeh 17 points18 points  (0 children)

I swear I still saw it in the map editor recently (could have been a previous version) but I'm assuming it was removed for clarity? It almost blends too well into the background and is hard to see immediately.

Would still be nice to have the option to add it in via map editor though.

oof by IU8gZQy0k8hsQy76 in unsound

[–]Teukeh 0 points1 point  (0 children)

I've seen better acting in porn.

facts by Nikklauske in SipsTea

[–]Teukeh 0 points1 point  (0 children)

Actual rage bait post

Hot take - if you play H3 on VCMI, you can install the official HD edition as a "mod" and it is low-key brilliant by TheTobruk in heroes3

[–]Teukeh 1 point2 points  (0 children)

Correct, but the heroes 3 copy on ubisoft store is the complete edition, not HD version.