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Orzie
Responsible
Supreme Hero
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posted June 25, 2014 10:57 PM |
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I don't think the borders would be a reason to drop everything if other aspects were done ass-kicking. We would have to devise a neat way to arrange things anyway.
We are not against fully filled screens, but for now a solution like that just could save us months and probably years of time. Otherwise the new mod version would likely be postponed much more.
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Kivo
Famous Hero
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posted June 25, 2014 10:58 PM |
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Edited by Kivo at 23:16, 25 Jun 2014.
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mvassilev said: I don't like this idea. The town screens are fine as they are, and I hate having borders around my windows. Better to have empty areas than ugly borders.
It's likely that if Succession Wars wouldn't have full town screens (as it does now) I'd stop playing it altogether, which would be a pity because it's so great in all other ways. But these borders would really bother me.
The problem is that most people are saying that they don't like the current townscreens and that they wouldn't mind having borders. It's quite sad that we can't please everyone, because we would like this mod to be enjoyed by as many people as possible.
The townscreens however are definitely not fine as they are. The empty space looks absolutely terrible, many pixels are in the wrong place, some buildings are rushed and a lot of areas of the backgrounds are copied. The border space won't be as large as shown in the screenshot, so they shouldn't distract as much. The example is only a quick design.
Just to add, I would also prefer not to have the borders but as Orzie said, they could save us lots and lots of time.
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mvassilev
Responsible
Undefeatable Hero
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posted June 25, 2014 11:17 PM |
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We'll see how it turns out. It may be okay, but I'm against it as presented here. Sadly, you can't please everyone.
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Eccentric Opinion
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted June 27, 2014 07:34 PM |
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Quote: Time for a big update. One of our new factions has just acquired a very familiar #mm6 concept. #TheSuccessionWarsMod
Love it!
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Ebonheart
Famous Hero
Rush the rush
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posted June 27, 2014 07:50 PM |
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Storm-Giant said:
Quote: Time for a big update. One of our new factions has just acquired a very familiar #mm6 concept. #TheSuccessionWarsMod
Love it!
Indeed, awsome work!
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Orzie
Responsible
Supreme Hero
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posted June 27, 2014 07:56 PM |
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Edited by Orzie at 20:00, 27 Jun 2014.
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I was going to put it here too anyway
The players of Might and Magic VI: The Mandate of Heaven definitely remember these creatures they met on the west of Enroth in the Tomb of VARN. The next version of Heroes of Might and Magic III: The Succession Wars Mod will provide an opportunity to meet them once again under a bit different circumstances.
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Orzie
Responsible
Supreme Hero
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posted July 08, 2014 09:45 PM |
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Edited by Orzie at 21:45, 08 Jul 2014.
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Now there are two of them. Can you guess which one is next?
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted July 08, 2014 09:47 PM |
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Orzie
Responsible
Supreme Hero
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posted July 08, 2014 09:48 PM |
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Nice try, but most probably no
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hippox89
Famous Hero
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posted July 08, 2014 10:33 PM |
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Edited by hippox89 at 22:35, 08 Jul 2014.
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Looks very good. The mostly blue outline around his staff is bothering me a bit, tho. I think it'd look better if the outline was purely blackish.
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Orzie
Responsible
Supreme Hero
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posted July 09, 2014 05:32 AM |
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Blue outline is technically necessary. You can just go to Spriters Resource or somewhere else and check classic H2 units, like Swordsman
We will see how it will look in the game.
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hippox89
Famous Hero
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posted July 09, 2014 10:58 AM |
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I see that's true. Haven't actually noticed the blue outline while playing the game.
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Tupaz
Adventuring Hero
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posted July 13, 2014 11:58 AM |
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Edited by Tupaz at 12:00, 13 Jul 2014.
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Thank you for the great mod, i always loved Heroes 2 music and graphics and playing it with Heroes 3 and WoG engine is like a dream come true.
I have a few questions:
It is possible to run the mod with the HD mod? if i try i get map drawing error
I see creature experience is enabled by default, but they don't get any bonus ?
I always liked warlord's banners feature in WoG, but it seems they don't works with the mod, it is intentional or it will be implemented in the future?
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blueskirt
Adventuring Hero
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posted July 14, 2014 05:38 AM |
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First of all, thanks for making this mod, I wished something like this would happen to this game ever since I learned about HOTA. Heroes Of Might And Magic III truly outshine its predecessors, but when it comes to the heraldic graphics, the light fairy tale atmosphere and the branching campaigns, the second game still reign supreme in my opinions. Also, kudos for using characters and portraits from Might and Magic III, IV and V and for bringing back Arturius. As a buff of the Might And Magic III to Price Of Loyalty era, it pleases me to see these little details added to your mod. I hope Yog, Antoine and Lord Haart will follow in Arturius' footsteps.
Also, I don't know the current state of the desert/neutral castle, but instead of ghosts, why not flying men?
http://magiccards.info/tsts/en/20.html
Basically, the desert/neutral castle gets another One Thousand And One Nights units to bolster their ranks along side the bandits, nomads and genies, by replacing the ghosts with another flying unit, the balance is unchanged, and by remaining a true neutral, always hostile, non-hirable unit (granted the Barrow Mound receives a special flag in random map generation) the ghosts will be able to keep their resurrecting abilities without breaking the game.
I would really love to comment more on your mod but unfortunately I've got a couple of games I need to finish before I can do that, but as soon I can I'll give it a shot.
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Orzie
Responsible
Supreme Hero
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posted July 14, 2014 06:43 AM |
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Edited by Orzie at 08:36, 14 Jul 2014.
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Tupaz said: Thank you for the great mod, i always loved Heroes 2 music and graphics and playing it with Heroes 3 and WoG engine is like a dream come true.
I have a few questions:
It is possible to run the mod with the HD mod? if i try i get map drawing error
I see creature experience is enabled by default, but they don't get any bonus ?
I always liked warlord's banners feature in WoG, but it seems they don't works with the mod, it is intentional or it will be implemented in the future?
HD Mod was supposed to work with Era 2.46, but the latest updates of it doesn't support Era and WoG, baratorch decided to stop supporting it due to various reasons.
The creature experience and many other WoG options are currently not working properly. Right now we develop only the classical part of the mod, the WoG options will be supposingly worked out later.
blueskirt said: First of all, thanks for making this mod, I wished something like this would happen to this game ever since I learned about HOTA. Heroes Of Might And Magic III truly outshine its predecessors, but when it comes to the heraldic graphics, the light fairy tale atmosphere and the branching campaigns, the second game still reign supreme in my opinions. Also, kudos for using characters and portraits from Might and Magic III, IV and V and for bringing back Arturius. As a buff of the Might And Magic III to Price Of Loyalty era, it pleases me to see these little details added to your mod. I hope Yog, Antoine and Lord Haart will follow in Arturius' footsteps.
Also, I don't know the current state of the desert/neutral castle, but instead of ghosts, why not flying men?
http://magiccards.info/tsts/en/20.html
Basically, the desert/neutral castle gets another One Thousand And One Nights units to bolster their ranks along side the bandits, nomads and genies, by replacing the ghosts with another flying unit, the balance is unchanged, and by remaining a true neutral, always hostile, non-hirable unit (granted the Barrow Mound receives a special flag in random map generation) the ghosts will be able to keep their resurrecting abilities without breaking the game.
I would really love to comment more on your mod but unfortunately I've got a couple of games I need to finish before I can do that, but as soon I can I'll give it a shot.
The new Gipsy lineup is still being discussed. We will post the details later. The "carpet pilot" is already a reference to Heroes of Might and Magic: A Strategic Quest, where the Genie is drawn like that.
As for the Ghosts - it seems that they will leave the Gipsy castle and become true neutrals with no ability to hire them.
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robizeratul
Known Hero
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posted July 17, 2014 10:02 AM |
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Hey again! I have 3 questions about this:
1) Is there any way to increase the number of structures in map making?
2)Is there an estimation as to when your next update will release?(maybe adding the same object multiple times or something?)
3) will you have Azure dragons?(my favorite!)
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Orzie
Responsible
Supreme Hero
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posted July 17, 2014 11:33 AM |
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- What do you mean? We work on graphics every day, and the next version will have a lot of new adventure map objects. Or do you mean the 144 castles limit and other game limitations?
- We have got a list of things to do. Currently, I think, we have finished approximately 55-60% of graphics needed for the next release.
- I don't know, we didn't have that idea in mind. Azure Dragon is anyway native to Heroes 3. Heroes 2 dragons are all the same, heraldic-styled. Adding another recolored version does not sound fine.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted July 17, 2014 01:41 PM |
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First question I think it refers to the amount of type of one building you can place in a map...for example, I think you can put at maximum 144 dwellings.
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brink99
Hired Hero
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posted July 18, 2014 04:38 AM |
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Orzie said: - What do you mean? We work on graphics every day, and the next version will have a lot of new adventure map objects. Or do you mean the 144 castles limit and other game limitations?
- We have got a list of things to do. Currently, I think, we have finished approximately 55-60% of graphics needed for the next release.
- I don't know, we didn't have that idea in mind. Azure Dragon is anyway native to Heroes 3. Heroes 2 dragons are all the same, heraldic-styled. Adding another recolored version does not sound fine.
I think it looks awesome!
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Orzie
Responsible
Supreme Hero
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posted July 18, 2014 06:36 AM |
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Quote: First question I think it refers to the amount of type of one building you can place in a map...for example, I think you can put at maximum 144 dwellings.
If WoG will allow us, we will be able to do it.
Quote: I think it looks awesome!
I don't think so. One more recolor to a bunch of recolors won't make the mod original.
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