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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Succession Wars Mod
Thread: The Succession Wars Mod This thread is 73 pages long: 1 10 20 ... 30 31 32 33 34 ... 40 50 60 70 73 · «PREV / NEXT»
robizeratul
robizeratul


Known Hero
posted July 18, 2014 01:13 PM
Edited by robizeratul at 13:15, 18 Jul 2014.

Yes! I was talking about the map editor limitations. After a time you can't put the same structure. I was working on the map and hit the limit...  
 
I was wondering if you could  
 
A)increase the number of maxium objects you can have  
B) make more objects of the same type, essentially recolored versions,so you can put 2-3-4 times more.  
 
sorry, my English isn't perfect  
 
EDIT: Also,what would be REALLY nice, is the ability to edit stats on creatures. I know there are many ways to do it with ERM and other complicated stuff, but something like a simple editor would be AMAZING

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orzie
orzie


Responsible
Supreme Hero
posted July 18, 2014 02:25 PM

We didn't try to increase the number of objects. I guess only HotA achieved this. However, we may achieve it too, depends on WoG capabilities and our capabilities as well.

As for the objects - yeah, graphics is our stronger side. We are going to enrich the map editor with a lot of new objects even in the next release.

As for the creature editor - we are not going to make anything like that, we have a lot of work on other frontiers anyway. You can try Master of Puppets mod, it has a creature editor.

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Orzie
Orzie


Responsible
Supreme Hero
posted July 21, 2014 02:37 PM

Good news on our new faction, the Witch.

The next mod version (still considered as beta) will have the Witch concept considerably revised. The new faction look, as well as the castle, now are not the simple recolor of already existing assets.



The hero will have a unique look in battle and on the adventure map. The concept of the hero is based on one of the most shining character concepts for the Witch hero roster.


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Macron1
Macron1


Supreme Hero
posted July 21, 2014 03:53 PM

Orzie said:
Good news on our new faction, the Witch.

The next mod version (still considered as beta) will have the Witch concept considerably revised. The new faction look, as well as the castle, now are not the simple recolor of already existing assets.



I still think Witch is looking too close to sorceress.
If you don't want to make her skin green or blue, at least think about playing with dress. Or even make not horse, but reptile (like velociraptor)

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orzie
orzie


Responsible
Supreme Hero
posted July 21, 2014 04:02 PM
Edited by orzie at 16:04, 21 Jul 2014.

The mount is unchangeable, it's Heroes 2 after all. What I think of is adding the green lipstick and several shrunk heads/skulls for the belt, with probably some tattoos/makeup on the undressed parts. And yeah, we are not going to make the Witch so generic, it's not motivating.

The concept of the Witch refers to the dark druids of Cedric Druthers cult, the Tsantsa cult and a little of the Church of the Moon, all factions from Might and Magic VI. Thus the portraits of heroes are going to be rather different from each other.

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Orzie
Orzie


Responsible
Supreme Hero
posted July 22, 2014 07:23 PM
Edited by Orzie at 19:24, 22 Jul 2014.

Also, an important update of the Anubite, which will be included in the Gipsy faction in the next mod release. Now 100% more H2-ish.


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robizeratul
robizeratul


Known Hero
posted July 22, 2014 09:45 PM

Orzie said:
Also, an important update of the Anubite, which will be included in the Gipsy faction in the next mod release. Now 100% more H2-ish.


 

you are doing some great work with the units! May I ask if the next version will also have UI cosmetic changes? What about new/modified secondary skills?  
 
It would be interesting to see what plans you have with this mod in the future. It's hard to wait but it will be worth it

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Orzie
Orzie


Responsible
Supreme Hero
posted July 22, 2014 10:20 PM

We are not going to create new secondary skills because it is barely possible and barely even needed.

The interfaces will be considerably reworked, there are already a lot of them done.

As for the plans - for the next beta (v0.8) we plan to finish:

- all new portraits, hero bios, specialties + making them functional
- new townscreens
- several new creatures to replace the placeholder graphics
- several important programming features which will allow the mod to look much more neat and consistent.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 22, 2014 10:27 PM


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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted July 22, 2014 11:07 PM

Sounds great Orzie
____________

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e-lysander
e-lysander


Known Hero
Lysander
posted July 23, 2014 03:06 AM
Edited by e-lysander at 03:06, 23 Jul 2014.

Fantastic work to everyone involved! I am very impressed at the faithfulness of the new material, not only to Heroes II itself but the overarching Might and Magic universe.

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orzie
orzie


Responsible
Supreme Hero
posted July 23, 2014 07:01 PM
Edited by orzie at 19:02, 23 Jul 2014.

True, the Might and Magic universe should not be ignored. Might and Magic VI is the most relative and relevant to H2 after H1 because it also adds a lot to the Enroth lore. So when you have a dilemma which creatures to take to fill the new space given by H3 engine, Might and Magic VI will be standing first in the queue

Moreover, I think I can reveal some important info. For the future of the mod we plan to make a big step towards the new campaigns and the development of Enroth lore, thus becoming not only a H2-dedicated total conversion, but also a fully functional "addon" for Heroes 3 with everything necessary. Keep track of our news and you will certainly know more about our plans, and the purpose of Might and Magic VI and other HMM-related game creatures being converted to our beloved H2 drawing style.

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robizeratul
robizeratul


Known Hero
posted August 01, 2014 11:31 AM

I remember reading that you can edit creatures using critstats(or something like that) from the data file. I want to make some creatures stronger could you please help me out a bit?  
 
I am able to change the stats in a normal heroes 3 installation,but with Wog (and this mod) it doesn't work.advice?

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Macron1
Macron1


Supreme Hero
posted August 01, 2014 02:03 PM

orzie said:
True, the Might and Magic universe should not be ignored.


I remember two wingless dragons in MM6 (red and green), i think, they can be used in 7th level of Witches town (now there are serpents)

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Orzie
Orzie


Responsible
Supreme Hero
posted August 01, 2014 06:01 PM
Edited by Orzie at 18:04, 01 Aug 2014.

The Wyrms were also discussed for the Witch 7th lvl, but we don't know for sure at the current moment. You know, every H2 creature was independent and had no similar traits with any other H2 creature (except Minotaur and Ogre). Putting the same dragons of a bit different design seems not to be the right way.

H2 dragons including the Bone Dragon are created strongly in a conservative heraldic style, and this is why it is even more difficult to create an independent concept.




Quote:
I remember reading that you can edit creatures using critstats(or something like that) from the data file. I want to make some creatures stronger could you please help me out a bit?

The process does not differ from editing the stats of any creature in WoG. Just watch a tutorial on editing creature stats in WoG - I guess the only tool you need will be the MMArchive.

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robizeratul
robizeratul


Known Hero
posted August 02, 2014 10:12 AM
Edited by robizeratul at 15:28, 02 Aug 2014.

I did it and it works! thanks!  
 
I have another question, any chance of the hellstead/nightmare making a comeback? I really like that creature. do you plan to have neutrals on your next version?  
 
 
EDIT: found an annoying bug... I can't disable the starting secondary skills. Even if there are non the 2 "normal" ones will show up. If i put a couple than those 2 will be added. Doesn't happen all the time,any idea how to fix it?

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orzie
orzie


Responsible
Supreme Hero
posted August 02, 2014 07:53 PM

Well, I don't understand clearly what you mean. If you meet inconsistencies right after you change something in our mod, it's not a bug and thus not our fault.

Probably, you haven't done all the necessary operations while making changes.

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robizeratul
robizeratul


Known Hero
posted August 02, 2014 08:22 PM

orzie said:
Well, I don't understand clearly what you mean. If you meet inconsistencies right after you change something in our mod, it's not a bug and thus not our fault.

Probably, you haven't done all the necessary operations while making changes.
 
 
It's a bug. I will tell you step by step what I'm doing  
 
1)I put a hero on the map  
2)click on him and go to Secondary skills  
3)click customize  
 
Now everything is (none). I save the hero and go into the game. If I use wogify he will have secondary skills even if it shows nothing in the map editor.  
If I don't, it will be OK. If I put some skills there that the game will add them (for example,expert Wisdom). I will have wisdom + the normal skills.  
 
Tried it about 10 times with different heroes,still it's the same.

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Sal
Sal


Famous Hero
posted August 02, 2014 08:30 PM

Is not a bug. The mod has its own heroes settings scripted, which apply on day 1 from a timer. So any change you do is overwritten by instructions.

After all this time the mod is worked, Orzie should know what's inside and give the correct informations.

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robizeratul
robizeratul


Known Hero
posted August 02, 2014 08:32 PM
Edited by robizeratul at 21:00, 02 Aug 2014.

I probably didn't explain good the first time. I guess there's not much that can be done, i will need to improvise a bit. Thank you!  
 
I ask again,will the next version have hellstead/nightmare? my favorite creatures!

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