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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 ... 34 35 36 37 38 ... 40 50 60 70 73 · «PREV / NEXT»
Mister_kalu
Mister_kalu


Known Hero
posted October 10, 2014 04:16 PM

Orzie have you finished the fonts? if yes, could you make me a favor and upload some beta types to change my archive and upload a better video, today? it's only for visual aspect


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orzie
orzie


Responsible
Supreme Hero
posted October 10, 2014 06:00 PM

The fonts are in progress, I can send them a bit later if you wish.

I currently don't have a video, we have the Knight faction in priority - townscreen, creatures, dwellings, portraits, etc.

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mister_kalu
mister_kalu


Known Hero
posted October 11, 2014 04:27 PM

The following presentation is my viewpoint about things that have not been considered yet, in english forum and russian, . is not of graphic, items, music, or any other thing different of heroes 2 system.

the interface is old and the general items are from my ex-version , i suppose their advances could fit well on the new releases.

video

how you have seen recently, there are many characteristics present, i will mention at least fifteen:

1) level intro video with music +  pic and sound ( for campaign scenarios)
2) limitless usage for dimension door
3) same movement of hero in different terrains, like h2. In h3, dirt terrain and snow is much more soft and heroes can walk (at least) 20% more.
4) special battles ( abandoned mine with his own background, not troglodytes in a single stack or 2) and rewards like h2
5) simple battle against wandering monsters ( always 5 stacks on the right with h2 formula of distribution) can be 6 too if you want to use all the screen
6) battles against  monster without heroes, always with morale 0
7) no modifiers in battle for special terrains or native terrains.
8) sometimes an upgrade version of monster appears in the middle, in this case with probability p=0.5 ( 1 of 2 battles)
9) spells and their mass versions are separated
10) dispel magic always available to both sides of monsters
11) lightning bolt and cold ray animation
12) resurrect and resurrect true with different effects and cost.
13) elemental storm and paralyze availables
14) armaggeddon;  this one is, right now, impossible to do with conventional methods, so in this case, and only in this case, it works with bugs and repairs
15) when the hero owner of the ultimate artifact is defeated, the item vanishes

again, is not about graphics and new designs, is of mechanism and similarities

thanks to salamandre for the favor in dispel magic and Jimv for his xfiles.dll and the wog-era team.




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Orzie
Orzie


Responsible
Supreme Hero
posted October 12, 2014 05:09 AM
Edited by Orzie at 05:29, 12 Oct 2014.

That looks pretty interesting. Let me express my thoughts on this point.

1. YES This development is for sure needed for the mod, because the pixel background and general Heroes 2 campaign window interface is fitting to the style much more and we anyway cannot create something like Heroes 3 campaign map.

Did you think about adding the campaign bonuses, or even the Traitor function for Roland/Archibald's campaigns?

I actually started making buttons for the mod campaigns We will be able to make new campaigns too, the campaign stories and new objects are being developed.


2. NO The Dimension Door spell affects the balance very much. I'm afraid we will anyway have to modify it, to provide the entirely new gaming experience. In H2 having DD meant instant 100% victory. We will need to reconsider this spell to make the mod a decent improvement over H2 and H3 gaming mechanics.

3. ? I didn't fully understand this point. Terrain penalties are present in both H2 and H3, as well as the Pathfinding skill. Sand, Wasteland, Swamp, Desert, Snow - all of these have the penalty, with the roads decreasing the movement cost instead. Here is the table of Heroes 2 terrain modifiers (2.00 for the Desert, 0.75 for the Roads)



4. YES I was amazed to see the good old Haunted Mine! I am certainly sure that the mod must have this mine, and probably, even the H2 Graveyard you made. Did you implement it as a script or something?

5. ? This development is for sure interesting. I am thinking about its influence on the game balance - we have Wait button, so the shooters are overpowered. The 5 stacks instead of 7 could somehow fix the situation. I need to discuss this with our programmer.

6. YES

7. ? We have actually found a way to change the creature and castle alignments, so now we can choose the terrain bonuses for each faction. I don't know if removing terrain bonuses will be better for the game balance.

8. YES This is nice. It will make the neutrals stronger.

9. NEEDS DISCUSSION This also sounds interesting, because in Heroes 3 mass spells are too easy to get if you have Expert level magic skill. I like the H2 system where the mass spells are more expensive and are put on a higher spell level.

However, I need to discuss this point with the programmer.

I also think about moving the Slow spell to the 2nd level (it was not like that in H2, but in H2 it was breaking the balance where people just re-started the map many times to get the Slow spell which randomly appeared on the 1st level). Moreover, the spell system in the mod is likely to be reconsidered, because classic H3 system is lame (Fire Magic and Water Magic are underpowered while Earth Magic is overpowered). So some spells will enter different categories.

10. ? I didn't understand this point, could you explain me? Or at least tell the seconds on the video where you demonstrate this feature.

11. YES SNOWING YES I was afraid it is not possible at all. It's awesome to see that you was able to achieve it. I think it will be even better to improve your animations, to make the Lightning Bolt disappear faster, and Cold Ray appear slower.

12. ? See point 9.

13. I THINK YES Note that in H2 the Elemental Storm also affected the Air Elementals. It's a Lightning spell in H2.

14. I THINK YES It's amazing to see the good old Armageddon. I hope our programmer will be able to improve the spell somehow.

15. YES I like the idea. By the way, the bonuses of the Ultimate Artifacts will be increased (because Attack in H2 was stronger than in H3), but your idea with the disappearing Ultimate Artifact sounds fine. I would only improve the text: you forgot a dot in the end of the sentence.



So in general, the ideas marked as green YES are welcome in the mod. We can contact by email (mine is orzieorzie@gmail.com) and exchange files. I can send you the Middle Font and the Small Font I finished yesterday. The Big Font is in progress currently.
FONTS EXAMPLE

Keep it rolling!

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mister_kalu
mister_kalu


Known Hero
posted October 12, 2014 04:42 PM

ok here are my answers for the poll
1) really didn't thought about campaign, in my opinion that point is the last one in my former project because in first place is the gameplay without bugs and errors, many people like single player maps or multiplayer, but incorporate videos and images with DL trigger ( custom dialog) is not a bad idea but you required a lot of work.
2) DD with free usage is a response to a general idea that was eliminate the 4 magic school, im not sure but i still think those skills distort the gameplay, or at least they are put far away from h2

3) open the editor in both games, put an hero with 1 pikeman (average speed) in 2 beta maps, and check how many steps the hero walk in h2 and h3, the handicap is the same but the initial movement point is different. and believe me, the experience of game is pretty different

4) all on the video are made with tons of scripts, with some bugs yet but you know, is ERM.

5) the army on the neutral battles are strictly equal to h2 battles, you're right, in the mod shooters are more powerful vs their counterparts , but to balance this point, you need more ideas for flyers and soldiers

7) again is based on the h2, if you want more speed, attack and defense in specific terrain for an specific monster, it's ok, but is not the original situation.

9) I described but i think too some spells are fine and other not, maybe slow in the 2 guild it's ok the same for mass slow, but to have a power for example mass haste with 1 point of mana, is disgusting

10) check the zombie in the video, dispel magic can only be casted against enemy stack on advanced water magic, so none and basic skill are practically useless

11) it tooks me 23 frames for animation and only for 1 radius, it's a hard job to do some similar

12) for third ocassion, without magic schools, this is neccesary

13) can be changed to air element

14) this is the most emblematic point of all, to do correctly you need the equake animation at least 3 times, a transparency effect from other spells and faster damage, if you can't have these items, the other way is make different videos for different situations, but i calculated at least 150 of them, so good luck

15) ok the dot

to conclude, if you want to finish the mod in a reasonable time, ( not 3 or 4 years more) you ought to learn well erm, isn't difficult but it's tedious, make script and test it many times, ( to do the video, i have been 3 weeks writing scripts since 0) it's ok if you have an external programmer although isn't the optimal, and of course draw more designs, in 2 hypotetical situations i prefer a game with several horrible monsters vs a game with several horrible bugs

right now i'm out of the mod, so this is all i can do for now,

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Orzie
Orzie


Responsible
Supreme Hero
posted October 12, 2014 06:13 PM

Quote:
DD with free usage is a response to a general idea that was eliminate the 4 magic school, im not sure but i still think those skills distort the gameplay, or at least they are put far away from h2

We can still make DD expensive for all schools I think. This is a spell which is anyway overpowered a lot. We cannot replicate exactly the H2 gameplay, unfortunately - there is Project Ironfist which allows that. The Succession Wars Mod is a mixture taking the best aspects from both games, providing a new unique gameplay instead.

Quote:
11) it tooks me 23 frames for animation and only for 1 radius, it's a hard job to do some similar

I will do this regardless of the number of frames. The mod must have these spells.

Quote:
to conclude, if you want to finish the mod in a reasonable time, ( not 3 or 4 years more) you ought to learn well erm

Of course we are not going to make this mod for forever. There is a list of things to do, and we proceed with it. I can probably go further after the v1.0 (when I'm going to create new campaigns and develop new Enroth-based lore), but at first we must get rid of the bugs, implement all planned features and provide graphical beauty.

Unfortunately I don't have time to learn ERM. Artwork takes all my free time, and there is a lot of it. But I am able to motivate some people to help us with it, that's what the good graphics is for.



Anyway, thanks a lot for your attention. Could you please send me the scripts for the features we discussed? The mod will surely become greater with these new developments. Heroes 2 Abandoned Mines and animated Cold Ray are a must.

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Mister_kalu
Mister_kalu


Known Hero
posted October 16, 2014 04:57 PM

I have read from your wish list in the russian forum about daemon cave, have you finished your devil /demon animation? or at least the death frames?, i' d like to put it in my next video, i hope to show some interesting things

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Orzie
Orzie


Responsible
Supreme Hero
posted October 16, 2014 07:16 PM
Edited by Orzie at 19:32, 16 Oct 2014.

Unfortunately no, animation is a very hard thing, and I am currently animating the Anubite and the upgraded Peasant with his new weapon. Heretic faction is not going to appear in the next mod release, because we have a lot of work with other 8.

I actually asked you for the scripts from your previous video.

We may try to do the death frames for the Devil soon, actually, if you can wait for a few days.

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Mister_kalu
Mister_kalu


Known Hero
posted October 16, 2014 07:57 PM

Orzie said:
Unfortunately no, animation is a very hard thing, and I am currently animating the Anubite and the upgraded Peasant with his new weapon. Heretic faction is not going to appear in the next mod release, because we have a lot of work with other 8.

I actually asked you for the scripts from your previous video.

We may try to do the death frames for the Devil soon, actually, if you can wait for a few days.



the scripts still have some bugs, i'm working to fix them. ok not problem, i'll skip the daemon cave part

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Orzie
Orzie


Responsible
Supreme Hero
posted October 16, 2014 08:03 PM
Edited by Orzie at 20:04, 16 Oct 2014.

The devil death animation is coming soon anyway. I even think that we can have the fully animated un-upgraded Devil for the next release, to be met only in Daemon Caves for now.

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Orzie
Orzie


Responsible
Supreme Hero
posted October 24, 2014 05:13 AM
Edited by Orzie at 05:13, 24 Oct 2014.

Some Heroes 2 creatures were created in a typical heraldic style: the Dragon, the Phoenix, the Griffin.
The Dragon's younger relative, namely the Wyvern, can also become native to Heroes 2 style and concept due to its great and well-known mythological background.



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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted October 25, 2014 01:03 PM

Level 6 unit for Witches?

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robizeratul
robizeratul


Known Hero
posted October 26, 2014 12:25 PM

damn, the  Wyvern looks fierce!

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e-lysander
e-lysander


Known Hero
Lysander
posted October 26, 2014 05:25 PM

Looks amazing, Orzie. Best of all, it looks like it came straight out of 1996!

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mister_kalu
mister_kalu


Known Hero
posted November 05, 2014 03:04 PM

Ok my last video

enjoy the new changes

video

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Orzie
Orzie


Responsible
Supreme Hero
posted November 05, 2014 03:22 PM

You've set this video as private.

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Mister_kalu
Mister_kalu


Known Hero
posted November 05, 2014 03:51 PM

it's ok  now

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 05, 2014 06:45 PM

Nicely done.

Can I ask what you use to record, both sound and correct fps?

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Mister_kalu
Mister_kalu


Known Hero
posted November 05, 2014 09:08 PM

the program is portable snagit 8. the quality really is better than the youtube video, but when i use virtualdub to compress, the fps decreases a bit. to obtain a better sound you could use headphones in the stereo mix record type. Proshow producer is a very good choice too

to the topic, the improvements between this video and the mod ,in general, are the follow:

1) hero screen with the statistics, monsters, artifacts and others, moral, luck and the other mini items aren't available yet ( the two blue icons below defense are made from quest log and specialty)

P.S: the screen is demonstrative but not fully interactive, i don't know if this method is better of the heroes 3.

2) original  mage guild for different castles.( my dream )

3) objects with their original dialogs ( well, witch doctor, idol)

4) artifacts cant be deleted or moved, so you can put cursed ones like tax lien and fizbin

5) original good luck effect ( rainbow, sound and text)

6) bad luck was incorporated at 90%, the battle memo can't be modified with my actual knowledge, i suspect JIMV did in page 140 of erm questions

7) dynamic hero panel in battle

8) = for the point 7 but better, the monsters have the same panel of the heroes 2 including for new monsters and their shadows ( ghost dragon, )

9) anubite and devil ( at least only for show)

10) perfect daemon cave


11) this points is an experiment, you can do a different build line up with custom dialogs, in fact build the black tower or mage guild level 5 for barbarian is easily or remove the upgrade monsters like brute-peasant
but without the ERM redraw code this is only an idea




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robizeratul
robizeratul


Known Hero
posted November 06, 2014 08:21 AM

I really hope speed will be represented by a number. Since there are so many different speeds in the game it would be impossible to have a word for each. And using "very fast" for 15-20 is not a good idea.  
 
Thanks for the videos! I always enjoy finding something new when i visit this thread!

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