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fester
Adventuring Hero
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posted March 29, 2015 05:25 PM |
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Orzie , you and your team is doing an EXCELLENT job. Gotta tell you i REALLY REALLY look forward to even try your next version even if I doubt that will be final considering how high standard you try hold this project up to.
Keep going please ... Its getting more and more teasing to get a hold of it for every new feature u show here.
/best regards Fester
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Bob9001
Tavern Dweller
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posted May 02, 2015 12:29 PM |
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Been awhile since anyone posted in here, was wondering whats happening with this mod, been playing it a bit lately quite fun!
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orzie
Responsible
Supreme Hero
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posted May 05, 2015 08:26 AM |
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Edited by orzie at 08:27, 05 May 2015.
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I sincerely apologize for all the absence due to my attendance to the PhD student status this year (master diploma and all). The work goes on, we started animating some creatures for the new version to be included in.
februarius said: Can you please tell me, is it possible to have dynamic castle looks for regular Heroes 3? Is this a feature of your mod, or is it a separate mod? Can it be used with Era?
Btw, congratulations for your amazing mod.
Regards.
Februarius, the dynamic castle looks plugin is an Era-based development. You indeed can have it for Heroes 3, but with one note: it doesn't support capitol flags. It would be too many def files to include if we were to add the flags which we didn't need anyway.
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februarius
Hired Hero
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posted May 08, 2015 06:29 PM |
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Orzie, thank you for your answer. Can you please tell me where to find this mod, or how to enable it in Era.
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orzie
Responsible
Supreme Hero
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posted May 08, 2015 08:57 PM |
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Edited by orzie at 21:00, 08 May 2015.
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You can find it in my hands, of course.
OxFEA is responsible for this brilliant development.
To make it working, pack each castle/town with each terrain base as a separate def (with MSG and MSK files). The name pattern for the def/msg/msk files is described in Readme.txt file, and map_towns.pac contains a demonstration.
Both the .pac and .dll files must be put in Mods/(your mod)/EraPlugins folder. The plugin can be used with any mod, including clean WoG Revised.
The castle/town will "adapt" its exterior (e.g. the specific def file) to a terrain which is placed under the entrance square.
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februarius
Hired Hero
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posted May 27, 2015 10:06 PM |
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Huh, I am not so familiar with Hmm3 modding, so all this info is mostly new to me. It looks like I have some learning to do. But I will try to follow your instructions. Thank you for your help.
Just one question more. Is this something that will be applied when starting any scenario/map. Or some editing must be done in map editor also.
I ask for this to include it in my wogified Hmm3 game. It's so lame to play some beautiful map, and all that to be ruined by misplaced castle terrain graphic. If the castle is not on its natural terrain it realy hurts the eyes, and breaks the immersion. Try placing Tower castle in desert
Acttualy I wonder, if this is around for some time, how nobody created this mod for Era already.
Back on topic, how is your beautiful mod progressing?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 27, 2015 10:09 PM |
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februarius said: It's so lame to play some beautiful map, and all that to be ruined by misplaced castle terrain graphic.
I am a bit lost here: how is the map beautiful if the mapmaker place towns on wrong terrain?
And anyway this feature has not much interest (from scripter perspective), if random map, who cares. If custom map, is mapmaker job to use right terrain.
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februarius
Hired Hero
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posted May 27, 2015 10:39 PM |
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Yeah but what about custom made free for all maps. I play lots of those and there are some very beautiful, balanced, non story related maps out there.
So lets say you want to start with Tower in a desert maybe, or you have random towns placed around map. You end up with aesthetically ruined map. The only solution is to place all towns on its corresponding terrains. But that reduces the replayability of a good free for all map.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 28, 2015 12:26 PM |
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Those defs are for SW mod, means they have no use in vanilla. I remember Sower made artworks for castle only, on all terrains (maybe?) but didn't see him completing all towns.
IMO not worth the time spent, but if you think is necessary, you are welcome to make the graphics for all towns, on all terrains, in all states (no fort, fort, capitol etc). This is huge work.
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robizeratul
Known Hero
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posted June 01, 2015 02:00 PM |
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Hey Did u see this website??
http://www.spriters-resource.com/fullview/29407/
those commander units look really nice(the first ones) Is it possible to edit them into this mod?
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robizeratul
Known Hero
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posted June 04, 2015 11:01 AM |
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robizeratul said: Hey Did u see this website??
http://www.spriters-resource.com/fullview/29407/
those commander units look really nice(the first ones) Is it possible to edit them into this mod?
also,will cyborg hero and other units appear here too from ironfist?
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orzie
Responsible
Supreme Hero
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posted June 04, 2015 03:09 PM |
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Edited by orzie at 15:13, 04 Jun 2015.
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Quote: those commander units look really nice(the first ones) Is it possible to edit them into this mod?
Good morning, these are original Heroes 2 town captains.
And no, we didn't have plans for them at this moment.
WoG-style commanders anyway require a specific design allowing them to fly, shoot or possess any other ability. Besides, I am unsure if we are to develop WoG legacy at this stage of the project.
Quote: also,will cyborg hero and other units appear here too from ironfist?
I am not interested in transfering concepts from one project to another and vice versa. The Cyborg doesn't have any background lore for H3SW. We will see what happens later.
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robizeratul
Known Hero
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posted June 04, 2015 04:49 PM |
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thanks for the answer! you could make them regular units.but i guess its not easy to draw the missing frames
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Wind_Falcon
Adventuring Hero
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posted June 18, 2015 10:02 PM |
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Orzie said: A microscopically little teaser of the new version.
Hey Orzie, you teased this HotA like installation of the mod some months ago, any updates on when it's gonna hit?
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orzie
Responsible
Supreme Hero
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posted June 22, 2015 06:40 AM |
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The next version of the project is to be released in 2015.
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Macron1
Supreme Hero
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posted June 22, 2015 10:47 AM |
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orzie said: The next version of the project is to be released in 2015.
What features will be in 2015 release?
Warlock and Knight townscreens?
And maybe Oasis townscreen?
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Orzie
Responsible
Supreme Hero
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posted June 22, 2015 12:20 PM |
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To name just a few:
- Completely new hero portrait roster + all classic portraits rescaled properly
- Completely revised hero specialties
- Completely redone map objects, now with proper grid position, passabilities, shadows and palette
- Completely redone artifacts
- (Hopefully) Completely redone script file
- Quasi-new platform allowing the mod to be user-friendly like HotA
- New artifact system combining features from H2 and H3 to provide unique gameplay
- Considerably redone lineup for the new desert faction
- Some new creatures for other factions
- New awesome menu backgrounds (quasi-Heroes 2 HD)
- Completely redone Knight and Gipsy townscreens
- Dynamic castle looks on different terrains feature
- Completely new hero bios with lore references
- New buttons, interfaces, etc.
- Tons of new various graphics
- Over 50 singleplayer maps
There are some things, however, which we didn't touch for the current moment because of lacking time. Heroes of Might and Magic 3: The Succession Wars v0.8 will not have fixed magic system or WoG options. The latter are supposed to be blocked until further development. Many other graphic assets are to stay as placeholders for the same reason.
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revolut1oN
Famous Hero
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posted June 22, 2015 07:31 PM |
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Please ban wog options completely, I'd rather see TSW Mod as expansion rather than modding platform. More HotA like, less WoGish. For casual players its confusing.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 22, 2015 08:25 PM |
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I suppose random generator will not be compatible with, right? New sizes, different passability?
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Era II mods and utilities
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orzie
Responsible
Supreme Hero
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posted June 22, 2015 08:39 PM |
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Edited by orzie at 20:42, 22 Jun 2015.
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I guess it should. It seems to take the actual passabilities into account. Anyways, in 2013 beta we all could see that it did, placing passable-through mountains as if they are blocking the way (but de facto they didn't) which had their passability scheme broken accordingly.
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