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Thread: [VCMI] Modding ideas | This thread is pages long: 1 2 · «PREV |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 27, 2015 12:21 AM |
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LizardWarrior said: Too bad the community doesn't encourage new modders
I am ready to help anyone, but first he must show motivation. I won't waste time on wannabe mummy modders.
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Era II mods and utilities
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phe
Famous Hero
Life and Freedom
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posted April 27, 2015 08:16 AM |
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bloodsucker said:
Phe said: Is not the thread Modding Ideas?
Not exactly, is for modding ideas IN VCMI, wich is a completly different project, made in C not ERM...
Yeah, definately more convinient tool...
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phe
Famous Hero
Life and Freedom
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posted April 27, 2015 08:25 AM |
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Edited by phe at 22:03, 27 Apr 2015.
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Salamandre said:
I am ready to help anyone, but first he must show motivation. I won't waste time on wannabe mummy modders.
Low numbers seemed to me quite important not only for few people so that's why I wrote about it not waiting for learning my scripting skills. ;-) Changing heroes and creature stats are easy, few other things propably more problematic just to guess (leveling change, required buildings change). If I do it, I will ask for those things...
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 27, 2015 08:50 AM |
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I mean, what is the point of lowering all the stats?
There is a big difference between "I've go an idea for mod" and "I've got good idea for mod". If you have no arguments to back up your idea, people will ignore it.
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The future of Heroes 3 is here!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 27, 2015 09:30 AM |
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Exactly. As it is now, Heroes already penalize (bugs) very high numbers or high levels, but in general big armies are the result of custom maps, where progression has a sense. If you lower everything, have a growth of +1 extra creature every week, which (on the tip) does 1/10 of the damage it did in vanilla, people will feel cheated, why play so long and feel things so static.
Is the first time I hear such idea and I am pretty sure it has no future. But if you really feel for it, you know what to do.
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Era II mods and utilities
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phe
Famous Hero
Life and Freedom
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posted April 27, 2015 09:49 PM |
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Edited by phe at 21:53, 27 Apr 2015.
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Warmonger said:
what is the point of lowering all the stats?
I prefer low numbers. Somehow they are nicer for my eyes. If I see skills value like +70 I would prefer +35 at the similar strenght. I understand 15 years of their existence. I got used to them. If we compare stats form H2 and H3(attack, defence, damage) they are about doubled in H3. So if someone like H2 or low numbers can be interested. So many mods, it's another something else. Incremental skills halved. 8th level creatures greater importance (by only 1 available per week). External dwellings more important. It always seemed to me that heroes get their expert skills too fast.
Salamandre said:
If you lower everything, have a growth of +1 extra creature every week, which (on the tip) does 1/10 of the damage it did in vanilla, people will feel cheated, why play so long and feel things so static.
Result of done damage should be similar (in killed creatures). These stats worked somehow in H2 and should also work now. Game of course will differ. Rather for RMG not for so far maps especially with legions of craetures. Anyway I'm going to this mod (like all other my ideas). Question if it will be in ERM, compilated C code (if VCMI will be open source as a part of code) or as Python scipt or in other way.
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Engwathang
Adventuring Hero
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posted January 15, 2016 09:24 PM |
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A mod that adds ALL skills and artifacts from HMM1-4? And that will also include Towns as well?
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fanofheroes
Famous Hero
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posted July 24, 2018 11:51 PM |
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I have some ideas for VCMI-map editor function that allows maps to be made in the map editor that can translate into a game that is based on the map’s configuration.
This idea is partially due to my struggles with trying to write computer code because I’ve tried really hard to figure it out and it escapes me. This girl knows science but tech stuff I’m not the brightest. I imagine that I’m probably the only one here, and by no means I don’t mean to offend anyone if I need a “programmers map-editor mod for dummies”. I thought this idea would definitely help me out and anyone else like me.
Also, a fair warning in advance…I don’t know how big or little amount of work is needed to make such a request (again tying to my lack of how much work goes into programming), so if my suggestion is ludicrous, please be kind and gentle.
New Map:
Map Size: allow for larger map sizes if the creator wishes. (yes 1008x1008 is big, maybe too big, but something along these ideas).
3 or 4th level maps: I was thinking that as long as subterranean gates do not overlap on >2 levels, then they can connect various levels together
Artifact Properties:
You can either edit existing artifacts or preferably make new ones. If you click the ‘generate new artifact’, an extra space in the artifact space is created. From here you can upload the image of it (make it custom to the user’s liking) that will translate everywhere the image is used in the game (on the hero, description menu, or on the adventure map). Movement bonus can be calculated in a ratio (1:5 – number:additional 5 movement spaces etc).
Morale/luck: +1 to +3 benefits the user, -1 to -3 gets applied to enemy in battle
Primary, secondary and spells are all bonuses that the artifacts endow.
Monster Properties:
Allows the user to modify existing monsters in the database, exclusive just for that map/scenario used. Images are selected from a pre-sprite def as well as the sounds and the image the creature comes from dwelling.
anyways, hope you like the ideas
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avatar
Promising
Supreme Hero
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posted July 25, 2018 08:51 AM |
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Edited by avatar at 08:53, 25 Jul 2018.
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Quote: New Map:
Map Size: allow for larger map sizes if the creator wishes. (yes 1008x1008 is big, maybe too big, but something along these ideas).
In existing VCMI map editor you can create even such 1000x1000 big map. Or more - you can create rectangular map, not only square one. You can not only generate such maps in-game as random maps.
Quote:
Monster Properties:
Allows the user to modify existing monsters in the database, exclusive just for that map/scenario used. Images are selected from a pre-sprite def as well as the sounds and the image the creature comes from dwelling.
You can do this by writting simple mod (that alters creature stats) and attach it to particular map. Of course it is bit harder that monster statistic generator but do-able.
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Macron1
Supreme Hero
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posted August 02, 2018 08:57 AM |
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Move griffins to 4 or 5th layer. I think they are more stronger than mere swordsmen.
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AncientDruids
Famous Hero
(Andruids for short)
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posted December 15, 2018 03:37 AM |
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I'm not sure where to post this spontaneous observation, but...
Did Morn achieve the most similar (or at least one of the most similar) H3 aesthetic in his portraits? Because I think he did. By both improving H3 portraits and adapting H2 ones. (holy damn, that briliant Cuthbert)
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planetavril
Famous Hero
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posted December 15, 2018 07:52 AM |
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good the first,four seven and nine portrait
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