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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI Faction] Ruins
Thread: [VCMI Faction] Ruins This thread is 28 pages long: 1 2 3 4 5 ... 10 20 ... 24 25 26 27 28 · «PREV
shev441
shev441


Adventuring Hero
posted March 23, 2024 12:39 PM

Project seems interesting. Any chance that you post more screenshots / gameplay on youtube from current/newest version?


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 24, 2024 09:15 PM

People want to see Ruins in planned VCMI tournament, so you'll have the chance to show latest version to wider audience
____________
The future of Heroes 3 is here!

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fiorin
fiorin


Promising
Famous Hero
☠️
posted March 27, 2024 04:05 AM

shev441 said:
Project seems interesting. Any chance that you post more screenshots / gameplay on youtube from current/newest version?



Warmonger said:
People want to see Ruins in planned VCMI tournament, so you'll have the chance to show latest version to wider audience


That's nice to hear, but I cannot share things right now. It is not because I don't want to, but because I don't have any ready things to show.

I'm involved with my house construction until June before I get proper time to work on the models at a decent pace.

I rushed with this current temp/alpha/unfinished version because of that. I was antecipating my busy months.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted August 26, 2024 05:30 AM

Hello guys,

Long time no see. This year was crazy for me so I did not have enough time to properly work with the mod, but I'm always trying to bring some improvements.

Recently we had some balance changes and portrait graphics updates... II have been working slowly on a re-render. I'm not happy with the outdated models, so after I will replace some buildings.

To share with you my progress...


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LordHawk
LordHawk

Tavern Dweller
posted August 27, 2024 08:33 PM

Hi. The new screen is definitely a plus. These new unit portraits were much more legible, and the screen also had clearer details, especially the mountains in the distance that were previously behind the fog.
However, if you mention models, do you mean only buildings or also units?

Because when it comes to units, it would be nice if you also took a look at the previous version of the city, e.g. these paintings on the Kelpies were unique and it's a pity that the current version doesn't have them.
Likewise, the colors are a bit less colorful, both for the sorceresses and the collos. The Cockatrice and Peryton models were definitely a plus.
However, the design of the T7 was more interesting before, especially the improved one.
Likewise, while Wendigos look interesting, their color is very similar to Behemoths, even their smaller and slimmer counterparts [they are also brown/light in color], so you could play around with it to diversify it a bit more.

The last thing is balance, because although the latest updates are better, they are still a bit far from perfect.
What is most noticeable, compared to other castles, is that some units are too strong after improvement. I.e. usually units in other cities after upgrade have 2 or 3 improved stats, and only t7 have more. Ruins, on the other hand, sometimes have almost everything, for example in the case of the Cockatrice, which after upgrading has as many as 4 improved statistics [atk, dmg, spd and hp], while in the case of shooters it is even all 5, and this definitely stands out compared to other cities. In the case of the Cockatrice it could be only, for example, atk, spd, hp, and in the case of the shooter, def, dmg, spd + number of arrows.
The situation is similar in the remaining units, so that the unimproved units would not lag behind so drastically, it would be possible to improve something in them to the level of the improved version, and in the improved version we could lower/leave something when we improved a given parameter in the standard version, so that these the differences weren't that different, and still, unimproved units were still useful. And here, for example, increase the HP of an ordinary peryton to the upgrade level, i.e. both to 50, and dmg, but leave the differences in atk, def and spd, and the difference in special ability will also do the trick.
Because the city itself is one of the better ones, but sometimes I don't want to play with regular units when, after improvement, the units gain so much in value, and no castle has that much.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted August 28, 2024 03:19 AM

LordHawk said:
Hi. The new screen is definitely a plus. These new unit portraits were much more legible, and the screen also had clearer details, especially the mountains in the distance that were previously behind the fog.
However, if you mention models, do you mean only buildings or also units?

Because when it comes to units, it would be nice if you also took a look at the previous version of the city, e.g. these paintings on the Kelpies were unique and it's a pity that the current version doesn't have them.
Likewise, the colors are a bit less colorful, both for the sorceresses and the collos. The Cockatrice and Peryton models were definitely a plus.
However, the design of the T7 was more interesting before, especially the improved one.
Likewise, while Wendigos look interesting, their color is very similar to Behemoths, even their smaller and slimmer counterparts [they are also brown/light in color], so you could play around with it to diversify it a bit more.

The last thing is balance, because although the latest updates are better, they are still a bit far from perfect.
What is most noticeable, compared to other castles, is that some units are too strong after improvement. I.e. usually units in other cities after upgrade have 2 or 3 improved stats, and only t7 have more. Ruins, on the other hand, sometimes have almost everything, for example in the case of the Cockatrice, which after upgrading has as many as 4 improved statistics [atk, dmg, spd and hp], while in the case of shooters it is even all 5, and this definitely stands out compared to other cities. In the case of the Cockatrice it could be only, for example, atk, spd, hp, and in the case of the shooter, def, dmg, spd + number of arrows.
The situation is similar in the remaining units, so that the unimproved units would not lag behind so drastically, it would be possible to improve something in them to the level of the improved version, and in the improved version we could lower/leave something when we improved a given parameter in the standard version, so that these the differences weren't that different, and still, unimproved units were still useful. And here, for example, increase the HP of an ordinary peryton to the upgrade level, i.e. both to 50, and dmg, but leave the differences in atk, def and spd, and the difference in special ability will also do the trick.
Because the city itself is one of the better ones, but sometimes I don't want to play with regular units when, after improvement, the units gain so much in value, and no castle has that much.


First of all, thank you very much for the insights. They are really helpful and enjoyable.

Lets got by parts:

Townscreen
The current was export using a lot of already made buildings models and simple lights on a AI generated background. I used Adobe Firefly for the background in Alpha version before changed to a paid version. I iterated a lot part by part. A lot, for days to achieve that.
The new version was the current added to a upscaler/recreate AI, with many interations part by part as well.
I tried to model the background but the result was not good enough, so I stayed with AI.
The new version is basically some cleanup, rethink some texture and some objects position. Then rexporting with individual lightning. Each building is exported individually, then glued together in Photoshop.
One thing I want is the buildings pop up a bit more.

Townscreen models
My intention since the begining of this version was to create my own building models from scratch, but I had no proper time to work on them, so I used most of the models from already made ones, just to have a playable version.
But I want to recreate some of them, if not all.
The Capitol building is in progress, and it was made from zero.
The Castle should be the next.

Units models
I like very much the current lineup, but I agree the models can get some love.
The kelpie is one I have to rework. Clean or rethink the model and deo all the animations.
What you dont like about the Colossus?
Yeah we can rethink the colors in general.

Unit stats
I didnt noticed that 2-3 attributes bump when upgrade.
In general to define the attributes I took all the other units in same level and made some average or pointed based on units with similar bodies. We can rework that.
Do you have some specific suggestions for balancing?

Thanks again

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LordHawk
LordHawk

Tavern Dweller
posted August 29, 2024 11:47 PM


Well, it's good to know that so much is planned.

With this castle, I understand that it's about that old screenshot, where there was a completely different model on the map? Anything that hasn't been shared yet?

As for Colossus, the older model was simply more atmospheric. Back then, it blended well with the previous version of the tracker [the green-skinned native] and this crown of improvement was impressive. Especially with the T1 and Kelpies tattoos. Nowadays the climate is wilder.
As for the colors, the sorceress is more faded compared to the previous version and I don't know if it's intentional to make the colors darker, but it's not as colorful. Wendigo, as I wrote, has too similar colors to behemoths and out of curiosity, it would be possible to somehow mix it with blue/blue, to match the color of Colos, which would give a more consistent color scheme [also with kelpies] and make it stand out more. But it has to be a subtle shade so that it doesn't look too strange.

As for the stats themselves, I wrote more or less before and what was also forced by the tournament with PvP Balance. However, the most important thing is to make them not so different from each other and to at least balance the life points more. So that the units have the same statistics before and after the upgrade, except for T7, or if some are to have higher, other similar statistics. Because at the moment, Kelpies and Perytons, it is practically not worth using the regular ones, because the improved ones are much better, Kelpies 28 vs 40 hp + everything else is better. Which makes the basic Kelpia have the weakest stats of all T4s, and all you need to do is add 40 hp and 9 atk to those and she's already useful. And the improved one is slightly above the average T4. Likewise with the peryton, after the earth elemental, it is the weakest t5, even the dendroid is stronger. And if you add HP as much as the upgrade and dmg, and leave the weaker atk, def, spd + ability, it will be completely enough. Because improved is useful.
And so with others, e.g. t1, either give both 5 hp or both 6 hp.
And for example, leave the differences in HP to the shooters and equalize the dmg instead [after all, they have the same weapon]. Cockatrices, on the other hand, should have their HP increased [11 is very little], but the upgrade should have 1 def more.
Of course, these are quick suggestions, it is best to check them in the table with other units and compare them, because it is a pity that some units were not very useful.

And one more thing that I didn't mention, and is also related to what I wrote, related to the atmosphere of the city. Well, the native terrain for the city was still grass and it was still visible on the city screen and the unit window in previous versions.
However, the current version, and especially the one you are planning now, looks more "desert", which is more associated with the area of ​​the stronghold city and if you compare the unit screens with castle, rampart and stronghold, with ruins, it is closer to the latter and this not just my association.
So the question is, have you thought about changing the area for a new city concept?
By the way, I don't know if the current music is appropriate, because streams show copyrights for fragments from the city, but it's interesting, because in previous versions it wasn't there ^^

Either way, it's good that the city is developing and the better it is in every respect, the more fun it will be to play and the more people will like it. Because VCMI is still in the top.

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