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thGryphn
Promising
Famous Hero
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posted April 11, 2016 12:33 PM |
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^ All correct, and yeah, it works very well. There is substantial active area on all icons. Trying to do anything else would be terribly degrading the visuals (a non-transparent background for each icon, yuck). Trust me, it does work very well for all icons, granted better on some (e.g. barbarian skills) than others.
By the way, this is how it is on the original skill wheel (Azard's implementation) and as well as the current skill tree (try slowly the tree-root icon, etc.)...
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Skeggy
Promising
Famous Hero
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posted April 11, 2016 12:44 PM |
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thGryphn said: ^ All correct, and yeah, it works very well. There is substantial active area on all icons. Trying to do anything else would be terribly degrading the visuals (a non-transparent background for each icon, yuck). Trust me, it does work very well for all icons, granted better on some (e.g. barbarian skills) than others.
By the way, this is how it is on the original skill wheel (Azard's implementation) and as well as the current skill tree (try slowly the tree-root icon, etc.)...
OK then.
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Belisarius
Promising
Known Hero
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posted April 11, 2016 12:50 PM |
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Remake video of a glorious PvP battle: Ebba vs Sorgal
@thgryphn so far looks very nice. have you tried a different solution for the name of class/race? maybe using different font? like this (game of thrones font for name of race)
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Gidoza
Famous Hero
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posted April 11, 2016 03:58 PM |
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Edited by Gidoza at 15:59, 11 Apr 2016.
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thGryphn said: This should address some concerns:
@Gidoza: All these icons are their faction symbols in the Ashan lore, where Heroes V belongs, despite the fact that most of them are not used in-game.
In Heroes V, faction symbols were not effectively used (which is the game's shortcoming), but if anyone had to use (like me) an icon to represent each of the factions, these would be them. Because, as I said, in Ashan lore, these are the faction symbols, and trying to use anything else would be contradictory. What else would you have me do anyway?
The town symbols, a hero, anything that is already familiar. The game hasn't used them before, so they are as anathema to me.
I'm not saying it doesn't look beautiful - it DOES look beautiful, and amazing. But without familiar icons, it's simply meaningless.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted April 11, 2016 04:17 PM |
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This colour of faction name looks much better
About the switch buttons: I meant that the round icons on the right, allowing you to to switch between game and wheel, could be moved (as there is a lot of free space near them) and the class and faction name could be written there. Not sure if it is possible or how it would look like but now the name is the only think I do not like much in your skillwheel It seems like you forgot to write the name somwhere during making the wheel and you remembered to do it after the wheel was done. Nevertheless stil amazing job on the wheel
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Important H7 tips & tricks
H7 Community Patch (UCP)
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thGryphn
Promising
Famous Hero
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posted April 11, 2016 04:43 PM |
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Antalyan said: This colour of faction name looks much better
About the switch buttons: I meant that the round icons on the right, allowing you to to switch between game and wheel, could be moved (as there is a lot of free space near them) and the class and faction name could be written there. Not sure if it is possible or how it would look like but now the name is the only think I do not like much in your skillwheel It seems like you forgot to write the name somwhere during making the wheel and you remembered to do it after the wheel was done. Nevertheless stil amazing job on the wheel
I can't not have that flap on the top right of the wheel. It would look terrible. So, I'm using that flap to place the buttons, which are crucial and must be placed somewhere anyway. Their location now actually enables me to open the skill wheel into the info page, which is the first button on top.
About the faction-class names, their original placement was totally different; making an arc along the wheel on the left side. I'm seriously considering now bringing a similar design...
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted April 11, 2016 04:56 PM |
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Skeggy
Promising
Famous Hero
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posted April 11, 2016 08:18 PM |
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thGryphn said:
I can't not have that flap on the top right of the wheel. It would look terrible. So, I'm using that flap to place the buttons, which are crucial and must be placed somewhere anyway. Their location now actually enables me to open the skill wheel into the info page, which is the first button on top.
About the faction-class names, their original placement was totally different; making an arc along the wheel on the left side. I'm seriously considering now bringing a similar design...
Since the area on the left is going to be very click-intensive, wouldn't it be good that four attributes table (upper left) switch place with return icon (round icon) and info icon (upper right)?
Also, isn't it better that info is placed in some pdf file and not on the wheel?
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thGryphn
Promising
Famous Hero
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posted April 11, 2016 08:43 PM |
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Belisarius said:
@thgryphn so far looks very nice. have you tried a different solution for the name of class/race? maybe using different font? like this (game of thrones font for name of race)
Unfortunately it's not possible. The faction and class names are called from text files and the game renders them. So, I'm limited to the font styles available in the game only, of which I'm using the best one. It's Monotype Corsiva Italic. The only other font is a sans, I think Century Gothic, not sure.
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Belisarius
Promising
Known Hero
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posted April 11, 2016 08:51 PM |
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Ah, Ok. Monotype Corsiva is excellent font. I was just giving a suggestion.
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mcbrain
Tavern Dweller
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posted April 11, 2016 09:10 PM |
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Greetings all,
This mod is freaking awesome, thanks so much for the work you guys put on it!
I'd like to ask you all for help on one thing, though. I'm super bad at this game and I'm having a hard time vs the AI even on Normal difficulty. I don't mind the smarter AI, which is awesome, but it seems they are getting too many creatures -- and losing almost nothing when fighting neutral camps. So I'd like to tune down the AI cheating. My question is twofold: How exactly does the H55 AI cheat on heroes, resources and creatures; and what should I change in the pak files to reduce or eliminate such cheating, or even handicap the AI to my tastes?
I'm new to HOMM5 modding but I skimmed over some of the files and this is what I gathered so far:
h55-core.lua: function H55_WeeklyEvents(player) will, among other things, add a small amount of extra creatures to AI dwellings every week based on difficulty and some other factors.
h55-advmap.lua: function H55_PrepareAdvMap() will, among other things, give one advanced or expert offensive skill to starting AI heroes based on their class.
So far I commented both these parts out of my game, but the game still feels harder than I'd like. If you guys could give me any suggestions, I'd appreciate it. Cheers,
--mcbrain
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Belisarius
Promising
Known Hero
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posted April 11, 2016 09:26 PM |
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One can always try the setting without AI cheating (Casual Game), and put look-ahead depth to minimum and difficulty on minimum:
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mcbrain
Tavern Dweller
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posted April 11, 2016 09:54 PM |
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Belisarius said: One can always try the setting without AI cheating (Casual Game), and put look-ahead depth to minimum and difficulty on minimum:
Oh well, I had never noticed that option. My fault I guess... I'll give it a shot and I'll see how it goes. Thanks Belisarius!
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mcbrain
Tavern Dweller
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posted April 12, 2016 03:46 AM |
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@Belizarius, I gave it a go and it's exactly what I was looking for. Thanks again!
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Gidoza
Famous Hero
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posted April 12, 2016 05:11 PM |
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Any way to mod the AI Cheating so one has the starting resources of Impossible but all the other AI Cheating of Normal?
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thGryphn
Promising
Famous Hero
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posted April 12, 2016 10:28 PM |
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@magno
What do you say if I propose to change the class icons to their highest level (expert or ultimate) forms, instead of the basic level now?
You already did that with Runelore (Runemage icon), and I think it would look much better that way, with more impressive icons. Don't you think?
What do you say?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 12, 2016 10:38 PM |
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I'm fine with icons set to expert and your reworked faction icons
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waitingforhe...
Tavern Dweller
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posted April 12, 2016 10:58 PM |
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The upmost icon is a bit distorted, and it would look better without that.
It is a bit difficult to recognize some of the icons as factions. Having colors gives an additional hint of what faction it could be (assuming the colors are static).
You could try having color only within the circle, and not on the tab though.
White color for the wizards?
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sayke
Tavern Dweller
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posted April 12, 2016 11:22 PM |
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I would prefer the icons that are used in-game (like the rotating floating tree for Sylvan/Preserve), but I also say don't worry about the details - just get us a beta version and we can mess around with it more later, as need be =D
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thGryphn
Promising
Famous Hero
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posted April 13, 2016 01:07 AM |
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waitingforheroes5 said: The upmost icon is a bit distorted, and it would look better without that.
It is a bit difficult to recognize some of the icons as factions. Having colors gives an additional hint of what faction it could be (assuming the colors are static).
You could try having color only within the circle, and not on the tab though.
White color for the wizards?
Do you mean the Haven icon? I know, but that was in the source... Hmm, maybe I'll try to fix it
The colors that Ubi saw fit for each faction is as follows, and I've been using them:
Haven: Light blue / Teal
Inferno: Red (full saturated, orange-ish)
Necro: Black / Grey
Sylvan: Green (lively, light)
Dungeon: Purple (rather dull, blueish)
Academy: Light yellow
Fortress: Dark Red (not fully saturated)
Stronghold: Brownish gold / yellow (not fully saturated)
I'll post pics of a new design soon, ask everyone's opinion, then I'd like to freeze the design and finish up the work.
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