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| dydzio 
  
   
   Adventuring Hero
 VCMI contributor
 
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|  posted June 08, 2018 04:47 PM |  |  |  
 
| Inactivity is temporary and it happens regularly over years. There was a lot of work done in first 4 months this year. |  
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| Warmonger 
  
    
       Promising
 Legendary Hero
 fallen artist
 
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|  posted June 21, 2018 08:23 PM |  |  |  
 
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| RerryR 
  
    
      Promising
 Supreme Hero
 Researching Magic
 
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|  posted June 21, 2018 10:38 PM |  |  |  
 
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| AlfWithCake 
  
   
    Known Hero
 
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|  posted June 21, 2018 11:33 PM |  |  |  
 
| Oh, I waited for this for so long that I was actually considering to do something myself   |  
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| fred79 
  
 
        Disgraceful
 Undefeatable Hero
 
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|  posted June 22, 2018 08:27 AM |  |  |  
 
| Sweeeeet.   |  
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| Djangoo 
  
   
   Adventuring Hero
 
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|  posted June 22, 2018 06:28 PM |  |  |  
 
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| AncientDruids 
  
   
     Famous Hero
 (Andruids for short)
 
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|  posted June 24, 2018 08:24 PM |  |  |  
 
| I'm not sure what Warmonger meant, but if it's about my mod, it won't undergo any major changes in the nearest future, so I might as well share it here right now. 
 LINK:  New Magic Balance0.8.zip
 
 It consists of 3 submods:
 
 - the first one changes original mass spells range (to a radius of 2, 3 or 4 hexes)
 
 - the second one adds 6 new spells - mass versions of spells affecting most important skills for a unit on battlefield (attack, defense and speed). The spells get added to the hero's spellbook the moment he knows Wisdom secondary skill (basic for 3rd level and advanced for 4th level spells) and become usable only when hero knows Expert skill of corresponding magic school. Without it, the spell will appear in a book, but will be unusable. Like this:
 
 
  
 New mass spells are higher level than their original versions and cost more spell points.
 
 - the third one changes Slow spell to 2nd level.
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| Pavel 
  
   
  Hired Hero
 
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|  posted June 25, 2018 08:40 AM |  |  |  
 
| Hi. How instal it mod? This for version HOMM3 complete? Cheers.
 ____________
 
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| avatar 
  
    
      Promising
 Supreme Hero
 
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|  posted June 25, 2018 08:45 AM |  |  |  
 
| Dude, you asking in VCMI thread which platform this mod is made for?   |  
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| Galaad 
  
  Hero of Order
 Li mort as morz, li vif as vis
 
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|  posted June 25, 2018 12:11 PM |  |  |  
 
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| Zaibach 
  
   
  Hired Hero
 
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|  posted July 08, 2018 10:58 AM |  |  |  
 
| Hi guys, 
 I wonder if it is possible to play at Hota 1.5.3 with VCMI?
 
 Thanks!
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| dydzio 
  
   
   Adventuring Hero
 VCMI contributor
 
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|  posted July 08, 2018 11:53 AM |  |  |  
 
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| Alyx182008 
  
   
   Adventuring Hero
 
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|  posted July 10, 2018 08:12 AM |  |  |  
 
| Zaibach said:Hi guys,
 
 I wonder if it is possible to play at Hota 1.5.3 with VCMI?
 
 Thanks!
  
 
 There is a port of the Cove town as a mod for VCMI, but don't expect every feature of Hota to work. Also, I don't think you can play Hota campaign with this mod.
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| Zaibach 
  
   
  Hired Hero
 
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|  posted July 10, 2018 06:44 PM |  |  |  
 
| Alyx182008 said:
 Zaibach said:Hi guys,
 
 I wonder if it is possible to play at Hota 1.5.3 with VCMI?
 
 Thanks!
  
 
 There is a port of the Cove town as a mod for VCMI, but don't expect every feature of Hota to work. Also, I don't think you can play Hota campaign with this mod.
 
 
 I mean, why Hota crew just don't move everything on VCMI? This would be great for the whole Heroes community, and would also simplify themselves a lot of work. Just look at the Openxcom community, it is so great and active because they actually have Openxcom. Look, there are already mods like "Neutral Heroes" that include contents for Hota. Can someone can explain why they don't just do this?
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| Macron1 
  
   
      Supreme Hero
 
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|  posted July 10, 2018 07:26 PM |  |  |  
 
| Zaibach said:Can someone can explain why they don't just do this?
 
 
 They like to think of themselves as 'elite'. HOTA is closed non-modable product with no source codes available. This is totally opposite to open community developing.
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted July 10, 2018 07:33 PM |  |  |  
 
| Zaibach said:
 I mean, why Hota crew just don't move everything on VCMI?
 
 
 Imo, there are more than one reason
 
 1) Because Hota didn't change anything to AI, just added its own codes over it, so it works. VCMI didn't yet finish to program the new AI. Am I wrong, guys?
 
 2) When Hota started, there was no VCMI so now you propose them to redo all codes and discard all work
 
 3) HD mod also is not compatible with VCMI while indispensable in MP.
 ____________
 Era II mods and utilities
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| Zaibach 
  
   
  Hired Hero
 
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|  posted July 10, 2018 08:09 PM |  | Edited by Zaibach at 20:14, 10 Jul 2018. |  
 
| Actually their future work will be much easier when everything will be in VCMI, and I think if VCMI team ported the 1.3.1 Hota in VCMI without any help from hota crew in a relatevely short period, the Hota team himself could port everything very fast. Considering with high level API and everything open source is much easier than reverse engeneering they are doing. 
 For the 1.0 and HD mod I think it's only a matter of time.
 
 Anyway this is how community grow up, with open source framework.
 
 
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| Galaad 
  
  Hero of Order
 Li mort as morz, li vif as vis
 
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|  posted July 10, 2018 09:05 PM |  |  |  
 
| Hota is against porting their work on to other platforms. Here is Nik's explanation, after they redlighted the ERA port. 
 There is HD mod in VCMI, btw.
 ____________
 
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| avatar 
  
    
      Promising
 Supreme Hero
 
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|  posted July 10, 2018 09:26 PM |  |  |  
 
| I think HotA Team can create their all ideas under H3 Complete envoirement, than under far-from-playability VCMI platform... ____________
 
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| dydzio 
  
   
   Adventuring Hero
 VCMI contributor
 
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|  posted July 11, 2018 12:50 AM |  | Edited by dydzio at 00:54, 11 Jul 2018. |  
 
| @Zaibach, as VCMI team member I think same, but somebody gotta implement these features. In this year loads of code was added for the "modding capabilities" and "code rewrite" part of VCMI. This includes map editor, greatly improving capabilities of creating spell mods, improving AI battle spellcasting, basic working multiplayer. 
 One of main deals for hota 1.5.0 support would be the new terrain support, preferably done via terrain modding feature to free terrains from being hardcoded in VCMI and instead to make them fully configurable with ability to add custom terrains in custom mods. We do not have the manpower to work on everything.
 
 Apart from some new bugs/crashes introduced by solid multiplayer support, which included making scenario/save select window client-server based VCMI is now much more playable compared to version 0.99, but AI is still fairly stupid.
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