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Strigo
Hired Hero
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posted March 10, 2020 10:02 PM |
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The_Green_Drag
Supreme Hero
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posted March 11, 2020 12:05 AM |
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It’s important to never skip leg day!
But extra demons would be cool toxin skill is coming along.
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FirePaladin
Legendary Hero
DoR Modder
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posted March 11, 2020 12:13 AM |
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The_Green_Drag said: It’s important to never skip leg day!
But extra demons would be cool toxin skill is coming along.
Making the naga is gonna take me a while (at least 1 week, I think). Anyway, what should her "Ability" animation be?
And yeah, he's just as muscly as some chicken I've seen (not joking about the chicken)!
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The_Green_Drag
Supreme Hero
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posted March 11, 2020 12:40 AM |
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Probably wouldn’t need one if she’s just gonna have no retaliation ability
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FirePaladin
Legendary Hero
DoR Modder
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posted March 11, 2020 01:07 AM |
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The_Green_Drag said: Probably wouldn’t need one if she’s just gonna have no retaliation ability
Well, "Ability" animation is for activated ability (just like magi have nova). Maybe you wanted to give her something, like an ability to "encourage" units, etc. Or some battle-trance.
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The_Green_Drag
Supreme Hero
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posted March 11, 2020 01:52 AM |
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Idk my ideas are running thin lol.
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FirePaladin
Legendary Hero
DoR Modder
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posted March 11, 2020 11:39 AM |
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The_Green_Drag said: Idk my ideas are running thin lol.
Here are some from me:
1. In King's Bounty (which has somewhat identical battles as HoMM), Paladins have an ability that gives a second turn to another unit, besides their resurrection (called Prayer, which is mass res around Paladin stack. One of the reasons the Paladin is entirely OP). Something similar could be added to Naga, where she encourages troops to battle and increases the morale (and maybe even attack and/or initiative) for a short time.
2. Battle trance. Simply just a temporary buff applied on herself (not to forget, nagas aren't that fast in H3).
3. Challenge an enemy, doing increased damage to it and lower damage to the rest (just like the guys in H6) until the squad dies.
Anyway, I watched your streams and I wonder how you managed to make the cowies (gorgons)?
Edit: I've got the naga rollin'. Added the arms already and now re-doing armature for mesh. I'm going to upload photos sometime soon.
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The_Green_Drag
Supreme Hero
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posted March 11, 2020 08:43 PM |
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Oh, those gorgons are thanks to Lizard. I only know how to play around with the textures and particle effects when it comes to custom models.
Got the basic Toxin skill going now, for the swamp fortress. Obviously inspired by H3 Wyvern monarch ability Works like so:
Attacks have a 50% chance to apply the toxin debuff which reduces max HP by 3%. The debuff grows stronger over time by an additional 3% at the start of the effected unit's turn. The duration is 3 turns but also refreshes every time the poison grows stronger.
Novice lets it grow to lvl 2.
Expert to lvl 3,
Master to lvl4, and hopefully grandmaster to lvl 5.
So a max of -15% if its maxed out. Figured it would work with this faction since their defense based and this is aimed at longer battles. Hydra can put marks on multiple enemies. And only one shooter so they cant dish too much of it out at once.
Don't know what I'll do as far abilities go. Need a total of 6 I think, maybe 7 if I cant get the gandmaster to work how I want.
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FirePaladin
Legendary Hero
DoR Modder
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posted March 11, 2020 09:53 PM |
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The_Green_Drag said: Oh, those gorgons are thanks to Lizard. I only know how to play around with the textures and particle effects when it comes to custom models.
Got the basic Toxin skill going now, for the swamp fortress. Obviously inspired by H3 Wyvern monarch ability Works like so:
Attacks have a 50% chance to apply the toxin debuff which reduces max HP by 3%. The debuff grows stronger over time by an additional 3% at the start of the effected unit's turn. The duration is 3 turns but also refreshes every time the poison grows stronger.
Novice lets it grow to lvl 2.
Expert to lvl 3,
Master to lvl4, and hopefully grandmaster to lvl 5.
So a max of -15% if its maxed out. Figured it would work with this faction since their defense based and this is aimed at longer battles. Hydra can put marks on multiple enemies. And only one shooter so they cant dish too much of it out at once.
Don't know what I'll do as far abilities go. Need a total of 6 I think, maybe 7 if I cant get the gandmaster to work how I want.
Pretty cool stuff. You could also add a simple buff ability (+ to certain stat, etc.) and a shield at the beginning of combat, for the more advanced ones.
I managed to add the katanas to the naga. I'm still working on the skinning part, having finished the right-lower arm skinning.
Update: This is how she looks right now:
Edit: You could also give some creature/s (or as an ability) a Poisonous effect similar to the one in KB, where the affected stack gets damage (poison dmg, maybe earth here) every turn.
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lolixer8383
Tavern Dweller
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posted March 15, 2020 03:31 PM |
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Is it possible to add factions? Or just adding Inferno creatures as Neutrals?
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The_Green_Drag
Supreme Hero
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posted March 15, 2020 04:37 PM |
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You can, but it’s a lot of busy work. This mod adds a h3 fortress-like faction.
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lolixer8383
Tavern Dweller
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posted March 15, 2020 05:31 PM |
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The_Green_Drag said: You can, but it’s a lot of busy work. This mod adds a h3 fortress-like faction.
Is there a possibility to view the new units/faction? The images in the earlier posts don't work anymore.
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FirePaladin
Legendary Hero
DoR Modder
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posted March 15, 2020 05:49 PM |
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lolixer8383 said:
The_Green_Drag said: You can, but it’s a lot of busy work. This mod adds a h3 fortress-like faction.
Is there a possibility to view the new units/faction? The images in the earlier posts don't work anymore.
Sadly, the original creator of this mod had his pictures erased because they were uploaded on tinypic (probably the site closed or something).
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The_Green_Drag
Supreme Hero
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posted March 17, 2020 08:59 PM |
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Kinda want to make another faction skill for fortress/inferno. Rune magic is lame. Never really liked gating either and it wouldn't fit well here anyways.
maybe rune magic mechanics can be turned into something new? Gonna brainstorm on this for a while...
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FirePaladin
Legendary Hero
DoR Modder
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posted March 17, 2020 09:02 PM |
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The_Green_Drag said: Kinda want to make another faction skill for fortress/inferno. Rune magic is lame. Never really liked gating either and it wouldn't fit well here anyways.
maybe rune magic mechanics can be turned into something new? Gonna brainstorm on this for a while...
Ummm... How does rune magic work in H7 (I only have the base game right now)?
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The_Green_Drag
Supreme Hero
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posted March 17, 2020 10:06 PM |
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You summon runes on the battlefield and they either buff or debuff things.
Edit: never got into h5 that much. But they generally have some kind of effect in an area around the rune. Usually in a 3x3 area with the rune at its center.
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FirePaladin
Legendary Hero
DoR Modder
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posted March 17, 2020 10:16 PM |
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The_Green_Drag said: You summon runes on the battlefield and they either buff or debuff things.
So similar to H5... I'm gonna think about it then (what they could be replaced with, etc.)
Edit: So basically a cell is occupied by a buffing/debuffing rune? I'm saying this because I've seen it somewhere.
Edit 2: That's similar to what I've seen. Thanks.
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The_Green_Drag
Supreme Hero
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posted March 18, 2020 12:03 AM |
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Maybe they could spawn some kind of generic demon unit upon killing an enemy. Some kind of imp thing. Stack size could depend on the skill level. They go away when combat ends.
Just spit balling
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FirePaladin
Legendary Hero
DoR Modder
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posted March 30, 2020 02:36 PM |
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I'm still working at the naga (she really is a lot of work), but with all this chaos around it's even more difficult and sometimes days pass without me doing anything for the mod. The "at least 1 week" was available if things were more ordinary, not like now.
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moritzbradtke
Known Hero
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posted March 31, 2020 12:22 AM |
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lol, dont worry, some interesting link here ->
http://www.hommdb.com/mods/heroes7/sundaynights-wild-pixie/
i wrote a comment About it on the page, basically it is a brand new creature, lovely work, but it is not rdy for use in game, Needs some sounds and particle animations are not working like intended, f.e meele attacks lacks the rainbow Animation, eventually i would try to fix the unit but i have no clue why particles Arent playing cause they do in the Editor, what could be the reason? other Problems like not working abilities and sounds should be "doable"
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