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Heroes Community > Other Games Exist Too > Thread: Disciples 3
Thread: Disciples 3 This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
DarkLord
DarkLord


Supreme Hero
Fear me..
posted June 01, 2012 01:09 AM

Sad to inform you guys ..
but Disciples series is Dead..
there wont be any Mountain Clans addon..

R.I.P. Disciples series
i loved you almost as much as HoMM

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted June 01, 2012 01:17 AM

Do you have anything to substantiate your claim?
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted June 02, 2012 02:15 AM

the russian website says so..
that Akela refuses to finance the project
that doesnt bring enough revenue..

it says that there is a "possibility"
Disciples will become an "online game"
which wont have much in common with original series

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted June 02, 2012 05:00 AM

Well, Disciples 3 didn't have much in common with the original series, so at least we don't have to worry about that.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted June 02, 2012 07:20 AM

i mean at least it was turn based strategy

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Blake00
Blake00


Known Hero
posted July 03, 2012 12:44 PM
Edited by Blake00 at 12:45, 03 Jul 2012.

this sucks I'm quite a big Dsiciples fan and was waiting until they did all the addons to buy a gold/platinum/complete edition.

I wonder if another studio will take over like what recently happened with the Gothic Series. They went bankrupt and their addon pack to Gothic 4 Arcania was canned but then someone else came along and finished it all!
____________
Blake's Sanctum - Heroes of Might & Magic: fan page containing pictures, vids, info, similar games & fan projects!

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LarkinVB
LarkinVB


Known Hero
posted November 30, 2012 09:28 AM
Edited by LarkinVB at 09:35, 30 Nov 2012.

They did release a last version a month ago.

Disciples 3 Reincarnation

It is an overhaul of their series with lots of improvements. Maps are more open now, you can travel on sea, the battle arenas are smaller, global spells are diversified, the are a lot more skills, more neutrals, magic items etc. pp.

There is a network mode but I heard it is not working properly.

I think it is a worthy end of the Disciples 3 series.

I made two mods for it. One to balance the game and one for more diversity of obstacles and nodes on the battlefield.

Battlefield and balance mod

The game is in need of more user made maps, so buy it and make same maps for me.




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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted November 30, 2012 02:13 PM

I did not think the English version had been released.  I'll have to pick it up after Christmas.  Maybe it will be on Steam then.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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LarkinVB
LarkinVB


Known Hero
posted November 30, 2012 03:13 PM
Edited by LarkinVB at 07:06, 02 Dec 2012.

It is the english version for sure. I was part of the translation beta test team. You will get a valid steam key on gamersgate.

It is neither promoted nor sold on steam but it can be activated and downloaded there. I guess Akella ran out of money.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted November 30, 2012 03:38 PM

The the Mountain Clans ever get thrown in?
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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LarkinVB
LarkinVB


Known Hero
posted November 30, 2012 04:53 PM

Nope. It is renaissance & resurrection with improvements.


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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted November 30, 2012 04:56 PM

That's disappointing.  I could not finish Renaissance due to how awful the campaign structure was.  Do the improvements put Renaissance more in line with Resurrection's improvements?  As in, is combat faster paced and more interesting?  I felt the combat of Renaissance to be incredibly weak and dull.  Also, I read somewhere that the game's linear nature was being retooled.  Did anything ever become of that?
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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LarkinVB
LarkinVB


Known Hero
posted November 30, 2012 05:17 PM
Edited by LarkinVB at 21:58, 30 Nov 2012.

I can not say anything about the campaigns. I'm only playing hotseat with my friend. Combat is faster due to reduced map size.

Edit : We prefer to play Disciples 3 hotseat instead of HoMM 6.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 10, 2012 09:13 PM

I bought the game from Game Stop the other day (digital, through Steam). Tons of differences compared to both Renaissance and Resurrection. It's a bit early to draw conclusions but the thing finally looks a like a proper sequel. Fans of the series should at least give it a try - it's quite cheap for a gold edition too, some 30$.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 20, 2012 05:42 PM
Edited by Zenofex at 17:52, 20 Dec 2012.

So, played the thing for a few days and now I'm completely qualified to review it and criticize it all I want. Words of wisdom to follow.

First of all, now the game indeed looks like a decent sequel and if this was Disciples III v. 1, I don't think it would've lost so many players and destroyed so many hopes (the drama). I wonder if the damage is repairable but this remains to be seen - The Mountain Clans are still out there. Anyway, here's what I'm talking about.

1. The game is finally bug-free. If there are any major glitches left, I have not seen them. The only insect so far is a "transformation" of certain creatures when they get paralysed by a Ghost into... different things but this happens rarely and does not affect the combat (when the paralyse is broken, they restore their original forms). There aren't any out-of-sync animations left, there don't seem to be any bugged quests which were abundant before, all in all the game plays smoothly.

2. Some of the core mechanics are revised - and for the better in my opinion, although I don't exactly like everything. One of the major changes is the reduction of the squad size to the classical up to 5 creatures + the leader and of course there are now creatures which take 2 Leadership points (this is since Resurrection though).
BUT! Apart from the "active" squad, every leader can bring with him up to 4 creatures as a "reserve". The reserves don't fight in battle and don't gain experience as long as they stay as reserve but can be swapped with any of the creatures in the "active" squad at any time, including right before a battle, and fight normally, gain experience, etc. This adds quite a lot of strategical flavour actually - you're not limited with a squad which has a fixed strengths and weaknesses but - if you can afford the said reserve of course - allows you to be much more flexible. Of course this also means that you can keep a full squad all time even if some of the "active" creatures gets killed as long as there is a... non-dead (doesn't apply for the Hordes ) replacement available in the reserve. Sadly, the practical application of this otherwise very nice addition is somewhat limited because the low level creatures are - as always - no match for the higher tiers and training both the "actives" and the reserve is too slow and ultimately vulnerable against an opponent who focuses only on his "active" squad and thus levels up faster.
Another addition is the new leveling system for all non-leader creatures. Basically the astronomical XP requirements introduced in Resurrection to transform one creature into another, more powerful version of the same line, are kept, which makes the said transformation incredibly slow. However, now instead of transforming directly into the next level thing, a creature gains something like "sub-levels", after the achievement of which it gains extra health/damage/chance for evasion/chance to hit, etc. After it gains 3 such "sub-levels", it mutates into what follows in the respective line, provided that you've built the respective building and you haven't locked the transformation in a manner similar to the old games. This is actually a good move for multi-player games because situations where one player has just upgraded his creatures and attacks another player who is a few XP points away from his upgrades and is thus in major disadvantage are now more unlikely and somewhat more balanced. The huge XP requirements are still a problem though.
The creatures themselves now have more abilities - active and passive (and the leader him/herself also has access to a greater variety of activated skills, not only buffs to his/her attributes). The lower tiers are expectedly unimpressive in this regard but the higher ones tend to have 5-6 passive and active abilities, some of which are pretty nasty. The old arsenal is revised and now the creatures behave very differently from what they used to do before - for better or worse (more about this below) - and their usage has to be reconsidered.
The initiative system remains largely as it was in Resurrection - creatures with higher Initiative act more often than creatures with lower. On the other hand, all creature stats - health, damage, resistances, etc. - are now revised and tend to be lower than the numbers from Renaissance and Resurrection. The overall survivability of the creates however is pretty much the same.
As already mentioned, the battlefield is now smaller. This is not a major difference though as the creatures are also slower than before. The Undead Hordes in particular are painfully slow. Due to this, the battles take just as much to complete as before. On the other hand, the battlefield now look better, with more objects and animations and the closer look on the creatures creates a feeling somewhat similar to the old Disciples - I guess this was the only intended effect which was supposed to be visible.

3. The sound-screening of the creatures is considerably improved - to the point that now their sounds and voices actually help for the immersion. Of course there are still a few cases where the job could've been done better (the Inquisitor's "warrior of god" line is not even translated into English for example) but the difference can certainly be felt.

4. Travelling on water is back. This is mostly a cosmetic addition as the movement via ships does not seem to be reduced compared to the land movement as it was in the previous Disciples and you can't board a ship from anywhere you want on the shore, just on specific places - it's still nice though.

5. Finally, the balance. It has been redone completely, along with the afore mentioned stat changes, new abilities and whatnot. The problem is that it's still nowhere near decent. I'll have to play a bit more but some things are just screamingly obvious.
The Undead Hordes are traditionally overpowered of course but now this is taken to the extreme. Currently they have the toughest Fighter-line in the game, rivalled (but only to an extent) only by The Empire, their Mages are simply unmatched and the Ghost-line makes sure that the opponent won't have many actions. The faction retains its classical ridiculous advantages like weapon immunities on three different creatures (all of which have just as ridiculous stats - the Werewolf for instance can wipe out a low-to-mid tier army alone), damage reduction (the high level Skeletons are nigh immune to non-elemental damage) and at least two sources if paralyse (Ghost-line, Phantom Warrior). Their creatures exceed as individual fighters and work perfectly as a team - shortly put, the Hordes are more imb than ever before.
The Empire is somewhat strengthened and now can really put up a fight - except against the undead of course. Their Fighters are a good combo of mobility, endurance and damage-dealing so even if they aren't exceptional in any of these fields, the summary is pretty effective. The Elementalist now summons much more deadly Air Elementals while the "standard" Mage also performs quite well. The healing power for the healers is boosted. The Archer-line - like all Archer-lines actually - now has huge Initiative when fully developed and the Imperial Assassin is a real pain in the ass with his frequent actions and poisons. And finally - the Titan. Now it requires 2 Leadership points but it's incredibly tough and deals tons of damage - an excellent offensive tank in other words.
The Legions of the Damned however seem to have drawn the short straw. They were arguably the most powerful faction in Renaissance  but now there's nothing left of this power. Their Fighter-line is completely destroyed - previously the trade-off there was high damage and initiative for low health and armour and now they both deal the lowest damage of all Fighters overall and have the lowest health. I've no idea what is supposed to be their redeeming quality because apart from moving, they can't do anything decently. The Infernal Knight seems somewhat capable but getting to it seems to much of a frustration to be worth the effort - heck, even evolving a Possessed into a Berserker is nightmare. From the Mage-line, only the Witches (and maybe the Incubus) seem worthy of further development as the damage-dealing mages just don't deal enough damage to compensate for the huge XP requirements. The Support-line follows the same painful road as the Fighter-line - the lower tiers have a lot of health but are so low on Agility that just about everything which hits them inflicts criticals, effectively making the high hit point values not-so-impressive. If you ever get to Overlord, Abyssal Devil or Tiamath, you may see your investments returned but frankly I don't see this ever happening in a MP game. And the Gargoyles - the Gargoyles are just worthless, full stop.
The Alliance I don't play with. From what I've seen though, their top-tier archers tend to act 2-3 times before some of your creatures can even have the chance to move.

Bottom line is that the game remains flawed but much less than before. Certainly worth picking if you are a Disciples fan and even if you just like TBS.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted December 20, 2012 07:16 PM

Sounds good.  I'll probably pick it up if I can find it for cheap on Steam.  I already have the other two incarnations, so I don't see any point in paying full price.

It's too bad the Clans never made it back into the game.  Along with the Hordes, they were my favorite faction.  It's also too bad the Greenskins never got their own empire.  It seems like they would have by now.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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LarkinVB
LarkinVB


Known Hero
posted December 22, 2012 03:49 PM
Edited by LarkinVB at 16:13, 22 Dec 2012.

Quote:
The reserves don't fight in battle and don't gain experience as long as they stay as reserve


They will gain xp in reserve, it think it is 25%.

Quote:
Basically the astronomical XP requirements introduced in Resurrection to transform one creature into another, more powerful version of the same line, are kept, which makes the said transformation incredibly slow.


Solution is to play with 50% xp bonus which you can set up at the start of the game.

About balance : Both undead and legion are overpowered due to paralyse/polymorph which is also lasting 2 turns. There are lots of other imbalances (units/skills/spells), therefore I made a comprehensive balance mod which I strongly advise for hotseat games. It will be improved as long as I play regular hotseat games with my friend. I agree that the legions fighter line is still weak but only compared to the legions other options. Their support is very strong, espacially with the ability to self-heal and the gargoyles are by no means weak at all. Another imbalance which can't be modded is the mage lord type which is much better than figher or the trading bonus.

See the link for the balance and battlefield mod some post above. They can easily be en/disabled ingame.

Btw there are some more and fixed maps here : Maps


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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 22, 2012 04:28 PM
Edited by Zenofex at 16:29, 22 Dec 2012.

Quote:
They will gain xp in reserve, it think it is 25%.
I have to re-check that but I think my reserves didn't gain anything while they stayed in the reserve.
Quote:
Solution is to play with 50% xp bonus which you can set up at the start of the game.
Yes, I think there was such an option in Resurrection but I just couldn't find it when I started the campaign and I decided that they've removed it.
Quote:
About balance : Both undead and legion are overpowered due to paralyse/polymorph which is also lasting 2 turns.
The Witch-line is indeed overpowered, especially given that the Imps are low on health no matter how strong the original creature is but that's pretty much everything which works in The Legions' favour. Their fighters are a real disaster after the re-balancing and their Support-line needs half an year of XP gathering to become powerful. And the Gargoyles are just a bad joke.

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LarkinVB
LarkinVB


Known Hero
posted December 22, 2012 04:28 PM
Edited by LarkinVB at 16:50, 22 Dec 2012.

As I'm working on mods and maps I need to know some details about the english release. There is something strange regarding the language settings.

Usually the game is using this string from Documents\My Games\Disciples Reincarnation\user.ini

string sLanguage = "English";

According to this value (English or Russian) the game is looking up language dependant resources (texts/sounds/videos) in

Steam\SteamApps\common\Disciples III Rebirth\resources\languages\English or Steam\SteamApps\common\Disciples III Rebirth\resources\languages\Russian

This folder setup is also used in the vdpack and vdpatch archive files.

I was assuming that Akella will release the english version with string sLanguage = "English" but I fear they were lazy and retained string sLanguage = "Russian".

This will render all translations from russian to english for fan made maps or mods, which do place their translations in the english folder, unreadable.

Can someone with the english version please check his language string and report and also download this custom made map and report wether he can read the briefing ?

I have the russian version of the game and did set string sLanguage = "English", manually placing all resources into the english language folder.

If I use string sLanguage = "Russian", I can not read the menus of the map editor Toolkit.exe which are displayed in cyrillic.

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LarkinVB
LarkinVB


Known Hero
posted December 22, 2012 04:38 PM
Edited by LarkinVB at 16:45, 22 Dec 2012.

Quote:
Quote:
About balance : Both undead and legion are overpowered due to paralyse/polymorph which is also lasting 2 turns.
The Witch-line is indeed overpowered, especially given that the Imps are low on health no matter how strong the original creature is but that's pretty much everything which works in The Legions' favour. Their fighters are a real disaster after the re-balancing and their Support-line needs half an year of XP gathering to become powerful. And the Gargoyles are just a bad joke.


All I can say is that I had good success with both support or gargoyle starting units in multiple hotseat games. I buffed the gargoyles a bit but had to debuff the supports self healing after killing an enemy. The xp bonus can only be set for hotseat games afaik and this is all I ever played. Never played a campaign. My mod is also targeted at hotseat games. Please try and tell me your opinion about it. Paralyse/polymorph is only 1 turn, polymorphed imps are now of the standard type and no longer a weaker version. I also fixed the thieves ability to steal from shops. Lots and lots of other changes.

EDIT: Btw I think you can globally increase the xp gain by reducing

int BattleExpDiv = 400;

in Steam\SteamApps\common\Disciples III Rebirth\system\system.ini

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