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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 116 pages long: 1 10 20 30 40 50 60 70 80 90 100 ... 106 107 108 109 110 ... 116 · «PREV / NEXT»
Alyx182008
Alyx182008


Adventuring Hero
posted January 12, 2022 09:44 AM

NimoStar said:
Thanks

Are 0.99 towns, in theory, capable of being used with the latest test daily builds?


Yes, they should all be compatible. I only play with a select few of them, that I consider higher quality, but last time I tried most of the others it was with daily builds and they worked fine.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 12, 2022 04:07 PM

If you would be so kind, it would be good for us to know which towns are considered "higher quality" and which of them feel underdeveloped/unfinished or just badly made. To test each and every one of them seems difficult for a new guy in that
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Alyx182008
Alyx182008


Adventuring Hero
posted January 12, 2022 08:05 PM
Edited by Alyx182008 at 20:08, 12 Jan 2022.

NimoStar said:
If you would be so kind, it would be good for us to know which towns are considered "higher quality" and which of them feel underdeveloped/unfinished or just badly made. To test each and every one of them seems difficult for a new guy in that


Well, this is highly subjective, and my standard for high quality might differ from someone else's. For me what's important is that the creatures are new/unique and not just a recolor/rehash of existing units, their graphics should either be made from scratch (3D modeling) or maybe imported from another game, but the overall aspect should fit with Heroes 3 style.

My favorite towns to play with are (and the only ones I currently have active): Forge, Grove, Pavillion, Abyss and Cove (from the Horn on the Abyss port).
Another well made town that you could try is Courtyard (I dislike it for a different reason, but it looks very good imo and you should make your own mind about it).  

Others that are worth a try, even if they don't look as polished are: New Preserve, Retreat, Haven. They mostly have new and interesting looking creatures, but to me they don't fit Heroes 3 aesthetic very well. Haven is the least polished of these.

Ruins Town looks good too, but whenever I tried it in the past, it was broken in some way, and the game wouldn't run with it.

Lastly, there are 3 converted towns from Heroes 2.
Warlock Town is the highest quality of the 3. It imports creature graphics as they were in Heroes 2.
Abode Town looks good, but mostly because for it's creatures it just reuses Heroes 3 creatures, with a bit of recoloring.
Necropol Town uses a combination of recolored creature graphics, and ones imported from different games I think.
These 3 do look good overall, but my issue is that they rehash same types of creatures. You just get another set of Griffins, Hydras, Pixies, Dwarfs, Skeletons, Zombies etc. For me that disqualifies them from being used in my games, but if it doesn't bother you, you can try them.

The others, I just don't like. Highlands and Asylum are the closest to being worth taking a look at. For me though, they have too many reused/recolored creatures to keep in my games.


I hope I was of some help, and if any mod creator is upset about what I said or didn't say about their creation, please understand that I did not mean to offend. This is my subjective opinion and you are welcomed to bring your own arguments in defense of your work.

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Majster
Majster

Tavern Dweller
posted January 12, 2022 09:34 PM
Edited by Majster at 22:10, 12 Jan 2022.

NimoStar said:
If you would be so kind, it would be good for us to know which towns are considered "higher quality" and which of them feel underdeveloped/unfinished or just badly made. To test each and every one of them seems difficult for a new guy in that


I have done quite good reseach in that matter some time ago, so I can tell you.

From the "first league" I can fully recommend:

Ruins. It's beautiful town made in some "ancient celtic style", full of mythological creatures from europen plains. It's just my imagination, when I am playing this town, because I don't know what author my intending for.
Florin, who is the author of this town, has his own amazing story. He started without any skills, and during developing this city, he became excellent modder. That's why Ruins in so high quality. It's shame, that this town is so underrated.

MDT Forge. Havenly Forge is finally back to the game. I love city screen, units, everyting. There is also an alternative unit (the feature from Tides od War mod), and new unit from blacksmith. It's only a shame that special buildings are not working.

Courtyard. City made in style of renascence, or baroque northern italian town, made by Trith. The quality of graphics is simply superb. Some heroes and units have quite new and "fresh" abilities. In blacksmith you can find new machine. Only the lack of special buildings is painfull.

Pawilion. Desert-Egyptian style city. The only one city, which uses desert of it's own territory. It's a fresh conception, and Heroes III realy need it. Town screen is beautiful, units are quite good. Only the lack of special buildings is a failure. This city is still being develloped by Andruids, it's getting only better.

Cathedral. An "inquisition-crusader-abbey" style city. It's well done, and there is nothing bad. Town screen, units, heroes, all is great. It's the best Ben Yen's city in terms of quality.
Some haters don't like 1 lvl unit, because they claim all units on this level should be humanoid (which is totally stupid, while we have Centaurs in Rampart). So, don't listen haters, listen to me.

Highlands. Another Ben Yen's town. It's typicial Dwarven place, located somewhere in high mountains. That's why we have snowy terratin overall. The town is very climatic, units are well made, heroes are intresting. Only town screen is a bit fuzzy. Overal, great town to play.

Asylum. And yet another Ben Yen's work. I could name the style of this town as "crazy dark forest". This style is unique and... crazy. It reminds me a bit the Joker for Batman films. To be honest, I love this town. I don't like only this, that 1 lvl units looks like very same as in Grove town. Besides of this, it's very good.

Cove. Yes, you can play this pirate town on vcmi as well. The port is done quite well, together with some other hota features (like artfacts, some graphicks etc.). There is only lack of special buildings.

Grove. First town ever made by modders, long time ago for wog. It's based on dark elfs concept from Warcraf universe. The port on vcmi works very well. However, units don't look like so pretty as MDT's, Hota's, or Florin's works, but we must remember they were made about 13 years ago, when modding scene was young.
Grove is now being develloped for new revitalised version for DoR mod. It's a good question, will it be ported on vcmi, or not.


Okay, that was the first league, now it's time for second league:

New Preserve. Forest style town, made by Ben Yen. The strongest feautre of this submod is the town screen. It's just brilliant! Also, I like low tier units (lvl 1-4 are fine). Unfortunatelly, lvl 5-7 are bad quality, they look like copied and paste from some other game. However, it's still great mod to play.

Tartatus. The newest Ben Yen's project. Is could be described as "anti-inferno town". It's inhabbited by Freegan, who are opposite side of Kreegan. In result, we get snowy-icy Inferno. The concept and style for this town is quite fresh. Most of units are winter version of ther normal versions, but there are some totally new. Town screen looks like a bit fuzzy. Anyway, from technical point on view it's well done town, and it's nice to play. Also, Ben Yen probably will continue his works on this town.

Abyss. Actually, it could be placed in the "first" league. The quality of graphics is just fenomenal. I love the town screen. However, I don't like units very much. Those look like... to well. They simply don't fit to Heroes III style, and it's quite difficult to get used to with it. Anyway, it's still great city to play. And, it's still being develloped by Zeryss, with some minor updates.

Death Valley. Basically, it's a port of undead creatures town from some Chinese game, which is Heroes III copy. That's why we already got some good quality graphics. The town screen looks like very nice. Units look like nice as well, but a little too good (but it's not so bad feeling like in Abyss case). Death Valley is nice city to play, but there are some minor bugs with heroes (sometimes there are wrong descriptions).

Retreat. Known also as Amethyst town. It's Far East style town, ported from Era by Zeryss. Town screen and units look like quite nice, but you may recognise at first glance, it's not the quality like in Cove, or Ruins. There are also some minor bugs with heroes's abilities. Besides of this, it great mod to play, which gives lots of fun. And H3 really needed a town in such style. Good news is that, the city is being devellopd again, so new version may appear in the fututre.

Cetatea. Romanian town, made by Lizard Warrior, and improved by Zeryss. First impression in quite poor, because units look like simply edited ones from SoD, and town screen seems to be Rampart at night. However, as long as, I was playing this town, I started to like it more and more. This town simply has "climat" and it's nice to play. Heroes are also well made. I can recommend this town. Good news is that, The Romanian Town is still being develloped, but author doen't promise he will finish it.

Alright, and now towns, which are just a curiosity, nor worth for playing in my eyes.
Mythology. Great concept of ancient Greek town, and unfinished yet. It's difficult to take released verion seriously.
Evergreen. Another town, using graphics from Chinese Heroes III style game. Currently unplayable. However, Zeryss is working on it, and new teasers are quite promising.
Glacier. Some winter town. Graphics look like quite poor. Town with some potential, and with lots of work to do, to make it playable.
Limes. The relesed version is totally unplayable. However, the view of the town on adventure map, and the town screen are absolutely lovely. It's a shame, that this town is not being developed anymore.
Plains of Earth. It uses some Dungeon town screen, which wasn't finally used in Heroes III. It comes back now with this mod to vcmi. It's rather a curiosity, than regular city to play.
Horde. Here are again used town screen graphics from Chinese game, and I must admit, it looks like very well. Unfortunatelly, units were copied from some Warcraft game, and in final result we get something, which is terrible. It's a shame.
Haven. Very poor graphics, the same concept as Cove.
Greenhouse. It's made simply for laugh.
Christmas. Same as above.
Fairy. Very old town from wog. Undeveloped.
Ciberium. Another approch for making Forge. Unsuccessful.

Bastion, Bastille, Glade, Farriery, Autumn Rampart, Snow Castle, etc. are just another versions of the same towns, so I don't consider them at all. Also, I didn't play Heroes II conversions.
____________

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 12, 2022 11:15 PM
Edited by NimoStar at 04:04, 13 Jan 2022.

Quote:
I hope I was of some help, and if any mod creator is upset about what I said or didn't say about their creation, please understand that I did not mean to offend. This is my subjective opinion and you are welcomed to bring your own arguments in defense of your work.


I found your post very informative because mostly I don't like just recoloring vanilla H3 creatures either.

Quote:
Some haters don't like 1 lvl unit, because they claim all units on this level should be humanoid


Eh, I'll agree that sounds like a bit of an absurd restriction. We have level 1 wolves in H4 for example.

Majster, your reviews were also very useful and through, giving good information about each town.

I remember vegetable town, that surely was an insane ride. The creator modelled and rendered everything in 3D from scratch just for a joke. What a guy.

***

PS: Game is not running in win 7 64 bits. Tried several settings. The server gives an error.

Launcher works fine and can install mods (except man at arms), but does nothing after the start button.



tried 4 jan
and 22 dec test builds
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Never changing = never improving

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Alyx182008
Alyx182008


Adventuring Hero
posted January 13, 2022 03:31 PM

I'm afraid I'm no longer using Windows, so don't know for sure what the issue can be. Are you sure you followed the installation guide?

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avatar
avatar


Promising
Supreme Hero
posted January 13, 2022 04:44 PM

Mods available from launcher are outdated and buggy. I'm strongly reommend to download mods from https://wiki.vcmi.eu/Mod_list
There are most recent versions (except Zeryss' mods)/
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 13, 2022 05:49 PM
Edited by NimoStar at 17:55, 13 Jan 2022.

Ok, I see. I don't know why something must be "outdated and buggy" in the launcher while it would be relatively simple to have ther latest versions there?

Anyways, I have followed the instructions and turns out what wasn't working was the "essential files" that, for some reason, don't come with the daily builds.

I don't get why this is. Some licensing issue?

Now the game launches, everything seems mostly fine.

Some options seem unimplemented still but I don't get why people complain about the "lack of essence from the original game". Other than some options not working, the bugs, and the crashes that made it unplayable after my first game, the essence seems to be intact



(this was fixed by restarting the computer, so I think there may be some residual RAM cleanup problems)
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Alyx182008
Alyx182008


Adventuring Hero
posted January 13, 2022 06:09 PM

NimoStar said:
Ok, I see. I don't know why something must be "outdated and buggy" in the launcher while it would be relatively simple to have ther latest versions there?


I believe the current devs no longer have access to the old repository (that the launcher uses) to update the files, and they haven't changed the repository the launcher uses because it's not a priority.

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Majster
Majster

Tavern Dweller
posted January 13, 2022 06:17 PM

NimoStar said:
Anyways, I have followed the instructions and turns out what wasn't working was the "essential files" that, for some reason, don't come with the daily builds.

I don't get why this is. Some licensing issue?

Now the game launches, everything seems mostly fine.


You have to download Essential files mod as every other one from: https://wiki.vcmi.eu/Mod_list#Utilities
Just paste "vcmi" folder into mods, and allow to exchange all files requested. After this, your vcmi should works fine (you will be able to start random map games).
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 13, 2022 09:45 PM
Edited by NimoStar at 03:44, 12 Feb 2022.

Quote:

I believe the current devs no longer have access to the old repository (that the launcher uses) to update the files, and they haven't changed the repository the launcher uses because it's not a priority.


I would think the first thing the player sees when launching the game should be a priority... perhaps less a "perpetual alpha" mindset and more of a "stable release" mindset would be helpful for making VCMI more popular and used.

As it stands, I would have never known it's outdated (by years?) if I didn't come to the forum to ask.

My philosophy ios the project should be accessible to the masses/user. Just a thought.

Anyways I enabled the VCMI and following mods:
- Forge
- Courtyard
- Pavilion
- Red castle

The major bug I had was, when in auto combat, my courtyard hero attacked with ice bolt a Forge hero with 1 Shield Bearer (or Pavise Bearer, I don't know if these are interchangeable names or upgrade/unupgraded versions), and then the game crashed.

Curiously the last autosave was several days back instead of just 1...

***

Of course, beyond that, Courtyard spoecial buildings are unworking/unfinished and I have found no way to buy the "camera obscura" warmachine except for the hero that comes with it.

____________________________________________________


PS: The "special buildings" merged PR (https://github.com/vcmi/vcmi/pull/652?fbclid=IwAR2MgtYjACeZ5VEDYWcUpyx6XWdjbz8r-zm3MwHdD4ZAGDUBcjwW8ktMGpw) lacked stuff, for example:

* Cage of Warlords (+1 Defense) https://heroes.thelazy.net/index.php/Cage_of_Warlords
* Hall of Valhalla (+1 Attack) https://heroes.thelazy.net/index.php/Hall_of_Valhalla
* Wall of Knowledge (+1 Knowledge) https://heroes.thelazy.net/index.php/Wall_of_Knowledge
* Order of Fire (+1 Power) https://heroes.thelazy.net/index.php/Order_of_Fire

I reckon these four would be easy to program...

* Cover of Darkness https://heroes.thelazy.net/index.php/Cover_of_Darkness
* Necromancy Amplifier https://heroes.thelazy.net/index.php/Necromancy_Amplifier

* All Grail special powers (except the Skyship power)

PS: The crash bug happens after winning a combat with any turn 1 auto-casted spell, but not if you do exactly the same yourself manually.
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WWM
WWM

Tavern Dweller
posted January 23, 2022 03:31 AM

I have a dumb question, sorry, I've never tried VCMI until a few days ago - how to use the Ban Things mod? Can't find anything anywhere both in-game and in-directory

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demoixas
demoixas


Hired Hero
posted February 03, 2022 01:10 PM

Can you please reproduce "gosolo" command? I know it has been implanted some time ago but it is not how the original H3 gosolo command work. Currently, it takes away control permanently from the human and it doesn't show what is going on in-game. While original Heroes 3 console gosolo via TAB menu applies AI on the human player for 1 turn, shows what AI does and where it goes and after the current turn it asks if player want to give AI another turn for human or human can take control back of his kingdom.

Would be great for many testings of AI with this command.

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Majster
Majster

Tavern Dweller
posted February 21, 2022 01:15 PM
Edited by Majster at 13:16, 21 Feb 2022.

Ben Yen just released his new project. It's a new Death Valley version. He fixed all error and bugs, added dwellings, added new town graphics and the important: added new units, whose fit very well to H3 style. All info can be found on VCMI forum:
https://forum.vcmi.eu/t/death-valley-1-1-0-version/5648

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valgaav
valgaav


Adventuring Hero
posted April 27, 2022 03:19 PM
Edited by valgaav at 15:20, 27 Apr 2022.

Hello,

My mod called Resourceful AI, that gave extra resources to AI on game start was updated to version v 1.1.

What is new ? Bonuses are smaller as to go better with NullkillerAI which does not need as much resources as VCMIAI used to.

There is a new option called :
AI speed up - limit on map heroes
This option limits heroes per player to 2. This way AI will play very fast turns (Nullkiller AI) as it will not do complicated pathfinding/goals or use hero-chains.

Mod requires using latest build from 27.04.2022. It will not work correctly with older builds. Works for both VCMIAI and NullkillerAI.

You can get the mod here :
https://forum.vcmi.eu/t/resourceful-ai-mod/1097/9


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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 23, 2022 06:34 AM
Edited by NimoStar at 17:58, 23 May 2022.

Hey, I have been playing a bit of VCMI lately and I have some questions and reports.

Bear in mind this happened using The Red Dragon 1.4, but in theory shoudn't affect this that I know of.

- Are creature specialties implemented? I played with the Ajit hero, got to level 15, and yet no + atk or def happened to the Beholders and Evil Eyes (only the regular from the hero stats). the +1 speed was working. At least, the bonus didn't appear in the creature information screen, not even in combat (while the speed one always did)*

- Why is the beholder beam a placeholder vertical arrow? Immersion breaking. If you can't manage the draw beam effect, at least make it an energy ball. It's not like there is lack of those as free sprites...

- Galthran autocasting Shield on skeletons when choosing autocombat crashes the game. No mods enabled, just base VCMI. There seems to be a bug with cast spells first round in autocombat that also causes this result in various circumstances.
-- THis also leaves corupted memory in RAM aparently, and you can't play VCMI again ntil you reset the OS (at least in windows)

* I have seen that static creature specalties that don't depend on hero and ceature level, such as Lacus +2 ATK to water elementals, do work and display correctly.

Minor bugs:

- In some combat map features (swamp hills for example) when a creature dies by them, the body of the creature will appear behind (be obscured) by the feature, evem when it should be the reverse (if the body is lower on the screen it should appear over the feature)
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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted May 23, 2022 06:37 PM
Edited by Ancientdruids at 21:41, 23 May 2022.

Report any bugs using the VCMI Mantis bugtracker. It's the only way they'll ever get fixed. I already reported the creature specialist issue. I confirmed that it worked in older version (mine was from April 2021).

I don't have any problems with autobattle and casting spells. It takes long for hero to cast when he has full spellbook, but doesn't crash my game. I'm also playing on Windows (8.1).

EDIT: Oh nevermind, it just happened when I didn't try to reproduce it. But I was able to normally launch and play VCMI after that.

And for some placeholder animations, you can find them here:

http://heroescommunity.com/viewthread.php3?TID=30659&PID=1493301#focus

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 23, 2022 10:09 PM

Quote:
I don't have any problems with autobattle and casting spells. It takes long for hero to cast when he has full spellbook, but doesn't crash my game. I'm also playing on Windows (8.1).

EDIT: Oh nevermind, it just happened when I didn't try to reproduce it. But I was able to normally launch and play VCMI after that.



See. I know what a crash is. ; )

The not being able to launch may be OS dependent or other factors. But the crash is bad enough in itself.

Here you can have my savegane to reproduce

Quote:
Report any bugs using the VCMI Mantis bugtracker. It's the only way they'll ever get fixed. I already reported the creature specialist issue. I confirmed that it worked in older version (mine was from April 2021).


Sadly I cannot do that as the moment because I have very little connection. Was already hard to upload those saves. I use this forum because it's friendly with my 8 kb phone modem line...

can't even update my own mod

Quote:
And for some placeholder animations, you can find them here:

http://heroescommunity.com/viewthread.php3?TID=30659&PID=1493301#focus


Thanks. That was a light DL.

On the other hand, why weren't they merged to main? Surely it's better to havesomthing other than horible default anims... (such as bloodlust looking like healing)
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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted May 23, 2022 10:34 PM
Edited by Ancientdruids at 22:35, 23 May 2022.

NimoStar said:

See. I know what a crash is. ; )


Well, I didn't mean to imply that you don't. I really tried to reproduce it, about 5+ times, and nothing happened. Then the game suddenly crashed. In my case it was Labetha casting a Lightning Bolt.

I downloaded your save state and everything worked like a charm. Galthran casts his Shield without issue. The cause seems to be random in nature.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 27, 2022 09:05 AM

Another serious problem.

1- First unit to move in your army is a ranged attacker.
2- Auto combat
3- Enemy attacks a creature of your in melee (retaliating)
4- Move cursor over enemy during this action.
5- VCMI game crash

Many problems in auto combat seem to stem from the fact that the selected unit is NOT updated (you can see in glowing outline the same unit as when you pushed the buttin, even though turns rotate)
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