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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 ... 22 23 24 25 26 ... 30 40 50 60 70 80 90 100 110 116 · «PREV / NEXT»
DaCruMeister
DaCruMeister

Tavern Dweller
posted January 06, 2013 03:51 AM

Reworking Designs

Is there any interest still in recreating a standardized group of 32 bit character portraits that have the same style as original HOMM3? If so, I could tackle such a project if wanted...

Also, I could work on any picture files that need it...any story arcs, character profiles....let me know
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 06, 2013 08:38 AM

DaCruMeister, something like this?
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DaCruMeister
DaCruMeister

Tavern Dweller
posted January 06, 2013 12:25 PM
Edited by DaCruMeister at 12:30, 06 Jan 2013.

Quote:
DaCruMeister, something like [url=http://forum.vcmi.eu/viewtopic.php?t=501]this[/url]?[/quote

Yes, but I would actually make the images myself from the source pictures, along with the added concept of replacing some portraits with certain modders characters in game....

Here is an example of my work with Baldur's Gate...



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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 06, 2013 12:29 PM
Edited by Warmonger at 12:30, 06 Jan 2013.

Nice job, but this is showcase thread, not thread about modding. The right place to show such work is our forum.
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DaCruMeister
DaCruMeister

Tavern Dweller
posted January 06, 2013 12:37 PM

I placed these posts on the official VCMI thread, because I wanted to pose the question to all VCMI users. Where should I post then if not here (since I used the forum to get here)?
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Hobbit
Hobbit


Supreme Hero
posted January 06, 2013 01:55 PM
Edited by Hobbit at 13:57, 06 Jan 2013.

Quote:
The right place to show such work is our forum.

What's wrong with showing it here? It's a pretty nice art, let it be here.
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Horn of the
Abyss on AcidCave

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 06, 2013 03:54 PM
Edited by Warmonger at 15:55, 06 Jan 2013.

There are just better places to post random ideas and pieces of work, especially when they are not a part of game yet. Here they will be forgotten soon, and VCMI thread will become messy
.
It is important to keep this topic clean and clear for everyone who want to know what VCMI is.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 16, 2013 12:15 PM
Edited by Warmonger at 12:25, 16 Jan 2013.

VCMI 0.91 will be released on February 1st.

The most anticipated features are possibility to add new full working towns to the game. From now on EVERYONE will be able to add custom towns to the game, without conflicting with other towns.

It includes Town itself, creatures, faction, hero classes and heroes themselves, as well as adventure map dwellings.
Another great addition are new artifacts. It includes combined artifacts and stack / commander artifacts, all of which take advantage of powerful and flexible Bonus System.

Mod system has undergone some improvements, it should be more flexible, easy to use and ensure backward compatibility since 0.91.

We are hoping to support also hero specialties by release date.
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Hobbit
Hobbit


Supreme Hero
posted January 16, 2013 12:59 PM

Nice to hear. So there won't be hero specialties and town buildings abilities at first? How would it work then?
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Horn of the
Abyss on AcidCave

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 16, 2013 01:02 PM

Great news, keep up the good work guys

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Alustor
Alustor


Famous Hero
ooo da :)
posted January 16, 2013 06:20 PM

will it be possible to add commanders with new towns or will they come with a commander slot?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 16, 2013 06:34 PM
Edited by Warmonger at 19:11, 16 Jan 2013.

Quote:
So there won't be hero specialties and town buildings abilities at first?

"By release date" I meant 0.91 release
Quote:
How would it work then?

Hero can live without specialty, can't he?
Quote:
will it be possible to add commanders with new towns

Yes, it is possible to set any creature as faction's commander.
Quote:
or will they come with a commander slot

Did not get this part?
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Hobbit
Hobbit


Supreme Hero
posted January 16, 2013 07:41 PM

Quote:
"By release date" I meant 0.91 release

Oh, sorry - didn't catch that correctly. ^^'

Quote:
Hero can live without specialty, can't he?

So they just wouldn't have any specialties, only secondary skills?

Just asking.
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Horn of the
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 16, 2013 08:24 PM

At the moment Cove heroes have no specialty, but otherwise they work fine.
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Nausicaa
Nausicaa

Tavern Dweller
posted January 18, 2013 05:25 AM

I've been burying myself in HOMM3 modding the last couple days, and it'll continue for a while. This is too fun.

Got into this stuff just in time for this creation. Sounds fun.
I've managed to do a lot of ascetic work (models and art) for other games over the last year or so, but I'm looking to get into more of the actual in-game functional stuff. Any specific places I can go to learn how to edit Secondary Skills/Specialties? That's the next thing I want to look into.

I noticed a few things here are talking about almost the 'ease of editing' using what it'll have. Kind of like the Map Editor enhancements of the WoG 3.3 patch I assume? The copy-paste is amazing, can't wait to see what this has in store.

Too much all at once, love it. Good stuff peeps!
I'm new, and might not be around much, but hopefully my recent work with other things translates to being helpful here too.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 20, 2013 06:10 PM
Edited by Warmonger at 18:11, 20 Jan 2013.

Showcase time!

First of all, hero specialties seem to work.



Here you can see Miriam with her scouting specialty, revealing almost whole map

Other specialties are more or less regular / difficult to show. Jeremy and Eovacius were improvised, as I don't know how they work.

Now, artifacts. With the help of Witchking we have 13 nice artifacts working.



You can have new artifacts and new towns all at once, so why not?



New artifacts casting spells, just like Angelic Alliance or Armor of the Damned, just more common.



Another interesting artifact is Storm Stone. It was aimed to rebalance game and stop supremacy of Archangels and other big flyers.
What it does is reduce speed of ALL flying creatures on battlefield.



But does not affect infantry (Cape of Velocity equipped).



All this is just a few lines of config, no cryptic and buggy scripts involved.

So, who wants to make more mods?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 20, 2013 06:26 PM

are these available to download yet?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 20, 2013 06:28 PM

Sure

https://www.dropbox.com/s/98pm5ibk9ni7gei/cove.rar
https://www.dropbox.com/s/r7uwzfinydw8q0d/witchking-arts.rar

Development version will be out in a few days, so you can test it all on your own
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 20, 2013 07:38 PM

Since VCMI is starting to get juicier and juicer, I want to ask some questions about it. Sorry if some of these had been answered before.


1- Let's star with the classic: When do you think this is going to be finished?

2- Will all Wog Options be available in VCMI like Hero Specialization Boost, New Dwellings, market of Time etc etc.. If yes, will they also include stuff that comes along with Wog Revised?

3- It's been said that modding will be very easy with VCMI, but will we be able to turn these mods on and off like we do in Era 2. And will be be able to see them as a list. Will it have its own mod manager?

4- I guess VCMI is its own HD mod. But HD mod also has some great new futures, like big spell book, invite a hero, improved interface with buttons for dig, grail puzzle, right-clicking on map displays file name etc etc. Do you consider adding these to VCMI and if not will it be compatible with HD mod?

5- Will mods that have already been done, (especially small stuff like Smuggler's Hide Out, Snow Castle, Undead Ghosts, stuff that the crew wont bother porting) be portable even for people who dont know technical stuff. Will Era Plug-ins like Bad Luck, Plauge Month, Select Campaign Heroes at start be portable and still be optional?

The thing is it will be awful hard to choose between VCMI and Era 2 when you want to play a random map if, in the end, one has all these new artifacts and towns and heroes, while the other has all the customization opportunities of WOG + Wog Revised + All Custom Mods + Yona + Plug-ins + HD Mod. Will VCMI contain everything that has already been contributed to the game? And will we have a stable, clean interface to enable and disable them by simple clicks?

6- Will we be able to add maps by simply draging them to maps folder?

7- Will the map editor have all the new objects and customization tools of both Wog and VCMI?


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 21, 2013 06:27 AM

Quote:
When do you think this is going to be finished?

Define "finished"?

In general, we do not try to recreate stuff that's already done by others. This includes WoG / ERA mods, plugins and other custom stuff.

Quote:
But HD mod also has some great new futures, like big spell book, invite a hero, improved interface with buttons for dig, grail puzzle, right-clicking on map displays file name etc etc. Do you consider adding these to VCMI and if not will it be compatible with HD mod?

It depends on HD od authors. We can not steal their work (especially graphics), no need to duplicate it either. But many of improvements they made could be included in VCMI

Quote:
The thing is it will be awful hard to choose between VCMI and Era 2 when you want to play a random map if, in the end, one has all these new artifacts and towns and heroes, while the other has all the customization opportunities of WOG + Wog Revised + All Custom Mods + Yona + Plug-ins + HD Mod. Will VCMI contain everything that has already been contributed to the game? And will we have a stable, clean interface to enable and disable them by simple clicks?


Support for ERM scripts is in our plans, but these are quite distant plans. It mostly depeends on mods themselves if they can be easily ported to VCMI or just stick to hex edits and other hacks.

Quote:
Will we be able to add maps by simply draging them to maps folder?

Isn't it? You can not only drag maps, but entire mods with one click

Quote:
Will the map editor have all the new objects and customization tools of both Wog and VCMI?

As soon as somebody makes it.

At the moment VCMI has enough customization and mod support, it's more important to polish the game and add missing features.
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