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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 ... 49 50 51 52 53 ... 60 70 80 90 100 110 116 · «PREV / NEXT»
IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted February 24, 2014 12:41 AM

Can != should.

Yes. This is possible. And yes - in this case you'll need to provide town screen graphics for high-level mage guilds. But this is beyond scope of our project - our aim is to provide *possibility* for such changes. VCMI itself will follow H3:SoD (or H3:WoG) ruleset without any changes apart from fixing some obvious H3 bugs.

If somebody decides to make such changes he is free to make them but as a separate mod.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 24, 2014 08:23 AM

Another development version is out!

VCMI 0.94f

More bugfixes and improvements. Every next version is getting better
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ranafuineluva
ranafuineluva

Tavern Dweller
posted February 24, 2014 02:53 PM
Edited by ranafuineluva at 15:22, 24 Feb 2014.

Warmonger said:
Game through internet is not supported.

But I am using VPN. It is as though we play it from LAN. We use the same connection (hamachi) for BG2EE multiplayer and it works.

Edit: NVM. I managed to run the game over internet with VPN. thx a bunch.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 01, 2014 11:57 AM

User Gilu runs Youtube Channel with demonstration of some VCMi mods.

Another news: VCMI 0.95 comes out tonight!
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 01, 2014 09:31 PM
Edited by Warmonger at 22:08, 01 Mar 2014.

And here it is!

VCMI 0.95 with campaigns, better AI and Android support
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 01, 2014 09:38 PM

A little boring those videos by Gilu, he has to learn a bit how to advertise. (the one about cove I thought I will die before he right-clicks on every pixel available).

But the incredible thing is VCMI laughing in Hota's and Wog's faces about using as many towns as you want, with minimal coding.
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Era II mods and utilities

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ranafuineluva
ranafuineluva

Tavern Dweller
posted March 06, 2014 12:48 PM

Crash to desktop

@Warmonger
Hi mate. I am experiencing a crash to desktop. I am using VCMI 0.95.

I am putting some screen shots below:

Crash
https://drive.google.com/file/d/0B5OxBTzo7fj5aFMzMXNEcDFrM28/edit?usp=sharing
Precrash
https://drive.google.com/file/d/0B5OxBTzo7fj5ZmVwd1ZGVEpQaEk/edit?usp=sharing
Mod List
https://drive.google.com/file/d/0B5OxBTzo7fj5cTU3aWNqY2hMemM/edit?usp=sharing
Settings
https://drive.google.com/file/d/0B5OxBTzo7fj5cDkxYXhJVUhJYUE/edit?usp=sharing

I am using map "warlords" but I edited the map and saved the map as a shadow of death map to add gelu as a hero.

I experienced a couple of random crashes through the gameplay but none of them was consistent crashes that happened at the same place and time. But nearly the end of the game I experience this crash that is always happening and happening the same way. It happens when I attack some of the heroes of Orange player but not all of them. Just a couple of them.
Also I dont know why but the heroes I am experiencing this crash are those who have bigger armies that the other heroes that goes around with a few creates to snatch resources.

Any ideas? I would really love to play this game as my friends were really looking forward to play a multiplayer session over internet this weekend

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 06, 2014 08:57 PM
Edited by Warmonger at 20:59, 06 Mar 2014.

Please use bugtracker for bug reports. You may want to start here.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 09, 2014 05:27 PM
Edited by Warmonger at 17:38, 09 Mar 2014.

Over last week more than 5000 people downloaded VCMI from Google Play. This is getting crazy!
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 09, 2014 06:07 PM

When will VCMI get its own map editor?

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homeros
homeros

Tavern Dweller
posted March 09, 2014 06:26 PM

Does this not work on complete version? I tried on both complete and era that is installed on it, got to main menu, but when I try to start any map the game crashes. I know it doesnt say that complete version is supported but thought it's about same as SoD... Anyway are there plans to make VCMI compatible with complete or is it already but I just did something wrong?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 09, 2014 06:33 PM
Edited by Warmonger at 18:47, 09 Mar 2014.

VCMI worked on H3 complete for me as recently as in the morning. Most of issues come from improper installation, check console log to begin with.
Quote:
When will VCMI get its own map editor?

When it's done. At the moment nobody is working on it. I hope, however, that eventually RMG will see some progress.
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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted March 10, 2014 02:25 AM

Mod Note: Opening post updated as requested by Warmonger.
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I'm sick of following my dreams. I'm just going to ask them where they're goin', and hook up with them later. -Mitch Hedberg

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 11, 2014 08:37 AM
Edited by Warmonger at 08:38, 11 Mar 2014.

Stuff.




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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 11, 2014 11:46 AM

I guess they are new spells?

If that's the case, I understand that confusion removes the stack relatation attack but it doesn't make shooters unable to shoot, since that what Forgetfulness spell does, right?

Also, could you tell us which magic school Confusion is linked to?
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revolut1oN
revolut1oN


Famous Hero
posted March 11, 2014 11:48 AM
Edited by revolut1oN at 11:50, 11 Mar 2014.

These are just probably to show new possibilities. Its not important what these spells do, since soon everyone will be able to add spells of their own. I guess.

edit: @SG - which "confusion" do you mean? I can see 3 spells, Vampirism, Puppet Master and Dragon Strength.

Ah, nvm, I've noticed it.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 11, 2014 11:53 AM

Confusion

Oh, and I didn't see Dragon Strength in first place, thanks for pointing it out.
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Macron1
Macron1


Supreme Hero
posted March 11, 2014 01:55 PM
Edited by Macron1 at 14:08, 11 Mar 2014.

Yes, now in VCMI goes work for spells modding support.
It's not in current version (only in sources), but seems in near there will be realized at least two kinds of spells
1) spells changing parameters of creatures (like speed, bind, paralize, attack skill etc)
2) summon spells (spells for summoning creatures)

Other spells types will be implemented later through scripts (direct damage spells require additional functional so they also will be left for scripts, as i understood).

PS I mostly wait for summoning spells. Like i want to make 1st level summoning spells like "summon frogs" or "summon Imps".
There can be made also 2-5 level summonings for various creatures like Genies, ghosts, angels, devils etc.

PPS Also in plans there is modding support for new secondary skills. It is planned to provide support for modding standard skills also.
I also plan to make "Demonology" skill to increase effect of summoning spells (something like it was in HMM4).

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 11, 2014 02:19 PM

"Summon imps" sounds like a very solid level 3 spell for Inferno (mainly, Dungeon and Necropolis could also get it in their magic guild since they are evil aligned). But personally, I wouldn't like to convert H3 into a battle of summoning creatures, just 2 or 3 extra summon spells would be enough.

Macron1 said:
PPS Also in plans there is modding support for new secondary skills. It is planned to provide support for modding standard skills also.
I also plan to make "Demonology" skill to increase effect of summoning spells (something like it was in HMM4).

Source of this, please?
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Macron1
Macron1


Supreme Hero
posted March 11, 2014 06:39 PM

Storm-Giant said:
"Summon imps" sounds like a very solid level 3 spell for Inferno (mainly, Dungeon and Necropolis could also get it in their magic guild since they are evil aligned). But personally, I wouldn't like to convert H3 into a battle of summoning creatures, just 2 or 3 extra summon spells would be enough.


There is no reason to do only 2-3 summoning spells. There are lot of creatures that can be summoned. And this is for new factions - like unique summoning spell only for new town.

Current summoning system disables other summons after first summon, so there will not be battle of summoned creatures - but player will choose what creature is most fitting to summon it in current battle.


Storm-Giant said:
Source of this, please?



http://forum.vcmi.eu/viewtopic.php?t=843
AVS:
"ready to commit, just few more testing and waiting for feedback for a few days. And there is more todo: this is part 2 and will be at least part 3. Next tasks: "new bonuses" (they already usable in spell configuration) and "new secondary skills"."

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