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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This thread is 100 pages long: 1 10 20 30 40 50 ... 57 58 59 60 61 ... 70 80 90 100 · «PREV / NEXT»
Macron1
Macron1


Supreme Hero
posted September 18, 2014 08:19 PM

LizardWarrior said:
So I just need to install VCMI and the libraries and the reversed source code are included there? Cool

What is reversed source code?
VCMI is built from scratch, without any parts of HMM3 code (there is no such thing even in 3DO).

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IvanSav
IvanSav


Adventuring Hero
posted September 18, 2014 08:22 PM

Nope. That's button to switch between commander skills (abilities & artifacts) and creature bonuses.

Consequence of my "extreme" art skills. If somebody will suggest better icons or draw something better himself I will happily replace them.

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fred79
fred79


Promising
Undefeatable Hero
SCOURGE OF THE H-SEA
posted September 18, 2014 08:33 PM

nice work.

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IvanSav
IvanSav


Adventuring Hero
posted September 19, 2014 04:21 PM

Two more screenshots of our new creature window:


- window is adaptive and will take as few space as possible. For example active spells appear only in battle while buttons panel only visible on left-click.

- if somebody will implement alternative upgrades in their mod there will be clear way to select desired upgrade (instead of single "upgrade" button). Here you can see possibility to upgrade Pirates to Corsairs or directly to Seadogs.

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robizeratul
robizeratul


Known Hero
posted September 19, 2014 05:11 PM

Creature windows looks cool!  
 
I want to make a balance mod that changes the strength of the creatures. Basically I need to edit the following:  
 
1) Creature growth  
2) Castle bonus  
3) Dwelling growth  
4) Creature stats  
5) Creature cost  


Amongst others. I know how to do most of this by editing the data folder, my question is how do I make it a mod  ?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 19, 2014 05:16 PM

This is VCMI with its own mod format. You don't need to edit data folder anymore. Go better download official VCMI mods from Launcher to see how they were made.
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Macron1
Macron1


Supreme Hero
posted September 19, 2014 06:35 PM

Another question:
in HMM3 (when in battle) you can click on hero and see window with his portrait, and stats.
This thing is not in VCMI for so long. Is it because windows with extended info is planned?

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IvanSav
IvanSav


Adventuring Hero
posted September 19, 2014 10:13 PM

define bugtracker http://bugs.vcmi.eu

if bug or missing feature is found
   goto bugtracker
   report

*dives back into code*

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 21, 2014 10:29 AM
Edited by Warmonger at 11:00, 21 Sep 2014.

Okay, so here's full Jebus XL with all the mods, including WoG and Cove.

(Click to enlarge)



Enjoy!
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manushkalimbas
manushkalimbas

Tavern Dweller
posted September 22, 2014 11:40 AM

cool
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 26, 2014 07:59 AM
Edited by Warmonger at 08:08, 26 Sep 2014.

New version VCMI 0.96b. Warning, it's playable and may be addictive!

Please check if the package is complete with no files missing. Report any bugs on our bugtracker.
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Macron1
Macron1


Supreme Hero
posted September 26, 2014 01:26 PM

Warmonger said:
New version VCMI 0.96b. Warning, it's playable and may be addictive!

Please check if the package is complete with no files missing. Report any bugs on our bugtracker.


Working RMG is now in the house, it's the main feature that was missing in VCMI for a lifetime.
As i read, dungeon level  is still buggy with RMG and not recommended to play with?

Are templates for RMG map can be made by users in form of JSON for any sizes or number of players?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 26, 2014 06:28 PM

Templates are defined in config/rmg.json. However, template format is not complete yet.
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Macron1
Macron1


Supreme Hero
posted September 29, 2014 04:23 PM

Warmonger said:
Templates are defined in config/rmg.json. However, template format is not complete yet.


I'm running RMG with WOG enabled, and WOG Waterfalls are placed almost everywhere. Is there a possibility to turn waterfalls off? In WOG they were only in editor as i remember.
Or must i replace its DEF file to something less annoing (like some trees)?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 29, 2014 05:08 PM
Edited by Warmonger at 17:08, 29 Sep 2014.

You must read the main post on VCMI board again and download fixed WoG pack.

We are hoping to put it in Launcher soon.
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Macron1
Macron1


Supreme Hero
posted September 29, 2014 07:14 PM

Warmonger said:
You must read the main post on VCMI board again and download fixed WoG pack.

We are hoping to put it in Launcher soon.


Oh, my bad. Hope this will help.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 03, 2014 06:24 PM
Edited by Warmonger at 18:26, 03 Oct 2014.

Watch Cove with New Interface Mod as well as new creature window and new spell.
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aegisdivine
aegisdivine


Adventuring Hero
posted October 20, 2014 12:27 AM
Edited by aegisdivine at 01:45, 20 Oct 2014.

Gonna install this now. Was getting tired of the limited ai capabilities on Wog...

Wanted to try something new. I doubt this Vcmi will improve it much but something new is fresh to me and that will keep me going from nostalgia depletion.


This game is so old... I don't even remember what TOH stands for. It's good to know people are trying to come up /w new things.




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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 26, 2014 09:06 PM

New development version VCMI 0.96c.

Getting closer to fully playable game!
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hippox89
hippox89


Famous Hero
posted October 26, 2014 10:23 PM

Keep the great work up

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