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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes of might and magic 3: The Succession wars (mod in progress)
Thread: Heroes of might and magic 3: The Succession wars (mod in progress) This thread is 24 pages long: 1 10 ... 14 15 16 17 18 ... 20 24 · «PREV / NEXT»
Kivo
Kivo


Famous Hero
posted February 12, 2012 05:24 PM
Edited by Kivo at 17:27, 12 Feb 2012.

Quote:
Any news of this? My lucky coin says this will a big success.


Hehe, hopefully Atm, Im not really sure when the next version of the beta will come. Not sure if mister_kalu knows, but he probably has a better idea Not many know about the mod so thats why I decided to make a website and later I will possibly spread it around some more forums. Also I might do some gameplay videos

Right now Im trying to improve the website on which I will post more news of the mod, you can check it out from time to time, and register to see whats new going on. Also Im doing the Fortress buildings but I dont really have time to do much in that aspect :/ I did some animations for some of the creatures but they are still not done yet either.
However the Serpent Fly's upgraded version is done and the lizardman is nearly finished too.
There are also new cursors and some buildings which are put into homm2 style. Also new improved small icons of the creatures.
Improved animations of Heavy Crossbowman and also some new iterfaces ( garrison and the small icons of attack, defense,shots and so on.More balanced statistics of the creatures.  
For now its all I can remeber. Probably mister_kalu has done something as well.

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Kivo
Kivo


Famous Hero
posted February 25, 2012 10:40 PM

Hello everyone, just a small update about Fortress townscreen that i have been working on for a short while. Still not complete, the plants need improving as well as the water and the right side. Some shading also...

Here it is: Fortress Townscreen (updated)

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madshj
madshj


Famous Hero
Minotaur Lord
posted February 28, 2012 07:23 PM

Sweeet Kivo (: Keep up the good work
When is Mister Kalu coming back?

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Zenal
Zenal

Tavern Dweller
posted March 06, 2012 07:47 PM
Edited by Zenal at 19:48, 06 Mar 2012.

Hello, just joined today. This mod is fantastic! Have you got a webpage or something where we can see the progress? Also, any news in general? It seems like its dead or are you busy lately? I wish there would be some people who could help you with this mod because its one of the best that I have played!
____________

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Kivo
Kivo


Famous Hero
posted March 06, 2012 10:54 PM
Edited by Kivo at 22:55, 06 Mar 2012.

Hello Zenal and welcome! At the moment I dont have much time but I will try to post some upcomings or maybe mister_kalu will. The mod is not dead, but it takes time to do everything. Im working on the Fortress buildings and and on the fortress townscreen. Also on the Breeder and some other creatures.

I just wanted to share something and I would like to know your opinion.. is this creature interface better? Its more to the style of Homm2, but what do you think? Better than the picture behind them? I personally think with the picture is a bit of a mess..

http://melindar.deviantart.com/#/d4s1dl6

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 15, 2012 08:00 PM

HI!

The mod looks funny although a few suggestions:
-do not use commmander creature numbers for non-commander creatures - they have more than medium amount of hardcoded differences to any other creature
-if you made all H2 units replace only regular units, I would be proud of you if you allow using your mod with commander feature. That would of course need to recreate Commander Defs in H2 style. They may use same hardcoded settings as original commanders, but you may want to modify they some. Most of settings can be changed with regular scripting, but if you want more I may share with you my dirty tricks (which enable me to disable some medium amount of parts of commander feature, and replace those which I don't want to be entirely disabled) and some UN:C codes (not tested yet, but acquired from Bersy, they consist of changing creature number range of hardcoded features intended for commander, including possibility to change to empty range = disable, there already about 50 adresses already found with constants with such profile).
-if you are sure that you don't want commanders in your mod, you still can use most of UN:C codes from the list to use commander creature slots as more regular creatures (it will fix some bugs in your mod resulting from ERM commands working different on them), but if the only reason for disabling commanders is creature count limit - I suggest to consider to depend on ERA and Amethyst (to increase creature slot limits, although it may add some more bugs to be polished or accepted).
- did you consider replacing some new artifacts with ones from H2? (including their functionality). If you want to add H2 artifacts independently of the H3 ones I suggest considering to dpend on ERA and Emerald (to allow you use up to 5000 of new blank artifacts which could be scripted, plugin is really stable)
- have you considered to make some more use of WoG to include some features you were missing in H2? It could change the project from "move to WoG everything you loved in H2" to "make WoG like H2 you dreamed of". Of course new features to choose is up to you, and it will need much of scripting. If scripting is not enough for you I suggest considering to use some of new cool modding features from ERA (including ability to prepare dll plugin which talks with game engine, ERA core and ERM interpreter/compiler).

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SuperGoober
SuperGoober


Hired Hero
posted April 15, 2012 09:12 PM

Audio designer at your service.

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Kivo
Kivo


Famous Hero
posted April 15, 2012 10:51 PM

Hello, unfortunately mister_kalu doesn't have much time to spend on the mod. I also dont have much time to do the graphics which means that everything goes really slow. I tried to look for some people which could help us, but no luck. I would really like to find another graphics to help me with the animations for the creatures and other things. Im sure mister_kalu would also really like a programmer who could help him too. For now, we both cannot do much but if few people would join us everything would go much quicker.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 12, 2012 03:58 PM

hey man, ive got all the time in the world, but i have to have the know-how, and the programs to use to work on the stuff. im downloading the game as-is now. im very excited to be a part of something ive wanted for awhile.

heroes 1 was my intro into the heroes universe, when heroes 2 came out, i loved it. when heroes 3 came out, i loved it more. i hated the way they changed the game in 4 tho, so i never played that one or any one after. i like the old-school look much better. sounds too. then when wog came out, i was like a little girl getting a pony, lol. i squealed.

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Kivo
Kivo


Famous Hero
posted June 13, 2012 12:05 AM
Edited by Kivo at 00:10, 13 Jun 2012.

After a lot of hard work and now mostly independent, new beta version of the betaof the mod will be released this month. Here some info of what new stuff will be added/changed:

- Over 25 Improved Interfaces ( New and improved adventure map view )

- New Border around the map

- Improved Cover of Darkness

- Completely New Creature Portraits

- New Good/Bad Morale Animations

- Few new creatures ( Breeder, Gog, Dragon Fly, New Griffin )

- Some Fixed hero Portraits

- New mini creature animations for some creatures

- All new cursors ( now from HoMM2 )

- New water and sand terrain look

As you see mostly graphics will be changed. I hope there will be someone to offer help with programming as I cannot do it at all. Here are some screens:

Screen 1

Screen 2

Screen 3

Screen 4

Screen 5

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T2_2112
T2_2112


Supreme Hero
posted June 13, 2012 03:36 AM

WWOWW, i can not feel H3 now, H2 over throne !! Love ur works

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Bersy
Bersy


Honorable
Supreme Hero
posted June 13, 2012 09:33 AM

Splendid!

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asthrab
asthrab

Tavern Dweller
posted June 13, 2012 09:35 AM
Edited by asthrab at 09:36, 13 Jun 2012.

amazing

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Spatiphillum
Spatiphillum


Hired Hero
Phytohobbit
posted June 14, 2012 09:46 AM

Excellent work, waiting for beta.
P.S. I personally think the gate tunnel of the garrison is a bit small compared to such massive towers and walls.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted June 14, 2012 10:10 AM

Just amazing progress! Looks and feels like the original game. Cannot wait to play this mod

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Karen
Karen


Adventuring Hero
posted June 16, 2012 02:36 PM

The H2 styleŁżOh I like itŁĄ

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Kivo
Kivo


Famous Hero
posted June 16, 2012 04:35 PM

Thanks for the kind comments guys, beta is coming near. Unfortunately I cant do any programming therefore Im not able to change some things and fix some which I would like to. Would anyone be interestes in helping with programming? I would really like to find someone as the mod needs some fixes, balancing and so on. Thank you.

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master_learn
master_learn


Legendary Hero
walking to the library
posted June 16, 2012 04:58 PM

Wait

A little question-if I see corectly,the wait button is missing from the screen 5-does this mean that it is removed from the mod?
And nobody except me sees its not there anymore?

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 16, 2012 05:38 PM

Quote:
Thanks for the kind comments guys, beta is coming near. Unfortunately I cant do any programming therefore Im not able to change some things and fix some which I would like to. Would anyone be interestes in helping with programming? I would really like to find someone as the mod needs some fixes, balancing and so on. Thank you.


It's the summer and I'm almost done with Mass Effect 3 so... programmer at your service. What do you need?

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revolut1oN
revolut1oN


Famous Hero
posted June 16, 2012 05:56 PM

YAAAAAAAAAAAAY

Awesome graphic designer Kivo + astonishing programmer Kegolo = reactivation of the best mod in history of HoMM3
Couldn't be any better!

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