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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 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 (18) 19 20 21 22 23 24 ]
Wazzz
Wazzz


Adventuring Hero
posted June 28, 2012 08:49 AM

not too strange, it's just converting heroes 3 to heroes 2, which is perfect for people like me who can run heroes 3 but cannot run heroes 2 on account of running windows 7

ALSO it adds a few more races to it, so that should be cool

although i admittedly do wish that the mod stayed in the true theme of heroes 2 by not having every unit able to be upgraded

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SuperGoober
SuperGoober


Hired Hero
posted June 28, 2012 09:06 AM

@ Galileo - hey no problem. It happens to the best of us.

I personally love this mod because it takes HOMM2 and expands it even further. I'm really looking forward to playing a more refined version of the test build I got so long ago.

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Galileo
Galileo


Known Hero
posted June 30, 2012 03:25 PM

Quote:
not too strange, it's just converting heroes 3 to heroes 2, which is perfect for people like me who can run heroes 3 but cannot run heroes 2 on account of running windows 7


I've heard there's a version of H2 which is playable on Win 7. I've installed Beneath a Steel Sky, a point-and-click game from '93, on a Win 7 (not mine), so there should be a version of H2, I suppose.
____________

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revolut1oN
revolut1oN


Famous Hero
posted July 03, 2012 03:12 AM

How's the progress?

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Kivo
Kivo


Famous Hero
posted July 03, 2012 12:15 PM

Everything is going quite well, we had to sort out the creatures as everything was a big, big mess in the scripts when Kegolo checked them.( now there are much less crashes in the game ). Therefore the beta had to be delayed, Im not going to give a specific release date yet. Once we feel that its playable and ready to test out it will be released.  Kegolo is doing an absolutely amazing job. He already fixed many crashes and organizing all the scripts and creature/hero abilites back on. Im working on Fortress now, as he takes care of the programming and sorting out heroes abilities and so on. Join the website if ou havent and discuss on the forums: heroes3mod.webs.com


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SuperGoober
SuperGoober


Hired Hero
posted July 03, 2012 02:01 PM

Can you upload the mod to someplace other than 4shared? I don't know how to use torrents and I can't download the zip file on account of the site wants me to be a Premium member before I can download the zip.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 03, 2012 09:30 PM

Beta will be out soon, just fixing up sounds and internally testing balance issues.

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Kivo
Kivo


Famous Hero
posted July 06, 2012 05:02 PM
Edited by Kivo at 13:33, 07 Jul 2012.

Yeah, like Kegolo said beta should come soon. Some sounds to fix and shooting scripts, and balance to be sorted out a little more and put in. Later with the new version, we shall have the Fortress possibly along with the Inferno as well. Here is the current progress of the Fortress townscreen:


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Bersy
Bersy


Responsible
Supreme Hero
posted July 07, 2012 02:35 PM

Not bad. Wish you luck, guys.

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mister_kalu
mister_kalu


Known Hero
posted July 07, 2012 10:36 PM

Quote:
Yeah, like Kegolo said beta should come soon. Some sounds to fix and shooting scripts, and balance to be sorted out a little more and put in. Later with the new version, we shall have the Fortress possibly along with the Inferno as well. Here is the current progress of the Fortress townscreen:




hello people, im very happy that this mod hadn't died. My special greetings to kivo, because he was really the best pal that i had in this project, he believed in this idea since first moment.

Kivo you have and extra-special talent to make new desings, so, continue to give new forces to this mod. I had read that Kegolo apports with the knowledge about Era-Erm. Probably the mod will be one of the best heroes 3 mod. Much valor to the people that continue with the succesion of wars. I dedicated many hours to give form to this strange idea. but if you can do a fully playable game with perfect connection between graphics-playability- history line, and balance, really deserve a tremendous ovation. If I can help in some things, let me know. i will try to help.

Greetings kivo for your perseverance

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E-Lysander
E-Lysander


Known Hero
Lysander
posted July 08, 2012 12:24 AM

This mod is turning out to be perfect... but there is ONE BIG PROBLEM!


The Crossbowman/Heavy Crossbowman. It's out place, especially with the Archer/Ranger already there. It's redundant. Trust me, I've been playing (yes, BEEN PLAYING, meaning I continue to play it through 2012) Heroes of Might and Magic II since it was released in 1996 (that's 16 years, boys and girls).

Yes, I understand the fact that you've created a full sprite sheet for them and don't want to waste them, and might not have anything to put in their place... but you've already got a huge undertaking with regard to the amount of sprites you need to do. Don't muck up the Knight faction because of being lackadaisical!

Tweak the sprite a bit, maybe instead of red/blue make the clothes green, and BAM, you've got your Sharpshooter.

There was originally a Monk unit in place... what happened/what was wrong with that?

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Wazzz
Wazzz


Adventuring Hero
posted July 08, 2012 12:29 AM

Quote:
This mod is turning out to be perfect... but there is ONE BIG PROBLEM!


The Crossbowman/Heavy Crossbowman. It's out place, especially with the Archer/Ranger already there. It's redundant. Trust me, I've been playing (yes, BEEN PLAYING, meaning I continue to play it through 2012) Heroes of Might and Magic II since it was released in 1996 (that's 16 years, boys and girls).

Yes, I understand the fact that you've created a full sprite sheet for them and don't want to waste them, and might not have anything to put in their place... but you've already got a huge undertaking with regard to the amount of sprites you need to do. Don't muck up the Knight faction because of being lackadaisical!

Tweak the sprite a bit, maybe instead of red/blue make the clothes green, and BAM, you've got your Sharpshooter.

There was originally a Monk unit in place... what happened/what was wrong with that?


Or a flying unit, as it is so far the only remaining race to not have one

But yeah a monk would have the same role as the crossbowman, really, so there's not much difference on that front, and iirc the idea was to add more ranged firepower to the race, which the crossbowman is fine for

I am curious as to what's happening with regards to the Gypsy race, mind you.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 08, 2012 12:36 AM
Edited by kegolo at 00:36, 08 Jul 2012.

Well at least for the beta it will be the crossbowmen. Never fear though, a monk unit def is already made should we want to change it:



What do you want to know about the Gypsy? How's this?


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Wazzz
Wazzz


Adventuring Hero
posted July 08, 2012 12:40 AM

ah that is perfect! =D

i am also curious, are the Fortress and Inferno towns going to be basically the same as in HoMM 3? Barring the Breeder being in Inferno, of course

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 08, 2012 12:44 AM

In some ways yes but many of the creatures have yet to be made, so changes could still occur (and are completely up to Kivo graphics-wise). I can tell you that the Fortress will not have Hydras as their top tier unit though, as hydras are already on the Warlocks. Can't think of any other differences off the top of my head right now though.

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Wazzz
Wazzz


Adventuring Hero
posted July 08, 2012 12:52 AM

oh yeah, forgot that would be a factor regarding the Hydras

what sprites are there so far?

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 08, 2012 01:28 AM

Probably 1/3 of the necessary ones have a full DEF, but I assume all need polish. Kivo would be the one to give an exact update, but right now we're finishing up other little details to release the 7 other towns.

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Wazzz
Wazzz


Adventuring Hero
posted July 08, 2012 01:44 AM

Quote:
Probably 1/3 of the necessary ones have a full DEF, but I assume all need polish. Kivo would be the one to give an exact update, but right now we're finishing up other little details to release the 7 other towns.


that sounds amazing :3

not too long ago i finally got around to getting the original alpha release working, but was somewhat disappointed that it didn't have the basics working, like units being available to the right towns, lines not matching up with the building sprites, that sort of thing

it was admittedly cool to get the Ettins instead of the Gargoyles as the Warlock, buuuut somewhat disappointing

although i noticed the beholder was in, is that a warlock unit now?

actually, what are the extra units for each town again?

so far i'm aware of the Beholder (need clarifcation on that one though), the Harpy for Barbarians, the Crossbowman for Knights, aaaand i believe that is all i'm aware of atm

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 08, 2012 09:51 AM

Let's see

CastleCrossbowmen
SorceressOwlbear
WizardHippogriph
NecroGhoul
WarlockTroglodyte
BarbarianHarpy
GypsyEttin

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Wazzz
Wazzz


Adventuring Hero
posted July 08, 2012 09:56 AM

ah yes, and what do each of these creaturse do?

i figure the Harpy has that strike and return thing going (saw a video today that showed all these guys incidentaly )

the Ghoul is some sort of ranged attack unit (any other effects, i have no idea about)

the Troglodyte is probably only immune to Blind

Owlbear and Hippogryphs are a mystery to me

Ettins are also a mystery, but they seem to just be some slow moving heavy hitters like the Ogre Lord

Crossbowmen don't seem to have anything remarkable ability wise

am i on the right track?

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