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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Atlantis mod, ready for play
Thread: Atlantis mod, ready for play This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 05, 2010 11:56 AM

What about a new project,somethink more medieval,I seen your papal pikeman and swordman,so why you don't make a map with Crusades?Also you have a lot of berber models,will be great a battle for the Holy Land.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 05, 2010 12:29 PM

I wanted a regular SoD campaign and asked Cepheus for story help...several months ago

I don't feel to make the story alone and he is a very good writer, when he writes (sic)
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Era II mods and utilities

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 05, 2010 12:55 PM

Yeah, I really need to get down to helping you on that yesterday or sooner... miserably I'm tied up with a ton of obligations at the moment
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 05, 2010 12:58 PM
Edited by Salamandre at 12:59, 05 Jul 2010.

No problem my friend, Heroes can wait, and I have a lot to do in the mean time. Just don't forget that you have in your head the best ever done SoD campaign.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 05, 2010 02:16 PM

Thank you for your understanding. Meanwhile I'll try to get a bigger head - I'll surely need one for a task like that
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Alustor
Alustor


Famous Hero
ooo da :)
posted July 05, 2010 04:26 PM

any news about the translation on that dragon slaughter map?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 05, 2010 04:29 PM
Edited by Salamandre at 16:31, 05 Jul 2010.

I completed my part (translated all, took 3 months!) and now map was sent to Jim Vogan to add chinese flavor and correct spelling. He is taking his time as he needs to analyze the scripts to understand the new mechanics. I think in about 2-3 weeks will be ready.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 12:50 AM
Edited by Salamandre at 19:00, 29 Aug 2010.

Jim Vogan continued working on the map for about 3-4 months and released a v2 version, with some changes.

DOWNLOAD SGA_v2


Install: Unrar in your Wog folder (Atlantis v1 has to be installed) and run update for installing the few new defs.

Changes (List made by James Vogan):

Stargate Atlantis Rising I - changes in version 1.02

There are many changes to the story text, focusing more tightly on the science-fiction aspects of the TV series - at the expense of some humor and extraneous but impressive graphics.  For example, the "evil Santa" creature was changed to a "sentient crystalline entity with psionic powers".  The former is more humorous, but the latter is more the type of thing that might appear in an episode of the Stargate Atlantis series (and did).  The English is closer to the way the series characters sounded in English, but may be therefore more difficult to understand for people who are not native English speakers.

The number of picture-plus-text special dialog boxes has been reduced.  These dialogs cause "memory leaks" due to a WoG bug, and eventually cause an out-of-memory error over a long period (hours) of continuous play.  Reducing the number of them has increased the amount of time which the game can be played continuously (to about 5-1/2 hours) before the error occurs.  Also, a dialog-counter has been added, which will warn a player when about 75% of the program memory has been used up, and at decreasing intervals thereafter.

The number of dialogs was reduced by combining two or more "character talking" dialogs into one, and by changing McKay and Ronon's battle menus so that they no longer use pictures.

Most of Ronon's use of Ancient technology (i.e., spell-casting) has been turned over to Dr. Rodney McKay.  Ronon has the sole ability to "go berserk" by casting Frenzy and Haste on himself, at a cost of 10 hit points damage.  McKay's full battle menu has eight functions, but when he receives his Mark I Battle Computer as part of the Atlantis Weapons Research Lab's first fabrication series, he only can use four of them:  Bless, Precision, Dispel, and Shield.  After the Weapons Lab completes their second fabrication series, he gets a Mark II computer, which adds the capabilities of Slow, Land Mine, Inferno, and Force Field.

Sheppard's and Teyla's battle menus are unchanged.  However, the placement of their Ammo Crate and Medical Kit behind them on the battlefield has been changed to avoid hexes which cannot be right-clicked.

Sheppard's "F-302" bombardment has been changed from four Meteor Shower strikes, to one of the same combined damage.  The impressive GIF of the Daedalus is not played at every F-302 bombardment in this version, but is used elsewhere, with dramatic impact.

These changes speed up the long combats somewhat, and reduce the likelihood of getting the out-of-memory error.  Each individual combat is less impressive, though.

The Replicator rebirths have been reduced by 1 (4 rebirths at level 0 experience reduced to 3; 5 rebirths at level 10 reduced to 4).

As in the TV show, entering or leaving a Jumper does not use up all the SGA team's movement points.  (In the original version, entering did not, but leaving did.)  A Jumper can not be called when the team is already in a Jumper.

If the team is defeated by an AI and there are more AI combats remaining in the same series, the program does not go into an infinite loop of never-ending AI movement.  All AI movement stops when the SGA team is defeated, so that the game ends normally.

A few graphics changes were attempted:  the background of the Wraith Orbital Defense Station was changed to look like outer space; dynamite was changed to C-4 (plastic explosive); and the Wraith portraits were changed to look roughly like one of the Wraith characters from the TV show.

More information has been added to the  Tavern Bounty Hunt Menus and the Info Menu.  The Tavern menus now show a completion code (0-3; 0 - not accepted yet, 1 - mission accepted but not accomplished, 2 - mission accomplished but not rewarded, and 3 - mission rewarded), as well as the type of reward (Na- naquadah, Xe - Xentronium, etc.).  As soon as a planet has been visited, its Bounty Hunt menu can be viewed in the Info Menu (icon (i)).  Missions can not be processed from the Info menu, but their status can be viewed there.  Also, there is a "Creature Feature" manual in the Info Menu to acquaint new Stargate expedition personnel to the many strange beasts in the Pegasus galaxy.  All WoG ERM variables and flags can be "dumped" from the Info Menu also - this is mainly an aid used during debugging.

The Merchants' exchange rates have been made slightly more generous:  now 110 +/-20, was 105+/-25; or 90 to 130 vs. 80 to 130.

The Melee/Ranged Menu (accessed by right-clicking the Defend icon during battle, to change a shooter to a striker, or back to a shooter) has been changed so that if an SGA team member has the double-attack skill, this skill will apply to it both as a shooter and as a melee fighter.  (The standard menu did not give this effect.)  This also eliminates one of the bugs found by Victor, which is that switching a shooter to melee mode and not switching it back to a shooter before the end of the battle causes all the bullets in that fighter's magazine to be lost.

Victor (The Pacifist) found two other bugs which have been fixed in both versions.  Both appear to be standard WoG bugs which could occur in any map, but which can be patched by ERM scripts.  During Quick Combat, perhaps in combination with certain special experience-based skills, the basic attack skill of some fighters is reduced randomly.  The total Attack skill (with bonuses) does not change, so the combat is not affected, but after the battle the creatures base Attack skill has been permanently reduced.  This was patched by saving the basic Attack skills of each SGA creature at the start of each battle, then restoring at the end of the battle.

The second bug is that creatures with the Block skill sometimes have their Defense-with-Bonuses skill level reduced after a blocking action.  It is the reverse of the previous effect:  the creature is affected during the combat, but after the combat it still has the same basic Defense skill.  This was patched by checking each SGA creature for the Block skill at the start of the combat, then disabling it for the duration of the combat and replacing it with a simulated (scripted) Block function.  (Both these patches could be adapted for use in other maps if desired.)

Near the end of the game, when making alliances with other planets, you can either give them the naquadah they will need to transport large numbers of their troops to the Wraith Home World, or lend them the gold needed to buy naquadah on the black market.

Despite these changes, at least 95% of the features of the map and the work that went into them were supplied by Valery, who has been very generous in accepting these tweaks to one of his masterpieces.


V1.02 screen:


Special thanks to "The Pacifist" who provided inestimable help when testing the v1 version, so we could catch all (we hope) of the possible bugs. I warmly recommend Jim's version, because the dialogs, story and plot are just perfect and written in a high quality english language.

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Alustor
Alustor


Famous Hero
ooo da :)
posted August 29, 2010 01:43 PM

woho quality work never stops coming looking forward to your new(if you have any)projects/maps

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 02:12 PM

I was never worried about the map's qualities, but more about the qualities of the players trying it

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ddpro
ddpro


Known Hero
HC Adventurer From China
posted August 29, 2010 05:55 PM
Edited by ddpro at 17:56, 29 Aug 2010.

Quote:
Jim Vogan continued working on the map for about 3-4 months and released a v2 version, with some changes.

DOWNLOAD SGA_v2


Install: Unrar in your Wog folder (Atlantis v1 has to be installed) and run update for installing the few new defs.

Changes (List made by James Vogan):
......

V1.02 screen:
http://img135.imageshack.us/img135/3530/image2lc.jpg

Special thanks to "The Pacifist" who provided inestimable help when testing the v1 version, so we could catch all (we hope) of the possible bugs. I warmly recommend Jim's version, because the dialogs, story and plot are just perfect and written in a high quality english language.


Superb screenshot! Certainly the most spectacular HoMM map ever as far as I know.
But... it would be a real huge project for us Chinese players to translate it!
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A jewel is just a pebble that found a way to shine.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 05:57 PM
Edited by Salamandre at 17:58, 29 Aug 2010.

For translating, I suggest v1.

Jim's Vogan version, with its much more complex and literate words will be almost impossible to translate, unfortunatelly.

It has a bit more text than TDS, but if I could do it, somebody else can do it too.

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ddpro
ddpro


Known Hero
HC Adventurer From China
posted August 29, 2010 06:04 PM
Edited by ddpro at 18:05, 29 Aug 2010.

Quote:
For translating, I suggest v1.

Jim's Vogan version, with its much more complex and literate words will be almost impossible to translate, unfortunatelly.

It has a bit more text than TDS, but if I could do it, somebody else can do it too.
Yes. As a writer puts, translating a literary paragraph is even harder than writing it.

Shbher in our forum translated "300" a couple of months ago, but no sight of him recently. Anyway there should be a bunch of players working on this IMO.
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A jewel is just a pebble that found a way to shine.

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pacifist
pacifist


Famous Hero
posted September 03, 2010 02:28 PM

I'll take that with me on holidays to play after the sea, sun and well other things . Hope I will be able to make some videos of some fights and gameplay features as some sort of trailer of this wonderful mod!.
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http://www.youtube.com/user/alkoriak#g/u

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pacifist
pacifist


Famous Hero
posted September 08, 2010 12:09 PM
Edited by pacifist at 14:38, 08 Sep 2010.

As promised a little video of some gameplay. Here a fight vs a Warlord that hits very hard . The key to this fight (at this level) is to use the tendency of blocked shooters to move before attacking. Other things just to show some features not that they were really necessary


1st video

[url=][/url]

2nd video

[url=][/url]

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http://www.youtube.com/user/alkoriak#g/u

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 11, 2010 10:13 PM

Me too started a movie maker career


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Era II mods and utilities

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pacifist
pacifist


Famous Hero
posted September 21, 2010 03:25 PM

Waw! Really nice video. I played Jim Vogan's version and it was a real pleasure also, specially as I wanted to finish as soon as possible doing all quests and fights (except one). Finished in 3 months. I recommend this map/mod to all hardcore wog players! A well deserved 10 for both versions
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http://www.youtube.com/user/alkoriak#g/u

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 17, 2010 11:05 PM
Edited by Salamandre at 23:17, 17 Nov 2010.

Jim Vogan updated SAR V1.02, based on Berserker complaints

DOWNLOAD

Changes:

1) The Help Menu has an item which turns the "right-click hex" battle message off (or back on), using flag 94.  The default is to show the IF:M reminder, but it includes the information that the message can be turned off (similar to the WoG Quick Combat message).

2) A mouse hint reminds the player to right-click a hex for McKay's and
Sheppard's menu items.
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Era II mods and utilities

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted May 11, 2011 11:24 PM

Wooow ! I just watched the videos and it looks absolutely amazing.i can imagine how much time you must have used.When I have some time il surely install it

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FireMoney
FireMoney

Tavern Dweller
posted August 26, 2011 01:50 AM

mhm, i have a question:

is it possible to play this new town in scenarios? (e.g. hotseat games) or is it just for the campaign?
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