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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes 5.5 - Eternal Essence - Design
Thread: Heroes 5.5 - Eternal Essence - Design This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Pliskin
Pliskin

Tavern Dweller
posted July 08, 2011 04:29 AM
Edited by Pliskin at 04:32, 08 Jul 2011.

Hi, I just wanted to thank you Quantomas for your major improvements so far. Heroes V has become MUCH more enjoyable now that one of my main issues with Heroes V, the Ai, is being tackled.
I have some questions though:
1. Do you have an estimate when you plan to implement the first iteration of the strategic endgame?
2. How many people are helping you with the more technical areas? How is the support in general?
3. Considering that community interest in Heroes V will probably greatly diminish when Heroes VI will be released and the fallback option of many Heroes players if 6 should be too shallow is at the moment still Heroes III as the tactically deepest installment (in their opinion), don't you see a problem with regard to the gameplay part of your project? As far as I understand you are basically developing the means to integrate and modify effortlessly larger parts of the game. Basically, a Wake of Gods for Heroes V. But in order for many Heroes III players to consider switching there needs to be already people that are utilizing your work and provide interesting content. How do you see this problem?
4. A problem that many seem to have with V vs III is not only sluggishness due to AI turn times (adressed by the AI patch), but also that creating quality maps is too cumbersome vs III at the moment.
More importantly though, a complaint often echoed is the reduced number of spells/inferior magic system. Finally, something that probably could be fixed more easily, the town build order restrictions due to town level requirements is often disliked.
Do you plan to adress this at some point down the line yourself? Fixing this might bring some Heroes III players back and in turn increase the amount of content creation that your work enables.

Thanks in advance for some answers.    

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 08, 2011 09:55 AM

Quote:
Considering that community interest in Heroes V will probably greatly diminish when Heroes VI will be released and the fallback option of many Heroes players if 6 should be too shallow is at the moment still Heroes III as the tactically deepest installment (in their opinion)


This is not true, the downloads of RPE increased when H6 was announced, it is only the amount of forum visitors that counts. H5 interest was lowest before H6 announcement and is now improving. The only problem is the small playerbase is divided over 3 projects EE, NCF/RTMG and RPE because they aren't integrated yet.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted July 08, 2011 10:20 AM

I agree with Magnomagus, as people realise that the newest flavour isn't as good as the hype, attention will return to the things that provide the best gaming experience. With the Heroes franchise that has generally meant H2/3/3.5. Now that we're working on something with better graphics, 3 dimensions and greater potential, the limelight will soon shine here. EE's AI and (hopefully soon to be built) mod interface should be the successor to H3.5 in terms of playability and fan base.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 08, 2011 06:35 PM
Edited by Quantomas at 18:40, 08 Jul 2011.

Quote:
1. Do you have an estimate when you plan to implement the first iteration of the strategic endgame?

The strategic AI end stage along with some other powerful AI improvements should be around in a couple of weeks.

Quote:
2. How many people are helping you with the more technical areas? How is the support in general?

0

Quote:
3. Considering that community interest in Heroes V will probably greatly diminish when Heroes VI will be released and the fallback option of many Heroes players if 6 should be too shallow is at the moment still Heroes III as the tactically deepest installment (in their opinion), don't you see a problem with regard to the gameplay part of your project? As far as I understand you are basically developing the means to integrate and modify effortlessly larger parts of the game. Basically, a Wake of Gods for Heroes V. But in order for many Heroes III players to consider switching there needs to be already people that are utilizing your work and provide interesting content. How do you see this problem?

I was asked to do a professional analysis of the AI in the H6 beta. If they stay on this course, H6 will not be a strategy game, it looks more likely to follow in the footsteps of King's Bounty. There may indeed be a market, but as a strategy fan of course I do not approve of this.

But on the other hand, this will make for two distinct hero games with good graphics in 3D. A more mass market type, that is H6 if it is successful, and a strategy game with depth, that is our EE project. Once the strategic AI end stage is included, people will forget the gold standard Heroes III set once in all its glory. With the computing power on the desktop we have now and the AI design of EE, we can do things no other strategy game has aspired to.

Quote:
4. A problem that many seem to have with V vs III is not only sluggishness due to AI turn times (adressed by the AI patch), but also that creating quality maps is too cumbersome vs III at the moment.
More importantly though, a complaint often echoed is the reduced number of spells/inferior magic system. Finally, something that probably could be fixed more easily, the town build order restrictions due to town level requirements is often disliked.

The Eternal Essence magic is meant to create a truly universal magic system. Everything will be impacted by it. You will have the opportunity to research spells for real to figure out what can be done with EE. Buildings and upgrades will have a new relation to resources, that are magical in nature, and this will of course impact the design of towns and buildings. The idea is to have truly distinct castles and factions that live and breathe with the land that surrounds them.

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Pliskin
Pliskin

Tavern Dweller
posted July 08, 2011 08:00 PM

Quote:
Quote:
1. Do you have an estimate when you plan to implement the first iteration of the strategic endgame?

The strategic AI end stage along with some other powerful AI improvements should be around in a couple of weeks.

Quote:
2. How many people are helping you with the more technical areas? How is the support in general?

0

Quote:
3. Considering that community interest in Heroes V will probably greatly diminish when Heroes VI will be released and the fallback option of many Heroes players if 6 should be too shallow is at the moment still Heroes III as the tactically deepest installment (in their opinion), don't you see a problem with regard to the gameplay part of your project? As far as I understand you are basically developing the means to integrate and modify effortlessly larger parts of the game. Basically, a Wake of Gods for Heroes V. But in order for many Heroes III players to consider switching there needs to be already people that are utilizing your work and provide interesting content. How do you see this problem?

I was asked to do a professional analysis of the AI in the H6 beta. If they stay on this course, H6 will not be a strategy game, it looks more likely to follow in the footsteps of King's Bounty. There may indeed be a market, but as a strategy fan of course I do not approve of this.

But on the other hand, this will make for two distinct hero games with good graphics in 3D. A more mass market type, that is H6 if it is successful, and a strategy game with depth, that is our EE project. Once the strategic AI end stage is included, people will forget the gold standard Heroes III set once in all its glory. With the computing power on the desktop we have now and the AI design of EE, we can do things no other strategy game has aspired to.

Quote:
4. A problem that many seem to have with V vs III is not only sluggishness due to AI turn times (adressed by the AI patch), but also that creating quality maps is too cumbersome vs III at the moment.
More importantly though, a complaint often echoed is the reduced number of spells/inferior magic system. Finally, something that probably could be fixed more easily, the town build order restrictions due to town level requirements is often disliked.

The Eternal Essence magic is meant to create a truly universal magic system. Everything will be impacted by it. You will have the opportunity to research spells for real to figure out what can be done with EE. Buildings and upgrades will have a new relation to resources, that are magical in nature, and this will of course impact the design of towns and buildings. The idea is to have truly distinct castles and factions that live and breathe with the land that surrounds them.


Thanks for your responses.
Considering that this is the design thread I was wondering how much access do you have to the source code of HV? The reason why I'm asking was that if you have the means to alter the battle (i.e. square area) screen in Heroes V, one could fix one of the inherent flaws of the heroes series.
So what I'm asking is: Can you increase the area of the battlefield squares? Would there be a possibility to allow for more than 1 hero + army per side? Thanks in advance.

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Sherekhaan
Sherekhaan


Adventuring Hero
posted July 09, 2011 02:05 AM

I love the work you have done on the AI, speeding it up makes H5 playable like it always should have been. I have a question about neutral growth though.

I have had several games with zero neutral growth after several months. Is this by design, or is it controleed in one of the difficulty settings? Just wondering is all.

Thanks for all your amazing work.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 09, 2011 09:00 AM

Quote:
Can you increase the area of the battlefield squares?

Surely, everything that is feasible can be implemented.

As I attempted to explain in Unofficial patch thread, I wished things were that simple.

Quote:



Sadly, you guys have no idea how hard it has become to keep this project tenable. Thinking that I would have the leeway to work on [...].


The answer to your question, and many others like it, is ... difficult. I am doing my best, but with the time spent on the Windows 7 compatibility, the widescreen interface overhaul, the analysis of the RPE mod requirements, the town screen research, the H6 beta analysis, I may already have overextended my position too much.

The question you asked regarding EE in the other thread, this stands for Eternal Essence and means the magic terrain with all implications this entails, including the magic system, castles, buildings and more.

@Sherekhaan
Can't confirm this, on all settings I checked they grow according to the game's week. Please file a bug report with the map, version info, savegames, logs if you have it, and any other information that might be relevant. If you can, start a new game with 3.1.10 which produces logs and lets you determine in detail the monster strength.

00918282 Detailed track:
00918282 [729-153] Mountain Guard | 0-115-39-AdvMapMonster-15596 : 4407 (468)
00918282 [822-153] Wood | 0-114-40-AdvMapTreasure-16227
00918282 [823-153] Wood | 0-113-38-AdvMapTreasure-16232
00918282 [235-153] Sawmill | 0-112-40-AdvMapMine-11886
00918282 [736-154] Peasant | 0-126-45-AdvMapMonster-15643 : 2091 (204)
00918282 [734-154] Sulfur | 0-126-46-AdvMapTreasure-15633
00918282 [733-176] Treasure Chest | 0-126-47-AdvMapTreasure-15628
00918282 [732-177] Imp | 0-128-51-AdvMapMonster-15620 : 3600 (336)
00918282 [250-177] Arena | 0-128-53-AdvMapBuilding-13895
00918282 [730-177] Goblin | 0-134-53-AdvMapMonster-15604 : 2562 (244)
00918282 [253-177] Ore Pit | 0-134-55-AdvMapMine-12178
00918282 [735-176] Gold | 0-126-48-AdvMapTreasure-15638
00918282 [1126-6] Kadashman | 0-119-47-AdvMapTown-12325
00918282 [1245-154] AreaState 154
00918282 [1126-6] Kadashman | 0-119-47-AdvMapTown-12325
00918282 [731-154] Stalker | 0-130-42-AdvMapMonster-15612 : 4060 (308)
00918282 [806-154] Gold | 0-131-42-AdvMapTreasure-16147
00918282 [238-154] Dolmen of Knowledge | 0-131-41-AdvMapBuilding-13951


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Sherekhaan
Sherekhaan


Adventuring Hero
posted July 10, 2011 12:39 AM

Ok thanks for the reply, give me a while and if I can replicate it I'll come back to you with a save game file or 2 to show the spread. Suffice it to say it was an RMG.

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted July 10, 2011 04:54 AM

Quote:
Ok thanks for the reply, give me a while and if I can replicate it I'll come back to you with a save game file or 2 to show the spread. Suffice it to say it was an RMG.
Could you also please post it in the bugs thread? The link is at the start of this thread, thanks.

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Gibblets
Gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted July 12, 2011 07:03 AM

I know you're short on time but I have a few questions for you Q. I've noticed that on hard/heroic difficulty levels Treasure Chests only pay out the lowest value $1000/500exp, as well as the Flotsam comes up empty 85% of the time. Is this intentional for these difficulty levels? Also, I currently feel the Random Heroes that sometimes appear with creature stacks can be overpowered. Are their stats and abilities randomly determined during their generation or is there a set of pre-made heroes that they are picked from. For ex. It was week 2 and I attacked a challenging guard which was guarded by a lvl5 hero (which is above and beyond challenging) that cast Armaggedon twice... I personally think that if heroes are included a bit of realism is in order. (this is not meant as criticism) I would be willing to create a large set of heroes to use for creature guards that aren't potentially as dumbfounding.

Is it possible for the game to recognize which stacks are guarded by heroes and account for it in their 'threat level'.(too much Dragon Age)


I also have a few suggestions I'd like to post here. I apologize if you've already received these before or addressed them in a post I haven't read yet.

-A key to press that highlights all of the interactable objects on screen.

-New Battlegrounds, not just 20x20 square, special ones for map related events/sieges. (actually, I do think I've read something about this)

-Ships should be able to pass underneath bridges on the adventure map.(otherwise they're the same as a piece of land, just different graphics.)

-We need a new loading screen image.

-We should have heroes that are specialized for certain tasks for ex, Castle Defenders aka Garrison Heroes, Travellers and Army Commanders.

-Scenario Info, Tavern, Marketplace, and Hero Windows should be available during the A.I. and other players turns. If it is something we can do it would be a better way to give story info instead of reading during your turn.

As always I'm 100% willing to contribute however I can with these suggestions.


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PyroStock
PyroStock


Adventuring Hero
posted July 12, 2011 08:44 AM

Quote:
I've noticed that on hard/heroic difficulty levels Treasure Chests only pay out the lowest value $1000/500exp


That's not true for me.
____________

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Gibblets
Gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted July 12, 2011 09:46 AM

Quote:
Quote:
I've noticed that on hard/heroic difficulty levels Treasure Chests only pay out the lowest value $1000/500exp


That's not true for me.


Well, after a bit more digging I found that the map I was playing (My Home Is My Castle) has custom treasure chest amounts. Something I was not aware that could be done from within the editor.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 12, 2011 10:29 PM
Edited by Quantomas at 22:33, 12 Jul 2011.

Quote:
I know you're short on time but I have a few questions for you Q. I've noticed that on hard/heroic difficulty levels Treasure Chests only pay out the lowest value $1000/500exp, as well as the Flotsam comes up empty 85% of the time. Is this intentional for these difficulty levels? Also, I currently feel the Random Heroes that sometimes appear with creature stacks can be overpowered. Are their stats and abilities randomly determined during their generation or is there a set of pre-made heroes that they are picked from. For ex. It was week 2 and I attacked a challenging guard which was guarded by a lvl5 hero (which is above and beyond challenging) that cast Armaggedon twice... I personally think that if heroes are included a bit of realism is in order. (this is not meant as criticism) I would be willing to create a large set of heroes to use for creature guards that aren't potentially as dumbfounding.

Is it possible for the game to recognize which stacks are guarded by heroes and account for it in their 'threat level'.(too much Dragon Age)


I also have a few suggestions I'd like to post here. I apologize if you've already received these before or addressed them in a post I haven't read yet.

-A key to press that highlights all of the interactable objects on screen.

-New Battlegrounds, not just 20x20 square, special ones for map related events/sieges. (actually, I do think I've read something about this)

-Ships should be able to pass underneath bridges on the adventure map.(otherwise they're the same as a piece of land, just different graphics.)

-We need a new loading screen image.

-We should have heroes that are specialized for certain tasks for ex, Castle Defenders aka Garrison Heroes, Travellers and Army Commanders.

-Scenario Info, Tavern, Marketplace, and Hero Windows should be available during the A.I. and other players turns. If it is something we can do it would be a better way to give story info instead of reading during your turn.

As always I'm 100% willing to contribute however I can with these suggestions.



Welcome, Gibblets.  Pleased to make your acquaintance.

I am sure there is more than enough work for a map maker here, and I hope it will be interesting as well. I noted your requests, the ctrl or alt key should do the interactive object display while on the adventure map.

Pliskin requested a layout of the tasks that need doing and you asked as well.

Here is a very rough sketch, hardly more than a first mind map for you to examine while I work to get it better structured and hopefully more interactive.

Tasks mind map

The red areas indicate the things I consider most important and that I cannot afford to do. Mostly the research into the game database and how we can import our own 3D models. A lot of other tasks will depend on this.

I will provide more info in the next days and also answer the questions raised in other threads. Things are extremely busy right now.

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Gibblets
Gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted July 14, 2011 04:33 AM

I was also able to dig up a list of ideas I had about AI functionality in EE.

I've been doing some thinking about the future of A.I. in Heroes 5.5 and I think we should include customizable A.I.

To get you in the right mind set for my proposals think of the A.I. options for
-Dragon Age's tactics menu for your individual party members.
-C&C3 KW's A.I. personalities for ex:  
   Rusher - Builds up a balanced force of lvls 1-3
   Turtle - Castle walls/grail and captures mines
   Steamroller - Builds up an overwhelming force    

IMO it would make the game more dynamic and will require lots of testing (I'm prepared to do the testing part myself. Hopefully with some help, seeing as how I can't really script worth a damn) but the fun factor and sheer impressiveness of it should make it worth the effort. Not to mention it may spur the developers of any HoMM6 expansion to include something similar.

At the very least it's a good way to practice different play styles in a custom game.    
for ex                All Rushers
                     All Steamrollers
                     All Turtles
                     Any mix of the above to create team battles

Or more excitingly for me anyways, is the prospect of having different A.I. personalities for each faction during campaigns so the player will have to use different strategies on the adventure map to combat each factions different behaviour.    ex Elves - Geurilla
           Haven - Steamroller



Hopefully we could even apply customizable A.I. to the heroes under your control.  (Think Dragon Ages Tactics) Every hero could have an additional tab, in the selection wheel that contains the dismiss command, that would allow the player to set 5 advanced commands for the hero to perform. As it is, the Auto Combat A.I. doesn't recognize a specialized army (Dwarven Armageddon - Rune Patriarch, Flame Lord, Magma Dragon) and will use it as if it had a generic composition.  
Some uses I see for this are:

1)Better Auto Combats (A.I. behaves in a more sensible manner then previously witnessed in Heroes games.) for ex take Vladimir with his Reanimator specialty.

-Friendly Stack_Any_Current Strength_<90%_cast Raise Dead
-Enemy Stack_Any_Living Creature_Cast Banshee Howl
-All_target of 2 or more stacks_Use Mark of the Necromancer
-Friendly Stack_Spectres_Rush Enemy Spellcasters

This should be an optional way to make Auto-Combat useful in all scenarios. Because as it stands(haven't installed your mod yet) Auto-Combat is only useful as a simple way to clean up the battlefield, and as a feature of the game it could/should have more of a central role in the players experience.



2)A seperate mode that suggests moves every turn. Basically Auto-Combat with player approval every creature turn. This mode could be a great tool to teach new players common tactics much in the same way as a tutorial.



3)We could even go as far as individual creature stacks customizable behaviours
for ex a stack of Liches:  
Self_Attacked by Melee_Cast Decay
Self_Attacked by >lvl5 in Melee_Move to Nearest Friendly Melee Stack Enemy_at range_2 or more grouped_Use Ranged Attack

TBH I'm not really sure what useful purpose this could serve, so it's just something to think about.



I've also got some good ideas for what we could do for a non-linear campaign. Before I get to far with this, is it possible to link together missions in a similar fashion as what heroes 2 had? or even have players go through a campaign as any of the factions present based upon previous choices in the campaign? (Sort of a 'campaign tree' if you will)

Some of these suggestions will no doubt be rendered moot once the full capabilities of the AI become manifest, so at the very least it's food for thought.

-Bryce



____________
If it's true that our species is alone in the Universe, then I'd have to say the Universe aimed low, and settled for very little. - George Carlin

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Gibblets
Gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted July 14, 2011 10:27 AM
Edited by Gibblets at 11:39, 14 Jul 2011.

@Quantomas
Quote:
You might have noted that I never confirmed that I have access to the original sources. We have to respect that it is Ubisoft's property, and that they make the rules. Seeing the effort that Ubisoft has put into H5 and now H6 and what we can do with H5 in the time ahead, it's probably a good thing that the Heroes franchise made it into Ubisoft's hands. That they approved of the H5 AI mod release is a huge step that makes them one of the more proactive community oriented publishers in the industry. I have to make every effort that all benefit from this project, that means Ubisoft as the owner of the intellectual property and the fans, if we wish that this project goes on.

Regarding the AI source things are different and that is were the benefit for me is. Of course I have full access to the AI source code because I developed it. My stakeholders tolerate that I do work for the Heroes 5.5 - Eternal Essence project because I can reason that it is a very good reference. That's at least what I hope, as a fan you have sometimes to take a sanity check on your assumptions. For me that is, if a project takes more time of your life than your free time, you need valid reasons to do it. This could be the greater good (raising the level of awareness for the AI quality and what it truly can do for games) or good professional or personal reasons. When I was at university, the professor who taught algebra said that you cannot afford a TV if you want to do your (university) work proper. I learned something for life there (I still do not have a TV). If things take more time than you watching less TV or appearing later to parties, think twice.

This puts a lot of constraints on the AI source. If I were going to give it freely away in some open source fashion, my stakeholders would probably start to sue me for damages rightfully. This leaves hiring staff to do more work as the only commercially viable option. The regular programmer will take a long time and will not be very good at improving the AI. It's not that the code is not well written or difficult to maintain. Just the opposite is true; I realized that while doing the refactoring of the prototype that was developed 2 1/2 years ago, coming back to that code after this time that it is actually fairly easily readable and maintainable. But the AI for an intricate rule base such as the one H5 has is truly complex and I'd say that this is at the fringe what can be handled with current technology in terms of complexity. You need very bright people to work on code like this and top talent is costly to come by.

There is of course the hope that one day Heroes 5.5 - Eternal Essence can stand on its own in terms of quality and ingenuity and its own original gameplay and can attract top talent. But before that a lot needs to be done. The central theme is to develop an AI that can provide an incredible service for all aspects of the game and transform the game to something never witnessed before.

This explanation is a bit lengthy, hopefully it adds perspective for folks to understand what type of effort we have here.
Quote:


I just read this today and I want to make sure I understand the basics of it?*

I'm under the impression that you work either directly for Ubisoft or for a company they have controlling interest in, and you have been allowed to use their property in an attempt to make an AI that is leaps and bounds beyond what currently exists in the market. In exchange, they retain control over the end product. If this project is a success (content or even just the AI, whatever the definition is) they can either attempt to make a profit off of it as is, or modify it into an upcoming product of their own and everyone who put in volunteer hours into this project may only get credit recognition at best? (I'm not complaining, just observing)

If so, I understand what you and Ubisoft both and individually stand to gain from this. But after witnessing what has happened to a lot of other community created projects, like a few community web browsers and their hidden controlling interests which I will not name. My real question is, if you are the sole controller of the AI you develop, are the rest of us entitled to the same, with our created factions, maps, music, and ideas?

*I am a borderline pessimist so if I'm wrong please let me know, because few things make me happier then being wrong.


____________
If it's true that our species is alone in the Universe, then I'd have to say the Universe aimed low, and settled for very little. - George Carlin

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 14, 2011 12:28 PM
Edited by Quantomas at 12:30, 14 Jul 2011.

If I would work for Ubisoft I would actually get paid.

No, my own company finances the work, or more correctly the stakeholders of my company. At present going is tough and it gets increasingly hard to have an agreement, so basically in the near future I will only be able to do AI work because this work is commercially viable (by reusing it in other projects).

This means Ubisoft does not own the AI or any rights to it, this was another reason to have a more generic AI in a different process to separate the IP properly.

What I would hope for is for Eternal Essence to become its own AAA production with proper resources and man power. This of course requires consent from Ubisoft. Failing that, I will most likely set up my own game production, but this would need to be sufficiently different in order not to infringe on the Heroes property.

For you guys this can also mean more. If this project advances to a commercial but probably still community driven state, there can be much more than just credits. For example, I consider a pool financed by the (eventual) profits of the project to pay artists, musicians and others a share according to their contribution. There is so much great music out there that is not owned by the big labels, and it would be great to have the consent of those artists in exchange for a fair share. The same goes for voice acting, cutscenes, story and so on.

In short there is much more music in it. But going is incredibly tough right now. This makes me very glad to have a couple of people who support me. You know who you are.

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rpgyay
rpgyay


Known Hero
posted July 27, 2011 04:48 AM

Hey Quantomas, which values in DefaultStats.xdb is pre-set with your AI?

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted July 27, 2011 08:41 AM

Hey rpgyay, Q is currently in the lab doing some hectic work, so be prepared for a delay on his response.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 27, 2011 01:47 PM

Quote:
Hey Quantomas, which values in DefaultStats.xdb is pre-set with your AI?


He already told me AI values in defaultstats are obsolete.

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted August 31, 2011 04:44 AM

We now have a professional artist (from WETA studios of LOTR fame) doing some design work for the project. Watch this space!

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