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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Romanian Town (version 2.0 in development)
Thread: Romanian Town (version 2.0 in development) This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
fersch
fersch


Known Hero
Heral knight
posted May 05, 2012 12:58 AM

ive got a problem with the mod in the game as its loading the game this comes up: "sorry your script is too biig and there is not enough internal memory (30 Mbytes!)" and once it loads the castle look like ordinary rampart from the outside + the 3rd tier are still wood elves. Also, all the hero abilities arent how they should be, for example vlad tempes' special ability picture is battle dwarves and says something about vampires when i right click it. id really appreciate if you could help, thanks

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Bersy
Bersy


Honorable
Supreme Hero
posted May 05, 2012 10:17 AM

Install SoD or Complete, then Era II, then Romanian town.
No separate WoG 3.58f please.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 08, 2012 07:58 PM

What would you like for version 2.0?Some opinions would be appreciated.
____________

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fersch
fersch


Known Hero
Heral knight
posted May 13, 2012 08:38 PM
Edited by fersch at 20:38, 13 May 2012.

Quote:
What would you like for version 2.0?Some opinions would be appreciated.


I would like being able to upgrade all creature stacks such as the zgriptor into the fierce zgriptors, because at the moment you can only buy fierce zgriptors and not upgrade zgriptors directly into fierce zgriptors. Also, the alpha werewolves armour could be much better made, when the alpha werewolf moves the armour starts to shake off him, and it  looks very glitchy. And mostly i would love to see a new 'type' of vampire for tier 4, such as a "dracula" or "nosferatu" instead of just vampire because it is the exact same as necropolis' tier 4... or change necropolis' tier 4 (mummy maybe?), because i dont think 2 castles can share the exact same tier.

Thanks for letting me share and for reading

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 13, 2012 09:22 PM

Thanks for suggestions.I will make new models for vampire and alpha werewolf and resolve the upgrading problem in the next version.Mummies sound like goods replacement for necropolis vampires,so Romanian Town will have the only vampires.
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fersch
fersch


Known Hero
Heral knight
posted May 14, 2012 07:17 PM

When are you planning on having version 2.0 finished and realeased?

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 14, 2012 09:31 PM

With a little luck it will be ready in July.
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jOKOseven
jOKOseven


Hired Hero
posted June 24, 2012 10:00 PM

Quote:
What would you like for version 2.0?Some opinions would be appreciated.


First, the ability of Vlad Tepes is to transform vampires or vampires lords into vampires counts, isnt it?
this is best ability for him!
If it isn't my opinion is to change it for 2.0

Second, i'm not agree with alpha werewolfs!
The werewolfs isn't a very good idea, but is ok. the alpha werewolfs are not ok! I think something like rabbit werewolfs or A BETTER IDEA BY YOU or pricolici or varcolac (i know this is the same thing) wold be better
i dont have any problem with the name but i disagree how they look!

you say something about music, link it!

the chasm balaur is the 8 lv creature?
i think u can make it 7headed
THIS WOULD BE AWESOME

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 25, 2012 10:48 AM
Edited by LizardWarrior at 10:48, 25 Jun 2012.

Quote:


First, the ability of Vlad Tepes is to transform vampires or vampires lords into vampires counts, isnt it?
this is best ability for him!
If it isn't my opinion is to change it for 2.0


It was planned for version 2.0,but I want to change the original vampires model with a improved version

Quote:

Second, i'm not agree with alpha werewolfs!
The werewolfs isn't a very good idea, but is ok. the alpha werewolfs are not ok! I think something like rabbit werewolfs or A BETTER IDEA BY YOU or pricolici or varcolac (i know this is the same thing) wold be better
i dont have any problem with the name but i disagree how they look!


I already planned to change Alpha werewolf for version 2.0.I want also to switch the levels of werewolves and vampires(vamps lvl 5 and werewolves lvl 4)

Quote:

you say something about music, link it!


the music is included in version 1.0 you can download it from the first page

Quote:

the chasm balaur is the 8 lv creature?
i think u can make it 7headed

THIS WOULD BE AWESOME


Yes it is lvl 8 and it will be 7-headed.


OFFICIAL ANNOUNCEMENT
From this Wednesday I will enter in holiday and start working seriously at Version 2.0

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Uwais_Parekh
Uwais_Parekh

Tavern Dweller
Converter Of oxygen into CO2
posted June 25, 2012 11:00 AM
Edited by Uwais_Parekh at 11:02, 25 Jun 2012.

maybe it can be like when werewolves kill an opponent around 50% of them become werewolves and join ur ranks sort of like necromancy


and maybe u can change the sharpshooters a bit and make them into vampire hunters

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 25, 2012 11:18 AM

Quote:
maybe it can be like when werewolves kill an opponent around 50% of them become werewolves and join ur ranks sort of like necromancy


It would be too overpowered.


Quote:
and maybe u can change the sharpshooters a bit and make them into vampire hunters


Haiduci are more historical accurate for Romanian Town than Vampire Hunters.

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Uwais_Parekh
Uwais_Parekh

Tavern Dweller
Converter Of oxygen into CO2
posted June 25, 2012 01:16 PM

if they would be too overpowered then it would prove a challenge for the opposition


and i don't know anything about Romanian history so okay

and i dont think werewolves and vampires can be together we have see underworld twilight but its ur choice

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted June 25, 2012 03:36 PM

Quote:
if they would be too overpowered then it would prove a challenge for the opposition

Are you familiar with the ghost unit from heroes 2? I believe it worked similarly and it was very overpowered. It's like if you allow diplomacy for a single town and then say it's more challlenging for the opposition.
____________
Living time backwards

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jOKOseven
jOKOseven


Hired Hero
posted June 25, 2012 04:44 PM

why Wednesday
what holiday
why Wednesday

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 25, 2012 06:56 PM
Edited by LizardWarrior at 18:56, 25 Jun 2012.

You know,I'm not paid for Heroes 3 Mods,I have real life too. And Wednesday my vacation will start.


Quote:
if they would be too overpowered then it would prove a challenge for the opposition


Check what Ohforfsake said.Werewolves are lvl 5 so it would be too overpowered.

Quote:
and i dont think werewolves and vampires can be together we have see underworld twilight but its ur choice


Werewolves and Vampires maybe not,but Vampiri and Varcolaci,yes

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Uwais_Parekh
Uwais_Parekh

Tavern Dweller
Converter Of oxygen into CO2
posted June 26, 2012 10:02 AM




Check what Ohforfsake said.Werewolves are lvl 5 so it would be too overpowered.

Quote:


i thought you were going to make them lvl 4 or so anyway maybe 5 or 10 percent then

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 26, 2012 10:08 AM

Still overpowered,when you are fighting high numbers of level 1 creatures you can easily kill them without loses and even 5-10% transformation percent would be too overpowered.

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jOKOseven
jOKOseven


Hired Hero
posted June 26, 2012 01:44 PM

would be an idea
not sure if i like it, but im thinking chasm balaur attacks all adjacent hexes and breath attack

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 26, 2012 04:41 PM
Edited by majaczek at 17:19, 26 Jun 2012.

@jOKOseven
I believe it is impossible in Heroes3 or even WoG mechanics. Simply some monster features are incompatible with others. The known issue is if giving attack all around to vampires they loses vampirism. I may be wrong but it looks like breathing attack is incompatible with attack all around. Still you can simulate breathing on attack all around creatures in ERM but you would need ERA for the new triggers (ones related to creature attacking).

@All
Also I skimmed WoG sources and found hackish method they use for Ghosts and Blood Dragons to have their abilities and they have less than 20 lines and should be easy to hook. I don't know if I would succeed for the first time but I may try to write plugin to give vampirism or ghosts feature to any unit mentioned in new config file (so units with different number than vampire and elder vampire may have vampires ability without messy and potentially buggy script workarounds). It seems Slaava didn't dig out the code for Vampirism itself, but instead change temporary creature ID of Blood Dragons and Ghosts to (Elder) Vampires and switch them back to proper ones after attack, and the timing is much faster that can be achieved normally via script, so you won't get usual bugs that happen if you temporary change creature id via ERM (Buggy war machines script causes wrong DEF frame on battle won screen, but if weren't war machines it would result into permanent creature change which would change new vampires you want into Necropolis ones on hero army after such bug come at end of battle). I have in mind lazy way of doing this (I would hook WoG functions that do similair work instead of trying to hook same functions as plain WoG hooks originally).

PS: Yes I didn't mistake when saying about ghosts - ghosts feature is mostly elder vampire feature with minor tweaks from WoG source code. As particular code just changes creature type temporary (not mentioning the extra code which tweaks Elder Vampires feature to more fit the ghost), my plugin if it would be complete would allow many other creature specific features but I won't promise it would work for all since particular functions I would like to Hook or Replace (I can just replace original WoG one once we Have WoG sources for it and then the code of the plugin would be cleaner) may fire to early or too late. It seems it may work for Mighty Gorgons' Death Stare (Stack Experience cannot apply Death Stare to creature which do not yet have them, so it only limits to increasing Death Stare effects), or probably even for arcliches Death Cloud, think for most of unique creature abilities that happen after you decided to attack (So mostly sure Genie's or Faerie Dragon's casting couldn't be forced this way). If I won't have time or would be not enough voluntary to actually making the plugin point anyone which already had experience with plugins with Hooks to me as I would give the Idea and Technical Details to him/her and he/she would find trivial to do it (it won't be trivial to me as I have not enough experience on Hooking leave it alone for Hooking in ERA style - so I would have to dig what I should do and what I shouldn't do to make my plugin working and not introduce new bugs) once the implementation of plugin is really trivial for people have done similair things (ERA plugins with hooking counts in).

EDIT:
@Lizard Warior
Once the mentioned plugin would be done by me or somebody else it may contain tweaked Ghosts feature (mostly dividing the number of creatures to revive on soul sucker), But I'm not sure it would work properly on Werewolves once they seem to have unique feature binded by WoG itself (so they may lose the lycantrophy or berserk when the considered plugin would be applied to them) so it may require additional code to be compatible with werevolves (but the code with the fix would also make able to add werewolf's lycantropy to other creatures in customisable way as I believe pure creature number changing to one of werewolf would result in  buggy lycantrophy making all lycantrophes changing opponents to werevolves or even won't make any effect). I don't yet have fully Idea what should be done about lycantrophy, but it may be developed further. Of course next step for increasing the plugin functionality would be to make another creatures casters like genies or faerie dragons but I believe it would be much harder to do than previous two (although simple casting like Santa Gremlins do would be rather easy). Anyway the plugin is going to work based on creature number, not the creature-related arrays, so it should be compatible with Amethyst (and would be valuable supplement to Amethyst once it's features are somewhat limited).

EDIT: Thinking again, the ghost feature isn't going to be good for your werewolves, but pure elder vampire ability would fit (ghosts increases based on killed creatures and Elder Vampires increases based on dealed HP loss) but then werewolves surely need to have higher level than vampires (Having both lycantropy and vampirism seems better than just vampirism). Also giving lycantrophy to new werevolves (alpha werevolves included) and vampirism to new vampires (Vampires from Romanian town and all it's upgrades) could already be achieved by script which temporary changes creature number (to ones of elder vampire or necropolian vampires) but this approach turned out to be buggy in the past (You have to catch the event for changing creature number to proper ones enough early else it may persist past the end of battle which is little nuisance for war machines and summons but would be really irritating nad game breaking for normal creatures).

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 27, 2012 03:50 PM

I already said that WEREWOLVES WILL NOT HAVE A ABILITY THAT TRANSFORMS KILLED CREATURES INTO WEREWOLVES, so I don't need any script for it.

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