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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Succession Wars Mod
Thread: The Succession Wars Mod This thread is 73 pages long: 1 10 20 30 40 ... 45 46 47 48 49 ... 50 60 70 73 · «PREV / NEXT»
verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted November 06, 2015 07:55 PM

if you guys need a proofreader to take care of the English text for the mod, hit me up lol
____________

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orzie
orzie


Responsible
Supreme Hero
posted November 07, 2015 06:28 AM

We really do actually. The new maps and campaigns are planned for a little later time though. I for sure will keep you in mind

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blueskirt
blueskirt


Adventuring Hero
posted November 11, 2015 04:12 AM

It looks so good! Although if you implement skill specialties like in Heroes III I hope you will put a greater care in the design of heroes to avoiding this situation we have in Heroes III.

IMO, one aspect where Heroes III dropped the ball compared to Heroes II was when it came to heroes. Sure, Heroes II had only six type of heroes but they each had their own clearly defined roles and function depending on the kind of map you were playing, whereas most of the classes from the third game felt more like nuances with only a handful of the classes standing out of the lot.

And while you could say that there was absolutely no difference between two heroes of the same classes beyond the portrait in the second game, at least the meta game didn't revolve around a dozen of highly sought after heroes with a very potent skill specialty while the remaining one hundred and forty something heroes, because they were plagued with a useless starting skill or a lackluster skill specialty, were only used as scout and nothing more, or hired because they started with a spell you wanted to teach your main, or used as main but only until one of those overpowered heroes presented itself in the tavern, or because the campaign/scenario asked you to.

While on the subject of Heroes III dropping the ball compared to Heroes II, campaigns were so much better in the second game. Fairly enough, the campaigns in Heroes III forced you to play through all of the factions, and in the case of RoE and SoD, they were all linked to one another to tell a larger story. But the possibility to betray Archibald/Roland, and the various branching option and campaign bonus that carried over from one mission to another in the second game added more replayability and made some missions play very differently depending on the choices you made in the previous missions. I hope these will be back in the campaigns you will design for you mod.

And last but not least, heroes carrying over during campaign, that was a major mistake in the campaigns of Heroes III IMO. So many good scenarios simply got broken because you could start the game with Fly, Dimension Door, Town Portal, Resurrection, Chain Lightning, Armageddon or Summon Elemental and obliterate/fly over the guards in your starting area, or sometimes bring the fight right at the computer's castle gates, not to mention having your heroes being level capped during scenarios. I think Heroes II was better in that aspect. Sure you had to re-level your characters and re-acquire all your spells, but you weren't level capped, and the scenarios were designed for heroes starting at Level 1, and you couldn't breeze through a map because you started with spells that are OP at the beginning of a map, and if the map designer decided to throw a wrench at you at the start of the map, you wouldn't get screwed over because you didn't spend enough time leveling your heroes in the past scenarios.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2015 04:24 AM

The mistake wasn't allowing heroes to carry between scenarios, but allowing end game spells into the early scenarios. If you always start a scenario with 1 level hero, then there is no campaign feeling. But if you are allowed to get Dimension door in the first scenario, then there is no longer progression feeling between scenarios. So I would say the error is from mapmaking point of view, not concept.

The main problem with the vanilla game is the impossibility to modulate spells usage and acquirement. Once you get slow, blind, berserk and others, there is no option to take them out from you, thing which is possible with Wog thus can create way more interesting and challenging scenarios. Seeing that this will be wog mod, odds that you also get good game are high then.

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orzie
orzie


Responsible
Supreme Hero
posted November 11, 2015 04:20 PM

Quote:
at least the meta game didn't revolve around a dozen of highly sought after heroes with a very potent skill specialty while the remaining one hundred and forty something heroes, because they were plagued with a useless starting skill or a lackluster skill specialty, were only used as scout and nothing more, or hired because they started with a spell you wanted to teach your main, or used as main but only until one of those overpowered heroes presented itself in the tavern, or because the campaign/scenario asked you to.

This is normal. You cannot have 16 daddies and 0 supporting characters. It's not how Heroes gameplay was intended: the better is your mastery ofthe game, the more you value heroes with secondary specialties because you learn how to use them.

Quote:
and the various branching option

Currently we don't have any guarantees if we will be able to implement it. Combining H2 bonuses and branches with H3 heroes could definitely make an interesting result.

And yes, such things like Dimension Door or whatever are more a matter of mapmaking rather than campaign making. Salamandre is completely right about that.

ERM should become a very powerful tool for making interesting campaigns, I think. We will see how much power it will provide, especially if we keep in mind that there are some H2 features worth implementing.

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Macron1
Macron1


Supreme Hero
posted November 11, 2015 04:30 PM

blueskirt said:

And while you could say that there was absolutely no difference between two heroes of the same classes beyond the portrait in the second game, at least the meta game didn't revolve around a dozen of highly sought after heroes with a very potent skill specialty while the remaining one hundred and forty something heroes,

What's bad about it?
If you get weak heroes, your strategy will change. In HMM2 you got all heroes the same as clones. If you bought hero of town class, you got only one way of hero developing. It's boring.
While in Heroes 3 you get weak or nonuseful hero, you will start to visit tavern in search of heroes or try to battle for prison to get level-upped heroes. And even the heroes with junk secondary skills can become powerful. And WOG Market of Time can be used

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orzie
orzie


Responsible
Supreme Hero
posted November 11, 2015 04:46 PM

Quote:
In HMM2 you got all heroes the same as clones.

This is actually wrong, the starting armies for heroes matter very much for effective gameplay. H1 and H2 offline tournament strategies often involve digging specific heroes who have the fastest creatures at start, for example, or heroes of specific class which satisfy the gameplay needs. It's just less intuitive than hero specialties (which in fact sometimes can provide any notable bonus only in late-game).

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gapa
gapa


Hired Hero
posted November 20, 2015 04:32 PM

Any news?

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orzie
orzie


Responsible
Supreme Hero
posted November 20, 2015 10:10 PM

Working like hell, the release is going to be real soon. Don't switch the channel.

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robizeratul
robizeratul


Known Hero
posted December 02, 2015 01:39 PM

orzie said:
Working like hell, the release is going to be real soon. Don't switch the channel.


Cant wait! A question, is it hard to add a battleground ? I'm sure you've seen this one from http://heroescommunity.com/viewthread.php3?TID=40698&pagenumber=2 . In my mind it looks good, will we be seeing new battlegrounds in the next version ?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 02, 2015 07:30 PM

robizeratul said:
In my mind it looks good, will we be seeing new battlegrounds in the next version ?

No, additional backgrounds were delayed to 0.9-1.0

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 02, 2015 07:35 PM

Morn battlefields will not fit the new textures? I think a lot of them will work okay with SW. That means already 100 battlefields.
____________
Era II mods and utilities

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 03, 2015 05:50 AM

Ehm, no, of course.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted December 03, 2015 06:33 AM

I am more hyped for SW mod than I am for Christmas, at the moment.

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orzie
orzie


Responsible
Supreme Hero
posted December 03, 2015 06:54 PM
Edited by orzie at 18:57, 03 Dec 2015.

Salamandre said:
Morn battlefields will not fit the new textures? I think a lot of them will work okay with SW. That means already 100 battlefields.

They definitely won't fit. But still they can be used via Era Mod Manager (and use of era.exe instead of h3sw.exe), at least in theory.

Drakon-Deus said:
I am more hyped for SW mod than I am for Christmas, at the moment.

That is awesome to hear. Yet, it seems that you will be able to meet Christmas just fine (probably even an Orthodox one) before the actual release. The according statement concerning the approximate release date should follow soon.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted December 08, 2015 10:09 AM

I think the main problem with campaigns was AI doesn't develop his heroes equality. His heroes should be stronger when we go deeper in campaign. The good campaign example is Raid on Inferno. Each AI grow with power and better skills with each stage. Pre-final scenario AI have 60+ stats.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted December 08, 2015 10:11 AM

orzie said:


Drakon-Deus said:
I am more hyped for SW mod than I am for Christmas, at the moment.

That is awesome to hear. Yet, it seems that you will be able to meet Christmas just fine (probably even an Orthodox one) before the actual release. The according statement concerning the approximate release date should follow soon.


As long as you work well on it, I don't have complaints about the waiting.

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robizeratul
robizeratul


Known Hero
posted December 11, 2015 10:04 AM

i saw a 4chan thread about this mod,seems like people started talking about it more. the screenshots where well recieved... one thing that came to mind was an infographic,would be nice too see a comparison between H 2 3 and this mod. something techical like numbers or monsters,artifacts for example and after that show some new stuff like the artifact system
tried to make something like this in paint but it lookes awfull

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orzie
orzie


Responsible
Supreme Hero
posted December 11, 2015 08:38 PM

Some kind of comparison may come in handy closer to v1.0. Thanks for the info about external discussions, could you please provide a link? I'm curious what imageboards can offer this time.

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robizeratul
robizeratul


Known Hero
posted December 11, 2015 09:36 PM

i cant find the link,they are automatically deleted.i can give you the consensus(the usefull stuff) 1: why play this instead of h2? 2: what is the new stuff ? 3: will this work with hd mod? 4: are there multiplayer servers? 5:will this have mods like wog ? also i posted the pic with the new units and asked which creature looks new.there where many answers,the "black guys head" looks wierd.the dark knights shield is too big...at the same time people said peasent looks wierd...soo its very subjective
there where many more questions and discussion,thats why i think a noob version of an infographic would be nice,could bring more people in

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