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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 ... 5 6 7 8 9 ... 10 20 30 40 50 60 70 73 · «PREV / NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted January 17, 2013 02:32 PM

Kegolo, his crash log is > 500 kb and contains autosave.gm1 also

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 17, 2013 03:18 PM
Edited by kegolo at 15:20, 17 Jan 2013.

So I tried your save...pressed F12 and it fixed the error. Not sure what that means exactly...do you get this every time or just that game? If every time...bad install.

I can upload the fixed save...but it was day 1 turn 1.

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Bes
Bes


Adventuring Hero
posted January 17, 2013 08:48 PM
Edited by Bes at 20:56, 17 Jan 2013.

crash is happened only on this map... another game played with 'K' correctly.

thx, not need to fix this save. don't waste your time

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 18, 2013 06:30 AM

hey, guys, i downloaded your mod, and it's missing some things. for instance, the objects i made for kivo. did you guys decide to scrap them entirely? because i don't even see them in there in any version.

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Kivo
Kivo


Famous Hero
posted January 18, 2013 12:34 PM

Adventure Map objects are going to be worked on for the coming patches so yours will be placed in whenever such a patch will come.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 18, 2013 01:10 PM

oh, ok. i had thought when you guys pushed out this mod it was complete, just needed to work out any script or other issues that might cause a crash. lol, that would explain why the file is smaller than the one i got from you...

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Ayreon
Ayreon


Famous Hero
posted January 18, 2013 03:57 PM

I finally got around to playing this mod, and so far it's great. Not sure though about a few cases:

- Level 2 of Knight is Crossbowmen, but so is level 4?
- Commanders look a bit... not so fluent in animations.

But apart from that it's absolutely great. Fantastic work.
____________

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 18, 2013 04:06 PM
Edited by kegolo at 16:06, 18 Jan 2013.

Turn off the wog option 'Piercing Shot'

And commander animations are straight from Heroes 1, which was a much simpler game, so yes, less fluid than H2/H3.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 18, 2013 04:07 PM

I'm faster

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted January 18, 2013 05:23 PM
Edited by OmegaDestroyer at 17:24, 18 Jan 2013.

Have you thought of using H2 sprites for the commanders and just different palettes?

On a different note, it certainly is entertaining playing through the Restoration campaign with the Swamp instead of the Inferno.  I can't say I am too upset about it since I never liked the Inferno.  It does, however, make me look forward to seeing a completed Inferno in the game.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 18, 2013 05:31 PM

At the moment if you randomize and get the Inferno (or the map has chosen Inferno like in Restoration campaign) the new town is actually random. So you could play it with any team actually.

This is temporary of course.

Also recoloring pixel art does not come out looking great, and I made those not Kivo...we originally were not even going to do commanders.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted January 18, 2013 07:09 PM

Ah.  I do not know the ins and outs of modding, and don't really know how much effort certain things take.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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Albe
Albe


Promising
Adventuring Hero
Enrothian Conservative Party
posted January 19, 2013 05:58 PM

I have played this fantastic mod in the weekends and i am very impressed with it. You guys have succeed in bringing back the charm and charisma from HoMM 2, which I really enjoy. It is just great and I will look forward to the completion of it I have spotted some bugs, unfinished things and things which I find could be improved. I just what to help you so your mod can be even better than now. I forgot to take any pictures of the bugs, but if I am unclear just tell me and I will try to explain

Bugs:
Heroes or objects such as artifacts and resources sometimes overlayes the adventure map decorations (mountains, trees ect.)
Spells in the spell book sometimes changes into a wrong image and sometimes spells have the same image.
The grail building has kept is HoMM 3 look, but it doesn't look that bad, but maybe you should consider changing it to a grail artifact (as in the original HoMM 2) or just make a new image for it and (maybe) change the amount of gold it gives and maybe its specialty.
I noticed that Vipers (Fortress upgraded lvl. 7) changed into a naga queen when I attacked it on the adventure map. You know when you charge against a creature it quickly changes into an attack image and then the battle begins. So it idle position on the AV map was correct, but when I attacked it, it changed into naga queen before the combat began.
Not all heroes' biographies are correct (but those you HAVE made are great )
Some creatures abilities are not in their descriptions (for instance Venomous Owlbear have the HoMM 3 wraiths' mana drain ability)
The summon water elemental spell summons the upgraded hydras (Orcyes maybe? I do not remember their name). I havenīt tested the other summoning spells.
The sea on the AV map looks brown on the minimap and underground terrain on the AD map is green on the minimap.
The unupgraded genie has the sound of the roc. )Master Genie works fine.)And royal mummy has the sound of the griffin (I don't know about the unupgraded mummy)
The wight and the Wraith have adopted the "No retaliation" skill of the vampires.
The crossbowman and their upgrade's death animation fills two hexes. The one it stood on and the one right behind. This is not good, because the crossbowman sometimes overlays his hero when he is killed.
The Sorceress receives crystal as starting bonus instead of mercury. This is also wrong for the gipsy, who receives mercury instead of gems.
The gipsy's recourse silo produce mercury instead of gems.
The normad and its upgrade have switched their "mini" pictures on the AD map and in the heroes little detail box on the AD map.
The brute and the veteran pikeman walks incredibly fast compared with other walker-units. (Maybe other upgraded knight units does the same, but I haven't noticed.)

This is thing that aren't bugs, but things I suggest are changes to make a better game

The fortress two has three ranged creatures! I think the original idea of Fortress is a bit destroyed when your got that many shooters. I suggest that you maybe replaces the Shaman with a wyvern, because fortress could need two fliers or maybe another walk would be fine.
The mage guild has the same levels as in HoMM 3. Maybe it should be changed a bit. I doesn't make sense to me that knight can build to lvl. 4, but the witch (sounds magical to me) can only reach lvl. 3.
Crag Hack's specialty is defense? I have always thought of him as brutal and wild as he is in HoMM 3, where his specialty is attack.
I am a bit dissatisfied with the necromancer line-up. In HoMM 3 and 4 (and kind of 5) the necromancer only had on ranged unit, and it worked just fine. I feel the ghoul is a bit to much in common with the zombi and the lich. Why did you throw over the idea of a black knight? It maybe does fit that well, but I think the ghoul is to unoriginal.
I had terrain bonus when I played gipsy on grass? Why is that? And have you considered that Wizard units have terrain bonus on snow?
Most of the creatures is able to walk 5-8 hexes, which makes the units less different from each other.
The rouge, kobold and crossbowman all have the same sound.

Sorry for the long post, please contact me if there is anything I have misunderstood


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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 21, 2013 04:39 AM

Thanks for all the comments! Lots of these we are working on or have already been fixed .

If you would like the mages guilds to be all equal like in H2, turn on the Wog option 'Secret Mages Guilds' which allows Barbarian and Witch to reach lvl 5.

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e-lysander
e-lysander


Known Hero
Lysander
posted January 21, 2013 05:22 PM

Quote:
- Level 2 of Knight is Crossbowmen, but so is level 4?


Yeah, that really bugs me. It just doesn't jive with Heroes games, especially in the style of 2.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 21, 2013 05:43 PM

Quote:
Thanks for all the comments! Lots of these we are working on or have already been fixed .

If you would like the mages guilds to be all equal like in H2, turn on the Wog option 'Secret Mages Guilds' which allows Barbarian and Witch to reach lvl 5.


Where exactly is that option, i have never seen it and i cant find it now.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 21, 2013 06:03 PM


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Bersy
Bersy


Honorable
Supreme Hero
posted January 21, 2013 08:28 PM
Edited by Bersy at 20:42, 21 Jan 2013.

What's about the magic icon shown when you select a spell and move mouse over stack? Should it be h3-style magic book?

Luck animation on battle is H3.

!?FU77003; pressing B reveals the whole map

Ghosts didb't drink lives?

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 21, 2013 08:54 PM

Quote:
What's about the magic icon shown when you select a spell and move mouse over stack? Should it be h3-style magic book?

Luck animation on battle is H3.

!?FU77003; pressing B reveals the whole map

Ghosts didb't drink lives?


May have forgot that icon I guess.

Pressing b was a debugging thing for me, forgot to take it out

Ghosts drain life only if they have <= starting number of troops (or that's how I coded it to work, hopefully...)

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Bersy
Bersy


Honorable
Supreme Hero
posted January 21, 2013 09:18 PM

Quote:
Ghosts drain life only if they have <= starting number of troops (or that's how I coded it to work, hopefully...)

Didn't work then, at least no animation.

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