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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: H III mod with new features from H V-VI
Thread: H III mod with new features from H V-VI
krs
krs


Famous Hero
posted June 04, 2013 09:48 PM
Edited by krs at 22:32, 04 Jun 2013.

H III mod with new features from H V-VI

Just an inquiry....

I like H3 but I also like many of the new features that were introduced in H5 or H6. I cannot but keep thinking that the best heroes out there (FOR MYSELF at least) would be a mix of those.

Without getting into too many details I imagine something in the lines of: (trying to be realistic on technical possibilities and limitations):

1. Base game graphics and mechanics like in H3 (VCMI code probably).
2. Creature pool mainly from H3 but with a splash from H5/H6.
3. Heroes skills like H5 but somewhat less complicated.
4. Different specialty for every class, as diverse as in H5
5. Core/elite/champion classification (make use of more units longer).
6. Initiative like in H6
7. Heroes participate in battle like H5/6
8. Resources like in H3/5
9. Combat mechanics like in H6 (physical attack, defense, spells for ALL creatures depend on stack size, more creature abilities)
10. Alternative upgrades for some! units (like in H5)
11. Different build paths (like in my head ) (for example you have 3 elites to choose from but you can build only 2)

Is no-one there who imagines Heroes in the same lines?

The catch is that such a mix is possible and it is perhaps requires less effort to be made as any other of the complex modes out there (HotA and the like).

Any opinions?

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revolut1oN
revolut1oN


Famous Hero
posted June 04, 2013 09:57 PM

LESS EFFORT? The things that you mentioned are very complex and it is surely a work for many years.

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krs
krs


Famous Hero
posted June 04, 2013 10:16 PM
Edited by krs at 22:18, 04 Jun 2013.

Quote:
LESS EFFORT? The things that you mentioned are very complex and it is surely a work for many years.


Things are not as complex at they would seem.

1. Done! The graphics exist, slight adjustments needed.
2. Typical Fantasy heroes proposals. Tons of mods exist already.
3,4 Fantasy heroes again. But this time with a good amount of coding.
5.6.7 Easy as pie .
8. Done!
9.10.11 Phantasy Heroes with a good amount of coding.

The good thing about using VCMI for this would be that anyone could work on the modding part. No special skills required.(Some will still need to work on code).

A guesstimate would be that a core of 2-3 people (1 must be coder!) could implement a working beta in a few months. (and I am talking a bout free time here). All the specific numbers and balancing can be discussed within a larger audience on the forums.

Once again I am not saying lets start tomorrow, I am just trying to see if anyone else thinks like I do about how a Heroes game should look like.

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revolut1oN
revolut1oN


Famous Hero
posted June 04, 2013 10:57 PM
Edited by revolut1oN at 23:05, 04 Jun 2013.

2. Not many creatures graphic fit the original concept of the game.
3,4. Good ammount of coding. Do you know how huge task is that?
5,6,7.Some insane scripting I guess. Since VCMI doesn't allow to do that now.
9,10,11. Insane ammount of coding and graphics.

The idea is impossible even though it sounds nice (personally I like it)

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krs
krs


Famous Hero
posted June 04, 2013 11:15 PM
Edited by krs at 23:16, 04 Jun 2013.

Quote:
2. Not many creatures graphic fit the original concept of the game.
3,4. Good ammount of coding. Do you know how huge task is that?
5,6,7. How to do that? I'm seriously curious. Some insane scripting I guess? Since VCMI doesn't allow that now and won't in near future.
9,10,11. INSANE INSANE INSANE ammount of coding and graphics.

The idea is impossible even though it sounds nice.



I am glad you like it! This is what I was looking for. Some players that think the same about the series.

2. What creatures cannot be used? If we are talking about adjusting graphics to fit new abilities... Unicorns give spell protection and there are no graphics (and none needed).
3.4 Hero skills and specialties are somewhat similar to commanders from WoG. And those are implemented already (iirc)
5. Core Elite Champion is all about the classification you give them. For EG: Cores will remain creatures levels 1-3, they will just have closer stats and some new abilities.
6. Just use initiative instead of speed to determine combat order. SoD Creatures could have initiative = speed and the game will work just the same, simple.
7. Heroes can cast spells. Add an extra spell for an "attack". Could be as "simple" as that. Way more easier than commanders!

8.9.10 Here I agree 100% with you. This is a lot of work!!! But yet again there are already a couple of full town mods out there. So why would this not be possible? Imagine the fallen/red castle from H5. Some recoloring and we have graphics for alternative upgrades.

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