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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Super Thread is 548 pages long: 1 70 140 210 280 ... 286 287 288 289 290 ... 350 420 490 548 · «PREV / NEXT»
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Promising
Supreme Hero
posted March 04, 2018 11:21 AM

Now I see, now it's seems logical to me. Thanks!
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Serp
Serp


Known Hero
posted March 05, 2018 06:06 AM

Does Hota team intend to further improve the AI?

Eg in the map "New Colonies" alot of one way portal do exist.
Of course we know AI will enter one way portals and loose all those heroes most likely that way, but can't imagine a way to solve this.
BUT:
I saw that the AI also frequently! enters the one way portal EXIT alot of time even several times per turn. This slows down the AI extremely since he always visits this exit instead of collecting ressources and exploring the map.

So will HotA team maybe solve this in next versions, so they at least do not visit a one way exit anymore?

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Sav
Sav


Known Hero
posted March 05, 2018 09:53 PM

AI shouldn't pay attention to monolyth exits. I cannot reproduce it in simple test, so I need the savegame with AI moving such way to analyze the situation.

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C32
C32

Tavern Dweller
posted March 05, 2018 11:00 PM

Sav said:
AI shouldn't pay attention to monolyth exits. I cannot reproduce it in simple test, so I need the savegame with AI moving such way to analyze the situation.


Actually, I have seen the same behavior tan heroes in Dead man's Tales, visiting the purple portal exits on the sea.
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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted March 06, 2018 12:12 AM
Edited by Docent_Picolan at 00:15, 06 Mar 2018.

Over the years, some of the most frequent questions our players have been asking are concerning the visual art, specifically about some Cove creatures and specific alterations of the original artwork we took the liberty of making. Today, we're starting a series of explanatory posts aimed to answer the questions that've been asked before and, undoubtedly, will be asked again in the future. I'd like to start with showcasing one of the project's visual cornerstones, the Nix, and its evolution from a concept of art to the unit you can leisurely order around in your game.

Nix / Nix warriors. Progression of the base sprite from the earliest days of Cove development to the current in-game appearance.

3D modelling: Alex-ander.
Concept: HotA Crew.



Since the earliest days of Cove development there was a place reserved in the roster for a large lizard-kin creature not unlike a crocodile, connected to the Tatalia dwellers by the plot. The lizardmen of Divine Divinity were my initial visual reference, assisting to create the exact mood I envisioned for the town lineup. The very first model created can be seen bearing some of their distinctive traits. Alex-Ander simultaneously developed a turtle-like version, looking more massive and animalistic; but neither looked exactly like a home run at the moment. While massive and animalistic felt like the way to go, there should be some crocodile in there, too. A considerable amount of concept art was created by Agar (the majority of it can be seen near the middle of the gallery at the New Towns website, along with one piece by Spartak), and the search for the right concept went on. Finally, a third version was born, this time a two-hex creature to match the tank role; it bore the best parts of the both initial concepts. Equipment discussions ensued, accompanied with endless palette tweaks. By 2009, Nix were considered rather finished, and the penultimate red/blue version survived until the leaked alpha. As the release version was looming, it became apparent that two hex was too much; the sprite felt generally too intrusive and imposing. Nix became a one-hex creature again, rolling back to the previous palette version. This edition became a part of the 1.0 release. There was another attempt to revive the corpulent turtle concept right before the release, but it couldn't gain ground.


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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 06, 2018 01:13 AM

wicked. can't wait until you showcase the rest. are you going to be showcasing map building/object evolution as well? asking for a friend.

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pellish
pellish


Famous Hero
posted March 06, 2018 01:22 AM

Very, very cool. There's quite a few fitting revisions although I must say I am happy with the final choice you guys made. Maybe because I'm so used to it by now.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted March 06, 2018 01:28 AM

snowing awesome work timeline! Anxious about rest of them

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Bonyth
Bonyth

Tavern Dweller
posted March 06, 2018 03:22 AM

Hello,

I've encountered some technical issue regarding streaming Heroes 3. The issue is that my mouse cursor is ridicolously small, I've noticed many other streamers have the same problem as well. Is there a way to fix it?

If this is wrong place to post such things, please be as king to redirect me to a proper place

Here is the link to my profile, if words alone don't describe my wording well enough: https://www.twitch.tv/bonythpl/videos/all

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just0
just0


Adventuring Hero
posted March 06, 2018 08:47 AM
Edited by just0 at 08:48, 06 Mar 2018.

Bonyth said:
Hello,

I've encountered some technical issue regarding streaming Heroes 3. The issue is that my mouse cursor is ridicolously small, I've noticed many other streamers have the same problem as well. Is there a way to fix it?

If this is wrong place to post such things, please be as king to redirect me to a proper place

Here is the link to my profile, if words alone don't describe my wording well enough: https://www.twitch.tv/bonythpl/videos/all
This was addressed in the patch notes a while back.
baratorch said:
5.0 beta 38 -> 5.0 beta 39 (02/03/2018)

[+] The game picture quality has been increased and the size of system cursors is increased in 32-bit True (stretchable) GDI mode in Windows Vista and higher with DPI virtualization enabled (the screen element size is higher than 100%, the scaling is NOT in Windows XP style).
So maybe try switching to 32-bit True (stretchable) GDI mode and enabling DPI virtualization.

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Mordred06
Mordred06


Hired Hero
Grounf
posted March 06, 2018 09:05 AM

OrrinIsTheBest said:
https://www.dropbox.com/s/1ciu0uyy8o53kqo/rmg.txt?dl=0
Brief description: XL+U - G+U ; Best for 1-4 human players and on H+U; 42 zones with several treasuries ( one is super treasure); 3 different pathes from biom which with some obstacles lead you to: 1. super treasure 2. lots of creature banks and utopias 3. Opponent.
Instruction: Create a new folder in HotA_RMGTemplates folder and add this rmg.txt file to there. Since i couldnt come up with an original name i leave it to you professionals
p.s. Before playing it would be better to check file with template editor to have a clue about map and no,not even knowing everything about template will make you win,only skill can help you out and maybe a bit of luck


Sounds really interesting
Thanks for that, gonna try and play it this WE if I can!
Best,
Mordred

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avatar


Promising
Supreme Hero
posted March 06, 2018 09:13 AM

Docent_Picolan said:
I'd like to start with showcasing one of the project's visual cornerstones


Whoa! It's a pleasure to observe how project changed over these years! Can't wait to see more!
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 06, 2018 10:53 AM

Gorgeous renders Docent, thanks for sharing.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 06, 2018 07:49 PM
Edited by phoenix4ever at 20:03, 06 Mar 2018.

Can anyone from the HotA Crew tell me how to do the following:

I would like for Inferno:
* To require Mage Guild level 2 for Pit Lords again.
* Arch Devils to give only -1 to enemy luck.

I would like for Tower:
* To get their old build order back, where Mage Tower needs to be build before Altar of Wishes and Golden Pavillion. (Instead I will move some of the special ressource cost from Mage Tower to Upg. Mage Tower.)

I would like for Conflux:
* Sprite building no longer requires Magic University.

So basically old build order back for Inferno, Tower and Conflux and -1 to enemy luck for Arch Devils.
I would appreciate it very much.

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Serp
Serp


Known Hero
posted March 08, 2018 01:51 PM

Sav said:
AI shouldn't pay attention to monolyth exits. I cannot reproduce it in simple test, so I need the savegame with AI moving such way to analyze the situation.

do you still need a savegame? can you post an email address or is there an official one from hota? I can not write/read PM, cause forum does not let me login.

Did you already try to start the "new colonies" hota map and reveal map using a cheat, to see AI movement? (reveal map after first 2 weeks, otherwise it would take too long ).
I'm playing with newest HD and newest Hota version.

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Sav
Sav


Known Hero
posted March 08, 2018 03:14 PM

Serp said:
do you still need a savegame?

No, I've met this bug on another map, so I already have the savegame.

But it turned out to be HD-mod bug, not HotA one, so I cannot fix it myslef. Still, baratorch is informed.

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Popcioslav
Popcioslav


Hired Hero
The best H4 unit
posted March 11, 2018 11:43 PM

I'm a bit late on saying that but thanks for showing the evolution of Nix! They've always been one of my favorite units and I kind of wish some of their design went through, maybe as some kind of neutral unit.

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eXalted
eXalted

Tavern Dweller
posted March 12, 2018 01:30 AM

gatecrasher said:
BUG?

I've just played the map "Beware of Demons". After defeating the Necropolis player I couldn't do anything but wait for victory after 4 weeks. There isn't a keymaster's tent for the purple borderguard, is there? Moreover the red Inferno player did not attack me.


This happened to me too. I replayed the map 6-7 times until I won and only once I saw the inferno hero on the map. It was the second week and he had Devils. I was pretty shocked!

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 12, 2018 04:40 PM

phoenix4ever said:
Can anyone from the HotA Crew tell me how to do the following:

I would like for Inferno:
* To require Mage Guild level 2 for Pit Lords again.
* Arch Devils to give only -1 to enemy luck.

I would like for Tower:
* To get their old build order back, where Mage Tower needs to be build before Altar of Wishes and Golden Pavillion. (Instead I will move some of the special ressource cost from Mage Tower to Upg. Mage Tower.)

I would like for Conflux:
* Sprite building no longer requires Magic University.

So basically old build order back for Inferno, Tower and Conflux and -1 to enemy luck for Arch Devils.
I would appreciate it very much.


Y U no answer me HotA Crew
You changed it, surely you can help me change it back.

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OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted March 12, 2018 05:44 PM

phoenix4ever said:
phoenix4ever said:
Can anyone from the HotA Crew tell me how to do the following:

I would like for Inferno:
* To require Mage Guild level 2 for Pit Lords again.
* Arch Devils to give only -1 to enemy luck.

I would like for Tower:
* To get their old build order back, where Mage Tower needs to be build before Altar of Wishes and Golden Pavillion. (Instead I will move some of the special ressource cost from Mage Tower to Upg. Mage Tower.)

I would like for Conflux:
* Sprite building no longer requires Magic University.

So basically old build order back for Inferno, Tower and Conflux and -1 to enemy luck for Arch Devils.
I would appreciate it very much.


Y U no answer me HotA Crew

Because their main "goal" is to create competitive balance unlike wog creators? You shouldve known by now.

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