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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 Popular Thread is 243 pages long: 1 30 60 90 120 150 ... 158 159 160 161 162 ... 180 210 240 243 · «PREV / NEXT»
P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 05, 2015 07:40 PM

Yeah, I guess so... other platforms are available to play via internet (IPX-SPX, Baudrate converters), but they still need a community/channel you have to saerch. It'll take some time, but I'm positive we will get something similar for HD Mod. Even a ranking system can work. Furthermore the balance for the game could be more in focus if something like this is made. We'll see I guess.

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markmasters
markmasters


Famous Hero
posted November 06, 2015 03:07 PM

Wait....sim turns? How....and where?

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hippox89
hippox89


Famous Hero
posted November 06, 2015 04:56 PM

markmasters said:
Wait....sim turns? How....and where?


Just install HD mod and/or update to the latest 4.0 release. When you create a multiplayer game the sim feature will be under 'More Options...'.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 06, 2015 06:05 PM

Now only enemy troops need to retailiate simultanous (not after enemy turn)... and some changes for AT, DEF, POW and KNO, maybe then HoMM3 will be balanced.

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pellish
pellish


Known Hero
posted November 06, 2015 10:19 PM

I'm having a hard time imagining how this will work in practice. I guess I'll have to try it out. Or is anyone planning to make a video of this or something?

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hippox89
hippox89


Famous Hero
posted November 07, 2015 01:22 AM
Edited by hippox89 at 11:16, 07 Nov 2015.

pellish said:
I'm having a hard time imagining how this will work in practice. I guess I'll have to try it out. Or is anyone planning to make a video of this or something?


If you don't want to try it out for yourself right now then you can use the links below to get an idea of how sim turns work in practice:

View of Twaryna playing as red player First turn starts at 31m30s

View of Redwhait playing as blue player First turn starts at 8m30s

I myself haven't figured out all of the practical aspects to sim turns yet. But there's certainly some interesting facets to it such as the possibility of players interacting before the sim turns expire. Or having less time to plan a turn because the next turn might start right away (however, you can still wait to take the turn). On small maps where the feature isn't meant to be used other than for testing's sake, I've seen some strange things happen where the detection algorithm and interruption mechanism seemed inadequate to handle the 'ghost' interactions completely. But the possibility of such things to even happen when the feature is used intelligently is quite small.

But it's still early days and most bugs and other issues will be solved in time, no doubt.

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pellish
pellish


Known Hero
posted November 07, 2015 02:02 PM

hippox89 said:
pellish said:
I'm having a hard time imagining how this will work in practice. I guess I'll have to try it out. Or is anyone planning to make a video of this or something?


If you don't want to try it out for yourself right now then you can use the links below to get an idea of how sim turns work in practice:

View of Twaryna playing as red player First turn starts at 31m30s

View of Redwhait playing as blue player First turn starts at 8m30s

I myself haven't figured out all of the practical aspects to sim turns yet. But there's certainly some interesting facets to it such as the possibility of players interacting before the sim turns expire. Or having less time to plan a turn because the next turn might start right away (however, you can still wait to take the turn). On small maps where the feature isn't meant to be used other than for testing's sake, I've seen some strange things happen where the detection algorithm and interruption mechanism seemed inadequate to handle the 'ghost' interactions completely. But the possibility of such things to even happen when the feature is used intelligently is quite small.

But it's still early days and most bugs and other issues will be solved in time, no doubt.


Big thanks for that! Exactly what I was looking for. I'm going to check it out.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 07, 2015 06:58 PM

Anyone got a time marker when they meet each other? computer still acts after players turn.

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judovana
judovana

Tavern Dweller
posted November 08, 2015 08:24 AM

some thoughts for hota 2.

hello!

There are some thoughts for hota 2. Please note, none are lie "please add" "you have to add" or whatever, please consider them as brainstorimng only
Fan of yours,
 J.

bugfixes:
* make the new feature, that spells disappear from artifacts when they are globally forbidden more customization. eg:
- checkbox in mapeditor in map properties - for hota map
or
- if the  map is not hota(>1.3.3? (or when it came out)), then keep legacy behaviour. Or add checkbox to "new game" start
* Some older tuned maps suffer highly by this changed as default behaviourno metter how great it is for multi player maps)
* allow meeting of heroes in town (at lest to exchange artifacts)
* fix bug with too big armises (since aprox 40k monsters, when changing slot, turn to negative numbers (bad type->owerflow?)
* break limit of 4000 creatures on stack (in case of normal, placed monsters)
* firewall and force field should cast shadow when casted

HOTA
spells:
- holy strike - air 3rd level
- make creature special ability (petrify, venom, aging, blinding, death blow...) to appear for 100%
- if it is already 100% ability (weakness, disrupting ray, fireshild, cyclop..)  move it to expert level
- what about dendroid? To tide all surrounding hexes?
- basic, untill next atack/retail
- adv - one orund
- exp two rounds
machine chaos - air, duration one round 4th level
- basic - can get control over one your warmachine (including castle tower)
- advancned - take control over all your warmachines(including castle towers)
- expert  as advanced xor one opponent machine (includig ammocart or castle tower) (note tkaing control of enemy ammo cart HAVE effect)
- when taking control over enemy machine, it can resist. Its resistence is  ((opponent spell power * his skill to control this type of machine)-(caster spell power*his normal ability to control this machine))*10+5
- mass blind - fire, third level
- radius like berserk. duration one round, affecting area in radiuses (size as barserk) lvl 3,
- sumon phoenixe - like summon elemental, just 10times weeker.

artefacts:
- artifact(s) which increase the mass blind duration (each) by round
- ring(s) of invisibility - may have one, or combination or all of below:
 - provides expert disguise
 - cast it?
 - provide new (artifact only , like titans thunder) spell - invisibility:
- duration - spellpower, is visible after each attack. invisible again on next round begins.
- while invisible, can t be tacked, nor target of spells (even mass) not friendly, nor enemy's (except mass dispel)
- when unit is moving,  have chance of becoming visible - expert(in any magic) 25%, advance 50% basic/nothing 75%
- Some week creature invisible by its nature
- attack/defense/sp/knowledge artifacts multiplying   given skill
  - limmited by max value or by value of another skill
- cursed artifacts - looks same as normal ones, but cant be used in composed artifacts
- instead of providing bonus/immunity are providing opposite (only visible in battle screen!)
 - artifacts provinne +N are giving -N (and vice versa if it have sense)
 - artifacts providing immunity to spell ale giving this spell to opponent in battle and making its effect doubled (damage/duration) (or casting it by random to yor troups)
- considering eagle eye, artefact may be checkboxed as "cant be cursed"
 - artifacts giving +N but -Y (titans gladius..) can be cursed
- cursed ring of life x passant
 - artifacts can be identified in artefacts merchant by trying to sell them (or by new button verify ?)
- new building making artefacts not cursed (payed) and identyfing for free
- new bad event (like bad morale from warriors tomb) making some of your artefact cursed until next battle
Creature based artifacts, eg
- dwarf lord's battle hammer (hand) - all dwarves on battle field +1 to speed, +5A, +10D
- hell whip (hand)- all infernal creatures  +(9-lvl)*2 to A and D + 1 speed
- beard of forests (neck and head)- all dendroids +3 speed +10 to damage. but -5 from D
- high inquisitor cloak - shoulders - all monks and zaelots +10a+5d monks lost meale penalty,zealots get "enemy can not retail"
- fly trap - backpack- all dragon/seprent flies get -5D and -5/-3speed
- halberdiers helmet - all level 1 creatures get mind spells imunity
Fantasy can have no limit there

Terrains
- foggy terrain - shooters cant shot
- magic fog
- image is not repalcing standard battlefield image, instead magical shivering is visible (so you can make nice effect like volcano casting infernos and so osn...
- spell power may be - first month +1 per week. Since second month 4+(month-1)
- the magic fox is  highly modifiing battle spells and needs settigns in map editor
- in mapeditor, you can add 1-n spells, which will affect battle
- its level and spellpower multiply/lowering
- if it is  - cast by terrain (see lower) added to both spellbooks (if so, whether to  cast by terain in cace of neutral army) or removed from both spellbokks, if t can be learned via eagleeye, and (if it is "cast by terraijn")  how often and with how high probablility (eg slow 50% 2x per round, mass slow 10% once pere two rounds haste, once per reound, 40%)
- this terrain is making eagle eye highly useful!
-  the spells of the terrain can be seen by vission or scouting
- basic - this terrain do some spells
- advance what spells
- expert what spells and how (by terrain, added/removed to spell book..., maybe verobse "how often"...)
- "cast by terrain"
- by given probability N times per Y rounds can cast one spell before one unit is moving.
- in case of battle against neutral army, the terrain should try to help neutral army
- in case of two heoroes, terrain should be fair,
- jsut imagine - clouds of madness castin barserk, or  mirror fields casting blind (yah advertisment )
- maybe (again cehckbox in ME?) made the casting determinisitc on location (as terrain appearence?)


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judovana
judovana

Tavern Dweller
posted November 08, 2015 08:26 AM

judovana said:
hello!

There are some thoughts for hota 2. Please note, none are lie "please add" "you have to add" or whatever, please consider them as brainstorimng only
...



indentation break...:  http://fpaste.org/288075/44696751/

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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted November 08, 2015 08:26 AM

@ judovana: those are some pretty good ideas.

BUT, those pretty good ideas belong in THIS thread.

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judovana
judovana

Tavern Dweller
posted November 08, 2015 08:35 AM

fred79 said:
@ judovana: those are some pretty good ideas.

BUT, those pretty good ideas belong in THIS thread.


Hmm Sorry.


I was adviced on:
https://www.facebook.com/h3hotaofficial/ :
But if you have some intresting ideas apart from usual "up this, nerf that" you can post those in HC thread of HotA (the link is in the description of this page).

And onli link on that page is:

http://heroescommunity.com/viewthread.php3?TID=39830


hould I repost it to the thread you are suggesting?

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judovana
judovana

Tavern Dweller
posted November 08, 2015 08:44 AM

fred79 said:
@ judovana: those are some pretty good ideas.

BUT, those pretty good ideas belong in THIS thread.


Thread notified:
http://heroescommunity.com/viewthread.php3?TID=40812&PID=1336929#focus

Discuses it rather there then.

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Mursilis
Mursilis

Tavern Dweller
posted November 09, 2015 12:26 PM
Edited by Mursilis at 12:27, 09 Nov 2015.

TRANSLATING THE MOD TO OTHER LANGUAGES. CHARACTERS'S PROBLEM...

Congratulations for the mod. It's incredible!!
With your permission, I am translating the mod to my language, Spanish. I'm using the MMArchive and TextEdit tools, and the special application "Hota" to edit the mod .dat file.
However, I have a problem with some characters (, , , , , ), because the mod does not read them.
I suspect the problem is related to the coding system UTF-8 or ANSI, but not sure.
Any help? Thanks.

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Sav
Sav


Known Hero
posted November 09, 2015 02:01 PM

Probably you need to edit *.fnt files. In HotA they are eng+rus (for cyrillic Windows-1251 encoding) and doesn't contain some non-english and non-russian characters.

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Mursilis
Mursilis

Tavern Dweller
posted November 09, 2015 07:01 PM

Thank you very much.

Thank you!
Where are these files? (in a .lod?) What program should I use?


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fred79
fred79


Promising
Undefeatable Hero
chewer of expensive shoes
posted November 09, 2015 07:06 PM
Edited by fred79 at 19:07, 09 Nov 2015.

@ nik312: could you let axolotl know that as soon as i get this juggernaut/dreadnaught movement sound error ironed out, i will upload all the sounds i made for his creatures? i also can upload the sounds i made for his "evil trees", if he's interested. they'll all be available once my stronghold/forge project is complete, but that may be awhile. thanks.

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Sav
Sav


Known Hero
posted November 09, 2015 07:23 PM

Mursilis said:
Where are these files? (in a .lod?) What program should I use?

These files are in HotA.lod (but it will be better to put new ones in HotA_lng.lod instead of replacing original in HotA.lod).
The only program I know for editing *.fnt is Fnt Editor by GrayFace: https://sites.google.com/site/sergroj/wog/fntedit.rar?attredirects=0

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avatar
avatar


Known Hero
posted November 09, 2015 09:03 PM

FTN Editor is a part of ERA Start Menu
____________

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Marmotor
Marmotor

Tavern Dweller
posted November 09, 2015 10:13 PM

Hey guys,

There's a lot of topics about a lot of stuff with a lot of pages in them, but I couldn't find any type of tutorial/step-by-step guide on how to create your own mod. What I want to do is create a new town with new creatures (new sprites and probably also new animations). Could somebody point me towards what I have to do? Is everything done in ERM? Thanks a bunch!


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