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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 549 pages long: 1 70 140 210 280 350 ... 404 405 406 407 408 ... 420 490 549 · «PREV / NEXT»
Hourglass
Hourglass


Famous Hero
posted April 01, 2020 04:30 PM
Edited by Hourglass at 16:31, 01 Apr 2020.

tzening said:
I just came back to the news of HOTA being updated to a newer version. After downloading the installer, do I simply make sure it's over the HOMM III complete folder?


Yes, that should do it. However, your Homm3 shouldn't be installed under Program files folder, anywhere else is ok. Oh, and only HD mod is compatible with Hota, so make sure you're having a clean installation.

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tzening
tzening


Adventuring Hero
posted April 01, 2020 04:33 PM

tzening said:
I just came back to the news of HOTA being updated to a newer version. After downloading the installer, do I simply make sure it's over the HOMM III complete folder?


HotA was updated? You sure it's not HD mod? Also, what HotA version did you install right now? 1.6.1?


I was using the version before 1.6.1 before 2020. I decided to come back to periodically update when I saw the open backlog. Decided to upgrade to the newest version. After installing which file do I install over, the HOMM Complete folder? I forgot since it was so long ago since I did this.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 01, 2020 04:35 PM
Edited by FirePaladin at 16:36, 01 Apr 2020.

tzening said:
tzening said:
I just came back to the news of HOTA being updated to a newer version. After downloading the installer, do I simply make sure it's over the HOMM III complete folder?


HotA was updated? You sure it's not HD mod? Also, what HotA version did you install right now? 1.6.1?


I was using the version before 1.6.1 before 2020. I decided to come back to periodically update when I saw the open backlog. Decided to upgrade to the newest version. After installing which file do I install over, the HOMM Complete folder? I forgot since it was so long ago since I did this.


I get it. Install it in the same folder where you have the game itself (so HOMM Complete for you). Also, didn't Hourglass answer this already? I don't really want to take his credit.

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etore
etore


Adventuring Hero
posted April 02, 2020 05:12 AM
Edited by etore at 05:15, 02 Apr 2020.

FirePaladin said:

EDIT: Why did HD mod update said creature queue added? What does that actually mean (since I don't really see the queue in battle)?! Is it just an April Fools joke? It better be not, since we are still waiting for good, new stuff for HoMM3.


Not a joke...


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Timesavatar
Timesavatar

Tavern Dweller
posted April 02, 2020 06:21 PM

Hi, new user here. I'm not sure if this is the right place to post, but is anyone having trouble with the new patch? My game keeps crashing during battles. I sent in a report, just wondering if anyone else is having this problem. Also, is there a way to go back to an earlier patch until I can figure out what the problem is?
____________

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Hourglass
Hourglass


Famous Hero
posted April 02, 2020 07:27 PM

Timesavatar said:
Hi, new user here. I'm not sure if this is the right place to post, but is anyone having trouble with the new patch? My game keeps crashing during battles. I sent in a report, just wondering if anyone else is having this problem. Also, is there a way to go back to an earlier patch until I can figure out what the problem is?


Hello and welcome to the forums,

It seems that you're having somewhat a rare problem, at least my patch has worked without any crashes. The last patch (1.6) was really crash heavy for all players, especially if you played with any water, so here's a link to the 1.5.4 version.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 02, 2020 08:13 PM

Timesavatar said:
Hi, new user here. I'm not sure if this is the right place to post, but is anyone having trouble with the new patch? My game keeps crashing during battles. I sent in a report, just wondering if anyone else is having this problem. Also, is there a way to go back to an earlier patch until I can figure out what the problem is?

What version do you have?
Newest version is 1.6.1 and it should be very stable.

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Timesavatar
Timesavatar

Tavern Dweller
posted April 03, 2020 02:00 AM

I just roll backed the update (I didn't know I could do that, my bad), and it's now on version 1.6.1. The update that crashed it was released on April 1st. I'll post an update if it crashes again.
____________

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Hourglass
Hourglass


Famous Hero
posted April 03, 2020 08:21 AM

Timesavatar said:
I just roll backed the update (I didn't know I could do that, my bad), and it's now on version 1.6.1. The update that crashed it was released on April 1st. I'll post an update if it crashes again.


Ooh, so this actually wasn't about Hota, as it received it's latest patch on late January. You're likely talking about HD mod, as it just received a rather big patch. HD mod receives constant updates, so I suspect your problem to be solved in a rather short time.

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Timesavatar
Timesavatar

Tavern Dweller
posted April 03, 2020 03:05 PM
Edited by Timesavatar at 16:37, 03 Apr 2020.

Ah, gotcha. My apologies, I just thought it was HoTA that updated, I didn't know that the constant updates are for the HD HoMM. Thanks!
____________

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Nate_Drake_666
Nate_Drake_666

Tavern Dweller
posted April 04, 2020 01:18 PM

H3 HOTA Map editor

Hello
There is any chance to add exta settings in map editor?
I want that all  maps will be more difficult and I have a question:
What files are responsible for setting quantity of units guarding  artifacts on the adventure map.
How to increase this amount automatically.
I was looking for a bit and I changed the tresure in rmg file and also in the CRTRAITS.TXT file I reduced the fight value, I increased the quantity of units normally before the generator created about 35 archangels now I increased it to about 100 but the problem arises because the random map generator does not set more than over 100 archangels or other units  in the stack guarding artifacts I want that minimum will be 200  where I can to change it ??
Thanks
____________
Nate

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 04, 2020 01:20 PM

I have no idea.

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Nate_Drake_666
Nate_Drake_666

Tavern Dweller
posted April 04, 2020 01:46 PM

hmm
or where I can change weakly growth creatures on the map that will be higher growth every week
and one more things how to increase quantity of pandora box max is 200 on the map
Thanks
____________
Nate

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 04, 2020 02:04 PM

Map or template? You can't increase quantity. Towns too, have a max of 48 per map. More of them and the game crashes. Same with any other object. In HotA, mines limit is no more (or very big). Neutral enemy stacks grow by 10% every week and do not take in account actual creature growth.

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Nate_Drake_666
Nate_Drake_666

Tavern Dweller
posted April 04, 2020 02:22 PM

I thinking about lod file that I can edit there something.
____________
Nate

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 04, 2020 02:37 PM

It's not the .lod files you have to edit right now. I think it's the .exe file. And adding more Pandora's Boxes than their limit allows would crash the game. This thread is about editing the .exe file: http://heroescommunity.com/viewthread.php3?TID=46202

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 05, 2020 06:01 PM

Tevye said:
Dreadnought

It's time to get acquainted with the Dreadnought, the greatest manifestation of the Factory's technological genius.


Dreadnought. Animated model, 200% scale. By Dima Gravchenko.


Dreadnought, real in-game scale. By Dima Gravchenko, Docent Picolan.

The upgraded version of the Factory's Dreadnought will be the Juggernaut. It's an even more advanced model, but only different in stats and appearance from the gameplay point of view.


Juggernaut. Animated model, 200% scale. By Dima Gravchenko


Juggernaut, real in-game scale. By Dima Gravchenko, Docent Picolan, DrSlash.

Have we considered other concepts for a high-level mechanical unit? Of course. It is safe to say that over the last two years we have exhausted every possible option: from the obvious mechanical Dragon Golem to 'tripods' by Herbert Wells, and certain concepts might yet make it into HotA as neutral units in the future.


Greatly looking forward to this faction and all it's creatures. I'm all for any neutral units the team decides to introduce, as well. Awesome job as always, guys. Hope any lockdown the team may be facing is great for production expediency; and i of course hope none of the team or their loved ones are experiencing anything more than a possible restlessness from being kept inside during these trying and uncertain times.

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PasserBye
PasserBye

Tavern Dweller
posted April 06, 2020 11:58 PM
Edited by PasserBye at 00:00, 07 Apr 2020.

I've got a question about the feasibility of an idea I had about the RMG template editor.

Had a thought to store the zones in a tree-like structure. I think it will allow easy introduction of finer control over the maps generated, but I assume it's easier said than done.

The idea is to allow zones to contain subzones within them, giving the whole map a tree structure. Zones would inherit properties from parent zones (unless explicitly changed).

With layer-by-layer zone creation (As in start with all depth 1 zones, then for each such zone, generate its subzones, which would be depth 2, and repeat- recursively), some problems (at least problems for me) could be easily solved - this would essentially eliminate the need for "fictive" connection, for example.

It would also solve the lack of a feature (though probably not an important one for those who aren't as pedantic as me) - terrain type hinting. I want to have two separate zones have the same terrain type, even have the same dwellings type even though one of them might not have a town at all.

I'll stop listing reasons here, just to ask my question -

would this require too much changes to the code, or is there hope that this might one day happen?
____________

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 07, 2020 12:57 AM

PasserBye said:
I've got a question about the feasibility of an idea I had about the RMG template editor.

Had a thought to store the zones in a tree-like structure. I think it will allow easy introduction of finer control over the maps generated, but I assume it's easier said than done.

The idea is to allow zones to contain subzones within them, giving the whole map a tree structure. Zones would inherit properties from parent zones (unless explicitly changed).

With layer-by-layer zone creation (As in start with all depth 1 zones, then for each such zone, generate its subzones, which would be depth 2, and repeat- recursively), some problems (at least problems for me) could be easily solved - this would essentially eliminate the need for "fictive" connection, for example.

It would also solve the lack of a feature (though probably not an important one for those who aren't as pedantic as me) - terrain type hinting. I want to have two separate zones have the same terrain type, even have the same dwellings type even though one of them might not have a town at all.

I'll stop listing reasons here, just to ask my question -

would this require too much changes to the code, or is there hope that this might one day happen?


That's how I thought RMG templates were made, until I opened the editor. I totally agree with you, but I don't know how possible it is to be realised.

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Tevye
Tevye


Hired Hero
posted April 07, 2020 01:39 AM



The development of the Factory is in full swing, but so far we have revealed precious little about the plot of its campaign. Online play is crucial, of course, but for single play, it is the campaign that's most important for getting acquainted with the town, explaining its concept, and showcasing gameplay options.

[url=https://www.youtube.com/watch?v=paYKKlAO0ck]Kastore's Cabin[/url]

Created by: Alexei Brazhnikov, Ivan Dnistrian, DrSlash, Docent Picolan.

Cutscenes are an integral part of any campaign. In HoMM, they usually are looped and depict cornerstone events in the story. In this cutscene, you can see one of the secondary characters of the Factory campaign, Kastore the Warlock, heading to the continent of Jadame upon having received a cryptic letter from an old acquaintance. Most of the characters in the Factory campaign will be original, however, Kastore is already familiar to players as an iconic figure in the Might & Magic setting and one of the protagonists in M&M VII.

[url=http://heroes3towns.com/docent/factory_campaign_cutscene_kastore.png]HD screenshot from the cutscene[/url]

[url=http://heroes3towns.com/docent/Jadame_HotA.png]HD map of Jadame, by MarkonPhoenix[/url]

fred79 said:
Hope any lockdown the team may be facing is great for production expediency; and i of course hope none of the team or their loved ones are experiencing anything more than a possible restlessness from being kept inside during these trying and uncertain times.


Thank you Fred! All the best to you and yours as well.

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