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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 ... 56 57 58 59 60 ... 70 140 210 280 350 420 490 548 · «PREV / NEXT»
heroes_fanboy
heroes_fanboy


Known Hero
posted May 10, 2014 10:58 PM

It would be interesting to know why the swamp terrain was chosen as the main terrain for Cove. And not for instance the sea terrain instead. Or any other terrain for that matter. One can see a clear connection between a town screen and a given town (e.g. Inferno--volcanic terrain). This connection isn't that strong in the case of Cove although there is some kind of a water element.

Are there plans to change this in the future, or maybe to add a completely new kind of terrain for Cove?


____________
My suggestions are JUST suggestions. 1) I didn't mean to make fun of anybody. 2) I can always be WRONG--if that's the case I'm sorry.

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hippox89
hippox89


Famous Hero
posted May 10, 2014 11:24 PM
Edited by hippox89 at 23:28, 10 May 2014.

Well, the swamp terrain is the closest to a pirate theme of the original terrains because of the water and the tropical trees. Swamp pirates is not a totally unbelievable thing to me. It'd be interresting to see a purely tropical terrain type. I'd imagine something close to grass with swamp decorative objects.

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Macron1
Macron1


Supreme Hero
posted May 11, 2014 12:40 AM
Edited by Macron1 at 00:42, 11 May 2014.

hippox89 said:
Well, the swamp terrain is the closest to a pirate theme of the original terrains because of the water and the tropical trees. Swamp pirates is not a totally unbelievable thing to me. It'd be interresting to see a purely tropical terrain type. I'd imagine something close to grass with swamp decorative objects.


I also think that swamp terrain is not fitting to pirate faction.
First of all, pirates founded towns on rocky islands, to prevent government armies from easy march on them (Tortuga is example) and to quickly flee from town, when there is a menace.
But Cove pirates prefer to sit in swamps
And second, Cove is a uber-faction with strongest units and quick rush strategy. To give them most difficult to pass terrain as homeland is another big bonus.
I think rock terrain is more fitting them. If you look to Cove, most of dwellings are situated on rocks and mountains.

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gatecrasher
gatecrasher


Famous Hero
posted May 11, 2014 01:12 AM

You guys are really having a hard time waiting for 1.3.3, aren't you?
Seems to be the HotA silly season.

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MattII
MattII


Legendary Hero
posted May 11, 2014 02:11 AM
Edited by MattII at 03:13, 11 May 2014.

hippox89 said:
Well, the swamp terrain is the closest to a pirate theme of the original terrains because of the water and the tropical trees. Swamp pirates is not a totally unbelievable thing to me. It'd be interresting to see a purely tropical terrain type. I'd imagine something close to grass with swamp decorative objects.
What about sand? That gets a lot of palm trees and other such decorative objects.

I wonder if there are any new map objects coming out, I'd like to see some more water-based buildings (border guards, border gates, black markets, lighthouses, witch huts, learning stones, obelisks, etc, there's a lot of possibilities here).

A redrawing of the portals to fit in with the art style of the rest of the game would be nice as well.

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hippox89
hippox89


Famous Hero
posted May 11, 2014 03:11 AM
Edited by hippox89 at 08:40, 12 May 2014.

I don't personally feel that sand would be a good terrain basic for pirates, but sand does indeed have some excotic looking trees that fits the pirate theme quite well.

****

A critique of the Ring of Oblivion >

I kinda feel that how the bodies of dead stacks just disappear seem a little too crude for my liking. I'd rather have it that the bodies stay and just having the message warning that the spell was blocked appear, instead.

I'm wondering if the bodies disappear because of the creature abilities of Pit Lords and Arch Angels? A sort of crude hack fix then. If this is actually the case, then I think it'd be wiser to actually allow creature abilities to stay unaffected by the ring and having the bodies stay on the battlefield. The ring would still block resurrecting spells, and it'd feel far less crude and hack-like. If the bodies need to disappear to prevent skeletons rising, then perhaps make the bodies disappear just after the last creature is dead, if feasible. If not feasible, then perhaps just allow skeletons to be raised.

****

A critique of Sea witches and Sorceresses's 'cast after shot' ability >

I feel that how disrupting ray is being cast from the middle of Sea witches and Sorceresses looks a bit off. If it was possible to hide the projectile (like weakness) then it'd probably look much better and more consistant (no projectile like weakness), if feasible. You could even make a custom spell animation of dispruting ray for Sea witches and Sorceresses, though this would be rather hard work, if even feasible. Might not even be a good idea, just a thought.

****

A critique/questioning of Haspids 'Revenge' ability >

I kinda feel that it'd be simplerer to understand Haspids Revenge ability if the calculation was soly based on either 'current HP vs max HP (my favorite)' or 'starting Haspids vs current number of Haspids' instead of both factors. It seems a little unneededly confusing/complex to me. Maybe Revenge couldn't actually work without both factors, I'm not totally positive about this. I understand that this would need re-balacing of the Haspids, of course.

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ArchDruid
ArchDruid


Adventuring Hero
posted May 11, 2014 08:25 PM

Hi, I need some Help!

I tried to modify a building in Tower town, but not succeeded perfectly.
Here is the 1.3.2 HotA version of Tower town screen:



Here is my new Lookout Tower:



But I have troubles with the outline picture, TOTCASW.pcx gone wrong, and I don't know why. When I pu my mouse over the Lookout tower, it looks like this:



I tried everything!!! Upload to HotA.lod in pcx format, 8 bit BMP, 24 bit BMP, but none of them worked. Any idea??

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ArchDruid
ArchDruid


Adventuring Hero
posted May 11, 2014 09:14 PM

And Here's some of my upgraded map objects:
(sorry for the crap quality, gif maker turned the images down. In the game they look far better!!!)



Maybe in future versions you may add them to the game!

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pekute99
pekute99


Known Hero
The prettiest I must say
posted May 12, 2014 07:09 AM
Edited by pekute99 at 07:09, 12 May 2014.

ArchDruid said:
And Here's some of my upgraded map objects:
(sorry for the crap quality, gif maker turned the images down. In the game they look far better!!!)



Maybe in future versions you may add them to the game!

OMG They are amazing and the Lookout Tower from above is great, too I ope they will add them to the next version of HotA.
____________
I'm maybe the only female Hero here but who knows 🤷

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hippox89
hippox89


Famous Hero
posted May 12, 2014 10:33 AM
Edited by hippox89 at 10:41, 12 May 2014.

I wont comment much these objects (they look fair and would fit in with WoG) A taller watch tower is interresting idea. Anyhow, it made me think if it would perhaps be possible to give a visitable object a secoundary animation that plays when visited. Say, when you visits a Mystical Garden, then you'll see a rainbow. I have little doubt that a rainbow that were to play over and over again would be irritating to look at, though.

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Macron1
Macron1


Supreme Hero
posted May 12, 2014 01:26 PM

ArchDruid said:

I tried everything!!! Upload to HotA.lod in pcx format, 8 bit BMP, 24 bit BMP, but none of them worked. Any idea??


HMM3 has it's own format of PCX files, not compatible with usual PCX. You need to find converter, i think.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 12, 2014 01:32 PM

ArchDruid said:
And Here's some of my upgraded map objects:
(sorry for the crap quality, gif maker turned the images down. In the game they look far better!!!)



Maybe in future versions you may add them to the game!


these are actually pretty damn good. the tower is nice, too.

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ArchDruid
ArchDruid


Adventuring Hero
posted May 12, 2014 06:34 PM

hippox89 said:
I wont comment much these objects (they look fair and would fit in with WoG) A taller watch tower is interresting idea. Anyhow, it made me think if it would perhaps be possible to give a visitable object a secoundary animation that plays when visited. Say, when you visits a Mystical Garden, then you'll see a rainbow. I have little doubt that a rainbow that were to play over and over again would be irritating to look at, though.


An usable solution for this: There are two types of animation, One with the dancing leprechaun, and one with dancing leprechaun and the rainbow. I don't remember clearly, but I think he turns around two times before the rainbow comes, so it looping  in 2:1. It is easy to modify to 4:1 or 6:1, so the rainbow comes less often.

I'm glad you like my objects.

When I export the pcx files with ResEdit, it converts them to 8 bit bmp. I use Ifranview to convert bmp files back to pcx, then I upload them back to LOD. What program shall I try?

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Macron1
Macron1


Supreme Hero
posted May 12, 2014 07:02 PM

ArchDruid said:
What program shall I try?


I really do not remember it now. Try searching somewhere like
http://wforum.heroes35.net/forumdisplay.php?fid=104
It was something with PCX in name. I used it long ago.

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ArchDruid
ArchDruid


Adventuring Hero
posted May 13, 2014 09:58 PM

HotA developers, please tell me which program did you use to create the Cove town?

I can't get those fukin pcx files make to work properly!
I searched through the web, but nothing is out there! I even tried Modhomm3 out, but not even work with that! (

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nik312
nik312


Promising
Famous Hero
posted May 14, 2014 08:19 PM
Edited by nik312 at 20:22, 14 May 2014.

ArchDruid said:
HotA developers, please tell me which program did you use to create the Cove town?

I can't get those fukin pcx files make to work properly!
I searched through the web, but nothing is out there! I even tried Modhomm3 out, but not even work with that! (


Please, have some patience, druid - Mother Nature does not like fuss
I'm finally back from St. Petersburg Feis 2014 (Irish dance competition) and ready to answer all the questions

As for images - you should use program known as "MMArchive" to put BMP-s into the lod. For tower buildings those images must have 256-color format and have a specific sequence at the beginning of palette:
Specific sequence

As for enhanced object animation - I am not competent enough to judge, but our main artist is rather critical



PS Idk if it is a result of directional efforts or just our bad luck, but it seems that everything that Macron says in relation to HotA only confuses and misinforms our users
The worst part that he is happy about that...

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nik312
nik312


Promising
Famous Hero
posted May 14, 2014 08:21 PM

hippox89 said:
I wont comment much these objects (they look fair and would fit in with WoG) Anyhow, it made me think if it would perhaps be possible to give a visitable object a secoundary animation that plays when visited. Say, when you visits a Mystical Garden, then you'll see a rainbow.


An intresting idea actually for a bit more distant future! Thx, hippox

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ArchDruid
ArchDruid


Adventuring Hero
posted May 14, 2014 08:51 PM

Hmmm!!! Thank you!

I used to use MMArchive to change object sounds in SND file, didn't know that I can use it for LODs too. I'll try!

The Strange thing is that all the pcx files I created work fine, except the building outline...
Sorry, but not so clear what that palette thing is. What am I supposed to do with that .act file, you linked?

I decided to show you my animated obelisks, because I'm so proud of them! Heroes 5 inspired me to do that in H3.

Father Sky tought me patience!

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nik312
nik312


Promising
Famous Hero
posted May 15, 2014 03:30 PM

ArchDruid said:
Hmmm!!! Thank you!

The Strange thing is that all the pcx files I created work fine, except the building outline...
Sorry, but not so clear what that palette thing is. What am I supposed to do with that .act file, you linked?



You should choose image mode = indexed color. (Something like Image -> Mode -> Indexed color). There you can specify the exact colors of the palette. You should specify that file in that dialog

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ArchDruid
ArchDruid


Adventuring Hero
posted May 15, 2014 11:17 PM

I appreciate your help!! Now it finally works correctly!!!
Fukin awesome!!

Now I dig myself in something more complicated!

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