Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI] Modding ideas
Thread: [VCMI] Modding ideas This thread is 2 pages long: 1 2 · «PREV
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 27, 2015 12:21 AM

LizardWarrior said:
Too bad the community doesn't encourage new modders


I am ready to help anyone, but first he must show motivation. I won't waste time on wannabe mummy modders.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phe
phe


Famous Hero
Life and Freedom
posted April 27, 2015 08:16 AM

bloodsucker said:



Phe said:
Is not the thread Modding Ideas?

Not exactly, is for modding ideas IN VCMI, wich is a completly different project, made in C not ERM...  

Yeah, definately more convinient tool...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phe
phe


Famous Hero
Life and Freedom
posted April 27, 2015 08:25 AM
Edited by phe at 22:03, 27 Apr 2015.

Salamandre said:

I am ready to help anyone, but first he must show motivation. I won't waste time on wannabe mummy modders.

Low numbers seemed to me quite important not only for few people so that's why I wrote about it not waiting for learning my scripting skills. ;-)  Changing heroes and creature stats are easy, few other things propably more problematic just to guess (leveling change, required buildings change). If I do it, I will ask for those things...



 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 27, 2015 08:50 AM
Edited by Warmonger at 08:55, 27 Apr 2015.

I mean, what is the point of lowering all the stats?

There is a big difference between "I've go an idea for mod" and "I've got good idea for mod". If you have no arguments to back up your idea, people will ignore it.
____________
The future of Heroes 3 is here!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 27, 2015 09:30 AM

Exactly. As it is now, Heroes already penalize (bugs) very high numbers or high levels, but in general big armies are the result of custom maps, where progression has a sense. If you lower everything, have a growth of +1 extra creature every week, which (on the tip) does 1/10 of the damage it did in vanilla, people will feel cheated, why play so long and feel things so static.

Is the first time I hear such idea and I am pretty sure it has no future. But if you really feel for it, you know what to do.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phe
phe


Famous Hero
Life and Freedom
posted April 27, 2015 09:49 PM
Edited by phe at 21:53, 27 Apr 2015.

Warmonger said:

what is the point of lowering all the stats?


I prefer low numbers. Somehow they are nicer for my eyes. If I see skills value like +70 I would prefer +35 at the similar strenght. I understand 15 years of their existence. I got used to them. If we compare stats form H2 and H3(attack, defence, damage) they are about doubled in H3. So if someone like H2 or low numbers can be interested. So many mods, it's another something else. Incremental skills halved. 8th level creatures greater importance (by only 1 available per week). External dwellings more important. It always seemed to me that heroes get their expert skills too fast.


Salamandre said:

If you lower everything, have a growth of +1 extra creature every week, which (on the tip) does 1/10 of the damage it did in vanilla, people will feel cheated, why play so long and feel things so static.



Result of done damage should be similar (in killed creatures). These stats worked somehow in H2 and should also work now. Game of course will differ. Rather for RMG not for so far maps especially with legions of craetures. Anyway I'm going to this mod (like all other my ideas). Question if it will be in ERM, compilated C code (if VCMI will be open source as a part of code) or as Python scipt or in other way.  


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Engwathang
Engwathang


Adventuring Hero
posted January 15, 2016 09:24 PM

A mod that adds ALL skills and artifacts from HMM1-4? And that will also include Towns as well?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted July 24, 2018 11:51 PM
Edited by fanofheroes at 23:56, 24 Jul 2018.

I have some ideas for VCMI-map editor function that allows maps to be made in the map editor that can translate into a game that is based on the map’s configuration.  
This idea is partially due to my struggles with trying to write computer code because I’ve tried really hard to figure it out and it escapes me.  This girl knows science but tech stuff I’m not the brightest.  I imagine that I’m probably the only one here, and by no means I don’t mean to offend anyone if I need a “programmers map-editor mod for dummies”.  I thought this idea would definitely help me out and anyone else like me.
Also, a fair warning in advance…I don’t know how big or little amount of work is needed to make such a request (again tying to my lack of how much work goes into programming), so if my suggestion is ludicrous, please be kind and gentle.

New Map:
Map Size: allow for larger map sizes if the creator wishes. (yes 1008x1008 is big, maybe too big, but something along these ideas).
3 or 4th level maps: I was thinking that as long as subterranean gates do not overlap on >2 levels, then they can connect various levels together



Artifact Properties:
You can either edit existing artifacts or preferably make new ones.  If you click the ‘generate new artifact’, an extra space in the artifact space is created.  From here you can upload the image of it (make it custom to the user’s liking) that will translate everywhere the image is used in the game (on the hero, description menu, or on the adventure map).  Movement bonus can be calculated in a ratio (1:5 – number:additional 5 movement spaces etc).
Morale/luck: +1 to +3 benefits the user, -1 to -3 gets applied to enemy in battle
Primary, secondary and spells are all bonuses that the artifacts endow.



Monster Properties:
Allows the user to modify existing monsters in the database, exclusive just for that map/scenario used.  Images are selected from a pre-sprite def as well as the sounds and the image the creature comes from dwelling.  




anyways, hope you like the ideas

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
avatar
avatar


Promising
Supreme Hero
posted July 25, 2018 08:51 AM
Edited by avatar at 08:53, 25 Jul 2018.

Quote:
New Map:
Map Size: allow for larger map sizes if the creator wishes. (yes 1008x1008 is big, maybe too big, but something along these ideas).


In existing VCMI map editor you can create even such 1000x1000 big map. Or more - you can create rectangular map, not only square one. You can not only generate such maps in-game as random maps.

Quote:

Monster Properties:
Allows the user to modify existing monsters in the database, exclusive just for that map/scenario used.  Images are selected from a pre-sprite def as well as the sounds and the image the creature comes from dwelling.


You can do this by writting simple mod (that alters creature stats) and attach it to particular map. Of course it is bit harder that monster statistic generator but do-able.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Macron1
Macron1


Supreme Hero
posted August 02, 2018 08:57 AM

Move griffins to 4 or 5th layer. I think they are more stronger than mere swordsmen.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted December 15, 2018 03:37 AM
Edited by AncientDruids at 04:46, 15 Dec 2018.

I'm not sure where to post this spontaneous observation, but...

Did Morn achieve the most similar (or at least one of the most similar) H3 aesthetic in his portraits? Because I think he did. By both improving H3 portraits and adapting H2 ones.  (holy damn, that briliant Cuthbert)


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
planetavril
planetavril


Famous Hero
posted December 15, 2018 07:52 AM
Edited by planetavril at 07:52, 15 Dec 2018.

good the first,four seven and nine portrait

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0509 seconds