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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Replacing Stronghold with Forge
Thread: Replacing Stronghold with Forge This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV
fred79
fred79


Responsible
Undefeatable Hero
posted March 19, 2018 08:00 PM

working on graphics for the dreadnaught artillery's projectile atm. once that's done, i need to fix the foot soldier's projectile angling, so that i can test them both for issues(after making sure they're scripted right). i'm using the stronghold orc's throwing axe as a guide for the correct angles.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 19, 2018 09:13 PM

Cool.
____________
Real men eat whatever they want and take baths in stagnant tropical ponds to give them the scent of the jungle. -Blizzie

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fred79
fred79


Responsible
Undefeatable Hero
posted March 19, 2018 11:30 PM

Great. Just realized there's no forge creature avwattak frames made. Nobody ever made them, apparently. Which means, that i have to try and match attack frames to the existing appearance of the map creature defs already made, or redo the adventure map creature defs myself. Another possible hiccup.

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fred79
fred79


Responsible
Undefeatable Hero
posted April 04, 2018 11:47 AM
Edited by fred79 at 04:46, 09 Apr 2018.

in the end i was able to make the avwattak frames mostly by eye alone(once i got around to actually forcing myself to do them). 5 of the adv map creature defs are at noticably different angles than the avwattak frames i made from battle frames, but i don't think it's a big enough deal to redo the adv map defs themselves.

now, i just have to add the proper shadows to them(match them up with the extracted adv map defs), and i can start the creature def reorder transfer.
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the old creature and dwelling defs have been replaced(including the avwattak, twcrport, and cprsmall files). now i can either fix the text files, or start working on the shooter scripts(i also have to fix their projectiles).
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fixed the text files, and extracted all the frames needed for the townscreen defs. now that i may have the shooter script i need, i need to fix the projectile def frames before i can test it.

edit: ok, i fixed the goblin's laser projectile(and the directions should work like usual).

edit 2: i'm going to be replacing the bruiser/stinger projectile(since it doesn't make sense for a mario-world bullet to be fired out of a grenade launcher). i have collected the graphics i need for grenades and mortars. i only need to find the graphics/animations for an actual mortar barrel, for the war machine(if it is able to be scripted, which i think it is).

when i'm done, the stinger's projectile will look more akin to the real thing:



==============
currently attempting to iron out the shot issues for the creatures through erm.

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Xfing
Xfing


Hired Hero
posted February 01, 2019 09:50 AM

The lineup looks quite good here, actually. The stats of the upgraded L7 units reflect the idea that they should be the strongest ones in their tiers.

However, I'd move some of the units around as far as tiers are concerned. I'd go Foot soldier > cyber zombie >pyromaniac > stinger > dendroid > mino > jug

Zombies having less hp than unupgraded zombies wouldn't sit well with me

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fred79
fred79


Responsible
Undefeatable Hero
posted February 01, 2019 04:00 PM

The radiated trees are gone anyway; adding the original naga tanks to the lineup. The stats are also subject to change, as i will have to work out the kinks.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2019 05:57 PM

could I "borrow" the units?
I wish to make a hero in my mod with speciality "Heavenly Forge" - upgrading all possible creatures to it's forge counterparts

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fred79
fred79


Responsible
Undefeatable Hero
posted February 01, 2019 07:52 PM

The units are all available online already; that's where i got them, myself. You can use them however you wish. No permission needed, man.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2019 08:48 PM

fred79 said:
The units are all available online already; that's where i got them, myself. You can use them however you wish. No permission needed, man.


thanks! are there more forge units?

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Xfing
Xfing


Hired Hero
posted February 01, 2019 10:38 PM

fred79 said:
The radiated trees are gone anyway; adding the original naga tanks to the lineup. The stats are also subject to change, as i will have to work out the kinks.


I suggested stats that wouldn't be completely OP in my "Forge mentality" thread. But as long as the zombies would be tier 2 and have 20 hp like normal ones, and the creatures were overall stronger but less numerous than in other towns, I'd be super happy anyway

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fred79
fred79


Responsible
Undefeatable Hero
posted February 02, 2019 07:38 AM

A general consensus on the stats would be helpful; of course.

@ majaczek: i don't create units, yet. Only tailor existing units.

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Xfing
Xfing


Hired Hero
posted February 03, 2019 08:32 PM
Edited by Xfing at 00:42, 04 Feb 2019.

fred79 said:
A general consensus on the stats would be helpful; of course.



Here's another iteration of my suggestion for the stats. With these, I tried to consider the following:
- Better in at least one aspect than any other unit of the same tier
- Less numerous growth than expected
- Stats and abilities at least somewhat anchored to the units these were created from, but superior in every way (i.e. goblin troopers can't suddenly have 10 hp)
- More expensive than any other units of the same tier, even if overpriced

Grunt/Foot Soldier

Atk: 4/5
Def: 4/5
Dmg: 1-3/2-4
Shots: 24/32
Health: 6/6
Speed: 5/7
Melee penalty: Yes
Growth: 12/17/22
Price: 75/95
Special: No range penalty (obstacle penalty normal)

Cyber Dead/Cyber Zombie

Atk: 6/7
Def: 5/7
Dmg: 2-4/3-5
Health: 17/22
Speed: 3/4
Growth: 7/10/14
Price: 150/175
Special: Cyber Dead have 20% chance of "Open wounds" - affected unit bleeds out for 4 turns, losing 10% of their maximum health each turn. Cyber Zombies have 40% chance of inflicting this, along with the normal Zombies' "Disease" debuff, at the regular 20% chance.

Pyro/Pyromaniac

Atk: 8/11
Def: 7/8
Dmg: 3-7/4-7
Health: 25/30
Speed: 6/7
Growth: 6/8/11
Price: 230/280
Special: Can attack 2 adjacent creatures akin to the Dragons' breath attack

Stinger/Bruiser

Atk: 14/15
Def: 7/9
Dmg: 6-13/8-14
Shots: 12/24
Health: 50/60
Speed: 4/5
Melee penalty: Yes
Growth: 4/5/7
Price: 450/550
Special: Can attack castle walls, similar to Cyclopes (at basic and advanced Ballistics skill respectively). Bruisers have no range or obstacle penalty like Sharpshooters (their missiles are homing)

Jump Trooper/Jump Soldier

Atk: 15/17
Def: 14/16
Dmg: 14-22/16-22
Health: 55/60
Speed: 9/13
Growth: 3/4/5
Price: 650/800
Special: Blocks counters

Tank/Heavy Tank

Atk: 17/20
Def: 16/16
Dmg: 20-30/25-35
Health: 120/125
Speed: 8/10
Growth: 2/2/3
Price: 1400/1800, +1 crystals
Special: Attacks all adjacent units like the Hydra and Psychic/Magic Elemental (has four-six uzis, so it stands to reason), immune to Quicksand (treads)

Juggernaut/Dreadnought

Atk: 25/35
Def: 25/35
Dmg: 50-55/50-55
Health: 200/350
Speed: 6/9
Growth: 1/1/1
Price: 3500, +1 mercury, +1 sulfur, +1 crystals/6000, +2 mercury, +1 sulfur, +1 crystals
Special: Frightening (like the Azure Dragon), non-living

Of course the stats and special abilities of the units could be further tweaked, as could be the final figures of their weekly populations and costs, but I believe this rough framework would make the Forge units stand out nicely.

EDIT: Really gotta say - your Juggernauts and Dreadnoughts look absolutely splendid! If both they and the naga tanks make it into the final version, it's going to be one hell of a lineup. In fact, I really like how you've chosen to keep so many ideas of NWC's, along with huge stats. That alone really makes the town potentially amazing. The only thing that bothers me are those pink saws on the cyber zombies - those should really get a de-rusting treatment IMO

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fred79
fred79


Responsible
Undefeatable Hero
posted February 04, 2019 03:02 PM

I didn't make any of these units. Axolotl made the Juggernaut/Dreadnaughts and the Naga Tanks(as well as the tree units that are no longer in the lineup); the others were made by Alexander, and the VCMI team. I'm probably forgetting someone, and for that i apologize. I'm burnt out atm.

Thanks for your input. Hopefully i can get the few remaining kinks worked out for this project. Right now my plate's pretty full, though. Doesn't help that i keep getting sidetracked with neat stuff here and there, either.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 30, 2019 06:54 PM
Edited by Maurice at 19:13, 30 Mar 2019.

I've released all of my unfinished work in my Tavern thread(where you can find a vague explanation of why I'm not going to be modding anymore). you can download all of my unfinished and current work-in-progress(including new stuff set to go into the new patch, my unreleased Forge project stuff, my unreleased Fear project stuff, my unreleased Lovecraft project stuff, my 3 map campaign[the whole reason I started modding heroes in the first place was to improve my maps, which I doctored into the rough drafts of a 3-map-only campaign; minus the storyline and events, which I hadn't gotten into with depth yet; choosing to focus on the graphics and physical planning and layouts first]).

I can't use the hc link feature currently, so I have to leave this link to the Tavern thread:

http://heroescommunity.com/viewthread.php3?TID=45661&PID=1485508#focus

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