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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Global Modding: Ashan to the trashcan edition
Thread: Global Modding: Ashan to the trashcan edition This thread is 44 pages long: 1 10 20 ... 21 22 23 24 25 ... 30 40 44 · «PREV / NEXT»
LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 04, 2016 01:00 PM

Antalyan said:

Btw. Are you able to switch the moral and luck caps off? They are really easy to reach.


gonna try to look into that

ChrisD1 said:
In case the game isn't polished by august, will the mods be individual? I mean like my warcries they way they are but i dislike GM offense/defense.


I doubt h7 will ever be polished I may make some skills as stand-alone mods, even though I want the mod played as a whole and not butcher it into hundreds of pieces. Releasing some individual skills isn't much of a hassle and they also need testing, but I can't go now and split everything from the mod, neither I want it.

Quote:
Or a creature balancing mod for example with the H7 creatures.

Sorry, not gonna happen.

Quote:

Speaking about myself, I would really like these gameplay improvements, upgrades etc. But keeping the original units' design and Heroes' portraits


Sorry, not gonna happen.


Articun said:

1. Will there still be the 5 tier system (2/1/2/1/1)? Or will the townscreens be modded so that we can have the old 7 tier system?
1.1 If the old tier system will be back, can we expect changes in the unit status? In a way that they have more specific roles than the generic role they have now?


Core/Elite/Champion is hardcoded, but I can work around it, fixing stats/growths/boosts/dwellings. So the line-up will possibly be:

- weak "core"
- medium "core"
- strong "core"
- weak "elite"
- medium "elite"
- strong "elite"
- champion

But now I only reworked Necro and Dungeon, I will do the others after some adjustments. Yes, I also would like to add more specific roles to creatures, like glass cannons, hybrids and specialized casters.

Articun said:

2. Will you please add more music tracks to the game? Music from older heroes and espcecially Heroes IV to the general mix?
2.1 Is there a way to have multiple tracks for specific areas that play in random each time? Like 2-3 scores for the adventure map that can play randomly each time you enter the adventure map?
2.2 On the same note, can units have multiple voice sets and SFX files? Like Elves having the specific voices from heroes III/IV/V/VII? And could they also play randomly during combat?


Well, h7 allows only 1 sound per action per creature/zone etc. But I can try something, I don't know if it will work, but I could try to program a function in normal udk that returns a random SFX file from an array (as it doesn't have dependencies), then import that archetype into heroes VII and so every time a random SFX file is picked. But I can't guarantee it will work



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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted July 04, 2016 01:16 PM
Edited by Articun at 13:24, 04 Jul 2016.

To be honest, it is mostly for immersion, but it would really be nice if you could manage the sound and SFX thing. It will give a more flux dynamic to battles and make them feel more alive. Some Voices and SFX in Heroes VII are just awefull. Also, the music in the adventure map, townscreens and so on, would also provide a nice nostalgia vibe.

EDIT: Of course this can be done much later. It is not something you should focus on if you don't have time. Creature stats are more important for example and giving them roles like glass canons, tanks, heavy damage dealers and so on is much more vital.

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ChrisD1
ChrisD1


Supreme Hero
posted July 04, 2016 01:53 PM

then this mod is a "no" for me. good luck
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 04, 2016 02:31 PM

don't let the door hit you on the way out lol
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted July 04, 2016 02:40 PM

Then AC mod is probably the better one for me but who knows what can happen, I will keep watching and discussing this one too
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 04, 2016 02:51 PM
Edited by Galaad at 16:14, 04 Jul 2016.

Lizard, you just made us lose 99% of h7 players!
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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted July 04, 2016 03:27 PM

Galaad said:
Lizard, you just made us loose 99% of h7 players!


I don't understand why... I mean, this is a way to play the game in a whole different format and enjoy it in a different form. And it's a mod for crying out loud. Something that can be uninstalled just as easily as installed... I don't understand why people won't try it just because it changed one thing or another. I am not a fan of griffins in dungeon but i will give the mod a shot because it will allow me to play the game in a different form, making it something a bit different than what i am used to. In my eyes, this is a good thing and not a bad thing.

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Datapack
Datapack


Famous Hero
posted July 04, 2016 03:50 PM

Lizard single handedly killed the entire H7 following

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted July 04, 2016 05:06 PM

Some people just cant see all the good thats happening around here

So lets talk warcries. Its good to have some of them affecting a single unit such as MARCH which I would typically use just get that +1 movement to my one creature who has over 5 so it can cross the battlefield. Thanks to Lizard's new speed system this wont be much of a problem anymore, but still a good improvement nonetheless.

Another reason I like individual buffs over affecting the whole army is the way H7's growth system works. You have to choose which unit out of two who will get extra troops every week, which is also sorta kicking the unit you don't choose, to the curb.
For Example in academy you will have a building choice of extra Mages or Extra genies. If you choose mages, your genies keep their growth rate of +4/week and it cannot improve. Genies are not good fighters so their only usefulness comes from their 'magic touch' passive, which isnt worth the price. If you pick genies, mages are still useful with a ranged attack, but theyre also pretty weak, you wont have a lot of them, and theyre a large unit so easier to kill.

So having a more specialized buff for an individual unit is a lot more beneficial than a small buff for the whole army because you end up having a few really large stacks and then a few dinky, unimportant stacks. Until more castles get captures, that is your army.

LizardWarrior said:

Stand Ground:(replaces hold positions) the selected stack will get the "Defend" bonus without wasting its turn (affects only 1 creature)
Projectile Barrage:(replaces Open Fire) got to chose an effect from 2 for this one, either the creature will shoot twice or will gain a 2*2 area of effect damage(which will deal less than normal damage per tile)



These two are my favorites. The first one will synergize really well with the 'Preemptive Strike' perk from the Defense skill (A unit that uses the DEFEND action retaliates Preemptively before its next turn) so that will be fun to use. Second one is nice because it reminds me of the H5 archer's special attack.

One suggestion I have: Lucky Strike- Give an individual unit a guaranteed luck attack (maybe with reduced crit rate for balance purposes). We've got about 7 or 8 of these 'On critical hit incapacitates the target' abilities and to go with what I was saying about the growth rates, these abilities are the only thing keeping the unit somewhat useful (assuming you make the choice not give them extra growth). If there was a way to ensure the critical hit it could make things more interesting.


As for sound changes, I trust ya Ditching that battle music and the 'Hooray you won the battle' music would be much appreciated. Hearing it in h6, again in Clash of Heroes, and now again in H7...is just....

Keep up the good, I enjoy seeing the Mod progress. Cant wait to play it!!

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted July 04, 2016 05:24 PM

Galaad said:
Lizard, you just made us lose 99% of h7 players!


Who says I won't install this mod one day
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 04, 2016 08:55 PM
Edited by LizardWarrior at 21:45, 04 Jul 2016.

The_Green_Drag said:

These two are my favorites. The first one will synergize really well with the 'Preemptive Strike' perk from the Defense skill (A unit that uses the DEFEND action retaliates Preemptively before its next turn) so that will be fun to use. Second one is nice because it reminds me of the H5 archer's special attack.


So I guess Area of Effect sounds more interesting for "Projectile Barrage". But not sure if I should give them a temporary active ability to make ranged units able to cast "Rain of Arrows" or give them a temporary death-cloud like effect that damages. As for Stand Ground, should I also change the Defend ability a little? Defend gives a static +10 defense, maybe it would work better with a percentage.

The_Green_Drag said:

One suggestion I have: Lucky Strike- Give an individual unit a guaranteed luck attack (maybe with reduced crit rate for balance purposes). We've got about 7 or 8 of these 'On critical hit incapacitates the target' abilities and to go with what I was saying about the growth rates, these abilities are the only thing keeping the unit somewhat useful (assuming you make the choice not give them extra growth). If there was a way to ensure the critical hit it could make things more interesting.


Frankly, the devs treated heroes like a RPG where you hit continuously an enemy and critical hits are much more frequent. I could either change some of them to have a chance to trigger on hit, or do as you advised by making such an unit (but which?). Whatever you think it would be better.

The_Green_Drag said:

Keep up the good, I enjoy seeing the Mod progress. Cant wait to play it!!


Thanks

Now offense finally works as our ancestor, Crag Hack, intended it to work Changes are now that it's only 5% extra per level, so it's 5%, 10% and 15%, unlike h3. Also a new Grandmaster ability, perhaps 10% is too high and it may not be too balanced, if that's the case I can get it down to 5%.



edit: Now heroes can move twice as far, 44 movement points instead of 22, now logistics make sense to be percentage based (10%=4 movement points, 15%=6 movement points, 20%=8 movement points, 30%=13 movement points)



Now, other plans(I need your opinions and ideas):

Defense: will increase creatures resistance to physical damage, Grandmaster ability will get 5% chance to ignore 50% from the incoming damage (or maybe something else?)
Logistics: percentage based, so either 10%-15%-20% or 10%-20%-30%, which one you think, maybe the movement points should be reduced to a lower value? (30-36 instead of 44?)
Magical Pruning: should magic schools be merged and leave space for other skills like alchemy and perhaps magic resistance? or maybe wisdom like in h3
Warcries/Battle Orders: new perks for the new warcries
New spells: should death ripple and destroy undead return? and undead get no more light vulnerability

also other ideas about skills and such

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted July 04, 2016 10:08 PM
Edited by Articun at 22:13, 04 Jul 2016.

I think that Defense should also provide perks for magic resistance instead of having a skill-set made out just for it.

Also, if you merge the magic schools you should "erase" 6 skill-sets so, instead of merging the magic schools, i propose creating 3-4 new skill-sets that will enhance specific spells, as if they were grouped. What i mean is, let's say you create 4 major groups: Affliction, Enhancement, Destruction, Conjuring. That means that those skills affect specific spells empowering them and also adding to them some extra features. Destruction will increase the efficiency of all direct damage based spells like fireball, ice-bolt and so on. Enhancement will increase the efficiency of all spells that have defensive or healing capabilities and so on.

EDIT:
Is it just me or the mummy looks huge on the map and also still very much buffy?

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Selpen
Selpen


Adventuring Hero
posted July 04, 2016 10:09 PM

GOAT stuff. Seriously this mod > H7

Defense: I like your idea for Grandmaster ability, but 10% chance will be better.
Logistics: 10-20-30 is too much. 10-15-20 will be better
Spells: Can you add spells? If so you should add puppet master too.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 04, 2016 10:49 PM

Articun said:
I think that Defense should also provide perks for magic resistance instead of having a skill-set made out just for it.


Yeah, that would be better, I could also add protection spells like in h3, for each element, just to add padding to the spell schools Also is there anti-magic spell in h7? If no, I can make one.

Articun said:

Also, if you merge the magic schools you should "erase" 6 skill-sets so, instead of merging the magic schools, i propose creating 3-4 new skill-sets that will enhance specific spells, as if they were grouped. What i mean is, let's say you create 4 major groups: Affliction, Enhancement, Destruction, Conjuring. That means that those skills affect specific spells empowering them and also adding to them some extra features. Destruction will increase the efficiency of all direct damage based spells like fireball, ice-bolt and so on. Enhancement will increase the efficiency of all spells that have defensive or healing capabilities and so on.


So a h5-like system? That's not a bad idea, it won't require me to combine me more spell schools and I can keep the damage classes as they are now. It will also add enough orientation for spell specializations without wasting 7 skill slots. Perhaps some classes like wizards could master them all. Now I hope I can make them more global without requiring special code archetypes and all that jazz. I will consider this idea and see if I can implement it.

Articun said:

EDIT:
Is it just me or the mummy looks huge on the map and also still very much buffy?


I didn't adjusted the map scales yet, so yes, it is huge

Selpen said:

Defense: I like your idea for Grandmaster ability, but 10% chance will be better.


Agree, it should match the offense one.

Selpen said:

Logistics: 10-20-30 is too much. 10-15-20 will be better

Perhaps I overkilled it with 44 tiles, maybe something like 28-30 tiles will do and 10-20-30 will be more appropriate then.

Selpen said:

Spells: Can you add spells? If so you should add puppet master too.


Not sure if I can implement hypnotize, it would probably require some special code archetypes which I can't implement without access to the source code.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 04, 2016 10:51 PM

Selpen said:
GOAT stuff. Seriously this mod > H7



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The_Green_Drag
The_Green_Drag


Supreme Hero
posted July 05, 2016 03:56 PM
Edited by The_Green_Drag at 15:58, 05 Jul 2016.

Morning Guys

Sorry I forgot to mention an important part lol. This...
The_Green_Drag said:

One suggestion I have: Lucky Strike- Give an individual unit a guaranteed luck attack (maybe with reduced crit rate for balance purposes). We've got about 7 or 8 of these 'On critical hit incapacitates the target' abilities and to go with what I was saying about the growth rates, these abilities are the only thing keeping the unit somewhat useful (assuming you make the choice not give them extra growth). If there was a way to ensure the critical hit it could make things more interesting.


..Was meant to be a warcry idea An individual boost for either some extra damage or for one of those incapacitating abilities. But im surely not against the idea of changing some/all of those types of abilities to have a fixed chance of triggering like ya said.

NOW FOR HERO SKILLS

Offense Very happy off/def will work like it used to! At first I wasnt so sure about the GM because of Dungeon's GM to their faction skill (strike twice in melee if the target doesn't retaliate) but the more I think about it, that kind of power should be open to all faction heroes, not just dungeon heroes. I should know cause I'm always trying to recruit dungeon heroes for this reason I'll try to think of something else for them.
Defense Sounds good here too. You didnt specify but i'm assuming its physical damage only.
Logistics Idk enough of the numbers behind the mechanics but maybe its the rough terrain penalties that also make movement so low? 44 sounds really high if you're sticking to roads.
Magic PruningI'm all for taking out some magic schools (idk how many but for me, the first to go would be Prime then Dark then Light) and adding in new magic related skills. Sorcery is a skill I miss. Not exactly sure what you mean by Alchemy, is it a heroes 5 thing?
New SpellsDestroy undead and Death ripple would be nice. And some basic spells that are all missing Unless i'm forgetting something, they dont have any spells that deal with damage values, only their attack and defense. So adding bless, curse, and shield would help. Maybe add Prayer but only if you get rid of Light magic, it's GM is basically that spell. And maybe 'X elemental shield' spells.

I'm gonna try to come up with a full skill + perks for Archery and Magic Resistance. I'll see if I can come up with any perks for the new warcries and possibly a sorcery skill as well.





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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 05, 2016 08:59 PM
Edited by LizardWarrior at 21:37, 05 Jul 2016.

The_Green_Drag said:

..Was meant to be a warcry idea An individual boost for either some extra damage or for one of those incapacitating abilities. But im surely not against the idea of changing some/all of those types of abilities to have a fixed chance of triggering like ya said.



Not sure if I can modify the exact critical chance, need to look into it.

The_Green_Drag said:

Offense Very happy off/def will work like it used to! At first I wasnt so sure about the GM because of Dungeon's GM to their faction skill (strike twice in melee if the target doesn't retaliate) but the more I think about it, that kind of power should be open to all faction heroes, not just dungeon heroes. I should know cause I'm always trying to recruit dungeon heroes for this reason I'll try to think of something else for them.


Hmm... that maybe be OP for dungeon heroes though, anyway the GM ability is not set in stone. If it turns out to be too good for dungeon I may either change that or dungeon's GM ability.

The_Green_Drag said:

Defense Sounds good here too. You didnt specify but i'm assuming its physical damage only.


Yes, though I can add a new perk which increases magical resistance.

The_Green_Drag said:

Logistics Idk enough of the numbers behind the mechanics but maybe its the rough terrain penalties that also make movement so low? 44 sounds really high if you're sticking to roads.


Yeah, I jumped the horse with 44, perhaps 30 or even lower may be better, I could also add extra movement points as hero specials.

The_Green_Drag said:

Magic PruningI'm all for taking out some magic schools (idk how many but for me, the first to go would be Prime then Dark then Light) and adding in new magic related skills. Sorcery is a skill I miss. Not exactly sure what you mean by Alchemy, is it a heroes 5 thing?


Alchemy is a "magic" school whose spells will cost resources instead of mana. Perhaps I can also try to make some potions with charges, so they are like h4 potions the hero can craft, though maybe that will turn out to be impossible to add to the game.

The_Green_Drag said:

New SpellsDestroy undead and Death ripple would be nice. And some basic spells that are all missing Unless i'm forgetting something, they dont have any spells that deal with damage values, only their attack and defense. So adding bless, curse, and shield would help. Maybe add Prayer but only if you get rid of Light magic, it's GM is basically that spell. And maybe 'X elemental shield' spells.


here are some new spells and I guess that some of them are pretty self-explanatory (shield adds 25% physical resistance)


The_Green_Drag said:

I'm gonna try to come up with a full skill + perks for Archery and Magic Resistance. I'll see if I can come up with any perks for the new warcries and possibly a sorcery skill as well.


For resistances I may add perks either in the magic skills themselves or defense skill or just as spells. Perhaps a better option would be to include it in a general magic skill like Sorcery/Wisdom, together with other general spell modifiers.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 05, 2016 09:52 PM

Guys just saw this thread. It looks really awesome!
Bring that heroes franchize to the next level !


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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 05, 2016 09:55 PM

Thanks We are just trying to make heroes VII a bit better
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foxxxer
foxxxer


Promising
Famous Hero
posted July 06, 2016 12:39 AM

My god, Lizard, this mod has been becoming total rework of the game! I haven’t been around for quite some time and it looks you’ve advanced a lot. Great job so far!

I saw that you’re working on the resources. I can give you some models if you’re interested in. I’m not any near to finish all models and textures. So if you’re interested in to speed up the process let me know.

Quote:
Defense: will increase creatures resistance to physical damage, Grandmaster ability will get 5% chance to ignore 50% from the incoming damage (or maybe something else?)

Isn’t it too arbitrary 5% chance to ignore 50% of the damage? Something like 10-15% chance to ignore 20% or 30% of the damage would be better imo. It would trigger more often and won’t be overkill. Should be tested though.

Quote:
Logistics: percentage based, so either 10%-15%-20% or 10%-20%-30%, which one you think, maybe the movement points should be reduced to a lower value? (30-36 instead of 44?)

Basic movement of 24 tiles for every hero will be ok (without Logistic or terrain penalties). Logistic may add 2 tiles per every skill upgrade (Novice/Expert/Master) so 30 tiles movement at Master Logistic. Also imo Logistic, Pathfinding and Scouting should be part of single skill.

Quote:
Magical Pruning: should magic schools be merged and leave space for other skills like alchemy and perhaps magic resistance? or maybe wisdom like in h3

If you go for merging check this. I didn’t finish it but it may give you some ideas

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