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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] Forge Town Re-creation Project
Thread: [Official Thread] Forge Town Re-creation Project This thread is 3 pages long: 1 2 3 · NEXT»
AlHazin
AlHazin


Promising
Supreme Hero
النور
posted July 28, 2017 08:08 PM

[Official Thread] Forge Town Re-creation Project



Welcome the thread dedicated to the project of some brave members who have taken on themselves to re-create the famous and regretted Forge faction, a town originally designed for the campaign story of the first expansion of Heroes of Might and Magic III, and that was abandoned by the developing team New World Computing due to complains of a certain number of fans at the moment.

For those who are going to have the honor of bringing back this official town, please use this thread for everything related to your work. Let's make it organized so that the project has the best conditions, so as to have the best results.
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Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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xericsin
xericsin


Famous Hero
posted July 29, 2017 05:58 AM

I thought it has already been re-created?

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avatar
avatar


Promising
Supreme Hero
posted July 29, 2017 06:08 AM
Edited by avatar at 06:10, 29 Jul 2017.

Yes, Factory mod for vcmi has all re-created Forge graphics.


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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 29, 2017 07:16 AM

@ avatar: why does the pyromaniac upgrade only shoot straight, and not up or down? you can't have a creature included in a town, that doesn't have all the frames needed to animate correctly during battle.

anyone have, or can create the appropriate attack-up/down frames needed for that creature? asking for a friend.


@ verriker: i'm still working on the scripts. i'm making the ones you'll need for the conflux swap, so you'll have your work done there.

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acidchalk
acidchalk


Promising
Known Hero
posted July 29, 2017 07:25 AM

I got forge and factory haha what the heck gives a 3rd one why don't you!

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 29, 2017 07:32 AM

cheers for the thread mate,

albeit it might be a bit early yet, I basically am out to recreate an accessible experience as if you would play vanilla Armageddon's Blade as originally intended before the death threat, which will mean Forge replacing Conflux through ERA and a modified Armageddon's Blade campaign to get the closest approximation of what it was planned lol

it is mainly for the user friendliness and the lore and will not be a very innovative and highbrow mod or anything, I will ask some existing teams for permission if I can borrow their assets, if not I will draw stick figures lol
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 29, 2017 07:34 AM

fred79 said:
@ verriker: i'm still working on the scripts. i'm making the ones you'll need for the conflux swap, so you'll have your work done there.


wow big cheers mate, you are for sure saving me a hell of a lot of time with that one, sincere thank you for that lol
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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted July 29, 2017 10:55 PM

To be honest with you Verriker I started the thread more to create a space of share between your collaborators and you, and to put the results once we'll get there. ^^

You'll be better here than in my glorious thread with all those camel wars.

We're counting on you, team Verriker. Make a forge great again and I might write you guys a poem.
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Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 31, 2017 09:41 AM

ok, i'm confused. maybe with my forge/stronghold project, i took the creatures out of originally planned order, in order to better fit into the stronghold swap. i'm typing up the scripts now for the conflux swap, and when double-checking abilities on the mightandmagic wiki, i found that my stronghold order isn't what it was supposed to be:

the tier layers described there are as follows:

1 - grunt, foot soldier
2 - cyberdead, cyberzombie
3 - pyro, pyromaniac
4 - stinger, bruiser
5 - jump soldier, jump trooper
6 - tank, heavy tank
7 - juggernaut, dreadnaught


now, before i continue typing up the scripts, is this the order they're actually supposed to be in? it just seems to me that a laser blaster(if it's anything like lasers in movies) would be a better weapon than say, blades made of metal(cyberzombies). much better penetration, you would think(bypassing/melting metal). but if that's the standard order, regardless, i need to know. verriker, you're going strictly by the originals, correct?

also, are you sticking with original creature capabilities? since axolotl's juggernauts/dreadnaughts have the ability to fire energy balls, i felt the need to ask.

so far, the special abilities for forge creatures i have scripted are the same as my stronghold plans:

1. pyro's/pyromaniacs attack like dragons(2-hex attack)
2. stingers/bruisers attack like magogs(since rockets explode on contact. which means, they should have the ability to attack siege walls, as well)
3. tank/heavy tank: based on axolotl's naga tanks, i'd say they attack like cerberi; but according to erm help, this script will make them attack all around. is there a way to fix the script to where they only attack 3 hex's around(in the direction they're attacking)?

anyway, i can't be done with the scripts until i get these questions answered.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 31, 2017 07:39 PM

you there, verry? did you see the above?

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 31, 2017 08:44 PM
Edited by verriker at 20:44, 31 Jul 2017.

actually I did miss it when you posted it sorry mate, it was not in the last 10 replies when I logged in this evening so I did not notice it lol

for sure that is the correct official order and it is the one I would like to use personally, it is basically corresponding to the other units in the game, bear in mind Grunt (lv1) is Goblin (lv1), Zombie (lv2) is Cyber Zombie (lv2), Ogre (lv4) is Stinger (lv4), Minotaur (lv5) for Jetpack Trooper (lv5) etc lol

about those Special Abilities those all look good to me mate, IIRC some guy just released a cool tool which allow those to be edited with great ease anyway (the Typhoon 2.1) so if needed we can alter that with little effort (I would ask Xfing again if he will share me his personal concept for the balance if he is around because I think it is cool) cheers lol

thanks a lot again mate lol
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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 31, 2017 08:53 PM

cool. now i can finish the scripts. i figured you didn't see the post because val necroed all those threads, which is why i bumped this one.

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Haregar
Haregar


Famous Hero
of destruction
posted July 31, 2017 09:18 PM
Edited by Haregar at 21:41, 31 Jul 2017.

Amazing. Were those grunts made by alex_ander? They remind me of his Forge units a lot. I mean, from that Factory Town for VCMI that was posted several posts above mine (the screen posted in avatar's post).

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 31, 2017 09:22 PM

@ verriker: did you want both tier 7's to shoot, or just the upgrade? and what about the wog(8th tier) creature? what do you have in mind for that? a recolored dreadnaught, or one of the dragon golems?

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 31, 2017 09:38 PM

personally I will probably not bother with an 8th level unit because the idea is it will be basically an AB/SoD version mod, the plan is to dummy out all WoG features and just have it be a very purist and vanilla mod to plug in and see what would the game have been with the Forge (although I am certainly not against doing a WoG version later, but that is not the initial scope of it) lol

for the tier 7s I personally would not say it can shoot (wasn't the original NWC concept that they are rhino-like robots, rhinos generally can't shoot lol) but not married to that lol
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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted July 31, 2017 09:46 PM

Would be good to stick with original concepts but improve features that would have given meh-meh results. I'd rather prefer NWC ideas, unless they wouldn't have worked well.
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Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 31, 2017 09:48 PM
Edited by fred79 at 21:49, 31 Jul 2017.

@ verriker: ok, cool. here are the creature scripts. as for anything hardcoded in the creatures, you'll have to ask a more qualified individual with script knowhow; as that is outside my knowledge(most likely requiring UN:C commands):

ZVSE

!?PI;
!!MA:X118/d-2; removes fly from pixie
!!MA:X119/d-2; removes fly from sprite
!!MA:X118/d4; gives pixie shoot ability
!!MA:X119/d4; gives sprite shoot ability
!!MA:X127/d-4; removes storm elemental shoot ability
!!MA:X112/d1024; mind spell immunity for air elemental
!!MA:X127/d1024; mind spell immunity for storm elemental
!!MA:X115/d-1; removes 2-hex from water elemental
!!MA:X123/d-1; removes 2-hex from ice elemental
!!MA:X123/d-4; removes ice elemental shoot ability
!!MA:X115/d8; gives water elemental breath attack
!!MA:X123/d8; gives ice elemental breath attack
!!MA:X129/d-2; removes fly from energy elemental
!!MA:X114/d4; gives fire elemental shoot ability
!!MA:X129/d4; gives energy elemental shoot ability
!!MA:X114/d1048576; gives fire elemental magog blast
!!MA:X129/d1048576; gives energy elemental magog blast
!!MA:X113/d2; gives fly ability to earth elemental
!!MA:X125/d2; gives fly ability to magma elemental
!!MA:X120/d1; psychic elemental is two-hex
!!MA:X121/d1; magic elemental is two-hex
!!MA:X120/d524288; psychic elemental attacks all around
!!MA:X121/d524288; magic elemental attacks all around
!!MA:X130/d-2; removes fly from firebird
!!MA:X131/d-2; removes fly from phoenix
!!MA:X130/d1024; mind spell immunity for firebird
!!MA:X131/d1024; mind spell immunity for phoenix

!!DO3561124/6/13/1:P118; removes pixie stack exp abilities
!!DO3561124/6/13/1:P119; removes sprite stack exp abilities
!!DO3561124/6/13/1:P112; removes air elemental stack exp abilities
!!DO3561124/6/13/1:P127; removes storm elemental stack exp abilities
!!DO3561124/6/13/1:P115; removes water elemental stack exp abilities
!!DO3561124/6/13/1:P123; removes ice elemental stack exp abilities
!!DO3561124/6/13/1:P114; removes fire elemental stack exp abilities
!!DO3561124/6/13/1:P129; removes energy elemental stack exp abilities
!!DO3561124/6/13/1:P113; removes earth elemental stack exp abilities
!!DO3561124/6/13/1:P125; removes magma elemental stack exp abilities
!!DO3561124/6/13/1:P120; removes psychic elemental stack exp abilities
!!DO3561124/6/13/1:P121; removes magic elemental stack exp abilities
!!DO3561124/6/13/1:P130; removes firebird stack exp abilities
!!DO3561124/6/13/1:P131; removes phoenix stack exp abilities

===============
these haven't been tested yet, but they should work just fine.


edit: sorry, forgot to disable the smilies.

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Haregar
Haregar


Famous Hero
of destruction
posted July 31, 2017 09:50 PM

verriker said:
[...]the idea is it will be basically an AB/SoD version mod, the plan is to dummy out all WoG features and just have it be a very purist and vanilla mod to plug in and see what would the game have been with the Forge (although I am certainly not against doing a WoG version later, but that is not the initial scope of it) lol [...]

Beer for this man! This is exactly what we need - Forge in HotA or as a mod for SoD.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 31, 2017 10:56 PM

absolutely awesome mate big cheers, that is fantastic stuff right there, I will set to testing that lol

I did just take some time to give that Typhoon a try but while awesome it uses a bit of a strange method to replace the things, I think we will indeed stick to the ERM scripts simply because it minimizes the amount of **** to install, keep it clean and simple and all that lol

the next main thing is to sort out the building coordinates, I can hex edit the exe for this or we can script it, which would you say is better lol
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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 31, 2017 11:26 PM

that's one issue i ran into with my stronghold/forge swap(that i cannot seem to fix myself). it's one of the things holding me up on that project. i have oxfea's townscreen bldg relocator if it isn't still available here at hc, and instructions from the stronghold/forge thread.

the relocator is at the bottom of the page, with some instructions from oxfea on following pages. i couldn't get it to work, myself. i don't know what i did wrong, or why it hasn't worked for me. i don't mess with hex editing yet, really. hopefully i can avoid that.

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