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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI Faction] Ruins
Thread: [VCMI Faction] Ruins This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · NEXT»
fiorin
fiorin


Promising
Known Hero
ctrl + s
posted February 10, 2018 12:01 AM bonus applied by Maurice on 02 Mar 2018.
Edited by fiorin at 08:42, 15 Oct 2018.

[VCMI Faction] Ruins



Ruins

Download 1.2.2 from 2018/10/15
Working on build 57b687a from 2018/10/16
Google drive link
---

Download 0.98 Stable
Working on VCMI 0.99 Stable
Google drive link









---

Creatures
Pygmy >> Pygmy Survivor
Tracker >> Veteran Tracker
Cockatrice >> Dire Cockatrice
River Spirit >> Kelpie
Peryton >> Grand Peryton
Walking Stones >> Colossus

Concepts
Concept lvl1 - Pygmy
Concept lvl2 - Tracker
Concept lvl3 - Cockatrice
Concept lvl4 - Kelpie
Concept lvl5 - Witch
Concept lvl6 - Peryton

Next Goals
- Improving textures and models in town screen
- Castle on map improv
- Class adventure defs

On development ?
- Adventure heroes defs progress: 2/16
- Cockatrice animations rework

Know Issues
- Heroes in battle graphical bugs
- Cockatrice sprites wrong color pallete - bugging
- Castle map object poor quality
- Creatures blinking pixels.. need fix pallete
- Horde buildings not have different graphics
- Needs a new puzzle
! Something more ? Tell me, please

---------------------------

Classes:
Ruins heroes are distributed in classes: Hunter; Hermit;

Huge thanks to Nephretes, author of female hermit model

All other 3 models are temporary taken from hota lod. Gonna be replaced, dont worry!

---------------------------

Currrent Creatures:

Lvl1: Pygmy >> Veteran Pygmy
Lvl2: Stalker >> Tracker
Lvl3: Cockatrice >> Herald Cockatrice
Lvl4: River Spirit >> Kelpie
Lvl5: Witch  >> Priestess
Lvl6: Peryton >> Grand Peryton
Lvl7: Living Ruins >> Ruins Guardian

---------------------------

FAQ

Any question? Feel free to ask

---------------------------
Changelog

v0.95 from 2018/05/15
> New Pygmy model added!
> Reworked creatures line to fits long goal project
-- Removed Spider
-- Switched Sorceress to level 5 creature
-- Switched Stag to level 4 creature
-- Added a temporary creature as level 2; waiting for concept
> Removed all map dwellings until 1.0 version
> Heroes:
-- Removed Eonar & Therid
-- Two new heroes added as final versions: Teutates & Bellona

0.95 to 0.96
> New Stalker model added!
> Reworked attributes on lvl1 & level2 creatures
> Heroes:
-- Starting now heroes going for a revision, just some ones are stablished already
-- A new hero added as final version: Nodens

0.96 to 0.97
> New Kelpie model added!
> New Cockatrice model added! (no animation yet)
> New Peryton model added! (no animation yet)
> Living Stones model reworked!
> New town screen
-- First version all 3d modeled
> Rework on some heroes, and new stablished
> New model to Hermit Female hero on map & Battle - Thanks to Nephretes

0.97 to 0.98
> New town screen (beta version)
> Creatures reworked
-- Cockatrice animations added!
-- Peryton animations added!
-- Portraits redone
-- All attributes and abilities reworked
-- Sorceress renamed to Witch
-- Hunter renamed to Tracker
> New heroes stablished
-- 12 already confirmed

0.98 to 0.98.1
-- Creatures attributes and abilities reworked

0.98.1 to 0.99
> Townscreen
-- Improved shadows and buildings
-- Non-upgraded & upgraded versions working
> Heroes
-- Stablished 16 heroes
> Some UI graphics reworked
> Map dwellings
-- First version released (Need some graphical rework yet)
> Adventure map Town

0.99 to 1.0a
> Creatures
- New lvl7 model added!
- Lvl7 name change
- Pygmy weapon added
- All creatures re-rendered battle & adventure
- Creatures portraits reworked
> Town
- Fixed some minor bugs on town
> Heroes
- All portraits reworked
- 2 more heroes added to stablished

1.0a to 1.0b
> some townscreen minor fixes
> creatures graphics upgraded

1.0b to 1.1
> Heroes
- Added custom battle sprites for each hero
- All Portraits rework
- All Biography added
- All Abilities and specialty reworked
> Creatures
- Kelpie sprites & animations reworked
- Cockatrice abilities reworked
- Kelpie abilities reworked
- Peryton abilities reworked
- Attributes reworked
> Lineup
- Kelpie changed from lvl4 to lvl6
- Witch changed from lvl5 to lvl4
- Peryton changed from lvl6 to lvl5

1.1 to 1.2
> Creatures
- Witch model & animations reworked

1.1 to 1.2.2
> Creatures
- Tracker model & animations reworked
- Peryton model & animations reworked
- Kelpie skill: Seaweed Grapple (Dendroid bind mixed with slow)
> Lineup
- Returned to original plan

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 10, 2018 07:35 AM

love the townscreen progress. interesting dwellings, too.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 10, 2018 02:09 PM

Hello !

I like many buildings and progress is effectively intresting. Things are going more good they're more going well "together".
I just find :
- The citadel look not "tumbledown enough",
- The mage guild looks too different I find,
- I'm not fan of creature dwellings (the 6th and the 3rd)
You have idea of creatures shall go in ?

Have pleasure in modding,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 10, 2018 02:12 PM

what is the unique building?

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thGryphn
thGryphn


Promising
Famous Hero
posted February 10, 2018 02:30 PM

I've always wondered why in H3 the Castle is always figurative and no one intends to make it look more literal: a wall-like structure that's in the front of the view that looks like actually surrounding the inner structures/buildings...

Not directed to you here but since you're working on a new townscreen, maybe consider this? Food for thought...


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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 10, 2018 03:23 PM
Edited by fred79 at 15:24, 10 Feb 2018.

they did that with the later heroes games. my guess is, because it'd be filling an otherwise already-filled 800x374 pixel townscreen with unnecessary stone(which would block other graphics). if you think about it, would you really want so much stone in each townscreen? it'd get old fast, imo. just like the later heroes games.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted February 10, 2018 03:45 PM

fred79 said:
love the townscreen progress. interesting dwellings, too.


I think is nice see how each think evolves

FfuzzyLogik said:
- The citadel look not "tumbledown enough"


What means 'tumbedown enough' ?

FfuzzyLogik said:
- The mage guild looks too different I find,

About mage guild, gonna see how can do better

FfuzzyLogik said:
- I'm not fan of creature dwellings (the 6th and the 3rd)
You have idea of creatures shall go in ?

Lvl6, me neither. I was trying some animated thing, but when over mouse all buggy.

Lvl3 i liked a lot. The deer on screen is just to add details, the dwelling is the forest. Its a test about 4 level creature upgrades. Thats the dwelling upgrading:


I do have idea about all creatures, i just redoing all sprites.
Thats Lvl 3:

Thats Lvl 6:


fred79 said:
what is the unique building?

The uniwue building gonna try works something like a library from conflux, but focused on survivalist skills: logistics, pathfinding, scouting, resistance... For now, just a library conflux, until is possible edit behaviour. Right buildings gonna work like a knowledge bonus. Theres a few more ideas about buildings, but need do the graphical first.

thGryphn said:
I've always wondered why in H3 the Castle is always figurative and no one intends to make it look more literal: a wall-like structure that's in the front of the view that looks like actually surrounding the inner structures/buildings...

Not directed to you here but since you're working on a new townscreen, maybe consider this? Food for thought...




I understand what ou mean. Really make sense somethings be inside the building 'castle', or castle walls at least. But maybe thats about give more importance to other visuals than the wall. Im just tring follow the lead

This weekend im gonna update some info here

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 10, 2018 09:41 PM
Edited by FfuzzyLogik at 21:50, 10 Feb 2018.

Oh yes, when we see it with upgrades, thats looks truly better ! I just thought the forest was not building... This look a bit similar of Rampart in some ways.

I'd say by "tumbledown enough" something is more a ruin (as it is town's name). I imagined a castle more full of cracks, trees... But its up to you for sure. I just give opinions if it can help to see differently. Creature you placed are nice ! You build them too ? Maybe its a bit too small and too dark ? Castle is the more "important building" in town (that's why I suggest a bit bigger). And too dark because it looks different "light" than mountains. As your first buildings looks too bright and "not at their place", I find this one "too dark". On the right side of castle, we can imagine mountain's shadows it but not on wrong side...

Samly I find capitol looking a bit small ?

I find also there is not many "roads" between buildings (like tavern, castle, capitol...). Not necessarily gravel roads but just some ways used by creatures between buildings...

Anyways good job !
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted February 10, 2018 10:43 PM

FfuzzyLogik said:
Oh yes, when we see it with upgrades, thats looks truly better ! I just thought the forest was not building... This look a bit similar of Rampart in some ways.

I'd say by "tumbledown enough" something is more a ruin (as it is town's name). I imagined a castle more full of cracks, trees... But its up to you for sure. I just give opinions if it can help to see differently. Creature you placed are nice ! You build them too ? Maybe its a bit too small and too dark ? Castle is the more "important building" in town (that's why I suggest a bit bigger). And too dark because it looks different "light" than mountains. As your first buildings looks too bright and "not at their place", I find this one "too dark". On the right side of castle, we can imagine mountain's shadows it but not on wrong side...

Samly I find capitol looking a bit small ?

I find also there is not many "roads" between buildings (like tavern, castle, capitol...). Not necessarily gravel roads but just some ways used by creatures between buildings...

Anyways good job !


Good points. Castle was only building made from a 3d model. Exported from unity3d, but im gonna need redo at some point, cause that model is the same for castle map object.

Gonna study your thoughts to add, thanks

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted February 11, 2018 08:58 PM

@FfuzzyLogik

Im having a hard time 'coloring' castle 3d model. But, for now, what you think about that change ?


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zeryss
zeryss


Promising
Known Hero
http://i12.pixs.ru/storage/6/4
posted February 11, 2018 09:12 PM

fiorin said:
@FfuzzyLogik

Im having a hard time 'coloring' castle 3d model. But, for now, what you think about that change ?



2 option is better

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 11, 2018 09:22 PM
Edited by FfuzzyLogik at 21:40, 11 Feb 2018.

I find you take many attentions to my answers. Thanks Fiorin ! But its just one opinion... Maybe I'm wrong...

I find the second better and the trees around are nice. I just find the walls a bit too "clean" with the new recoloration. The eastern tower is really looking in dark. Maybe the upper turrets don't look perfect in the sky ?

To make the castle be/look a bit bigger, I suggest some towers or walls going "on mountains". As if some part of it may continue in rocks and it may help to make the building going "better" in photo. I'm suggesting interactions between elements to make things going more "together"...
I don't know if its clear...
If not I'll add this : On first attempt, all buildings were placed on the photo and looked easy to identify. Different colours, nothing interracts with it. It looked easy to see they weren't going together. More you add details who makes buildings are in interraction with the "starting image", more they may look perfectly in...  


As told, the mage guild don't look good here. No interaction, not really a ruin, not see "levels"... I suggest a rework.

Also, over mountains on right and middle, there is nothing. Maybe use more the space to give some better space for some buildings are "important" ? Many of them are really nice but small and on the left... So its harder to make them have interraction, no space for it...
I really like your unique building is looking like monastery. It may be a creature dwelling, very beautiful and impressive !
The beautiful lv1 dwelling have a road to "out" and not interract with town...
The lv2 looks great (maybe a bit too great for lv2 ?)
The lv7 looks nice but not impressive enough I find (for a lv7)... Buildings on the back "are bigger" because far. But on front, they may be more big to look impressive...
The lv4 looks more like a decoration than a "building". Its one more creature of "forest" who goes in ?
Lv5 and 6 don't look very impressive too I find but they are nice and going well with other things.

I hope it helps, have fun in modding !
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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avatar
avatar


Promising
Supreme Hero
posted February 12, 2018 09:12 AM

Few technical issues to consider for this promising town.

- Heroes have OP abilities. VCMI gives many possibilities for specialty settings but you must be carefull with them. For example Aker has 20% reduce defence. Like Behemoths. But this bonus propagates at all creatures in hero's army. Huldra has battle no fleeing bonus. So it's like having Shackles of War at the start. Definitelly too powerful. I know, such specialties have heroes from neutral heroes mod, but keep in mind these heroes are rare and they seldom appear in towns' taverns.

Another thing: rule is that only magic heroes has spellbook at start, might heroes start without it.

You must properly calculate AI/Fight value. These values are for random map generating and AI behaviour. You have good, tiny calculator at mod wiki list.

Adv amount values are different for non-upgraded and upgraded creatures. How to get them? Simply. Open SoD map editor, place any creature on the map, click at creature with right mouse click and choose option 'What's this?' Then you'll get proper adv amount values of any non upg./upg. level creatures.
____________

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Macron1
Macron1


Supreme Hero
posted February 12, 2018 09:23 AM

avatar said:
Few technical issues to consider for this promising town.

- Heroes have OP abilities. VCMI gives many possibilities for specialty settings but you must be carefull with them. For example Aker has 20% reduce defence. Like Behemoths. But this bonus propagates at all creatures in hero's army. Huldra has battle no fleeing bonus. So it's like having Shackles of War at the start. Definitelly too powerful. I know, such specialties have heroes from neutral heroes mod, but keep in mind these heroes are rare and they seldom appear in towns' taverns.

Another thing: rule is that only magic heroes has spellbook at start, might heroes start without it.

Death knights, alchemists, demoniacs, planewalkers start with magic books if i remember correctly.

Shacles of war is ability with minuses. You can unequip sow anytime. But this ability will lead to defeat if enemy army is strong enough. So this is good ability and in Wog Astral had it.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 12, 2018 10:03 AM

Quote:
Huldra has battle no fleeing bonus. So it's like having Shackles of War at the start. Definitelly too powerful.

I don't think it's too powerful at all, completely useless during creeping. In fact I'm glad that finally someone used this ability.
____________
The future of Heroes 3 is here!

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avatar
avatar


Promising
Supreme Hero
posted February 12, 2018 10:11 AM

In Axolotl's Creature Pack mod Tentoslimus creature has this ability. It's more interesting - when someone has this creature during battle - nobody can't flee. When Tentoslimus is killed - retreat icon is available for pressing.
____________

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted February 12, 2018 01:13 PM

avatar said:
1. Aker has 20% reduce defence....
2. Another thing: rule is that only magic heroes has spellbook at start, might heroes start without it...
3. You must properly calculate AI/Fight value. These values are for random map generating and AI behaviour. You have good, tiny calculator at mod wiki list.


1. I did 24 heroes on row alone, but i understand your concerns. They are some base on mitology, so fited to background instead values. Really need balance thoughts. Gonna do a post about each hero for discuss
2. Gonna fix, thanks.
3. Forgot about that value. Both Fight and AI value.

About castle, cant fits the 3d model painting. Gonna try some photo basel construction. Something like that:


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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 12, 2018 01:58 PM
Edited by fred79 at 14:01, 12 Feb 2018.

fiorin said:
About castle, cant fits the 3d model painting. Gonna try some photo basel construction. Something like that:




not bad at all; very nice, in fact.


also, check your hcm.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted February 12, 2018 03:10 PM

fred79 said:
also, check your hcm.


Im having password troubles. I can post, but cant login, so cant see HC. Email-me: luciano@fior.in

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted February 12, 2018 03:34 PM
Edited by fred79 at 15:36, 12 Feb 2018.

i was asking if you wanted any help fine-tuning your adventure-map dwellings or castles. i can help periodically, as long as it's not bulk work(or where you're on a timeline). i've helped other people with their projects in the past, and i'm sure they can tell you i'm decent with tasks like these.

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