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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI Faction] Ruins
Thread: [VCMI Faction] Ruins This thread is 29 pages long: 1 2 3 4 5 ... 10 20 ... 25 26 27 28 29 · «PREV / NEXT»
shev441
shev441


Adventuring Hero
posted March 23, 2024 12:39 PM

Project seems interesting. Any chance that you post more screenshots / gameplay on youtube from current/newest version?


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 24, 2024 09:15 PM

People want to see Ruins in planned VCMI tournament, so you'll have the chance to show latest version to wider audience
____________
The future of Heroes 3 is here!

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fiorin
fiorin


Promising
Famous Hero
☠️
posted March 27, 2024 04:05 AM

shev441 said:
Project seems interesting. Any chance that you post more screenshots / gameplay on youtube from current/newest version?



Warmonger said:
People want to see Ruins in planned VCMI tournament, so you'll have the chance to show latest version to wider audience


That's nice to hear, but I cannot share things right now. It is not because I don't want to, but because I don't have any ready things to show.

I'm involved with my house construction until June before I get proper time to work on the models at a decent pace.

I rushed with this current temp/alpha/unfinished version because of that. I was antecipating my busy months.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted August 26, 2024 05:30 AM

Hello guys,

Long time no see. This year was crazy for me so I did not have enough time to properly work with the mod, but I'm always trying to bring some improvements.

Recently we had some balance changes and portrait graphics updates... II have been working slowly on a re-render. I'm not happy with the outdated models, so after I will replace some buildings.

To share with you my progress...


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LordHawk
LordHawk

Tavern Dweller
posted August 27, 2024 08:33 PM

Hi. The new screen is definitely a plus. These new unit portraits were much more legible, and the screen also had clearer details, especially the mountains in the distance that were previously behind the fog.
However, if you mention models, do you mean only buildings or also units?

Because when it comes to units, it would be nice if you also took a look at the previous version of the city, e.g. these paintings on the Kelpies were unique and it's a pity that the current version doesn't have them.
Likewise, the colors are a bit less colorful, both for the sorceresses and the collos. The Cockatrice and Peryton models were definitely a plus.
However, the design of the T7 was more interesting before, especially the improved one.
Likewise, while Wendigos look interesting, their color is very similar to Behemoths, even their smaller and slimmer counterparts [they are also brown/light in color], so you could play around with it to diversify it a bit more.

The last thing is balance, because although the latest updates are better, they are still a bit far from perfect.
What is most noticeable, compared to other castles, is that some units are too strong after improvement. I.e. usually units in other cities after upgrade have 2 or 3 improved stats, and only t7 have more. Ruins, on the other hand, sometimes have almost everything, for example in the case of the Cockatrice, which after upgrading has as many as 4 improved statistics [atk, dmg, spd and hp], while in the case of shooters it is even all 5, and this definitely stands out compared to other cities. In the case of the Cockatrice it could be only, for example, atk, spd, hp, and in the case of the shooter, def, dmg, spd + number of arrows.
The situation is similar in the remaining units, so that the unimproved units would not lag behind so drastically, it would be possible to improve something in them to the level of the improved version, and in the improved version we could lower/leave something when we improved a given parameter in the standard version, so that these the differences weren't that different, and still, unimproved units were still useful. And here, for example, increase the HP of an ordinary peryton to the upgrade level, i.e. both to 50, and dmg, but leave the differences in atk, def and spd, and the difference in special ability will also do the trick.
Because the city itself is one of the better ones, but sometimes I don't want to play with regular units when, after improvement, the units gain so much in value, and no castle has that much.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted August 28, 2024 03:19 AM

LordHawk said:
Hi. The new screen is definitely a plus. These new unit portraits were much more legible, and the screen also had clearer details, especially the mountains in the distance that were previously behind the fog.
However, if you mention models, do you mean only buildings or also units?

Because when it comes to units, it would be nice if you also took a look at the previous version of the city, e.g. these paintings on the Kelpies were unique and it's a pity that the current version doesn't have them.
Likewise, the colors are a bit less colorful, both for the sorceresses and the collos. The Cockatrice and Peryton models were definitely a plus.
However, the design of the T7 was more interesting before, especially the improved one.
Likewise, while Wendigos look interesting, their color is very similar to Behemoths, even their smaller and slimmer counterparts [they are also brown/light in color], so you could play around with it to diversify it a bit more.

The last thing is balance, because although the latest updates are better, they are still a bit far from perfect.
What is most noticeable, compared to other castles, is that some units are too strong after improvement. I.e. usually units in other cities after upgrade have 2 or 3 improved stats, and only t7 have more. Ruins, on the other hand, sometimes have almost everything, for example in the case of the Cockatrice, which after upgrading has as many as 4 improved statistics [atk, dmg, spd and hp], while in the case of shooters it is even all 5, and this definitely stands out compared to other cities. In the case of the Cockatrice it could be only, for example, atk, spd, hp, and in the case of the shooter, def, dmg, spd + number of arrows.
The situation is similar in the remaining units, so that the unimproved units would not lag behind so drastically, it would be possible to improve something in them to the level of the improved version, and in the improved version we could lower/leave something when we improved a given parameter in the standard version, so that these the differences weren't that different, and still, unimproved units were still useful. And here, for example, increase the HP of an ordinary peryton to the upgrade level, i.e. both to 50, and dmg, but leave the differences in atk, def and spd, and the difference in special ability will also do the trick.
Because the city itself is one of the better ones, but sometimes I don't want to play with regular units when, after improvement, the units gain so much in value, and no castle has that much.


First of all, thank you very much for the insights. They are really helpful and enjoyable.

Lets got by parts:

Townscreen
The current was export using a lot of already made buildings models and simple lights on a AI generated background. I used Adobe Firefly for the background in Alpha version before changed to a paid version. I iterated a lot part by part. A lot, for days to achieve that.
The new version was the current added to a upscaler/recreate AI, with many interations part by part as well.
I tried to model the background but the result was not good enough, so I stayed with AI.
The new version is basically some cleanup, rethink some texture and some objects position. Then rexporting with individual lightning. Each building is exported individually, then glued together in Photoshop.
One thing I want is the buildings pop up a bit more.

Townscreen models
My intention since the begining of this version was to create my own building models from scratch, but I had no proper time to work on them, so I used most of the models from already made ones, just to have a playable version.
But I want to recreate some of them, if not all.
The Capitol building is in progress, and it was made from zero.
The Castle should be the next.

Units models
I like very much the current lineup, but I agree the models can get some love.
The kelpie is one I have to rework. Clean or rethink the model and deo all the animations.
What you dont like about the Colossus?
Yeah we can rethink the colors in general.

Unit stats
I didnt noticed that 2-3 attributes bump when upgrade.
In general to define the attributes I took all the other units in same level and made some average or pointed based on units with similar bodies. We can rework that.
Do you have some specific suggestions for balancing?

Thanks again

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LordHawk
LordHawk

Tavern Dweller
posted August 29, 2024 11:47 PM


Well, it's good to know that so much is planned.

With this castle, I understand that it's about that old screenshot, where there was a completely different model on the map? Anything that hasn't been shared yet?

As for Colossus, the older model was simply more atmospheric. Back then, it blended well with the previous version of the tracker [the green-skinned native] and this crown of improvement was impressive. Especially with the T1 and Kelpies tattoos. Nowadays the climate is wilder.
As for the colors, the sorceress is more faded compared to the previous version and I don't know if it's intentional to make the colors darker, but it's not as colorful. Wendigo, as I wrote, has too similar colors to behemoths and out of curiosity, it would be possible to somehow mix it with blue/blue, to match the color of Colos, which would give a more consistent color scheme [also with kelpies] and make it stand out more. But it has to be a subtle shade so that it doesn't look too strange.

As for the stats themselves, I wrote more or less before and what was also forced by the tournament with PvP Balance. However, the most important thing is to make them not so different from each other and to at least balance the life points more. So that the units have the same statistics before and after the upgrade, except for T7, or if some are to have higher, other similar statistics. Because at the moment, Kelpies and Perytons, it is practically not worth using the regular ones, because the improved ones are much better, Kelpies 28 vs 40 hp + everything else is better. Which makes the basic Kelpia have the weakest stats of all T4s, and all you need to do is add 40 hp and 9 atk to those and she's already useful. And the improved one is slightly above the average T4. Likewise with the peryton, after the earth elemental, it is the weakest t5, even the dendroid is stronger. And if you add HP as much as the upgrade and dmg, and leave the weaker atk, def, spd + ability, it will be completely enough. Because improved is useful.
And so with others, e.g. t1, either give both 5 hp or both 6 hp.
And for example, leave the differences in HP to the shooters and equalize the dmg instead [after all, they have the same weapon]. Cockatrices, on the other hand, should have their HP increased [11 is very little], but the upgrade should have 1 def more.
Of course, these are quick suggestions, it is best to check them in the table with other units and compare them, because it is a pity that some units were not very useful.

And one more thing that I didn't mention, and is also related to what I wrote, related to the atmosphere of the city. Well, the native terrain for the city was still grass and it was still visible on the city screen and the unit window in previous versions.
However, the current version, and especially the one you are planning now, looks more "desert", which is more associated with the area of ​​the stronghold city and if you compare the unit screens with castle, rampart and stronghold, with ruins, it is closer to the latter and this not just my association.
So the question is, have you thought about changing the area for a new city concept?
By the way, I don't know if the current music is appropriate, because streams show copyrights for fragments from the city, but it's interesting, because in previous versions it wasn't there ^^

Either way, it's good that the city is developing and the better it is in every respect, the more fun it will be to play and the more people will like it. Because VCMI is still in the top.

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Majster
Majster

Tavern Dweller
posted October 02, 2024 01:47 PM

Hello Fiorin!

At first, I must admit, the new town screen and units are amazing. Also, I love new skills, like evasion.

There appeared a new opportunity for the town, to get the unique terrain. I mean "meadow" recently added to the New Terrains Mod. This kind of green, more "mouldy" appears to me better than classic "grass".

It would be interesting to hear from you, what do you think about it.

Hawk recetly uload a video about in on youtube: https://www.youtube.com/watch?v=Z_VwtN5Pt5U

Greetings!
Majster

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fiorin
fiorin


Promising
Famous Hero
☠️
posted October 23, 2024 04:42 AM

Majster said:
Hello Fiorin!

At first, I must admit, the new town screen and units are amazing. Also, I love new skills, like evasion.

There appeared a new opportunity for the town, to get the unique terrain. I mean "meadow" recently added to the New Terrains Mod. This kind of green, more "mouldy" appears to me better than classic "grass".

It would be interesting to hear from you, what do you think about it.

Hawk recetly uload a video about in on youtube: https://www.youtube.com/watch?v=Z_VwtN5Pt5U

Greetings!
Majster


Hello Majster,

Thanks for the words, I got way less time than I expected this whole year to work on the mod, but I tried to keep at least some small improves.
I will not sit with this current screen by the way. I fact the next, and maybe a final stable one is in progress already. Will take some time to finish because I'm planning new models for the buildings... and there is the puzzle.

About the terrain, great work on the custom terrain for sure. It is a nice touch to the mods. But I dont think it is the time for that. As soon we reach some final town, maybe I can consider. Thanks for the offer

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 23, 2024 08:39 AM

What was the inspiration for the town and is it lore friendly?

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avatar
avatar


Promising
Supreme Hero
posted October 23, 2024 02:51 PM

You can read about lore in manual available here.
____________

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 23, 2024 04:07 PM

avatar said:
You can read about lore in manual available here.


Thank you. Is some campaign in the works also?

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Star_mage
Star_mage


Adventuring Hero
posted October 25, 2024 01:04 AM

E1ChuRich said:
avatar said:
You can read about lore in manual available here.


Thank you. Is some campaign in the works also?



Yes, 'we have concepts of a plan'...


Unfortunately, due to the instability of the VCMI map/campaign editor and (if i remember correctly, please correct me) the lack of a Campaign Editor in HotA, the maps will be done individually in the HotA Map Editor because it contains the largest diversity of assets.

That is until we get more stable versions of the VCMI one.

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LordInsane
LordInsane


Known Hero
posted October 25, 2024 01:41 AM

Star_mage said:
E1ChuRich said:
avatar said:
You can read about lore in manual available here.


Thank you. Is some campaign in the works also?



Yes, 'we have concepts of a plan'...


Unfortunately, due to the instability of the VCMI map/campaign editor and (if i remember correctly, please correct me) the lack of a Campaign Editor in HotA, the maps will be done individually in the HotA Map Editor because it contains the largest diversity of assets.

That is until we get more stable versions of the VCMI one.

HOTA does have a campaign editor, though it's relatively recent (and IIRC its campaign files aren't compatible with VCMI).

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 25, 2024 10:41 AM

Star_mage said:
E1ChuRich said:
avatar said:
You can read about lore in manual available here.


Thank you. Is some campaign in the works also?



Yes, 'we have concepts of a plan'...


Unfortunately, due to the instability of the VCMI map/campaign editor and (if i remember correctly, please correct me) the lack of a Campaign Editor in HotA, the maps will be done individually in the HotA Map Editor because it contains the largest diversity of assets.

That is until we get more stable versions of the VCMI one.


Awesome! Looking forward to it.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted January 07, 2025 07:32 AM

Hello guys,
How you been?

Everyone was posting News Year updates and I thought would be nice sharing something as well.

Long time since the last update, but I released some things on my other mod: Extras. The Extras mod in fact is to keep everything I don't approved entirely for the Ruins mod. Some testing features, some WIP creatures, heroes or mechanics.

The Evasion started as a testing secondary there and I brought here.
I have plans for some creatures doing the same:

Starting with the Bugbear. Recently had a non-upgraded version released by request, and I like very much the outcome.





So, probably the first to come here, with the new major version.

The second, the Ettin. Brand new big boy, still in testing, but I was with this guy on my short list for some years already.



The last to come to mod, the Chimera.



Chimera was released last month for initial testing and it will be patched with a Breath of Fire unique ability, but is another one I wanted here there for a long time.

So far, just those ones.

About the faction, we have a lot of pendings in the check list:

The puzzle;
The class combat models;
The map dwellings to be redone;

And of course my most painful one, the townscreen.

I'm not a professional modeller, or artist, so things like that are the most time consuming for me. And I hate the outcome 90% of the time, so many, many... many version throwed away.

But I have some recent progress to show:


WIP townscreen with Kelpie dwelling, Tavern, Blacksmith and Marketplace.
Some of the other buildins are almost done and working in game, but not good enough to show so far.

On the heroes side, I was playing with some video gen tools...





I have videos for all the Ruins heroes already and some cool plans for them, and the manual itself.

I hope I guys liked the updates, and all the feedback are welcome

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baronus
baronus


Legendary Hero
posted January 09, 2025 05:35 PM

All of it is first class. Only we can wish more works like it.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted February 16, 2025 08:23 AM

Hello guys,

Here I come with some news.
Something was bothering a lot was how the towscreen was confusing a hard to spot buildings, so I was working on a cleaner version.

Here is the updated townscreen:



I still didn't redid all the building models, so some I just reused, resized, or re-textured (quickly) to export again.

For comparison, the before and after update:



I did some changes on buildings as well:

- blacksmith changed to First aid tent
The faction is moving towards health and sacrifice bonus, so first aid seemed closer lore and strategy there

- added the jail
This should give a bonus to defendant hero and block attacker to flee. I just added a simple defence bonus for now before the proper implementation there.

- cemetery
Still providing only ballist, but will make available multiple machines in future

- monument
It was removed, because was lacking a decent model, but will come back with the knowledge bonus

- grail
Changed to a sacrifice themed building to pump life and sacrifice spell

- hall
I have changed the model to a definitive historically closer. Can be improved on texture, light and details, but should be that

- mage guild
Became a tower instead the monolith to be more inside accurate

Still. Just some models are definitive and I'm happy with. Some other I will still replace, but the screen should be way similar to that in the final final final final... version

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TrueMefista
TrueMefista


Adventuring Hero
posted February 18, 2025 03:46 PM

Looking good!

The creatures are also likeable.

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mitsche91
mitsche91


Adventuring Hero
posted February 18, 2025 05:41 PM

The new screen is an improvement of graphical quality!
I think, I will need some time to get used to the new mage guild. I liked the idea of the stonhenge theme. It was something unique compared to other towns. Of course I understand the argument of consistence compared to other towns.
I don‘t realy understand the capitol‘s design. It looks very good an much like an old Roman building, but I am not sure, if it fits to all the other buildings. But maybe I‘m the only one with this opinion.
The neutral creatures look phantastic by the way

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