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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI] Andruids Expansion Mods
Thread: [VCMI] Andruids Expansion Mods This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Liso1
Liso1


Known Hero
posted October 25, 2018 02:03 PM

Furious Cyclopes

How this actually works? Cyclop was blinded, he attacked another cyclop, but only melee, without eye beam attack.

Other modifications work
____________
Heroes 3 Wake of Gods Portal

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AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted October 25, 2018 04:03 PM

This ability is only unlocked for Cyclops Kings. Unupgraded Cyclops don't have eye-beam animations.

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Liso1
Liso1


Known Hero
posted October 25, 2018 04:27 PM

AncientDruids said:
This ability is only unlocked for Cyclops Kings. Unupgraded Cyclops don't have eye-beam animations.


Hi, it's the same with Cyclops King. I'll try it tomorrow...
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Heroes 3 Wake of Gods Portal

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LordHawk
LordHawk

Tavern Dweller
posted October 26, 2018 02:55 PM


I recommend to make your own map with this combination of units, unicorns at your home, at your opponent ul. Cyclops, of course, additionally a blind spell.
Acting in short, when they have a blindness and there is a unit standing next to them, they turn on the "eye laser" instead of standing motionless until the blind disappears / someone hits.

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AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted January 18, 2021 07:04 AM
Edited by AncientDruids at 00:31, 19 Jan 2021.

I made another thingie...

Reworked Commanders for VCMI

Reworked_Commanders.rar




Due to Commanders being very limited in VCMI, I decided to do something about it. With Reworked Commanders, every Commander from the original faction will have its unique ability (like in WoG).

To make thing a bit weirder, not all unlocked abilities have the same effect for every Commander - e.g. Enchanted Attack, enabled by Grandmaster Attack and Damage Skills, will grant the Souleater a double melee strike, but Shaman will be able to attack two hexes instead (dragon breath attack).

Some names, abilities and graphics also got shifted around, taking into the account VCMI limitations, the fact that Paladins and Succubi are regular units via MDT's Alternative Creatures Mod, and that 'Temple Guardian' and 'Ogre Leader' names suck.

All in all, check the manual before you dive headfirst. It might be a read, but I tried to make it informative and palpable:
Reworked_Commanders_Manual.pdf

Oh yeah, that's not all! With this extra submod, Scouts from the Neutral Heroes Mod will be able to join the fray and match the potential of the Reworked Commanders (too bad for the other fan projects, I guess):
Reworked_Commanders_Scouts.rar
(DO NOT install this if you don't have Neutral Heroes Mod. No, simply disabling this submod in the launcher won't do.)

You can also use this set of Skill icons if you prefer crisp clear look of Heroes 6 icons, instead of flashy color-coded ones from Heroes 7 that I used:
Reworked_Commanders_Gray_set.rar


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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted February 23, 2022 01:25 PM
Edited by Ancientdruids at 15:41, 23 Feb 2022.

Phew, got a bit dusty here. Last year was terrible for me in terms of creativity, but things seem to have changed. With some new-found enthusiasm and inspiration, work on my legendary Rat Mod has significantly accelerated. What, you haven't heard about The Rat Mod? My bad, I haven't posted about it on HC yet. Let me quickly fix this ungraceful blunder.

Neutral Rats + Neutral Heroes + Rat Heroes

This package contains 3 mods - the main Rat Mod, its submod - Rat Heroes, and Neutral Heroes mod, which is needed for the submod to work. You can also download the main mod separately, if you're only interested in neutral creatures:
Neutral Rats
And if you already have Neutral Heroes mod and want to add new Rat Heroes, download the main mod and this submod:
Rat Heroes

THE RAT MOD (DEMO VERSION)





The Rat Mod adds 3 new neutral units, their upgraded versions and dwellings to the game.  


Rats and Battle Rats - unit that competes with Peasants for the title of the weakest creature in the game. They deal less damage on average (yes, it's possible!) but are faster. They also completely ignore their opponents' defense (not that it makes much difference). Upgraded rats have twice as much health, are faster and deal a solid 1 minimum damage. In addition, similar to most rodents from the Might & Magic series, they have a chance to inflict disease.

Ratmen and Rat Grenadiers - slightly weaker than other 3rd level units, but very fast. Living in sewers and other unpleasant places made them resistant to disease and weakness. Upgraded Ratmen use their bats to hurl "granades" at their enemies. These improvised bombs are duds 4 out of 5 times. If they go off, they deal 10 damage per each Grenadier. Apart from pieces of scrap, their spacious backpacks contain flasks with mysterious concoctions. They can use them once per battle to remove negative effects from their allies (positive ones as well).

Cultists and Cult Leaders - cursed apostates who strayed from the path of light. Average 4th level shooters in terms of stats. Their dark orbs take away enemies' ability to cast spells (Archangel, Genie, Enchanter, etc.) and their hate for Monks and Zealots is mutual. Upgraded cultists enjoy the blessing of the faceless god, which manifests when they attack in melee. They no longer need their flimsy ritual knives!








THE RAT MOD SUBMOD - RAT HEROES



The Rat Heroes submod adds 3 new heroes to the game, using the Neutral Heroes mod. Each of them specialises in one unit from the RAT MOD.



Chester - Rats follow Chester's every command, which makes onlookers equally amazed and weary of him. Some believe him to dabble in the black arts, but no one dares to say that out loud. Under his lead, rat bites seem more grievous and aimed at sensitive places.

Thanks to a unique "Rat Lure" spell, (cost - 5), Chester is able to summon a certain number of Rats during battle (spellpower x 20). Additionally, his Rats and Battle Rats lower the opponent's defense by 1 with each bite.

Sniff - 'Sniff' seems like a mocking nickname, but he's really proud of his sense of smell. That's also the reason why foes who try to track him often find themselves waylaid instead.

In addition to the standard 3rd level unit bonus, Ratmen and Rat Grenadiers gain a pre-emptive counterattack ability.

Varen - Varen believes, that along with the Ratmen and their smaller kin, he belongs to the children of Eep, and that by divine power he shall survive any extreme circumstances. He also claims that anyone can join this family, so he travels throughout the land to spread the message of his faith. New churches and congregations always seem to flourish in the footsteps of his pilgrimage.

Thanks to the "Eep's Grace", all units in his army suffer 15% less magic damage. Additionally, Varen can convert Monks into Cultists and anoint Mages and Ratmen.


And that's all (for now). If there's still anyone who plays VCMI, please enjoy and have fun with this little mod. Peace!

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Macron1
Macron1


Supreme Hero
posted February 23, 2022 02:05 PM
Edited by Macron1 at 14:07, 23 Feb 2022.

How about underground skaven town? I already imagine sewers, tubes and piles of garbage.

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted February 23, 2022 02:17 PM
Edited by Ancientdruids at 14:17, 23 Feb 2022.

Macron1 said:
How about underground skaven town? I already imagine sewers, tubes and piles of garbage.

;)

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted April 01, 2022 12:23 PM
Edited by Ancientdruids at 12:52, 01 Apr 2022.



Hi y'all. I wanted this update to be sooner and bigger, but unfortunately, the premiere of Elden Ring and a very nasty flu somewhat put a wrench in my plans. But all is well now and I hope more fun updates will appear in near future. So without the further ado:

Neutral Rats SMOOTH UPDATE
(needs the main Rat Mod to work)

The Rat Mod update introduces a new unit: Smooth Criminals, an upgrade of the Rogue, a classic neutral unit from Armageddon's Blade. The upgrade gains the ability to block counterattacks, which sneaky scoundrels were known for in Heroes I and II. The stat increase is subtle, but smooth outlaw is faster, dirt cheap, and his ability makes him a tricky opponent. He will make encounters with Rogues that little more challenging. He's also very fun to listen to. Annie, are you OK? Are you OK, Annie?


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fanofheroes
fanofheroes


Famous Hero
posted April 01, 2022 03:40 PM

Please tell me when the Smooth Criminals advance forward in the battle map, they walk backwards doing the Moonwalk!!!

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted April 01, 2022 03:57 PM
Edited by Ancientdruids at 15:59, 01 Apr 2022.

fanofheroes said:
Please tell me when the Smooth Criminals advance forward in the battle map, they walk backwards doing the Moonwalk!!!

;>


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fanofheroes
fanofheroes


Famous Hero
posted April 01, 2022 05:00 PM

Ancientdruids said:
fanofheroes said:
Please tell me when the Smooth Criminals advance forward in the battle map, they walk backwards doing the Moonwalk!!!

;>





love it!!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 01, 2022 09:43 PM

Smooth Criminals should upgrade to Werewolves by a hero with the "thriller" specialty
____________
Never changing = never improving

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted May 06, 2022 05:06 AM
Edited by Ancientdruids at 00:27, 07 May 2022.

It's green, it's slimy, it's out for blood!

It's the ...


This new version of the Rat Mod introduces:

- True face of upgraded Rogues - Cutthroats.
- New neutral unit and its upgrade - Ooze and Gel Ooze.
- A place to recruit Oozes - Alchemic Plant.
- And a new neutral hero with Oozes specialty.

Neutral Rats + Neutral Heroes + Rat Heroes
(full pack with all updated files)

Neutral Rats OOZING UPDATE
(new and updated files, quick upgrade if you already have the previous version)



Cutthroats have already been introduced (albeit in a tad different, whiter guise). Their dashing hats and masks are strangely familiar!

Oozes and Gel Oozes are solid 5th level units. While the basic creature is still slightly "unstable", the upgrade patches things up - boosting its defense, health and minimum damage. Oozes' attacks cover their opponents in "Flammable Coating", which increases the damage of fire spells by 50% and has corrosive properties. For the next 2 turns, affected unit will take damage based on its level (level x 5). Oozes themselves aren't affected by this ability. Additionally, Gel Oozes shed any negative effects at the beginning of each turn.



Anirban - Anirban was an avid researcher of the Oozemorphosis syndrome, which afflicted some miners in Bracada. The phenomenon of turning living creatures into primordial slime became his obsession. When one of his experiments had gone awry, becoming a wererat was the only solution to salvage his mind, but he was never the same again.

In addition to attack and defense bonus, Anirban's Oozes gain full regeneration ability at the start of each turn, and all units in his army become immune to being transformed into other creatures (WoG Werewolf's ability).

As always, enjoooooy~!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 06, 2022 01:45 PM

Interesting. I assume on the other hand that there is no great advantage of the full regeneration ability in the later game, if it's the same as wights. Does he also give the +1 speed or is that replaced for the ability?

Anirvan is such an hypocrite. He turned into a wererat yet disavows his troops from turning into werewolves
____________
Never changing = never improving

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted May 06, 2022 03:18 PM
Edited by Ancientdruids at 15:19, 06 May 2022.

NimoStar said:
Interesting. I assume on the other hand that there is no great advantage of the full regeneration ability in the later game, if it's the same as wights. Does he also give the +1 speed or is that replaced for the ability?

Yeah, there is no +1 speed bonus. Neutral Heroes are a quirky bunch and they seldom offer powerful alternatives for vanilla heroes, so I tried to stay in that vein. There is a hero whose creatures deal 50% extra damage to Gogs, lol.

NimoStar said:
Anirvan is such an hypocrite. He turned into a wererat yet disavows his troops from turning into werewolves

Actually, I started writing a silly little fanfic about his research. He concluded that wererats were the least awful of all lycanthropes, so nothing hypocritical about that ^^

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Macron1
Macron1


Supreme Hero
posted May 06, 2022 07:37 PM

"Neutral Plant/alchPlant.def.def"
not exists, need to correct to
"Neutral Plant/alchPlant.def",

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted May 06, 2022 08:46 PM
Edited by Ancientdruids at 21:16, 06 May 2022.

Thanks for noticing that, here's the corrected dwelling.json.

But it's strange. Does your VCMI have any issues with this? The map object appears without any issues in a custom map I made and I didn't get any error messages.

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Ancientdruids
Ancientdruids


Famous Hero
(Andruids for short)
posted June 24, 2022 02:02 PM
Edited by Ancientdruids at 02:25, 26 Jun 2022.

Inspired by the recent discussion about the usefulness of Eagle Eye, I added a new thing to my little magic mod. I also wanted to update the first post in the topic to describe it in detail, but it appears like I can't do that. So I will write in a separate post.


New Magic Balance - a pack of mods that modifies Heroes III spells system.
LINK: New Magic Balance 0.85.zip

Mods' descriptions:
1) Spell Range submod changes the range of original Advanced and Expert spells:

- Most formerly mass spells now have radius of 3 hexes (medium area).

- Protection from Air/Fire/Water/Earth and spells affecting Morale/Luck now have a radius of 2 hexes on Advanced level (small area) and a radius of 4 hexes on Expert level (large area).

- Cure, Dispel, Destroy Undead and Death Ripple spells are unaffected. Cure and Dispel are still mass spells on Expert level and Destroy Undead and Death Ripple are mass spells on all levels.



2) Mass Spells submod adds 6 new spells - mass versions of the spells affecting three most basic aspects - Attack, Defense and Speed. They will be added to the hero's spellbook the instant he learns Wisdom skill (or if he/she starts with it) and become usable only when hero knows Expert skill of the corresponding magic school. Without it, the spell will appear in a spellbook, but will be unusable. Like this:



New mass spells are higher level than their original versions and cost more spell points. The effect of Mass Disruption cannot be stacked, unlike the original, but its strength increases with target's level. The formula is 3 + creature level, so it will decrease the defense of a 1st level creature by -4, and the defense of a 7th level by -10.



3) Level 2 Slow submod moves Slow spell to the 2nd level.

4) Enhanced Eagle Eye boosts the Skill values (by 10% per level), doubles the values of artifacts boosting it (e.g. Bird Statue boosts Eagle Eye by 10% instead of 5%) and allows your hero to copy the magic skill of the enemy hero. So, with the Basic Eagle Eye, if your opponent has Basic or greater Air/Fire/Water/Earth Magic skill, your hero will be able to cast spells with Basic proficiency of that magic school. If you have Advanced Eagle Eye and your opponent has Advanced/Expert skill, your hero will be able to cast spells of the same magic school on Advanced level, etc.



By the way, work on The Rat Mod is still going strong, so expect an exciting update pretty soon.

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted June 24, 2022 08:05 PM

Your mods look amazing. I wish I liked VCMI Maybe someday in the future it'll match ERA+HD mod and then your mods will never leave my load order.

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