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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI] Heroes Expansion
Thread: [VCMI] Heroes Expansion This thread is 3 pages long: 1 2 3 · NEXT»
fiorin
fiorin


Promising
Known Hero
ctrl + s
posted August 19, 2018 04:03 AM
Edited by fiorin at 21:19, 31 Aug 2018.

[VCMI] Heroes Expansion

I changed the initial idea toward a bigger goal.

The mod allows add unique battle & adventure sprites for the current heroes with no other modifications on their attributes.

That the first previews working on a daily build:




As i said many moons ago, my long run goal was making a town, classes, heroes, artifacts and many things as i could...

Well... my 'Ruins' consumed more time I expected.. learning & doin things on all fronts, then the plan was left on stand by.

Learned a lot and now Im confident enough to start the left parts: The New Heroes Classes




I gonna add each new class with 2 basics heroes... or custom heroes graphics from pre existant heroes


---

Thanks MDT for all support

---

I decided give away some defs battle packs..


Download: Defs Giveaway Pack 1

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zeryss
zeryss


Promising
Known Hero
http://i12.pixs.ru/storage/6/4
posted August 19, 2018 07:24 AM

great job

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted August 19, 2018 08:12 AM

looks nice

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 19, 2018 10:29 AM

Impressive work!

But apart from graphics, what's the point of new hero classes?
____________
The future of Heroes 3 is here!

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted August 19, 2018 12:26 PM
Edited by fiorin at 12:29, 19 Aug 2018.

Warmonger said:
Impressive work!
But apart from graphics, what's the point of new hero classes?


Nothing especial i guess. I just want add more playable things to test.

I thought about a third class for each town. Even about a new graphic for each hero in battle. But, for now, just testing quickly content with things i had brainstormed time ago.

Btw, each class on mod gonna be enabled/disabled independent.

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Pavel
Pavel


Hired Hero
posted August 19, 2018 09:11 PM

How you show 3 classes heroes? In game only might and magic classes personage. But this really interesting if you make it job.
This for Ruins?
Сan I ask if there are plans to give this city to the HOTA team?
____________

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Macron1
Macron1


Supreme Hero
posted August 20, 2018 06:55 AM

Pavel said:

Сan I ask if there are plans to give this city to the HOTA team?


Why waste work on hota? Hota is dead, there will be no new towns from them, its the limitation of hacked hmm3 exe.

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted August 20, 2018 08:07 AM

better add al hota content to vcmi and continue development there.

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revolut1oN
revolut1oN


Famous Hero
posted August 20, 2018 08:15 AM
Edited by revolut1oN at 08:16, 20 Aug 2018.

Macron1 said:

Why waste work on hota? Hota is dead, there will be no new towns from them, its the limitation of hacked hmm3 exe.


Why are you so full of hatred towards HotA and you attack it in 90% of your posts, even in threads that have completely nothing to do with it? Aren't you a little too bitter? You'd better chill man.
Also this is lie, as the creators themselves said they are perfectly capable of adding another town, for now their modding time is limited and they wish to polish everything else first though.

Furthermore - it is far from dead, as at any given moment it has few hundreds people playing online, not to mention singleplayer only majority. No offence, but this is many times more players (and i mean MANY) that still unfinished VCMI has. (not trying to sound rude, I wish VCMI all the best!)

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Macron1
Macron1


Supreme Hero
posted August 20, 2018 11:05 AM

Hota is dead. Only 10th town was possible to add trough hacking.
Now its an agony as they add new cactuses and corrupt vanilla skills. Cause technically new towns were the thing people waited from them. And several years passed and there is nothing.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted August 20, 2018 03:19 PM

I dont think that debate is needed. I play Hora and i mod to Vcmi. The two are important now.

Btw, anyone has an Idea for specifical custom hero defs not LinkedIn to a class ?

I need do a new class for each hero? Theres a way i can make a superclasse from 'class' objectivo, then i dont need replicate att like skills or spells ?! Inheritance support on that ?!

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Macron1
Macron1


Supreme Hero
posted August 20, 2018 03:33 PM

fiorin said:
I dont think that debate is needed. I play Hora and i mod to Vcmi. The two are important now.

Btw, anyone has an Idea for specifical custom hero defs not LinkedIn to a class ?

I need do a new class for each hero? Theres a way i can make a superclasse from 'class' objectivo, then i dont need replicate att like skills or spells ?! Inheritance support on that ?!


It can be done through filters of heros names. I will later provide example.

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Pavel
Pavel


Hired Hero
posted August 20, 2018 04:15 PM

Macron1 said:
Hota is dead. Only 10th town was possible to add trough hacking.
Now its an agony as they add new cactuses and corrupt vanilla skills. Cause technically new towns were the thing people waited from them. And several years passed and there is nothing.

When we can play in stable vcmi with new town?After 10-15 years waiting?
____________

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Macron1
Macron1


Supreme Hero
posted August 20, 2018 04:38 PM

Pavel said:
Macron1 said:
Hota is dead. Only 10th town was possible to add trough hacking.
Now its an agony as they add new cactuses and corrupt vanilla skills. Cause technically new towns were the thing people waited from them. And several years passed and there is nothing.

When we can play in stable vcmi with new town?After 10-15 years waiting?


You waited for vcmi for 15 years, lol.
Especially I played a stable vcmi a week ago.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted August 20, 2018 05:13 PM

Macron1 said:
fiorin said:
I dont think that debate is needed. I play Hora and i mod to Vcmi. The two are important now.

Btw, anyone has an Idea for specifical custom hero defs not LinkedIn to a class ?

I need do a new class for each hero? Theres a way i can make a superclasse from 'class' objectivo, then i dont need replicate att like skills or spells ?! Inheritance support on that ?!


It can be done through filters of heros names. I will later provide example.


Its helpful. Im testing doin some specifical .defs

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Macron1
Macron1


Supreme Hero
posted August 20, 2018 07:40 PM

Quote:
"corporation2PeasantHero": {
"defaultTavern": 1,
"affinity": "might",
"commander": "corporation2Fem",
"mapObject": {
"filters": {
"truckOre": ["anyOf", ["corporation2Peasant1"],
["corporation2Peasant9"]
],
"truckWood": ["anyOf", ["corporation2Peasant2"],
["corporation2Peasant10"]
],
"truckGems": ["anyOf", ["corporation2Peasant3"],
["corporation2Peasant11"]
],
"truckCrystal": ["anyOf", ["corporation2Peasant4"],
["corporation2Peasant12"]
],
"truckMercury": ["anyOf", ["corporation2Peasant5"],
["corporation2Peasant13"]
],
"truckSulfur": ["anyOf", ["corporation2Peasant6"],
["corporation2Peasant14"]
],
"truckGold": ["anyOf", ["corporation2Peasant7"],
["corporation2Peasant8"],
["corporation2Peasant15"],
["corporation2Peasant16"]
]



},
"templates": {
"truckOre": {
"animation": "corporation2-heroes/TruckOre"
},
"truckWood": {
"animation": "corporation2-heroes/TruckWood"
},
"truckGems": {
"animation": "corporation2-heroes/TruckGems"
},
"truckCrystal": {
"animation": "corporation2-heroes/TruckCrystal"
},
"truckMercury": {
"animation": "corporation2-heroes/TruckMercury"
},
"truckSulfur": {
"animation": "corporation2-heroes/TruckSulfur"
},
"truckGold": {
"animation": "corporation2-heroes/TruckGold"
}




}
},


"name": "Corporation Driver"...
}

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted August 20, 2018 08:49 PM
Edited by Dj at 20:51, 20 Aug 2018.

That s actually a very good idea. Revamping the heroes and everything related to them (spells, skills) might Keep people interested in the content for longer than simply adding a new town. I admit that it takes a lot of effort to make a new town, but the content is exhaustible in half a year, tops. I remember that things got repeatable and boring after playing all available single maps with cove.
If you succeed in adding a new model for every hero on the battlefield (replacing commanders), you could focus on the build up of each of them and giving them special abilities and roles that may change the course of the game and even counter other heroes and releasing them one by one with a small campaign that explains their abilities and story.
After all it is HEROES of might and magic not towns of might and magic .

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted August 20, 2018 09:17 PM

Dj said:
That s actually a very good idea. Revamping the heroes and everything related to them (spells, skills) might Keep people interested in the content for longer than simply adding a new town. I admit that it takes a lot of effort to make a new town, but the content is exhaustible in half a year, tops. I remember that things got repeatable and boring after playing all available single maps with cove.
If you succeed in adding a new model for every hero on the battlefield (replacing commanders), you could focus on the build up of each of them and giving them special abilities and roles that may change the course of the game and even counter other heroes and releasing them one by one with a small campaign that explains their abilities and story.
After all it is HEROES of might and magic not towns of might and magic .


I dont thought about making battle sprites for the heroes in hexa field. I was talking about replacing the hero sprite at side field. Changing for a custom ones too. My brother suggest me instead creating new classes, i focus on creating uniques heroes on pre-existant classes with unique sprites

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted August 21, 2018 03:39 AM
Edited by fiorin at 18:38, 21 Aug 2018.

Macron1 said:
Quote:
"corporation2PeasantHero": {
"defaultTavern": 1,
"affinity": "might",
"commander": "corporation2Fem",
"mapObject": {
"filters": {
"truckOre": ["anyOf",
}



Filters worked fine for adventure .def hero. Battle .def wont accept filters, only "female" or "male" attributes for the object. Trying some things

---

Cant be done like i wanted, so i dived on vcmi code to implement that. Soon i bring news

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acidchalk
acidchalk


Promising
Known Hero
posted August 22, 2018 01:57 AM

Fiorin is the the best! keep at it my man!

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