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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM3: The Succession Wars Mod
Thread: [Official Thread] HoMM3: The Succession Wars Mod This thread is 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV / NEXT»
deathstare
deathstare


Adventuring Hero
posted September 04, 2022 12:49 PM

Hello? I have a question. Can't The Succession Wars be edited with ERM? I made some simple scripts and put them in [Succession WarsModsThe Succession Wars 0.8.1Datas], but it didn't work at all. Is there a way to edit it?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 04, 2022 01:02 PM

deathstare said:
Hello? I have a question. Can't The Succession Wars be edited with ERM? I made some simple scripts and put them in [Succession WarsModsThe Succession Wars 0.8.1Datas], but it didn't work at all. Is there a way to edit it?


Yes it is possible. I even adjusted a couple of scripts for it.
I once made a little readme how to make it work: http://bit.ly/2Ixe3fX
(Mods for H3 Successions Wars Mod) perhaps it is a little outdated.
I think the trick is to run the mod on a newer ERA version and then use mod manager. The new HD mod versions could be problematic however.

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shev441
shev441


Adventuring Hero
posted November 07, 2022 02:37 PM

Excellent trailer for 2022 new update. I will play it for sure.
I like that there will be improvements in town screens, battlefield and balance.
Small suggestion - change the color of movement points next to the hero portraits. Right now it looks very similar to the background and it's hard to tell if your hero has already moved or not. Also all heroes could have basic movement a bit higher - did not play a game for few years, but I remember that quite often I seemed that hero movement range is small. Maybe another 1-2 grille more would be better.

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DonCanardo
DonCanardo


Hired Hero
posted December 16, 2022 09:14 AM
Edited by DonCanardo at 11:07, 16 Dec 2022.

I dont know anything about modding so this suggestion might be silly but i thought to get more tactical depth and to give different roles to the pikemen and the swordmen here is an idea :
The pikemen could retaliate on the first enemy unit that stops on an adjacent hexe to him before this enemy unit attacks, and even if the enemy unit is attacking another unit.
That way pikemen could be use to protect range unit for example.
They would not retaliate again this turn though, even if they are attacked.
maybe they could lose some stats in exchange of that buff.

I think concept wise, it is intuitive and fit the unit as pikes were used to counter charges back then.

Again, maybe this simply cannot be implemented but i though i'd put the idea out there.


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luk3Z
luk3Z


Hired Hero
posted December 30, 2022 11:20 AM
Edited by luk3Z at 11:21, 30 Dec 2022.

What do you think about add to SW also pixelized H3 units and castles ?
Pixelized H3 could be a great game on H2 environment.
You can check this by download a unit's sheet and open it in IrfanView then CTRL+E - Image effect -> Pixelize lvl 2.

https://www.spriters-resource.com/pc_computer/heroes3/

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LordInsane
LordInsane


Known Hero
posted January 01, 2023 12:19 AM

0.8.2 has released (quite a few hours ago, so on New Years Eve in most of the world).

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albe
albe


Promising
Adventuring Hero
Enrothian Conservative Party
posted January 01, 2023 02:48 PM

H3SW v0.8.2 is released

Yes, that is true.

Yesterday Heroes of Might and Magic III: The Succession Wars version 0.8.2 was released!! It can be downloaded Here

Also, there is a little release day trailer to show some of the new improvements: YouTube

P.S. can I ask a mod to either grant me permission to change the first post of this thread or do it for me? The links and some other things need to be updated

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 01, 2023 02:54 PM

Yeeeaaaahhhh now THAT is some great news!!!

albe said:
P.S. can I ask a mod to either grant me permission to change the first post of this thread or do it for me? The links and some other things need to be updated


Just send an HCM to Cor, ask him to rate your thread as project and you'll be able to do it!
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Gerglie
Gerglie

Tavern Dweller
posted January 04, 2023 07:38 AM

We're not far into the new year, but that's the best news of the year so far!

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shev441
shev441


Adventuring Hero
posted January 17, 2023 09:29 PM

I have played H3 Succestion Wars mod 8.2 for about 10 hours now and here is my short review / opinion and some bugs listed. First of all I'd like to thank and congratulate whole team for all the work that was made in last years to create this mod - after hota its my 2nd favorite. Also I almost never played H2 in my life, so I don't have any knowledge/nostalgia towards original h2.

Mod has  a lot of content, all maps from h1 , h2 and most of h3. PLaying with new factions (different line-up) gives nice breathe of fresh air. As far as I know there are 2 totally new factions , I like dervish a lot. Nice line up and graphically it looks very in style of other towns.

From technical stand point mod works great. I don't have any crashes (often while starting game with hd mod some error appears for 1 sec but later games starts and work normally). I had one time error where I couldn't move on adventure map = later it turned out that after new week for vampires appeared on the map but they were invisible - only after hoover cursor on right place on map sword appeared to attack emply field - after attack battle map shows with vampires on it.
Also Dervish town without fort does not have image in right corner with list of your settlement - just DERVISH VILLAGE subtitle there. It looks kinda cheap and takes a lot of immersion off. Even desert background with tent and 1 random building would be better.

When it comes to gameplay suggestion for improvement:
- it is really hard to take cities and very easy to defend them. The pit under walls deals huge dmg. Often I was able to defend myself with almost no army against huge opponent army (like 3 week buy out) cause I would simply wait for tower dmg to kill enemy army and if even wall was destroyed then I would stand in those wholes and prevent enemy from entering - they die in pit very fast. In H3 similar strategy also works, but here all creatures seems to have hp , worse stats and slower speed so pit dmg seems / is way bigger. I suggest it do make it deal like 20% less
- magic is really strong in this mod, creatures have smaller hp so dmg dealing spells are really doing havoc and even you can add sorcery to make it even stronger (on 1 hand finally sorcery is strong skill unlike in h3 hota so plus for that, but on the other hand in this mod magic is so strong that even without this perk it seems quite op )
- some secondary skills are joke - like estates gives only 125 gold at basic. Later its a bit better, but still it seems like nothing to other skills. I know that in general city generate less money, but still it should be more like 250/500/750 or smth.
- special buildings are basically same as in normal heroes 3 and its boring. Like barbarian town has exactly same building with tunnel to escape and +1 attack giver , only under different names. You could modify it a bit to make game more interesting. Maybe instead make +2 attack but it's 3x more expensive? or smth totally new. While with creature lineup I'm very happy and its like playing smth different yet familiar , special buildings are uninspired. Maybe mix a bit between cities, like give stables to other faction and in return give to knight some different building to spice it up
- some buildings are not available , mod was added about 4 years ago so maybe if its that hard to implement some complicated building just go for some easy like +1 attack for now , and later replace it if you will have time to make it properly.
-Knight seems really terrible to assault city - it has 0 flying units. and archers do small dmg when enemy is behind walls. Maybe instead of this fortification building that is not working you could add smth like "magic university" but aimed for war where you can buy secondary skills and there could be ballistics + some other skill for money.
- Some towns screens seems kinda empty - wizard town even after full build has a ton of space in the middle - looks a bit off
- Some towns also have lots of creatures to upgrade , while other has only like 2 (warlock ) not sure if its made on purpose but also seems a bit off.

Anyway that's my feed back for now. I plan to continue playing it so maybe in the future ill add another comment with new feedback.
Thanks once again, mod is really fun.


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luk3Z
luk3Z


Hired Hero
posted January 17, 2023 10:09 PM

I really like this mod.
Anyway I have no idea why in SW are existing 3 mage castles: Sorceress, Wizard, Warlock. They are just named differently. If we merge them we will get 1 mage castle and 2 additional slots for new ones.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 18, 2023 04:09 PM

Necromancer is also magic faction, so you have 2 might castles(Knight and Barbarian) vs Sorceress(Rampart), Wizard(Tower), Necromancer(Necropolis), Warlock(Dungeon). Now SW mod also added Witch(Fortress) which is also magic focused town.
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orzie
orzie


Responsible
Supreme Hero
posted January 18, 2023 06:08 PM
Edited by orzie at 18:15, 18 Jan 2023.

luk3Z said:
I really like this mod.
Anyway I have no idea why in SW are existing 3 mage castles: Sorceress, Wizard, Warlock. They are just named differently. If we merge them we will get 1 mage castle and 2 additional slots for new ones.

That's not how faction design works though.

In fact, Heroes 2 did not need any new factions because even Wizard and Necromancer are a little bit off style. Heroes 1 covered the archetypes just fine and there shouldn't have been more. Good Might, Evil Might, Good Magic, Evil Magic. Heroes 2 ruined this concept, but offered a little bit of depth - now sorcerers can have colors.

Our factions are legacy factions from the older team. But, at least, we found them purpose and made sure they more or less fit to the lore of Enroth (covered by Might and Magic VI as the latest NWC game featuring Enroth as a continent). This didn't save the atmosphere to the full extent, but that was as close as it got. It's Heroes 2.5 now, with a territorial accent like Heroes 3 factions were. Still thinking about improving this.

If we speak about adding factions to Heroes 2 in general, adding magic factions is much easier because of the power of the precedent. Might is pretty much covered by Knight (one kind of civilization) and Barbarian (another kind of civilization). Magic factions are in fact the sorcerer archetypes, which are many in the popular culture. Might factions are built from civilization archetypes. There hardly can be more without ruining the original concept of the game.
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Gerglie
Gerglie

Tavern Dweller
posted January 20, 2023 04:52 PM

The factions have been handled well - and I'm including the Witch and Dervish in that list, which were completely bonus content and delightfully unexpected.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted January 20, 2023 05:12 PM

Gerglie said:
The factions have been handled well - and I'm including the Witch and Dervish in that list, which were completely bonus content and delightfully unexpected.


Seconded.
____________
Horses don't die on a dog's wish.

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LordInsane
LordInsane


Known Hero
posted January 21, 2023 09:17 PM
Edited by LordInsane at 07:26, 07 Feb 2023.

I wonder if Heretic, the third legacy town, is permanently gone. On the one hand it's, well, one more town to stretch themes and be more work, and another Magic town, on the other it has a clear mythological basis that would have been easily recognisable in 1996 and isn't that hard to extend to seven varying creatures, and it can have an Enroth-centred territorial accent prior to and during the events of the Restoration of Erathia (though admittedly not during the events of Heroes 2).

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orzie
orzie


Responsible
Supreme Hero
posted January 31, 2023 07:56 PM

A third new faction is definitely to appear, if we consider the optimistic turn of events.
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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 07, 2023 07:48 AM

orzie said:
A third new faction is definitely to appear, if we consider the optimistic turn of events.


That's great news. Thanks, Orzie!
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Horses don't die on a dog's wish.

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luk3Z
luk3Z


Hired Hero
posted February 09, 2023 07:13 PM

orzie said:
A third new faction is definitely to appear, if we consider the optimistic turn of events.


And I guess it could be Inferno - right ?
Do you have any plans to port SW to VCMI ?

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orzie
orzie


Responsible
Supreme Hero
posted February 12, 2023 08:08 PM

There will be no "Inferno" as well as there is no "Castle" or "Rampart" already in the mod.

No, we don't consider porting the mod to VCMI at this moment.
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