Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Heroes of Might and Magic III Lite
Thread: [MOD] Heroes of Might and Magic III Lite
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 13, 2019 11:13 PM bonus applied by Galaad on 13 Apr 2019.
Edited by bigjocker at 06:45, 15 Apr 2019.

[MOD] Heroes of Might and Magic III Lite

Hello everyone.

I know everyone is now playing and discussing H5.5, but I don't (maybe I'm stupid or just oldschool). I always loved HoMM 3 and WoG, but it somehow got too outdated for me to play and enjoy, So I created a mod for myself and I want to share it with all who are just like me. This mod makes HoMM5 to be more HoMM3-like. I had this idea earlier and use it in my Quicksilver mod, but it was never fully finished and it had my own ideas included. I lost my interest and some files back then, but not this time. It's only in beta , but it's fully funcional.
Why "Lite"? Because I didn't fully convert the game to be HoMM3 3D. I didn't change the interface, magic schools, skill system, building system, sounds or create new monsters. I used what we already had in game.

FEATURES of the MOD:
*Changed stats, looks, names and lineups of the creatures to be like in HoMM3, excluding some creatures which I couldn't create. (some creatures also have bonus HoMM5 abilities, because I didn't want to lose them and they fit perfectly)
*No more alternative upgrades (just one upgrade per creature).
*Changed levels,costs, names and lineups of dwelings inside towns to be like in HoMM3.
*Changed spell stats to be like in HoMM3 (I didn't change the names since it doesn't matter a lot).
*Added MANY neutral creatures from HoMM3, WoG, HoMM4, HoMM5, MMH6, MMH7 and few of my own. (I won't write all list, you will discover them all by yourself, it will be more fun)
*Fortress (Dwarves) replaced by HoMM3 Conflux (Town looks stays the same, at least for now).
*Because of creature changing some heroes changed their abilities.
*Used sharpening for all creatures' textures and icons to make them look better.
*No more low quality models of creatures in maps. The game might be a little more recource hungry, but you shouldn't experience any problems if your computer is not from Windows XP ir Vista era.
*Heroes are now more universal (can be Might and/or Magic, except for Stronghold - it's still might oriented).
*Rage bonuses and values are changed
*Necromancy changed to be more like in HoMM3. I wanted it to raise only skeletons like in H3, but find it too lame and wanted to use H5 system so now it's like this:
-All humanoids are raised as Skeletons (upgraded versions and neutrals are raised as Skeleton Warriors.
-All riders are raised as Black Knights (upgraded versions and neutrals are raised as Dread Knights)
-All dragons are raised as Bone Dragons (upgraded versions and neutrals are raised as Ghost Dragons)
-All other living creatures are raised as Wights (upgraded versions and neutrals are raised as Wraiths)

SCREENSHOTS:
Academy (Tower)


Dungeon


Fotress (Conflux)


Haven (Castle)


Inferno


Necropolis


Sylvan (Rampart)


Stronghold


Neutrals


ATTENTION!!!
Version of game used is HoMM 5 Tribes of the East 3.1
Mod is incompatible with HoMM5.5
There might be conflicts with other mods too. I recommend to use this mod only, or contact me and I will check if your mod is compatible with this one.
Scenarios might be unplayable. Needs further testing.
I am not a professional artist or game modder so there might be some bad textures or animations or even game crahes. I am also not responsible if your game or game saves becomes broken after apllying this mod (it shouln't happen but it's possible with game saves. I suggest to start new game after installing this mod). I made this mod for myself only but share it if anyone who is interested. If you don't like it, just don't download and install it. All criticism is welcome and healthy until it becomes an insult. I am not a native English speaker so it's possible that there are mistakes in grammar here or in game, sorry for that in advance and you are welcome to correct me.

Future plans:
For now it's OK as it is, but there's a possibility I will add dwelling for all faction creatures and maybe for some neutrals also.

To be done:
*Add experience and combat value to the creatures
*Fix bugs if there are any

Known bugs:
*Wrong power and experience values of creatures

Report if you find any bugs.

How to install
1.Download the file from the link below.
2.Put the file into game's "data" folder (by default it's "Crogram Files (x86)UbisoftHeroes of Might and Magic V - Tribes of the Eastdata").
3.Launch the game as normal and enjoy.

-----------------------------------------------------
DOWNLOADS:
BETA1
-----------------------------------------------------
Changelog:
BETA1(2019-04-13):
*released to the public

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 13, 2019 11:15 PM

Reserved just in case

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 14, 2019 08:15 PM

Impressive. Apart from the classic ones, I also see Simurghs

Scorpicores and dire wolves stand out a bit because of their deep colours. Dungeon looks a bit too elven-focused but then I'm not sure what could have been a decent substitute for troglodytes. I much prefer the new colours for sylvan dragons, matrons, unicorns and some others. Also green orcs!

If I wanted to isolate some skins without gameplay changes, which files should I keep?


____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 14, 2019 08:45 PM

Elvin said:
Impressive. Apart from the classic ones, I also see Simurghs

Scorpicores and dire wolves stand out a bit because of their deep colours. Dungeon looks a bit too elven-focused but then I'm not sure what could have been a decent substitute for troglodytes. I much prefer the new colours for sylvan dragons, matrons, unicorns and some others. Also green orcs!

If I wanted to isolate some skins without gameplay changes, which files should I keep?



Yes, as I said there are neutrals from all HoMM series.
Skin of Scorpicores might be changed in the future, because I fully agree with you, however I like Dire Wolves as they are.
The problem with dungeon being elfish is because I didn't have anything troglodyte-like, beholder-like and medusa-like, so I used what we already have with the same stats and similar abilities.

About skin isolation. It's almost impossible, because they are all over the place and there are a lot of model swaps. Without model swap the skin is useless. However you can find most of textures in Textures and Characters folders if you wanna use them elsewhere.
____________
HoMM3Lite

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 14, 2019 09:11 PM

I am talking about stuff like emerald dragons and green orcs. The relevant files shouldn't be scattered across too many folders right?
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 14, 2019 10:41 PM
Edited by bigjocker at 22:42, 14 Apr 2019.

Elvin said:
I am talking about stuff like emerald dragons and green orcs. The relevant files shouldn't be scattered across too many folders right?

For Emerald Dragon look in Characters Creatures Rampart
For orcs look in Characters Creatures Orcs
____________
HoMM3Lite

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 15, 2019 07:04 AM

Fantastic. Say, I don't see sharpshooters. The arcane archer model with green colours would work nicely for that, even if they don't get the recurve bow.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 15, 2019 09:22 PM
Edited by bigjocker at 21:20, 18 Apr 2019.

Elvin said:
Fantastic. Say, I don't see sharpshooters. The arcane archer model with green colours would work nicely for that, even if they don't get the recurve bow.

In "Characters>Creatures>Rampart>AlternativeUpgrades" look for T3_Elf_Sniper_highelf files
____________
HoMM3Lite

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 19, 2019 11:34 PM

I have been successful in isolating individual models Orc maulers and sky daughters still give me some trouble but I have probably overlooked some file.

I very much prefer your version of arcane archers. Green dragons are probably my favorite change. Warmonger colors feel a bit off though, armour and skin look too black and dark green respectively.

Master hunters have too different a design from grand elves which is probably why you kept their colours as they were. If you do get to try a green makeover I'd be interested though. Similarly if one day you make a mod for green orcs that includes the alternative upgrades.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 20, 2019 01:00 PM

Elvin said:
I have been successful in isolating individual models Orc maulers and sky daughters still give me some trouble but I have probably overlooked some file.

I very much prefer your version of arcane archers. Green dragons are probably my favorite change. Warmonger colors feel a bit off though, armour and skin look too black and dark green respectively.

Master hunters have too different a design from grand elves which is probably why you kept their colours as they were. If you do get to try a green makeover I'd be interested though. Similarly if one day you make a mod for green orcs that includes the alternative upgrades.

Warrior and Mauler were not used in this mod. They were changed to Air and Storm Elementals. Sky Daughters were also changed to Ancient Behemoth. You won't find them with green skins. Warmonger is supposed to resemble Goblin Knight (HoMM4) so it has nothing to do with stronghold or orcs.
You are right about Master Hunters, that's why I left them as they are.
I might make green orcs in the future for you after I finish this mod. There's still so much to do, I'm working on it every single day.
____________
HoMM3Lite

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
homeros
homeros

Tavern Dweller
posted April 25, 2019 01:52 PM

Otherwise nice job but are the initiative values really supposed to be just doubled speed values? It's terribly unbalanced, they should all be around 10 regardless of speed since initiative is such a big factor in unit balance.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 25, 2019 09:44 PM

homeros said:
Otherwise nice job but are the initiative values really supposed to be just doubled speed values? It's terribly unbalanced, they should all be around 10 regardless of speed since initiative is such a big factor in unit balance.

H3 used Speed as a combination of Speed + Initiative in H5, that's why I've done it as a progression. I understand that the system in H5 is different and there's kind of no turns, but I'm working on it. It's still in beta, I'm testing and fixing things every day, so it's a subject to change. Thank you for your comment.
____________
HoMM3Lite

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
homeros
homeros

Tavern Dweller
posted April 25, 2019 10:23 PM

Yeah I get you wanted to emulate the H3 system where speed determined the turn order. I'm not sure how experienced you are with H5, but since initiative determines the 1st turn order as well as how often the unit gets turns, unit with 12 ini will literally get twice as often turns that 6 ini unit gets, which is obviously very unbalanced if other stats are still the same as in H3. Anyway sorry if I'm stating the obvious, just trying to help and I appreciate the effort you've seen so far.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0689 seconds