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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 The Restoration of Axeoth
Thread: Heroes 4 The Restoration of Axeoth This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 18, 2022 02:01 AM
Edited by Galaad at 02:03, 18 Jan 2022.

NimoStar said:
PD: goddamit galaad, 4 QP to this thread and just one for my entire mod. What must a man do :'v


Lol, look at the guy with 5 red stars complaining about not having enough QPs

Alright, it is true yout gigantic work and continued support and updates deserves some more. There ya go.

Don't ask again!

Bytebandit said:
Masters of the Elements, the third campaign in the Heroes Chronicles series, is now completed and being finalized. I also believe the issues with the other campaigns being too easy have been corrected to being more challenging now.


Keep 'em coming
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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted January 18, 2022 05:57 AM


iliveinabox05 really speeded up the process of making these maps. More objects placed in correct or near correct locations made positioning much easier. The rate of making the maps for these campaigns has been reduced around 50 per cent or so, I'd say. WIthout his work and the work of others on the Advanced Map Editor, I'd still be doing it all by hand. Good work all around. And the work continues. . .
But I believe a little break from mapmaking and playing what's already made instead, is what's next.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted January 18, 2022 06:38 AM

Original post updated with the link for Masters of the Elements!

I made sure the AI started with at least one hero and gave them a good experience boost, as well as ensuring any of the other AI heroes already there had an appropriate experience boost. I also did this for Warlords of the Wasteland, but haven't gotten this done yet for Conquest of the Underworld.

I haven't yet gone through the various creature stacks / ambush events to buff them, but that will come soon.

For now, we're going to take a small pause to do a thorough play testing of the first three campaigns, as well as to switch focus a little bit back to Unity (and one other little surprise ByteBandit has been working on during all this).

Thoughts and feedback are appreciated!

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted January 21, 2022 07:55 AM

I'd like to give a thank you to Nimostar for his testing reports and what he's found in the campaigns. Good work my friend. We've been mass producing these campaigns, letting others playtest them, and waiting for feedback to see if they needed anything done to them.
The beginnings of such a large project as this always has it's downside. Both ILiveInABox05 and myself were so involved with our own directions with the campaigns, miscommunications were inivitable. This just being early on and soon corrected. The currently released campaigns have been worked on to be more competitive and reworded to represent H4 better.  So we figured we had to break from the assembly line of mapmaking for a while to correct what's wrong in the current campaigns early on, and then continue where we left off. All reports on the campaigns, be they good or bad are welcome. Appreciate it.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 21, 2022 02:13 PM
Edited by NimoStar at 14:25, 21 Jan 2022.

Quote:
Alright, it is true yout gigantic work and continued support and updates deserves some more. There ya go.


Thanks galaad, appreciatrion is appreciated

Quote:
iliveinabox05 really speeded up the process of making these maps. More objects placed in correct or near correct locations made positioning much easier. The rate of making the maps for these campaigns has been reduced around 50 per cent or so, I'd say. WIthout his work and the work of others on the Advanced Map Editor, I'd still be doing it all by hand. Good work all around. And the work continues. . .
But I believe a little break from mapmaking and playing what's already made instead, is what's next.



Would you say maps are now smaller? I am curious

Quote:

Original post updated with the link for Masters of the Elements!

I made sure the AI started with at least one hero and gave them a good experience boost, as well as ensuring any of the other AI heroes already there had an appropriate experience boost. I also did this for Warlords of the Wasteland, but haven't gotten this done yet for Conquest of the Underworld.

Thoughts and feedback are appreciated!


Well, Conquest is the one I fixed myself so that's somewhat a relief, now I can have it full (?)

Can't wait to play Masters of the Elements.

PS: Strangely, due to the new conversion process (presumably), I can't open the Masters of the Elements campaign with my modded map editor, whereas the others were fine I hope the game is able to access it.
PS2: Well, the modded game and the default editor can open it, so no big deal. I didn't notice a change in the average size of maps (seems like 4 small maps per campaign is the norm)
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted January 21, 2022 04:56 PM
Edited by iliveinabox05 at 16:58, 21 Jan 2022.

NimoStar said:
Would you say maps are now smaller? I am curious


What do you mean by this? Smaller as in file size? I haven't applied AI enhancing scripts, but when I do, I will update the reduce neutral scripting to only apply the script for the types of creatures actually on the stack, so that will definitely make the files smaller than what they would have been previously.

Or did you mean smaller with respect to H3 map sizes?

NimoStar said:
Well, Conquest is the one I fixed myself so that's somewhat a relief, now I can have it full (?)


Warlords and Conquest should both be updated with the fixes I've made so far. Currently I'm working on the play through of Warlords, so any text fixes will be for that campaign first, followed by Conquest, etc.

NimoStar said:
Can't wait to play Masters of the Elements.


Me neither, haha

NimoStar said:
PS: Strangely, due to the new conversion process (presumably), I can't open the Masters of the Elements campaign with my modded map editor, whereas the others were fine I hope the game is able to access it.
PS2: Well, the modded game and the default editor can open it, so no big deal. I didn't notice a change in the average size of maps (seems like 4 small maps per campaign is the norm)


Hmm, so the Equilibris editor cannot open Masters? I haven't actually tried the Equi editor, only the WoW editor and advanced options map editor. Not sure what the Equi editor is doing / looking for that could cause the map to not be openable.

And the map sizes are taken directly from the H3 map sizes, so whatever they are there is what they will be for H4.

As far as my play through, I've gone through the first map of Warlords in both H3 and H4, and I'm pretty happy with it (just on normal difficulty). The difficulty for both H3 and H4 for this first map feels very comparable, and I made it to the enemy castle at almost the exact same day.

The AI enemy in H3, however, broke through to me first, whereas I had to break through to them in the H4 version, so there is definitely room for the AI scripts to help them get strong enough to make similar progress to the player.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 21, 2022 06:10 PM
Edited by NimoStar at 18:11, 21 Jan 2022.

Quote:
Warlords and Conquest should both be updated with the fixes I've made so far. Currently I'm working on the play through of Warlords, so any text fixes will be for that campaign first, followed by Conquest, etc.



Well, I have changed the monsters and descriptions in Conquest myself already, so for that one campáign alone I will stick with distributing my modified version, if you both don't have a lot of objections to it (of course it's still credited to you).

Quote:
Hmm, so the Equilibris editor cannot open Masters? I haven't actually tried the Equi editor, only the WoW editor and advanced options map editor. Not sure what the Equi editor is doing / looking for that could cause the map to not be openable.


Not the Equi editor (I haven't tried that one) but the H4 Ultimate editor which I made myself, from the normal one AFAIR.

Quote:
And the map sizes are taken directly from the H3 map sizes, so whatever they are there is what they will be for H4.


What about number of tiles? It is my sensation that H3 Small maps have less tiles than H4 Small maps. That is, H4 maps are bigger even at the "same" size descriptor. But it's just a feeling, haven't counted the X*X .

Keep up the work in any case, H4 campaigns are sorely needed.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted January 21, 2022 07:06 PM
Edited by iliveinabox05 at 19:07, 21 Jan 2022.

NimoStar said:
Well, I have changed the monsters and descriptions in Conquest myself already, so for that one campáign alone I will stick with distributing my modified version, if you both don't have a lot of objections to it (of course it's still credited to you).


Fine with me

NimoStar said:
Not the Equi editor (I haven't tried that one) but the H4 Ultimate editor which I made myself, from the normal one AFAIR.


Ah hmm, well I'm not sure what could be causing that as the map format should still be correct, and there aren't any non-WoW objects being used.

NimoStar said:
What about number of tiles? It is my sensation that H3 Small maps have less tiles than H4 Small maps. That is, H4 maps are bigger even at the "same" size descriptor. But it's just a feeling, haven't counted the X*X .


I haven't actually tried counting numbers of tiles. Vertically the H3 vs. H4 maps are very close, but horizontally the H4 maps are bigger (size for size comparison).

I've started actually transferring trees over, which makes it easier to see since there are even more objects for reference points.

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted January 25, 2022 03:52 AM

We've finished another campaign. This one has nothing to do with Heroes Chronicles. This is something else. Right now, it is awaiting finalization as we have been playtesting WotW. This campaign has nothing to do with building up a hero as usual. This one is all about gathering certain artifacts for what will be used in the final challenge. It's an 8 map campaign. One I wanted to do in between maps for the Chronicles series. (A change of scenery if you will.) Looks like it will play fine, but we wanted to see how things are going with our work on the Chronicles campaigns. And here's where we stand:

ILiveInABox05 and myself have been playing WotW. We both agree map 1 and map 2 play just fine. And the other maps will be adjusted accordingly. ILiveInABox05 has been playing the original and the H4 campaigns side by side to see how they play against each other. We are overwhelmed how close the original and the H4 versions play the same. But, we see it's a little easy to play after all, but then so is the original. Still we will adjust the playability somewhat to make it challenging enough for replay. That'll be easy enough as ILiveInABox05 will adjust it for what we are looking for.

In between playing the campaigns, we are back working on World Tree and putting that together. And work is being done with placable trees much like the objects placements from H3 to H4.

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted January 29, 2022 09:02 PM

We have been testing Warriors of the Wastelands and have found that the maps in H4 play exactly as the H3 version plays. In fact, the H4 version plays just a little harder than the H3 version. It surprised us how side by side, they play exact. (Maybe a day or two more is needed in the H4 version.) The thing about the Chronicles series is, it's primarily a story campaign instead of a 'The Best Score I Can Get' kind of thing. With that said, we still feel a little challenge in these campaigns won't hurt. And work is moving along nicely with the completed campaigns thus far.

The World Tree is now complete and ready for us to finalize when we get things back on track. The Advanced Options Map Editor really, really speeded up the process to create it.

And a suprise campaign! While making the Chronicles campaigns, a side project was underway. The Price of Loyalty is now ready for play and play testing. This is straight from the H2 maps and converted for H4. You have no main hero in this one. Rather, you have to collect artifacts for the final scene. And you will need them. There is no underground, obviously, but I expext this campaign to be quite challenging for sure. We'll see.
We'll have both of them up for download before long.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 03, 2022 05:02 AM

Original post updated with our latest changes for the Heroes Chronicles campaigns.

I haven't gotten to the difficulty adjustments for Warlords of the Wasteland yet. Currently I'm playing through the final map. After which I will start in on the difficulty adjustments.

Also added a section and download link for the H2 Price of Loyalty conversion.

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted February 07, 2022 01:53 AM

I have been testing the Conquest campaign looking for errors and problems .  I have found a few issues. The carryover artifacts are now in place. Towns now have scaled back buildings and magic levels like the originals do. A few passability issues were also found. Addressed early on about the amount of evil eyes needed and the amount allowed on map 2. Addressed the issue about the wrong colored tent in map 3. Some Quest issues in Map 4. So, a lot has been found and a lot has been fixed as we find them.

The original post is always updated with our latest changes for the Heroes Chronicles campaigns.

We keep wanting feedback, good, bad and . . . unpretty.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 07, 2022 06:40 AM

I added quest guiards that rerquire being human to the maps in WotW in map 2. The AI ally can get to eyes before you do. If they conquer all eye production the game becomes uncompletable.

If you are only left with one eye production, progress is VERY slow.
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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted February 07, 2022 07:01 AM

Then you are playing an older campaign version. Those issues have since been corrected. Many issues have been corrected in CotU and WotW. It seems MotE has been playing good so far. ILiveInABox05 has been uploading the current versions even up to today. He is now working on the AI scripting in WotW. He likes what is happening in that department.
You may want to get the current versions and skip all the problems you've found in the old ones. Or fix the ones you have as you like.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 07, 2022 05:51 PM
Edited by iliveinabox05 at 06:05, 11 Feb 2022.

NimoStar said:
I added quest guiards that rerquire being human to the maps in WotW in map 2. The AI ally can get to eyes before you do. If they conquer all eye production the game becomes uncompletable.

If you are only left with one eye production, progress is VERY slow.


Did you mean Conquest of the Underworld?

For map2, we have 3 Evil Eye dwellings, and I'm probably going to add some placed event scripting so that the dwellings can be taken by the player even if your ally has flagged them.

We've also reduced the 50 Evil Eye quest to 25 since the player can't recruit more at enemy towns after capturing them as it is in the H3 version.

I was also thinking about adding a quest hut where the player could trade something for Evil Eyes, maybe resources, but we'll see how these updates work first.

As far as Warlords of the Wasteland, I've increased the sizes of important neutral stacks from map3 and onward, since maps 1 and 2 actually feel pretty close to the H3 version.

I've also added the AI enhancing scripts to all of the maps in Warlords of the Wasteland, though I've only tested the first map so far. The scripting really gets the AI moving and they're much more competitive.

I also updated the script injection to only inject the scripting for the units that are actually on the stacks. Warlords of the Wasteland went from 400kb to 800kb as a result.

Here's what's left before Warlords can be released as mostly finalized:
- I still need to update any placed event ambushes to contain larger amounts of troops as the campaign progresses, as well as add some difficulty scripting so that higher difficulties contain even larger troop numbers.

- There is also the stacks that had a fixed size initially and don't grow that I need to do a little updating for their scripting. Right now they're hardcoded to remain the initial size they had in the H3 map, but that number needs to be dependent on the chosen difficulty.

- Increase enemy garrison sizes based on difficulty

After I finish up with Warlords, I'll move onto Conquest of the Underworld and finally Masters of the Elements. After these are in a good spot, I'll get World Tree ready for release, as ByteBandit has already done the decorating for those and they are ready to go.

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted February 07, 2022 06:39 PM

And with everything running smoothly and we have players that are helping out with the testing, I can now go back to creating maps for the fifth campaign Fiery Moon, which is already halfway done. I still plan on playtesting as well though, but in a more limited role than before since there are others helping out with the much appreciated testing. The workload on corrections in these campaigns are lessening, which means there is a light at the end of the tunnel to move forward once again. Everybody involved top to bottom, would like to give a big shout out of thanks for what has been done up to this point! Thank you.
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nimostar
nimostar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 11, 2022 06:22 AM

iliveinabox05 said:
NimoStar said:
I added quest guiards that rerquire being human to the maps in WotW in map 2. The AI ally can get to eyes before you do. If they conquer all eye production the game becomes uncompletable.

If you are only left with one eye production, progress is VERY slow.


Did you mean Conquest of the Underworld?

For map2, we have 3 Evil Eye dwellings, and I'm probably going to add some placed event scripting so that the dwellings can be taken by the player even if your ally has flagged them.

We've also reduced the 50 Evil Eye quest to 25 since the player can't recruit more at enemy towns after capturing them as it is in the H3 version.

I was also thinking about adding a quest hut where the player could trade something for Evil Eyes, maybe resources, but we'll see how these updates work first.

As far as Warlords of the Wasteland, I've increased the sizes of important neutral stacks from map3 and onward, since maps 1 and 2 actually feel pretty close to the H3 version.

I've also added the AI enhancing scripts to all of the maps in Warlords of the Wasteland, though I've only tested the first map so far. The scripting really gets the AI moving and they're much more competitive.

I also updated the script injection to only inject the scripting for the units that are actually on the stacks. Warlords of the Wasteland went from 400kb to 800kb as a result.

Here's what's left before Warlords can be released as mostly finalized:
- I still need to update any placed event ambushes to contain larger amounts of troops as the campaign progresses, as well as add some difficulty scripting so that higher difficulties contain even larger troop numbers.

- There is also the stacks that had a fixed size initially and don't grow that I need to do a little updating for their scripting. Right now they're hardcoded to remain the initial size they had in the H3 map, but that number needs to be dependent on the chosen difficulty.

- Increase enemy garrison sizes based on difficulty

After I finish up with Warlords, I'll move onto Conquest of the Underworld and finally Masters of the Elements. After these are in a good spot, I'll get World Tree ready for release, as ByteBandit has already done the decorating for those and they are ready to go.


Are the "lighter scripts" already in an updated release of your campaign map editor?  As I said before, the huge size those scripts used to have were a major reason not to use them...
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 11, 2022 07:10 AM
Edited by iliveinabox05 at 21:18, 11 Feb 2022.

nimostar said:
Are the "lighter scripts" already in an updated release of your campaign map editor?  As I said before, the huge size those scripts used to have were a major reason not to use them...


Yep, Warlords of the Wasteland has been updated with the first round of the updated AI script injection. Currently I'm removing the superfluous scripting on each mine, since they're garrisons and so receive the high level scripting still.

Right now the campaign is just under 800kb, and I still have 4 more maps to remove that scripting from.

Before I add the AI scripts to Conquest of the Underworld, I'm going to update the Advanced Editor to first check if there are any creatures on a garrison before injecting scripts.

Edit. ByteBandit reminded me that I still have one more thing to do before Warlords of the Wasteland is in a finalized (except for balancing) state: in the final map I need to replace Statue of Legion dwellings with appropriate level dwellings to match the level the statue piece augments.

I plan to get this done tonight after I finish removing the unnecessary scripting, and then I'll be moving onto Conquest of the Underworld

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 12, 2022 06:02 AM

Quote:
Yep


That would be "nope" I believe, since I asked if it was already in the code of the released advanced campaign editor to do this automatically xd
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 12, 2022 06:28 AM

NimoStar said:
That would be "nope" I believe, since I asked if it was already in the code of the released advanced campaign editor to do this automatically xd


Ah, sorry, tired eyes I meant the reduced AI scripting was in Warlords of the Wasteland that is currently downloadable.

At the moment there is also an issue with removing the AI enhancing scripts that I need to track down and figure out, so make sure to make a copy of any maps before using it.

Also, just fixed putting the AI scripts on mines and garrisons without any creatures guarding them. I can probably go one step further and also check for the owner to be neutral, and if not, skip it.

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