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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes III: Day of Reckoning Announce Teaser
Thread: Heroes III: Day of Reckoning Announce Teaser This thread is 29 pages long: 1 2 3 4 5 ... 10 20 ... 25 26 27 28 29 · «PREV / NEXT»
LordInsane
LordInsane


Known Hero
posted October 15, 2024 11:32 PM

ValeriKaludov said:
What about the alternative creatures in the vanilla towns? As far as I know they will be mostly the same as in Tides of War mod for VCMI. Honestly concept wise it is cool but some of these are not on the same level as DOR. In my opinion warewolves and troll witches need more work if the same sprites are to be used. Also, for me at least, the tentacle dudes in dungeon don't fit the town aesthetic and color scheme at all. I am curious to hear other opinion on the matter. Here is a link to the mod for reference.

https://vcmi.eu/Mod%20Repository/Expansion/Tides%20of%20War/

I find werewolves to be athematic to Necropolis, in that, well, the werewolves we've seen in the world (in MM6) aren't undead, they're cursed but alive, so I hope DoR has something else for Necropolis (or multiple something else if we do in fact get alternate creatures at two tiers).
With the tentacle dudes, it's actually already been mentioned they've had significant changes (here), which I hope includes a name-change to the upgrade assuming they haven't been switched out for something else - alhoons are undead in the source material.
I find it weird that the trolls are in Fortress and Couatl are in Stronghold, to be honest. It'd feel more appropriate the other way around - it remains to be seen what DoR has done, of course.

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Xfing
Xfing


Adventuring Hero
I like Forge
posted October 16, 2024 04:52 AM

ValeriKaludov said:
What about the alternative creatures in the vanilla towns? As far as I know they will be mostly the same as in Tides of War mod for VCMI. Honestly concept wise it is cool but some of these are not on the same level as DOR. In my opinion warewolves and troll witches need more work if the same sprites are to be used. Also, for me at least, the tentacle dudes in dungeon don't fit the town aesthetic and color scheme at all. I am curious to hear other opinion on the matter. Here is a link to the mod for reference.

https://vcmi.eu/Mod%20Repository/Expansion/Tides%20of%20War/


No one said everything will be taken over from ToW 1:1 and completely without any changes or improvements, in fact I can tell you right now that is not going to be the case. More details will have to wait though

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 16, 2024 01:19 PM

LordInsane said:

I find it weird that the trolls are in Fortress and Couatl are in Stronghold, to be honest. It'd feel more appropriate the other way around - it remains to be seen what DoR has done, of course.


I get your logic as Trolls are greenskins and Couatl reptiles, but honestly I prefer them to stay in the towns in which they are. The troll is a witch and witch in a swamp is classic, also Fortress really needed another shooter.

As for couatl he also feels somehow "at home" in stronghold to me, like some savage mythical maneater for which fanatic orcs and barbarians sacrefice captives. Also I just love to have some fast and somewhat beefy unit to accompanty my Rocs,I just fly trough map and kite everything.


So yea dear DoR team please let them stay where they are.

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LordInsane
LordInsane


Known Hero
posted October 16, 2024 01:43 PM

E1ChuRich said:
LordInsane said:

I find it weird that the trolls are in Fortress and Couatl are in Stronghold, to be honest. It'd feel more appropriate the other way around - it remains to be seen what DoR has done, of course.


I get your logic as Trolls are greenskins and Couatl reptiles, but honestly I prefer them to stay in the towns in which they are. The troll is a witch and witch in a swamp is classic, also Fortress really needed another shooter.

As for couatl he also feels somehow "at home" in stronghold to me, like some savage mythical maneater for which fanatic orcs and barbarians sacrefice captives. Also I just love to have some fast and somewhat beefy unit to accompanty my Rocs,I just fly trough map and kite everything.


So yea dear DoR team please let them stay where they are.

To be honest, it's mostly that when we actually saw Couatl on Enroth in an NWC game, they're in a Fortress-style temple on a lizardfolk-inhabited island.

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 16, 2024 01:54 PM

LordInsane said:

To be honest, it's mostly that when we actually saw Couatl on Enroth in an NWC game, they're in a Fortress-style temple on a lizardfolk-inhabited island.


Damn ur right. But I really enjoy beefy flyer in Stronghold, and Fortress already has Wyverns in T6.

Well atleast we can all agree that Couatls feel totaly out of place in Factory, even with campaign explanation.

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ValeriKaludov
ValeriKaludov

Tavern Dweller
posted October 16, 2024 03:02 PM

Coautls in stronghold honestly fit more than in factory. But I can agree troll witches are a bit off in fortress. I always associated trolls with ogres and barbarians.Maybe instead of them we can get something like shaman/witchdoctor as a second archer. Maybe even it can be a beefier gnoll or lizardman with some feathers decoration and staff as a weapon...Idk but I am sure the DOR team will not disappoint!

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FirePaladin
FirePaladin


Promising
Legendary Hero
DoR Modder
posted October 16, 2024 05:40 PM

First, thank you all for your enthusiasm and feedback! It means a lot to me and the team, and we have already started implementing it.


@LordInsane

Nice job explaining the Grotto faction. Another aspect worth noting is that the Elves in MM can seemingly change their skin color based on the environment and other aspects, in a relatively short span of time. If that wasn't the case, the Wood Elves we see in AvLee should have had pristine white skin (but they don't). This is explored a bit in the Grotto campaign, but I should refrain from saying too much. =p


@ValeriKaludov

There is a good reason why we say that DoR =/= ToW. Some of the ToW alternates became neutrals/other town creatures (for 1.0, or for a future release), and one of them was partially scrapped (its concept used in another way, and elsewhere). Of course, the obvious ones, like Paladins, are in DoR, and in Castle.

The couatls in DoR also look better than ever before, although some changes have taken place. It's a significant improvement from ToW, regardless.
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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ValeriKaludov
ValeriKaludov

Tavern Dweller
posted October 16, 2024 06:12 PM

Great news to hear as always! Wonder which creatures went where...Fingers crossed for tentacle guys not being in dungeon.

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 16, 2024 08:57 PM

FirePaladin said:



Have you guys considered adding new dwelings/creatures to each town without replacing any in a way HotA did with Couatls/Juggernauts?

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AirikrStrife
AirikrStrife


Hired Hero
posted October 16, 2024 11:12 PM

I am happy that the progress of the game is going so nicely.

I don't expect my suggestions to be taken carte blanche of course but just reflecting on some of my thoughts of what I would love to see in my ultimate HoMM3 game.

Now I know this is not within the scope or vision of this mod, but my first thign would be to split dwarves from rampart and make their own faction XD

Now to the real tihng.

I think for me growing up with Heroes 3 (first Heroes I tried was 2 but didn't own it) and MM7, MM8, eventually MM9 and HoMM4 and finally HoMM5 with all expansions.

What I did like about HoMM5 was that the factions were very easy to tell as a 'nation' of sorts, while HoMM3 was more confusing if you didn't really dig into it (which was hard for someone who didn't speak eglish at the time). Now I find H5 almost to lack in diversity and flavor, while H3 is much more vibrant a game. Inbetween is H4 which tried, but was just too weird and messy of a game, to create some interesting options.

I think with the possibility of new creatures to each town the game can explore both new cool concepts and/or immerse the depth of a nation even more.

For example STRONGHOLD: while not the most exciting unit, I think the berserker form H4 should appear here (or similar), to really hammer home what the Krewlod nation is, as currently the only humans part of it are a handful of hero, when it's clear that human form a component of the nation.

I think FORTRESSS is another nation which needs to better showcase its heroes in the faction design, it's a faction lead by gnolls and lizardman, but currently they're the weakest units to all these amazing monsters, I hope that elements of beastmasters and witches can be more visible in the faction design.

In DUNGEON you learn it makes more sense, an elite of overlords and warlock rule over beasts they are in control over, I think the tentacle thingy, an Ilithid from DnD ultimately basedo n Lovecrafts Cthulhu, works in the faction but ultimately I think HotA make it better with their fangarm.

for INFERNO I think, while sucubus is canon in Enroth, the biggest possibility is to add Baa cultists, while more of an Enroth proper presence, they nevertheless also had branches in Antagarich. And I think, with a piffed up design they could be really cool.

CASTLE just remain the blandest of factions, don't get me wrong, I lvoe castles, and in my own hobby sketches I suggested putting the lion man from the canceled NWC-H5 in it, to represent the kingdom of Enroth, for there griffins represent Erathia. Overall I hope that there can be some interesting addition to Castle.

For NECROPOLIS I don't think werewolves is a good fit, but I hope to see something creative to the undead concept or other fitting creature.

For Rampart I was toying with concepts in my of fanon that could allow it to double as a Welnin inspired faction, now Welnin is obviously poorly deisng, but I went with a more fairy vibe rather than elf, maybe also somethign fitting the king udner the hill, so leprechauns and satyrs, nothing radical as they exist in other games ofcourse, but I tihnk it's also a matter of what they can replace and how that can tell a story. In my fanon ideas, there wasn't one choice per creature slot, but one path so to say, at least in soem factions, if you choose this level 2 creature, you already lock yourself into a path, for some maybe that would be boring, but it can also give clearer identities for your choices.

Some creatures I would love to see in HoMM which exists in the MM universe are Chimera and Cockatrice, depending on style and design there are a few option that could work


I think the concept for Grotto is really cool, and are not sure which faction I'm the more excited for for this game


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LordInsane
LordInsane


Known Hero
posted October 18, 2024 12:56 AM
Edited by LordInsane at 00:57, 18 Oct 2024.

AirikrStrife said:
For NECROPOLIS I don't think werewolves is a good fit, but I hope to see something creative to the undead concept or other fitting creature.


I suppose the simplest (I expect a better idea has been had and has been/is being implemented) would be to take a bit of a leaf from Armageddon's Blade and integrate a pre-existing creature as an alternate, in this case the Mummy. Now, this would lose Necropolis its early flier if one goes for the alternate, but it would have one advantage: it would allow one to play (or use for scenarios) a more 'Kingdom of Enroth Necromancer' Necropolis, much like the Paladin allows for a more 'Kingdom of Enroth Knight' Castle.

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ValeriKaludov
ValeriKaludov

Tavern Dweller
posted October 18, 2024 02:03 PM

How about skeleton wheel similar to the dark souls.

Idk if its represented in the M&M universe but I think its a cool concept. Mummies can work also but they dont really fit the color scheme of necro.Maybe with grayish bandages instead of yellow ones?

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ValeriKaludov
ValeriKaludov

Tavern Dweller
posted October 18, 2024 02:09 PM

Ok i dont know how to attach images...
Heres a link to the skelton wheel from dark souls.
https://darksouls.fandom.com/wiki/Skeleton_Wheel

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FirePaladin
FirePaladin


Promising
Legendary Hero
DoR Modder
posted October 19, 2024 03:08 PM

@AirikrStrife
Quote:
Furthermore I was wondering about the idea of having alternative characters, what is the design philosophy behind creating new units in terms of lore? I guess what I am coming for if the new units will create opportunities to something akin to sub-factions have sub-faction, or if it's more to create more depth for each faction as it is?


Yes, that is right.


Otherwise, interesting thoughts on the alternates themselves. We certainly agree on some of the points, including the fact that the "Witch" aspect of Fortress should be more visible.


@E1ChuRich

Yes, we have considered the idea of having 8 creatures in a single faction. In the end, we have decided that it's better to leave such uniqueness to Factory alone.

____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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kesnarii
kesnarii

Tavern Dweller
posted October 20, 2024 11:39 AM
Edited by kesnarii at 11:39, 20 Oct 2024.

FirePaladin said:

Yes, we have considered the idea of having 8 creatures in a single faction. In the end, we have decided that it's better to leave such uniqueness to Factory alone.



Oh my god! DoR-HotA compatibility confirmed?

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 20, 2024 02:08 PM

kesnarii said:

Oh my god! DoR-HotA compatibility confirmed?


That would obviously be perfection. But some creatures would share names and that would be kinda silly. Like couatls and juggernauts.

Also we would have two flamethrower units. But I guess that is alright.

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mitsche91
mitsche91


Adventuring Hero
posted October 20, 2024 11:59 PM

I am not that optimistic that the post is like a confirmation. But of course it would be fantastic.

Well the problem of compatibility with some units like the Quatle is not necessary one because it was said that there might be some changes with the ToW units. And with the HotA story line of Forged in Fire to me it's no problem that Forge would have another flame thrower unit. It should just look a little different.

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kuindai
kuindai

Tavern Dweller
posted October 21, 2024 04:01 AM

E1ChuRich said:
kesnarii said:

Oh my god! DoR-HotA compatibility confirmed?


That would obviously be perfection. But some creatures would share names and that would be kinda silly. Like couatls and juggernauts.

Also we would have two flamethrower units. But I guess that is alright.


The Dungeon with the summoning portal already has 8 slots closed. Where can we add another unit there?
____________

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ValeriKaludov
ValeriKaludov

Tavern Dweller
posted October 21, 2024 11:22 PM

Does anyone know if it is possible to extract the maps from Heroes Chronicles? I think it would be very cool to remake the Sword of Frost campaign with the Palace and all the beautiful new map objects. I want to try it once Day of Reckoning comes out if ofcourse the team hasn't done it themselves. Man I really cant wait for it to release!

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E1ChuRich
E1ChuRich


Adventuring Hero
posted October 21, 2024 11:33 PM

ValeriKaludov said:
Does anyone know if it is possible to extract the maps from Heroes Chronicles? I think it would be very cool to remake the Sword of Frost campaign with the Palace and all the beautiful new map objects. I want to try it once Day of Reckoning comes out if ofcourse the team hasn't done it themselves. Man I really cant wait for it to release!


Yes I played chronicles (without cinematics though) in HotA, and somebody actualy made that one AB campaign that has Regna pirats with Cove town instead of regular Castle.
Somebody will def try to make the same thing with Palace in Sword of Frost campaign.

Also I think that chronicle maps are in the works for VCMI. I suggest you play Tides of War and Antagarich burning mods on VCMI while you wait those are closest things to DoR and thats what im playing and having a blast.

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