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Old Jul 02, 2010, 02:33 AM   #1
tom2050
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Conquests of Might and Magic III

Conquests of Might and Magic III

(Public Beta Test V1.17)



I will refer to the mod as CoMM3 (Conquests of Might and Magic III) from here on out.

CoMM3 General Game Concepts:
This mod was built with Heroes of Might and Magic III in mind. It's primary focus is battle, but other victory conditions are possible. The game is set to have a fast pace in the beginning during settle stage. AI get's no settler bonus' at any difficulty, so harder difficulties should be entirely possible to win with planning and luck. This mod is also a builders' mod. It is not only important, but vital to having a chance of survival. Higher level creatures are auto-produced by city improvements only. Expect large battles, and never think you have too many troops (because it's often not the case!).

-----------------------------------------------------------------------

Requirements:
* Civ 3: Conquests v1.22 or Civ 3: Complete
* Mod Size: Approx 720+ MB
* Download Size: Approx 390 MB

Installation Instructions:

Download the large file from one of the following locations:
AtomicGamer
MegaUpload
Rapidshare


Current Version: v1.17
Download the BIQ file here:
ConquestsOfMightMagic3BetaBIQV17.rar


Download Patch V1.17
Extract the file and copy the COMM3 folder into your Civilization III/Conquests/Scenarios directory. Overwrite all files to update to the latest version 1.17. Contains all previous updates as well, so no other patches are needed.


v1.0: initial release. Removed after 24 downloads.
v.1.10 Removed after 236 downloads.

Fixes:
Spoiler:

v1.01 (7-2-10): fixes Tower's inability to build workers. Removed after 83 downloads.
v1.10 (7-9-10): A wide array of changes... text file included with patch.
v1.17 (9-1-10): Many larger changes... text file included with patch.



Once both of these files are downloaded, extract them into your Civilization III/Conquests/Scenarios directory.
The path will look similar to the image shown below:
Spoiler:


Start Civ 3, click on 'Civ-Content' and select the ConquestsOfMightMagic3BetaV10.biq file.

Remember, this is the beta I pushed out, so improvements will continue to be made. The Antagarich Scenario map is also close to completion and will be released soon. A wide array of Scenario's will be created also, including scenarios from Restoration of Erathia, The Shadow of Death, and Armageddon's Blade.

Any suggestions and comments are welcome to help improve CoMM3.

Credits:
Graphics: Tom2050, Plotinus, embryodead, Kinboat, Kindred72, Aaglo, Yaniv, Kreyten, Aluminum, CamJH, CivGeneral, NavyDawg, Vuldacon, CivArmy s. 1994, Shirokobbure, Drift, Grandraem, Bebro, Orthanc, Jewmpaloompa, LizardmenRule!, utahjazz7, Dogmouse, Balam-Agab, capman, Kyriakos, Pounder.
Appreciation to all whom have been of assistance with their assistance and ideas! This includes DFBATTLER, Eclipse4449, nick0515, General 666, Grandraem, Roland Ironfist, elenar, Wolfhart, Supa, Steph, Pounder, and all others.
Thanks to all that have playtested this mod and I hope you enjoy it!
Special thanks to Steph and the great work he has put into his editor, that has made possible what would have taken months longer to complete.

Last but not least, this mod is dedicated in honor to one of my all time favorite games, Heroes of Might and Magic III. If you like the mod, you should check out HoMM3, a turn based strategy classic!

If I have missed anyone, please let me know.

Last edited by tom2050; Sep 01, 2010 at 05:16 AM.
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Old Jul 02, 2010, 02:35 AM   #2
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Game Screenshots:

Terrain
Spoiler:

New Terrain







Civilopedia
Spoiler:








Advisors
Spoiler:








Gameplay
Spoiler:







Last edited by tom2050; Jul 02, 2010 at 03:59 AM.
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Old Jul 02, 2010, 02:36 AM   #3
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Reserved 1
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Old Jul 02, 2010, 02:37 AM   #4
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Old Jul 02, 2010, 02:54 AM   #5
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Awesome! I've been waiting to try this one!
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Old Jul 02, 2010, 04:31 AM   #6
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Hell yeah!!!
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tom2050's awesome work: Conquests of Might and Magic III Recoloration Factory Unit Factory

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Old Jul 02, 2010, 06:02 AM   #7
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Looks good, will soon be downloading.

Update: Make that now downloading.
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Old Jul 02, 2010, 06:17 AM   #8
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Looking good, hope to start soon.
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Old Jul 02, 2010, 06:22 AM   #9
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tom2050, congratulations to the beta of this mod. I will download it soon.
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Old Jul 02, 2010, 07:38 AM   #10
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And on the 83rd Day



That is how far I've gotten in 83 turns. Been building city improvements and doing a small amount of exploring. The borders are Pounder's Stockade Mark I in case you're wondering.

Caveats: The goblins are a bit over powered, I'd recommend an attack/defense of 2/2.
I'm also having trouble distinguishing units from certain terrains. Maybe de Borg's mountains instead of Womak's, or a touch of recoloring of Womak's mountains.

The days in this mod seem a bit long too.
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Old Jul 02, 2010, 08:22 AM   #11
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It's important to expand as quickly as possible in the beginning. It's also important to build roads where they are needed, as they add 2 gold on average which goes to treasury and/or research. The AI does expand aggressively, so unless you pump out settlers, you may fall a bit behind.

Stronghold (Krewlod) is strong on the attack, and weak on defense. Goblins aren't the strongest Level 1 creature in the game.
Centaurs are 5.3.2, Gnolls are 3.5.1, e.g... the difference is cost and how often they are auto-produced to help even the odds. The weakest Level 1 units are pixies (2.2.2) and Imps (2.3.1).

Roads and Cities will alone get the initial high tech times down to a 40 and less research times. Once settler stage ends, research times quickly plummet from what I've noticed, but keep me updated.

If you want a mega start and are lucky, you will start in the middle of some bags of endless gold, or never ending mercury vials.

I made Desert un-settlable sometime in the past few days, primarily to keep huge maps from having too many cities, and thus possibly having too-many units running around. I should add this to the initial information-box.

Do you mean the mountains look like the goblins? (Their colors are too similar)?
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Old Jul 02, 2010, 08:34 AM   #12
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Quote:
Originally Posted by tom2050 View Post
Do you mean the mountains look like the goblins? (Their colors are too similar)?
No, more like a little too dark. I find that workers tend to blend in a little too well.
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Old Jul 02, 2010, 10:50 AM   #13
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Is there any way for the tower nation to build workers? The standard worker unit is disabled via placeholder resource requirement.... It's quite difficult to keep your empire running if you have just your starting worker unit.
NTL: It looks so much like HOMM3.. incredible. Have to return to my game now *g*
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Old Jul 02, 2010, 10:53 AM   #14
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Try team colors to see, if that helps spot them.
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Old Jul 02, 2010, 11:40 AM   #15
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I started a game with Gavin Magnus and I'm up to 200 days already. The mod is amazing. I give you a 10/10 for immersion and fun. The background music is definitely a big plus.

Magic arrows are incredibly annoying, though -- they instantly destroy any type of earlygame attack against settlements. Catherine Ironheart should probably be Catherine Ironfist

But yeah I absolutely love the mod
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Old Jul 02, 2010, 12:23 PM   #16
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Tom do you want a running report of questions, issues? Example: Scholar tech, the pedia talks about airfields? Nearly all techs in first age have the optional flag? Air Magic Level 1 is overlaided.
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Old Jul 02, 2010, 02:01 PM   #17
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After 107 days of my last game I have this bit of advice for folks.

1. Don't build scouts. You have too great a chance of meeting raiding parties and losing the scout. Build combat units instead and let them go exploring.

2. Workers, lots of workers.

And a few of observations;

1. You'll get money fast. Lots of money.

2. Not enough contrast between certain terrain types and the units, makes it hard to distinguish the two.

3. Roads get washed out against desert.

That's my feedback for now. I'm starting a new game to try out building a lot of workers, so what follows is the sole screen capture for the last game.

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Old Jul 02, 2010, 04:51 PM   #18
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Quote:
Originally Posted by mythusmage View Post
No, more like a little too dark. I find that workers tend to blend in a little too well.
I can see about making the terrain a bit more on the 'not so dark' side. I see what you mean, and have noticed it myself. Sometimes the units do blend in a bit.

Quote:
Originally Posted by Samez
Is there any way for the tower nation to build workers? The standard worker unit is disabled via placeholder resource requirement.... It's quite difficult to keep your empire running if you have just your starting worker unit.
NTL: It looks so much like HOMM3.. incredible. Have to return to my game now *g*
Congrats! First bug found! That should not be like that, I have uploaded a corrected BIQ file. The resource requirement should not be there.

Quote:
Originally Posted by Roland Ironfist
I started a game with Gavin Magnus and I'm up to 200 days already. The mod is amazing. I give you a 10/10 for immersion and fun. The background music is definitely a big plus.

Magic arrows are incredibly annoying, though -- they instantly destroy any type of earlygame attack against settlements. Catherine Ironheart should probably be Catherine Ironfist
Do you think the initial Magic Arrows are too powerful? The Palace auto-produces them, and they can be toned down a bit in strength. I have noticed myself they make barbarians not so worrisome since they can take them out pretty easily.

Quote:
Originally Posted by vxma
Tom do you want a running report of questions, issues? Example: Scholar tech, the pedia talks about airfields? Nearly all techs in first age have the optional flag? Air Magic Level 1 is overlaided.
Yes, if you see anything, let me know. I am still doing much on the civilopedia, but will take notes and fix all that is mentioned. I haven't put the arrows in yet on the tech tree, and still need to add some easy reference pages in the pedia so it is known exactly what is buildable.

The line is like this:
Creatures -> Level 1 (Lvl 1 Upgrade Optional)-> Level 2 (Lvl 2 Upgrade Optional)

Once you have research Level 2 creatures, you can choose between researching anything from Level 3 through Level 7 as you wish. Some civ's, such as Castle, require e.g. the Level 4 building to be built first, before you can build the Level 3 building (as it was in HoMM3).

I am making a running list, and will get these taken care of.

Quote:
Originally Posted by mythusmage
1. Don't build scouts. You have too great a chance of meeting raiding parties and losing the scout. Build combat units instead and let them go exploring.

2. Workers, lots of workers.

And a few of observations;

1. You'll get money fast. Lots of money.

2. Not enough contrast between certain terrain types and the units, makes it hard to distinguish the two.

3. Roads get washed out against desert.

That's my feedback for now. I'm starting a new game to try out building a lot of workers, so what follows is the sole screen capture for the last game.
About Scouts, they are most likely to turn up Non-Barbs in the very early game (must be hard-coded this way; seems like this is the case up until around turn 30 to 40), so getting them out very early can be a plus in the early game (they ignore all terrain cost, and have 3 speed). If you are careful, you can avoid barbs that emerge from the huts. They can discover Treasure resource from goody huts, which are a luxury resource, and let you build the marketplace, resource silo, and other structures for buildings within their radius.

About workers - Agreed!

Yes, money flows in fast, but units over the Allowed Number cost 3 gold per turn . This has helped keep AI from going crazy with units. Many times, you can disband weaker units and hold on to stronger ones. You can also disband unit-producing buildings to keep them from building weak units later in the game.
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Old Jul 02, 2010, 04:58 PM   #19
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V1.01 BIQ has been uploaded to the first post: fixes Tower's inability to build workers.

A simple mistake that I overlooked!
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Old Jul 02, 2010, 07:54 PM   #20
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Sounds good will start over after the Le Tour tomorrow.
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