Conquests of Might and Magic III

Wait for the next update to download. I am trying to simplify it for myself by including all files in the main big file.. and I've added a bunch new files (for the scenarios). Shouldn't be too far off.

Cool , scenarios from Campaigns or from Scenarios themselves ?

I have a question though , i played HoMM5 , i was wondering if you can add Fortress (Dwarf Stuff)

Also i notice not long time ago , HoMM6 is coming out and there is a castle called Sanctuary so my question if you want to add them in the stock of civs in this mod
 
You can use any map you want. Open up this mod in the editor, save as a different name, import the map you want to use, save, then open up the game and use the newly saved mod name.

I am using my now defunct MZDR 362 map, and turns take 10 minutes by Day 30 :P
 
Cool , scenarios from Campaigns or from Scenarios themselves ?

I have a question though , i played HoMM5 , i was wondering if you can add Fortress (Dwarf Stuff)

Also i notice not long time ago , HoMM6 is coming out and there is a castle called Sanctuary so my question if you want to add them in the stock of civs in this mod

Scenarios from the HoMM3 campaigns themselves are being recreated; Restoration of Erathia, Shadow of Death, and Armageddons Blade. The first of them (Homecoming, Guardian Angels, and Griffin Cliff) are nearing completion.

I'm finishing adding the props and converting the graphics over, which I do in Steph's Editor, then in order to add teleportation in, I need to do all that in Firaxis editor so it works. I think the final total units will be some 1,500; many being usable/aesthetic props; and multiples of the same units (some are actual units, some of computer guards, some are capturables that upgrade, etc).

I won't be adding anything from HoMM4, 5, or 6. Fortress was in HoMM3, and is different from Fortress in HoMM5 in every way. Plus, too much time to make a CoMM5 :)

How are external maps used?

Can the Hugh Earth map be used?

You could import a map of your choice into the BIQ and then save it under a different name, and it should work okay. I haven't tried it though. I don't believe anything else would need to modified in the BIQ to get it to work.

I still need to finish the custom Antagarich Map (which will be completed eventually), but I might just make a full-blown custom scenario out of it.
 
Scenarios from the HoMM3 campaigns themselves are being recreated; Restoration of Erathia, Shadow of Death, and Armageddons Blade. The first of them (Homecoming, Guardian Angels, and Griffin Cliff) are nearing completion.

I'm finishing adding the props and converting the graphics over, which I do in Steph's Editor, then in order to add teleportation in, I need to do all that in Firaxis editor so it works. I think the final total units will be some 1,500; many being usable/aesthetic props; and multiples of the same units (some are actual units, some of computer guards, some are capturables that upgrade, etc).

I won't be adding anything from HoMM4, 5, or 6. Fortress was in HoMM3, and is different from Fortress in HoMM5 in every way. Plus, too much time to make a CoMM5 :)

That is cool , Scenarios from Campaigns.
And Indeed , it will take a lot of time but thanks to let me know your opinion
besides i know Fortress in Homm5 is the Dwarf Army tho and in HoMM3 is the Wild Beasts :)
 
You could import a map of your choice into the BIQ and then save it under a different name, and it should work okay. I haven't tried it though. I don't believe anything else would need to modified in the BIQ to get it to work.
If the map has preplaced cities - or different resources than the biq already placed - a little cleanup may be needed after importing the biq rules. Other than that, it's as simple as tom2050 says. Done it with TAM, with AD, etc.
 
Arghh! 1 got through! I even remember remembering that one, and remember forgetting to fix it. I'll have to do it tomorrow though.

Fixed yet? :D
 
I keep finding Snow Wolves swimming around along the Coast. Intentional?

No, was an oversight. :)

Fixed yet? :D

Sorry, after being gone at work 10-13 hours a day now, I am usually too tired to do anything in the evening, so the full update might take a while. I'll throw that fix together saturday morning though.
 
Sorry, after being gone at work 10-13 hours a day now, I am usually too tired to do anything in the evening, so the full update might take a while.

Preaching to the choir there! :sad:
 
Hey tom2050! I love your mod! The music is fascinating! ( But i think you took it from the real game? ), so i played and had a few games, but i ran through a problem in one of those games, When i destroyed a barbarian camp it dropped a Treasure. ( I know it's suppose to do that. ) near my city, now all of my workers just go the treasure for a turn, then go back to the city, then go the treasure again, this repeats! Is this some sort of bug or is it a feature?
 
Hey tom2050! I love your mod! The music is fascinating! ( But i think you took it from the real game? ), so i played and had a few games, but i ran through a problem in one of those games, When i destroyed a barbarian camp it dropped a Treasure. ( I know it's suppose to do that. ) near my city, now all of my workers just go the treasure for a turn, then go back to the city, then go the treasure again, this repeats! Is this some sort of bug or is it a feature?

Probably an AI bug of some sort. I never automate workers. Perhaps if a barb camp creates a resource, the AI still thinks a unit is there? Occasionally I have seen other AI civ's do this, but it doesn't last forever, so usually doesn't effect them to any extent.

Yes, music is from HoMM3.
 
It's great, but I curiosly look at 'wood' which said don't look... I think it messed up ma game, I'll see if I can get it to work later.
 
I just started playing CoMM about two weeks ago, and have run through a full game with both Tower and Rampart, and a partial game of Castle. It is a fantastic mod, and has rekindled my love for the Civilization series! The game play ideas and concepts which you have introduced into C3C have brought it from dead in my mind, to my current favorite saturday afternoon!

However, I did think I should mention an error I found. Aside from several insignificant issues mentioned here, (like the bonus resources not being listed in the civilopedia,) I noticed one game play issue that has yet to be mentioned.

I was playing as Rampart and had just captured a city with "Bow of the Sharpshooter" in its radius, already with road and a trade route to my capital and all my cities. But, when I went to upgrade my Grand Elves to Sharpshooters I found that only some of them could be upgraded. On further investigation I found that natural, non-king unit Grand Elves could not be upgraded to Sharpshooters. Both natural non-king unit Wood Elves, and king unit Grand Elves could be successfully upgraded to sharpshooters. Meaning that Elves coming from the Upgraded Homestead cannot be upgraded to Sharpshooters.

I assume this is a bug, and that it has simply not been noticed yet. Perhaps to fix this issue the non-king Grand Elves could be given an upgrade to non-king Wood Elves, which would automatically be switched to a king Grand Elf or Sharpshooter. Thus allowing a non-king upgraded unit to be 'kinged' should the player so desire.

I don't know how this might affect AI game play, but it would work well for a human player for all units to use that type of upgrade path.
 
It's great, but I curiosly look at 'wood' which said don't look... I think it messed up ma game, I'll see if I can get it to work later.

If a resource is used for too many units, it causes a problem to display, which is why don't click is on there. No way around it unfortunately. I've crashed many a game also from my curiousity!

However, I did think I should mention an error I found. Aside from several insignificant issues mentioned here, (like the bonus resources not being listed in the civilopedia,) I noticed one game play issue that has yet to be mentioned.

Too many bonus resources to list in the Bonus Resource Page. There is no way they can fit on even 2 pages of civilopedia. They are all complete, though, and do all show in the resources menu.

I was playing as Rampart and had just captured a city with "Bow of the Sharpshooter" in its radius, already with road and a trade route to my capital and all my cities. But, when I went to upgrade my Grand Elves to Sharpshooters I found that only some of them could be upgraded. On further investigation I found that natural, non-king unit Grand Elves could not be upgraded to Sharpshooters. Both natural non-king unit Wood Elves, and king unit Grand Elves could be successfully upgraded to sharpshooters. Meaning that Elves coming from the Upgraded Homestead cannot be upgraded to Sharpshooters.

I assume this is a bug, and that it has simply not been noticed yet. Perhaps to fix this issue the non-king Grand Elves could be given an upgrade to non-king Wood Elves, which would automatically be switched to a king Grand Elf or Sharpshooter. Thus allowing a non-king upgraded unit to be 'kinged' should the player so desire.

I don't know how this might affect AI game play, but it would work well for a human player for all units to use that type of upgrade path.

Initially, they could be upgraded as well. But, I did remove it because it caused another set of problems. The only way to keep sharpshooters from being built directly is to make it a king unit. But if you upgrade a king unit to another king unit, the game gives the units strange names (the leaders names). Perhaps I can add a note to make sure player knows this in the game.

The Rampart is pretty tough anyways, so they probably don't need much more help! :)

I'm still working on this, and implementing any new ideas I can while I complete some additional units for the CoMM3/HoMM3 Scenarios.
 
Hmmm, The King Grand Elves upgrade without any issues... But, you know quite a bit more about it than I do.

A second question I have is about my Inferno game. I got my first Devil around turn 250, and as I did with my other civs, I stopped research and focused on stockpiling gold. But, even after stockpiling 3500 gold, and using the Offense small wonder, I was unable to upgrade it to an Archdevil.

I was wondering if that was intentional or unintentional. If it was intentional, then all Devils or Archdevils will be normal units, never a king unit. Meaning the Angel and Archangel stealth attack verses Devil and Archdevil is almost completely useless, because those units will always sit on top of the stack.

I will be continuing to play through every civ looking for oddities. I did notice that the Neutral civ gets rushed very early in every game and destroyed. Not a problem, just an observation.

Also, when can we expect these wondrous scenarios to arrive?
 
Hmmm, The King Grand Elves upgrade without any issues... But, you know quite a bit more about it than I do.

A second question I have is about my Inferno game. I got my first Devil around turn 250, and as I did with my other civs, I stopped research and focused on stockpiling gold. But, even after stockpiling 3500 gold, and using the Offense small wonder, I was unable to upgrade it to an Archdevil.

You found a bug... I am surprised I missed it; Devil didn't have upgrade checked. sorry about that. I hope to get an updated BIQ file out semi-soon that corrects alot of the suggestions, as well as the upgrade costs which are too high.

I will be continuing to play through every civ looking for oddities. I did notice that the Neutral civ gets rushed very early in every game and destroyed. Not a problem, just an observation.

Also, when can we expect these wondrous scenarios to arrive?

I noticed the same thing during gametests, which actually surprised me because neutral civ Boar isn't exactly weak. I think the main reason is because the AI builds peasants to defend cities first (which are weakest units in the game). I fixed this issue a short while back by not letting peasants be built, so AI will instead build the slightly tougher Halflings.

Initially, I only planned on making scenarios, but making the epic game got in the way and took up a lot of time. I'm finishing making some new units for the scenarios; and then only need to finish a few other BIQ-related details. I've been trying to work on it as much as I can to get the basic setup of units and BIQ done; which then will make each creating each scenario much more easy for me.
 
I keep hitting that Artifact Merchant error. Any chance of a patched DL soon? :D

Sorry about taking forever... once extracted, just copy the CoMM3 folder on top of the existing CoMM3 folder and it will place the updated files into the correct folders. Overwrite any files when it asks.

download.. View attachment ArtMerchPatch.rar
 
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