Conquests of Might and Magic III

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.

Not in my game. In my game scouts seem to find raiders first thing, and then get bumped off. As long as I'm going to keep bumping into raiders I might as well send a combat unit out looking for stuff (pixie versus boar riders anybody? :).
 
This may be what you intended, but it confused me. The Town Defense structure is saying it is a Recycle Center and reduces pollution? No mention of defense and it looks like a recycle symbol.
 
I was 7 or 8 turns into the game and I got the Plague. A little harsh for a size 2 town. I am not familar with the workings of the plague as it is not in the normal game. Can it kill the town as is implied in the pedia for CoMM?
 
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).

Scout do not ignore mountains for sure. I ran into that. The pedia say it does not ignore for volcanoes eihter. It also says 2 move, but it is 3.
 
Not in my game. In my game scouts seem to find raiders first thing, and then get bumped off. As long as I'm going to keep bumping into raiders I might as well send a combat unit out looking for stuff (pixie versus boar riders anybody? :).

I could possibly give all civ's the expansion trait to avoid barbs from goody huts.

vxma said:
This may be what you intended, but it confused me. The Town Defense structure is saying it is a Recycle Center and reduces pollution? No mention of defense and it looks like a recycle symbol.

Not all improvements have been finished yet. I am working on the civilopedia to try to get it caught up as quickly as possible. This has been noted.

vxma said:
I was 7 or 8 turns into the game and I got the Plague. A little harsh for a size 2 town. I am not familar with the workings of the plague as it is not in the normal game. Can it kill the town as is implied in the pedia for CoMM?

I was testing plague some time back to see if it is worth having in the game, but it doesn't really add much of anything. My last test game it hit early, but then never hit again (as of 300 turns). I think it only should last a few turns or so, and has a chance to kill a citizen or a unit. Similar to jungle IIRC. May just take it out, since nothing relates to it in the Heroes III world.
 
I would vote to remove the Plague. When I got the new biq and started a new game, I got Plague first turn and the first civ I met was also in Plague. Sanitation is a ways off and it is just arbitary event.

If it came 150 turns into the game, it would be one thing, but so far it is right out of the gate.

Edit: BTW my next town got the Plague, even though I did not send any units to it. As soon as the borders touched, it hit.
 
The tech tree shows Magic, but the advisor says to research Creatures, not listed.


Edit1: I see the game did not start the tech tree in the first age. I scrowled back two ages to see Creatures.
Edit2: It seems to always take me to the 3rd page of the tech tree. At least now I know what I am looking at.
 
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.

I take it back. My magic arrows have just been blown into dust by Duke Boragus. :P

I would say get rid of the Plague and civil disorder, though. They are a major hindrance in the earlygame.

Many huts are still using terms from Earth like "the Apache tribe". would you like a list of organizations in Antagarich to replace these terms with? You could have, "The Brotherhood of the Sword offer you a settler", and things like that.
 
Looking in the Concepts, the pedia and elsewhere, I do not find the mechanism to upgrade units. Pikes do not show an upgrade option after the Guardhouse is build. Is there a structure that is required?

The guardhouse and some gold, should be all I need to stay within the Homm world. BTW I can build Halberdier units.
 
I have not gone very far as of yet, but you have done a great job on the look. As a big Might and Magic fan as wellas Homm. I love the capitol name of Steadwick, just makes me want to fire up MM7.

BTW my avatar on Poly was the box cover from the limited edition of MM6.
 
I love this mod! Although I've never played HoMM, I still enjoy this mod a lot, I haven't played a fantasy mod for a while.

Looking in the Concepts, the pedia and elsewhere, I do not find the mechanism to upgrade units. Pikes do not show an upgrade option after the Guardhouse is build. Is there a structure that is required?

I think it's the castle that acts as a barracks, not the guardhouse.
 
Don't you dare. 'Sides, watching as my pikeman trounces a boar rider is kinda fun.

;)

vxma said:
I would vote to remove the Plague. When I got the new biq and started a new game, I got Plague first turn and the first civ I met was also in Plague. Samitation is a ways off and it is just arbitary event.

If it came 150 turns into the game, it would be one thing, but so far it is right out of the gate.

Edit: BTW my next town got the Plague, even though I did not send any units to it. As soon as the borders touched, it hit.

Plague will be gone, the plague settings are probably in the BIQ causing this.

vxma said:
The tech tree shows Magic, but the advisor says to research Creatures, not listed.


Edit1: I see the game did not start the tech tree in the first age. I scrowled back two ages to see Creatures.
Edit2: It seems to always take me to the 3rd page of the tech tree. At least now I know what I am looking at.

The tech tree isn't set to go from era to era. Every era can be researched at any time. I haven't put the lines in yet (to connect the boxes), but each era is set to be Might, Magic, and Creatures. So w/e you go to the tech tree, it goes to the era that your civ is set in (which is either the 3rd or 4th era). This had to be done since the game uses 9 city graphics, and there is only 5 culture sets.

You should be able to research Magic though.... To research Magic or Might Heroes you need to research up to Creatures Level 1 through 6 at this time first. I did this temporarily because I haven't had time enough to test Heroes yet. AI seems to only build these units if they are available too early. This gives AI time to build it's creature structures first. Some changes will have to be made here.

Roland Ironfist said:
I take it back. My magic arrows have just been blown into dust by Duke Boragus. :P

I would say get rid of the Plague and civil disorder, though. They are a major hindrance in the earlygame.

Many huts are still using terms from Earth like "the Apache tribe". would you like a list of organizations in Antagarich to replace these terms with? You could have, "The Brotherhood of the Sword offer you a settler", and things like that.

I did put names of different tribes into the editor. :confused: For barbs, I put locations of antagarich. Such as Azure Peaks, Tularean Forest, Frostpoint, etc. I'll have to find where else this may be.
EDIT: Something must have happened where the names weren't saved, I'll have to re-enter them with the next BIQ.

Can't really get rid of civil disorder completely. I could give the Palace ability of extra happiness to all cities. Since cities grow somewhat quickly early on, I have noted this to see what can be done.

vxma said:
Looking in the Concepts, the pedia and elsewhere, I do not find the mechanism to upgrade units. Pikes do not show an upgrade option after the Guardhouse is build. Is there a structure that is required?

The guardhouse and some gold, should be all I need to stay within the Homm world. BTW I can build Halberdier units.

The Castle is your main 'barracks' building. So you need to build Fort -> Citadel -> Castle. There are some other buildings that provide ability to upgrade also. The overhaul on Civilopedia is still taking place and I will add the info to the upgrades page.

It could be made to have the Fort give upgrades for units instead.

underpaid said:
I love this mod! Although I've never played HoMM, I still enjoy this mod a lot, I haven't played a fantasy mod for a while.

I think it's the castle that acts as a barracks, not the guardhouse.

Once you build a Fort (which seems to take the longest), the Citadel and Castle can be built after that a bit quicker. I initially made Castle give upgrades, so this way the AI is more likely to have a more diverse set of units, and not upgrade everything so quickly. It's always nice when there is more variety.

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

A few notes from observations I have made. The AI usually seems to research Creatures, Level 1 and 2 units first before branching out. The AI will build it's creature producing improvements also pretty quickly.

I have found that doing the same is sometimes helpful to keep up with the AI. If playing on an epic map, the AI had Level 4 and 5 creatures around turn 225 (IIRC). I got attacked by the invisible Dendroid Guards of the Rampart in that test game.

Also note, scouts and workers can see invisible units. I did this, because Rogues are invisible and have HN. And they are an Advanced Barbarian unit. They can also be made available to the player by building the Thieves' Guild. To build Thieves' Guild, you need to build the Tavern, which requires that you get a Hero (Army) through successful combat with an elite unit; and the Army gained must be successful in combat. Tavern also lets you build Tavern of Might and Tavern of Magic to gain additional Army units. ;) It pays to go to war!
 
I still have not figured out how to get the clear swamp/forest actions. They should a tech that I do not find in the tree, what am I missing. I mean I got the plague and then it stopped and I get sick from the swamps. What is Tech Holder?
 
I still have not figured out how to get the clear swamp/forest actions. They should a tech that I do not find in the tree, what am I missing. I mean I got the plague and then it stopped and I get sick from the swamps. What is Tech Holder?

There isn't any. Initially I was trying to make it so only the fortress was immune to swamps and marsh (since it is there home and native terrain), but this is impossible to do in Civ 3.

I left Swamps as having a very low chance of disease (10%), but in return, Marsh has very desirable base stats of 4 food and 1 shield to make it worthwhile the occasional unit death.

Floodplains are the same way, except Fortress is immune to those. I can make a tech give all civ's ability to become immune to Floodplains disease (which I believe I forgot to do!) which has a 75% disease chance. I was going to put it in Other tech or Pathfinding tech. I will make note of it.
 
What are the dimension of an Epic map?

Here are all world sizes:
Small 80x80
Standard 105x105
Large 130x130
Huge 165x165
Epic 210x210

Epic map is big enough so all 27 civ's can play and have a good amount of room on 60% water. If you wish a bit less land space, playing at 70% or 80% water will do this.

The epic map was shrunk down a bit, because of problems with AI spamming units. Also, playing on pangea maps (which I forgot about) may require that I put another ship vessel in the game that doesn't require Wood resource. I will make note to do this also.
 
Tom, I am fine with any choice, just so I know what is what. Nothing in the Pedia said anything about the worker clear actions. I did find a few techs that provided new actions, so I figured I just had not found it. I won't look any further for them.

BTW the the highlight is very hard to see for us old folks.
 
I need still more pointers. I am trying to find out how I get to build the Castle. I tried going backwards from Castle and forward from Fort. They list the prereq structures, but not the techs that provide the structures.

I am looking over the the techs for the creatures, but so far I have failed to find either the Citadel or the Castle. IOW I have no idea what path to research to be able to get these structures. Using either the pedia or the tech tree.

What a massive effort this must have already taken, hats off. I hope you are able to hang on. I wish I could help, but I lack skills and imagination. Well those are just some of the things.
 
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