Conquests of Might and Magic III

I was wondering about the Mage Guilds. Was it required that Castle and the other two have the ability to go to level 5 for game play? Castle only have IV in Homm3 and two only have level III.
 
vmxa said:
I was wondering about the Mage Guilds. Was it required that Castle and the other two have the ability to go to level 5 for game play? Castle only have IV in Homm3 and two only have level III.

All civ's can build the actual Mage Guild buildings 1 through 5. It would have required too many improvement spots to limit them (there are only 256 improvements allowed). But Fortress and Stronghold can't get any spells over Level 3 and Castle over Level 4; while the rest can get all spells. So this goes to researching on the Magic techs (Air Magic Level 4, e.g.).

I noticed that the halberdier slides when moving, he moves faster than his feet. I didn't check all the directions, but I know that some of them have this problem.

Hmmm.. I'll have to look, I used the INI settings that came with the Halberdier unit, so it may be something with the speed setting being too fast or slow. Perhaps he is doing a reverse moonwalk?

Worker task Spell Tower says airfield as well.

I am not sure either, but I wondered about making the low level auto builds times elongated a bit. It may be even more important for units like Griffons as they have two moves and are about weekly.

Once you have a bunch of them, you can get a very strong force going. Marksmen with 2 moves is strong. You can take down towns with a handful of them.

Can be sure as one game is not much to go on.

Agreed, I will adjust the auto-build times... Since the player can build Level 1 and 2 units, I will make a serious consideration about the need to even have auto-producing level 1 and 2 buildings. They may not even be needed for the most part, other than as a pre-requisite for other buildings.

If I do ever decide to change something like that, I could possibly add a Neutral Creatures Civ in, with all the neutral creatures that currently aren't used in the epic game (didn't have enough buildings to put them in currently). I'll leave this part alone for now though.

Testing on harder difficulties of Expert and above are pretty difficult though due to being 'Over-run by large quantities' of units. In fact I even lost cities on a few occasions. :eek:

Hi Tom.

First of all I want to say your mod is definitely living up to all my expectations. I haven't had a great deal of time to play it yet but I have a few comments.

The unit auto production times could perhaps being increased a little. No biggy if you don't though.

You mean have troops not auto-produced so often? IIRC, I actually lowered the times a bit some time back. It was tough to decide what was too long (for Level 7 creatures e.g.). If anything, I agree that lower level 1 and 2 units should be up'd a bit especially since the player can build them.

Also, Level 7 units are not all exactly 'even' in terms of strength. Some adjusting may need to be there, but I will leave it all alone for now.

I have started two games. Abandoned the first one pretty quickly though when you released an updated biq.My current game as Rampart on proven (monarch) difficulty with seven other civs on a smallish map is going rather well for me. I've beaten up two of the other civs fairly easily (taking a few cities off each) for entering my territory and refusing to leave. I did this just with level one and two units that haven't been upgraded. I didn't bother getting the upgrade techs. The AI's all have a mixture of upgraded and non-upgraded level one and twos. I used five magic arrows and some level one earth spells to good effect to weaken invading armies and city defenders before attacking.

I think you should leave it so swamps and jungles can’t be cleared. Closer to Homm. In that vain mines could also be removed, but not necessary to.

I’m not at home so haven’t got my list with me but most of the errors I noticed have already been mentioned. Two that haven’t though are ‘fort’ linking to ‘blacksmith’ in the civilopedia when I looked up the ‘fortress fort’. And a resource, something like Elven Bow’ didn’t seem to be listed in the civilopedia at all. Will check it again when I get home.

I'll have to check on the fort linking to blacksmith, I couldn't find it myself with a quick glance.

The Bow of the Sharpshooter is special to the Castle and Rampart towns, but very rare (5% appearance ratio). It appears at Level 5 Creatures when the Sharpshooter comes into play. It allows Castle to upgrade their Archers and Marksmen to Sharpshooters and allows Rampart to upgrade their Wood Elves and Grand Elves to Sharpshooters... All thanks to Gelu! I haven't actually had the chance to test it out yet, but it should be working fine with no problems.

I need to add this info in also. I hope to have a page that has all vital info in 1 easy to find place put in.

Game play wise I think it’s great.

Oh yeah, corruption is pretty significant and I haven’t come across any improvements that mitigate it yet. Still even with heavy corruption I'm still earning plenty of money.

When I played the first game it was on a larger sized map with most of the civs in and the turn times started slowing down pretty fast, but the comp I have at the moment is not very fast. So I’d recommend small maps with not too many civs for anyone with a slow comp.

All in all, very fun and few errors. Good effort Tom!!!

All gov't use communism setting. Only the Castle Stables and Wisdom Small Wonder have reduce corruption. I will take a look and see what other buildings could use reduce corruption; perhaps the Town or City Hall. Also, a forbidden palace type building could be useful, but with the communism setting, all cities should have the same corruption levels.

Without a detailed change log, it is easy to back off fixes. I just stop trying to make the Colossus, no big deal. I plan on playing out as a conquest. I will not met any other VC and that way I can sit on one town, till I get all the techs done.

This will let me at least see all the stuff. BTW I love the Zealot sound, just like the game. The Griffons reminds me of Castle Ironfist in Erathia in MM7. Even the Crusaders fortification sounds like the crusaders in Homm2.

I may make the Might and Magic tech trees a bit more linear.. so it makes more sense to go down one or the other. Right now, you can almost pick and choose the 'best techs' out of them both pretty easily.

Are your research rates very quick? I believe when I hit the 200 turn mark, I was researching tech's every 20 turns or so (approx).
 
I forgot to mention I saw this last night:
marksman upgrades to marksman. It was already a marksmen, by it look and it stats. Still I got the upgrade button and it cost about 116. No change to stats. Only seen it once so far.

I see that get to make the structre, but no spells, cool.


Edit: I found that the upgrade marksmen is common and valid. It seems to be that if it is (6)4/x/x and a marksmen, it can be upgrade to be (6)6/x/x. I am not clear as to how that happens though. I see them in towns that do not have a castle. I am guessing that, if the town has upgraded archer towers, it gets 6/4. If it has a castle as well, they are born 6/6. Once you get a castle, you can upgrade.
 
I have only looked ahead to Earth level 4 and Town Portal, but it does not says what it does. I see it has a transport cap of 4. So canbyou port back to towns ala Homm? I was trying to decide which branch to work first.

Actually I have not really done much with magic. I used Magic Arrow as it was auto built. I used Counterstrike, which may need a tweak. I have not use any of the other auto built ones.

Counterstrike, seems to chew up the low level units, even defense 6 skels. That would be alright, except they seem to come often from the Royal Griffons. Those units will get into a lot of action as they are auto every week and 2 moves with 9/9.
 
BTW not a complaint, but it seems that Culture & Victory Points are not meant to be conditions to win using. 1,000,000 VP is not going to be likely. 50,000 culture for a town or 500,000 for empire in a std map, not much of a shot.

Mind you I do not try for them anyway.
 
Why do so many units show up with the name Queen Catherine Ironheart? Is it a function of the town they are created in? I have seen Crusaders, Champions, Royal Griffins and Zealots. Most of these types have their regular name, others Ironheart.

It is not huge issue, but looking at a stack you could grab the wrong unit, if you were not paying attention. I am sure I will eventually grab a griffon, when I wanted a Champion.
 
Tom, it looks like I miss read the AI research. It is not the Beyond techs they researched, it was the Magic End 1 and Magic End 2. They then went back to Creature Level 3.
 
I forgot to mention I saw this last night:
marksman upgrades to marksman. It was already a marksmen, by it look and it stats. Still I got the upgrade button and it cost about 116. No change to stats. Only seen it once so far.

I see that get to make the structre, but no spells, cool.

Edit: I found that the upgrade marksmen is common and valid. It seems to be that if it is (6)4/x/x and a marksmen, it can be upgrade to be (6)6/x/x. I am not clear as to how that happens though. I see them in towns that do not have a castle. I am guessing that, if the town has upgraded archer towers, it gets 6/4. If it has a castle as well, they are born 6/6. Once you get a castle, you can upgrade.

Originally that was put in, because otherwise the AI starts spamming these units at a high rate. I don't like the way it is now like that, where there is an increase in cost only as you research high creature Level techs... I need to think of a way to adjust it though ?? Taking out most of the auto-producing buildings for Level 1 and 2 creatures would do the trick, since often they are unnecessary to build anyways IMO.

I have only looked ahead to Earth level 4 and Town Portal, but it does not says what it does. I see it has a transport cap of 4. So canbyou port back to towns ala Homm? I was trying to decide which branch to work first.

Actually I have not really done much with magic. I used Magic Arrow as it was auto built. I used Counterstrike, which may need a tweak. I have not use any of the other auto built ones.

Counterstrike, seems to chew up the low level units, even defense 6 skels. That would be alright, except they seem to come often from the Royal Griffons. Those units will get into a lot of action as they are auto every week and 2 moves with 9/9.

Town Portal is like a transport aircraft, and is set to airdrop, it should be set to airlift also. Is also set to pick up foot units only, it should be all. Foot units are flying units in the game. So you can't port back to towns like in HoMM3, although it may be possible to put it in like that; but I would have to wait for Steph to complete the next version of his editor which may fix the Teleport function.

Noted about counterstrike too powerful!

BTW not a complaint, but it seems that Culture & Victory Points are not meant to be conditions to win using. 1,000,000 VP is not going to be likely. 50,000 culture for a town or 500,000 for empire in a std map, not much of a shot.

Mind you I do not try for them anyway.

Noted, I will adjust these.

Why do so many units show up with the name Queen Catherine Ironheart? Is it a function of the town they are created in? I have seen Crusaders, Champions, Royal Griffins and Zealots. Most of these types have their regular name, others Ironheart.

It is not huge issue, but looking at a stack you could grab the wrong unit, if you were not paying attention. I am sure I will eventually grab a griffon, when I wanted a Champion.

None of them should show up like this. It was said by El Justo (AoI) that this happens when upgrading to King units only when a tech is researched. Something along those lines. But it seems to happen other times as well. I'll have to see if I can figure out the reason.

Tom, it looks like I miss read the AI research. It is not the Beyond techs they researched, it was the Magic End 1 and Magic End 2. They then went back to Creature Level 3.

About half of the civ's have those 2 techs from the start, and half the civ's do not. It keeps certain civs in the appropriate eras so they have the correct city graphic. Without this, only 5 city graphics would have been available to use.
 
The tents I have not been able to use as by the time you can get one itis in a town far in the rear. With no rails, you just cannot get them to the front in a timely manner.

Got my first archangle. going to slip them into the Hero unit and see how that works.
 
This may be an issue with the game, but I was going to some towns and selling off the guardhouse and the archer tower. I noticed that sometowns had the upgraded ones listed as well as I would expect.

Other towns only had the base structure, no upgraded version and the structure was not in the queue. I was unable to determine why some times I would get a archer and sometimes the upgraded version.

I do not know, if it is tied to the towns not listing the advanced towers. In fact I would see this for all units, all the way up to archangels. Some times I get the msg an angel was made others an anrchangel. Again, I do not mean at times in the same town.

I did not checked that, so it was probably different towns. I was selling off structures to save havingto deal with all the auto buld units that I was never going to use. It also saves maint, but money is no linger an issue.
 
The tents I have not been able to use as by the time you canget one itis in a town far in the rear. With no rails, you just cannot get them to the front in a timely manner.

Got my first archangle. going to slip them into the Hero unit and see how that works.

Okay, I'm changing things a bit... I've fixed the Magic side of things, so they can use air transport; and Might will be able to get rails.

I think I am going to change the BIQ up a little bit. I have re-organized the Might and Magic tech trees slightly and made them in a more linear fashion. The strongest most beneficial techs' are at the end of the tree, and less useful ones are at the front. Therefore grabbing the front ones won't do a civ much good (as can be done now).

Also, the tech costs can increase according to the game a bit better. Railway will be added in as cobblestone road, and regular roads will be gravel roads. I will remake the graphics for both of them.

Also, I think it is best to get rid of all the Level 1 and Level 2 creature buildings for upgrades and horde buildings, keeping only the ones required by other buildings.
-Since the player can build Level 1 and 2 creatures, no real point of having so many of these; it is often pointless to build them in many cases; and they add to excessive AI units on harder difficulties. * With this done, I can add a Neutral Civ into the game along with all the neutral creatures since there will be enough improvements to do so.

I will up the times units are auto-produced by a bit.
 
Sounds good. I think rails are essential, if you want to play on maps of any size over small. Surely on those over standard. I would finish today, but the Tour and the boss lady are going to chew up most of the day.
 
Hello Tom , very nice mod , i really like it , never thought this will come to Civ3
Well anyways Keep up your work for full game ,i will be gladly to play


Heroes- Conquests of Might and Magic 3 is a cool game
 
Hello again Tom, i just found something that need a change
Red Dragon to Black Dragon, is that normal that Black Dragon have those att and def than Red Dragon ?
 

Attachments

  • BDCMM.JPG
    BDCMM.JPG
    197.7 KB · Views: 276
Nice mod so far .. enjoying it a tad to much. Some suggestions

1. For the buildings that produce troop unit I would obsolete the base one when research the 'Upgraded x' of same type, e.g. Archers Tower obsolete when research tech Ugraded creatures level x.
2. Might want to make some of the buildings only buildable in towns/cities that have the required resource (1 of them) in the city radius.

Both of these would cut down on the number of units available in the long run, just suggestions to consider if number of units get to be an issue later (I had to do in mod working on to keep unit counts down in mid to late game stage).

Thanks for the work .. much appreciated.
 
That is what I was about to post. One of the glut of units is that the base structure and the upgrade both make units. Once you make the upgrade, it should stop the base. I know that Homm3 lets you build either, but it you get 4 per week, you cannot get 4 base and 4 upgraded.

This would go a long way toward calming things down.
 
Hello again Tom, i just found something that need a change
Red Dragon to Black Dragon, is that normal that Black Dragon have those att and def than Red Dragon ?

In Homm2 you had Green, then Red and finally Black. In Homm3 they dropped green.
Red 19/19/180 dmg 40-50 speed 11 (Restoration values from manual)
Black 25/25/300 speed 15 and immune from magic.

Red cost 2500 +1 sulpher, balck 4000 +2.

Wow 5 attack a bit of a mistype I would expect. Archangels are 30/30.
 
Archangels cough up a Swordsman and I thought a counterstrike was strong. For some reason the game put up the spawned sword over and over, till it died. Then put up the archangel.

Eventually it made another sword and finally the counter attack stopped. Man that is strong, a pretty strong instant defender. I hate to see what the Black Dragon and Titan will crank. Not going to see a Behemoth as that faction is gone. Arch Devils won't be fun either. I hope they do not spawn any Effrets.

Maybe the angel did not come up as it was in a Hero army?
 
In Homm2 you had Green, then Red and finally Black. In Homm3 they dropped green.
Red 19/19/180 dmg 40-50 speed 11 (Restoration values from manual)
Black 25/25/300 speed 15 and immune from magic.

Red cost 2500 +1 sulpher, balck 4000 +2.

Wow 5 attack a bit of a mistype I would expect. Archangels are 30/30.

well i was more talking about Mistype of Number of Black Dragon

Vmxa
and by the way i know those stuff i played Homm3 and Homm2 just to let you know :)
 
Back
Top Bottom