Conquests of Might and Magic III

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.

Let me know if you think the tech research rates are good. I think research may get too quick too soon.

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

Hope you enjoy it! Any suggestions will be noted and taken into consideration for update or change.

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 ?

Noted. The actual Black Dragon you build does not have those stats :cool: The civilopedia entry was not complete for another unit and is bringing up the wrong stats. I will correct this as well. Black Dragon has 25.25.3 (A.D.Moves) with 5 hitpoints and 4 Magic Resistance.

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.

Okay, I have taken out of the game all the upgrade buildings for Level 1 and 2 units (since these units can be built). I have also up'd the time these structures auto-produce units.
1. I like this idea... this may work very well; but would eventually cause only upgraded creatures to be on the map, and upgrades are king units whereas non-upgrades are not. (King units sit at the bottom of the stack).
2. I will note this; but I will increase the auto-production time first and see if that and perhaps a form of your first suggestion work well enough.

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.

Agreed with everything here. I have noted it.

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.

The Black Dragon that is auto-produced out of the Dungeon has the normal stats; it's a civilopedia issue that causes it to show other stats. It will be fixed.

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?

I initially wasn't sure how to make Archangels work with their resurrection ability. I chose a Level 4 unit Swordsman (since making it a Pikeman would be somewhat boring), but it could be overpowered.

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 :)

The update is coming along nicely.. hope to get it up with alot of fixes soon.
 
sure thing Tom, if something I post it here for suggestions
im still playing and enjoying it

i was thinking i still dint get that far but magic spells with area damage like Meteor Shower or Chain Lighting ,Inferno etc...
 
I think I would need to try the mod at 2 or 3 map sizes and a few other factions to see how research rates are. Also I have no idea if I had a great start or normal or where it fit. At first blush I thought I had a poor start, but I am not sure now.

I have only tried a few of the spells, Fire and Water bomb and Ice Bolt and Counterstrike and arrow. I made an armeggedon, but was afraid to try it as I was not sure, if it was map wide spell or not and if it was a nuke.

Never really figured out how to use a couple like Haste and Shield.

Can it be set up to allow us to turn of VC's? I would like to turn off the domination, so you have to conquest. Then I could get around to all the nations. As it is now I have 3 or 4 I will not see action with and get a look at their units.

I would think that the odds a spawn for the angels needs to go down or else I am too lucky. I seem to have gotten them often as well as the spawned counterstrike spell.

What is the distinction from a Might Hero and a Magic one? I am still not clear as to what the benefit is of the Hero and the loaded unit. I mean I see the extra move, but it is not obvious as to why you would pick a MIght over a Magic.

I have not really looked at them to try to figure it out though. I am not evensure we should be able to have both, but I guess the cost of the research is the limiting factor.
 
man i keep get killed by a a Invisible Unit , most of my settlers got killed by him lol im so mad lol

it would be nice also to create buildings on the map as Mercenary Buildings then take a worker and make a nice road lol
so u can have this unit on your near location city or create them by spending turns :)
u know what i mean like in HoMM3 where Heroe(s) goes to pick Creatures on the map not on your "Castle"
 
I think I would need to try the mod at 2 or 3 map sizes and a few other factions to see how research rates are. Also I have no idea if I had a great start or normal or where it fit. At first blush I thought I had a poor start, but I am not sure now.

I have only tried a few of the spells, Fire and Water bomb and Ice Bolt and Counterstrike and arrow. I made an armeggedon, but was afraid to try it as I was not sure, if it was map wide spell or not and if it was a nuke.

Armageddon is a Nuke (similar to the one in WW2 in the Pacific Conquests scenario) but uses the Armageddon graphics merged with a big fiery comet breaking apart. ;)

Never really figured out how to use a couple like Haste and Shield.

There are other 'better' ways to implement spells like Haste and Shield, and Stone Skin, but I have to determine if it is good enough to do before I consider starting. If I do it, which I very well might, it would go something like this:
* You build a Haste spell, which can then upgrade to your Level 2 unit only. This Level 2 unit would be faster than your regular Level 2 units.
* If you do so with a Stone Skin spell, it would increase the Defense of your Level 2 unit, e.g.
* If you do so with Shield, perhaps the unit has a high defensive bombard.
* For bloodlust, gives the unit additional attack.

Similar could be done with many of the combat-enhancing spells. I think it would be much more interesting to be able to actually enhance your units with these spells in a way that seems more dynamic.

When I put some of the spells in initially, I had a tough time determining how they could be made similar to HoMM3, and these combat-enhancing spells are in the best way I could see them at that time (which was long ago). :)

Can it be set up to allow us to turn of VC's? I would like to turn off the domination, so you have to conquest. Then I could get around to all the nations. As it is now I have 3 or 4 I will not see action with and get a look at their units.

You know, I looked and noticed the same thing. I wasn't aware it was stuck like that. Must be that I picked in the scenario properties to have only certain ones turned on. I suppose it doesn't matter if one chooses Diplo victory or Space Race, because those are impossible to accomplish at this time anyways. Diplo victory could be made a possible VC, I'm not sure if it may cause a game to end to early against a players will though. Wonder Victory shouldn't be used, because there is only a few wonders. I don't know if a Wonder victory is possible though even if checked.

I would think that the odds a spawn for the angels needs to go down or else I am too lucky. I seem to have gotten them often as well as the spawned counterstrike spell.

Counterstrike has been fixed, and I believe I have a good idea of how to make the Archangel's Ressurection ability not so instantly powerful.

What is the distinction from a Might Hero and a Magic one? I am still not clear as to what the benefit is of the Hero and the loaded unit. I mean I see the extra move, but it is not obvious as to why you would pick a MIght over a Magic.

The main difference was the Teleport ability. Heroes of Magic have the ability to act as a moving Telepad, and any magic units (except ones that are air units) can instantly be 'Summoned' to the Magic Heroes location. This can be great for bringing in reinforcement spells to help your units.
* Here's the catch, none of this is working right now, because I need to wait for Steph's updated editor before I can get it all going (there was an issue that caused problems).

Teleport really ties all the Spells in with Magic Heroes in a cool way.

Otherwise, Magic gives Radar, ZoC, Flying ability, Detect Ability, more moves.
Might gives Blitz, more hitpoints, and collateral damage (not sure if collateral flag works for Armies?).

This is for Army Hero units though. If you are referring to the actual Heroes themselves (which stats are finished, graphics are not), see below.

I have not really looked at them to try to figure it out though. I am not evensure we should be able to have both, but I guess the cost of the research is the limiting factor.

It is mostly the same with the Heroes 'units' that can be researched. Telepad ability for Magic Heroes (not implemented yet though). I am not completely happy with the way this is setup currently, but don't see much other way of doing some of it.

These Magic Units (not armies) primarily have more hitpoints, enslave stronger spells, (will) have larger telepad ranges to bring spells in, and other things like ZoC; but have weaker stats.
The Might Units have very short telepad ranges, less hitpoints, but higher Att and Def stats and can enslave the unit of their specialty (some have other specialties).


man i keep get killed by a a Invisible Unit , most of my settlers got killed by him lol im so mad lol

it would be nice also to create buildings on the map as Mercenary Buildings then take a worker and make a nice road lol
so u can have this unit on your near location city or create them by spending turns :)
u know what i mean like in HoMM3 where Heroe(s) goes to pick Creatures on the map not on your "Castle"

That invisible unit is the Rogue Barbarian. I was unsure if this was more frustrating if anything... and was tempted to use another advanced Barbarian unit. (Still might change it). I did make it so Workers, Scouts, and a few other units can see invisible units.

In early game, it is a good idea to have a few scouts roaming the countryside to help 'spot' Rogues before they attack your workers and settlers. The Rampart's Dendoid units are invisible also, but you may not see these until a bit later in the game.

I have scenarios that I will be making (some are already complete) that almost mirror the actual HoMM3 campaigns. I have a fully playable Homecoming, Guardian Angels, and Griffin Cliff scenarios already done, which I have rebuilt according to the actual campaigns, and have all the map structures placed and so forth. I will continue to release all these as I complete them. They are a short bit off though as of now. ;) On random generated maps, Civ 3 engine doesn't allow these types of things though!

The scenario have already been implemented with the ability to pick up creatures off the map, and it is AI friendly. All artifacts can be retrieved and used, resources picked up, etc. You can 'Flag' resources just like in HoMM3. This is where some of the fun is still at! Can't wait to get these back going again!

Here are some of the screenshots of the scenario pic's I have posted in the WIP thread:
Spoiler :

Your starting position as Queen Catherine lands in the region of Southport to establish a base of operations and determine the extent of the Nighon invasion.
attachment.php


Erathian troops head towards the Cerebrus in an attempt to free an imprisoned Hero that is held captive there. Will they succeed?
attachment.php


The captured surface town of Plinth is under Nighon control. They are using the Erathian Redwood Observatory, and benefiting from the former Erathian Ore Pit, Sawmill, and Waterwheel.. to try to send Queen Catherine back out of their newly conquered lands.
attachment.php


(Griffin Cliff) The Griffin Towers, far north of your starting position, are hidden throughout the mountainous terrain of the Gryphon Cliff region. You must make haste to capture these 7 Griffin Towers to claim victory before the underground creatures of Nighon and the demons of Eeofol do. Taking your time will make it ever more difficult to get the Griffins on your side.
Scen1.jpg


(Griffin Cliff) The Mighty Dragon Utopia lies ahead of the Crusader and Champion. They wonder what hordes of treasure lay within, but also wonder what may be guarding it?
Scen2.jpg


(Homecoming) The lone Cavalier has made it's way down the Subterranean Gate, surrounded by underground vegetation. What dangers and treasures await down the subterranean tunnel?
Scen3.jpg


(Homecoming) The Nighon city sits upon Cursed Ground in the Dungeon, guarded by strange underground creatures and demons. Be wary if they are led by powerful Warlock spellcaster.
Scen4.jpg


(Guardian Angels) Erathian troops press to make allies with the Angels in the region of Angel Gate. It is their only hope to push back the invasion of their lands. Fair Feather lies to the north, but they must prove their worth before the Angels will join them.
Scen6.jpg


(Guardian Angels) An Eeofol city, ally of Nighon, and surrounded by (animated) Mountains and Volcanoes of flowing lava, will make haste to destroy Queen Catherine's attempts to ally with the Angels at Fair Feather.
Scen5.jpg



This current Random game portion of CoMM3 is actually only a side-effect of the real intent.. which is the scenarios! All of them.. I plan on doing Restoration of Erathia, Armageddons Blade, and Shadow of Death eventually.
 
The new way you want to impliment creature enhancing spells sounds good Tom. But will it only be for level 2's? Or will each spell be upgradable to a different level? Or will the spells themself upgrade along with the units so when you have level 7's you can use a level 7 enhancing spell on them?
 
The new way you want to impliment creature enhancing spells sounds good Tom. But will it only be for level 2's? Or will each spell be upgradable to a different level? Or will the spells themself upgrade along with the units so when you have level 7's you can use a level 7 enhancing spell on them?

I don't know yet. The thing is, every unit over level 2 is only auto-produced. By allowing a spell to be built and upgraded to a level 7 unit, e.g. essentially makes it that I might as well just let everyone build all the units in cities. ;) No matter how much the cost difference is, the AI will only build those units. The problem exists now that AI only builds Heroes later in the game.

I was thinking only Level 1 and 2; unless a good work-around can be found.

Also, if it was for all 7 Levels, it would become ALOT of additional units to add to the BIQ, and would make simple changes a nightmare. With neutral creatures now added as a civ, that makes 10 civ's x 7 creatures = 70 x # of creature-enhancing spells (10 or 12) = 700 to 840 additional units :eek: If I changed unit values in a BIQ update, I would have to change them all for each creature 10 - 12 times (for the different spells).

It's probably just not worth it! Makes sense for the units that can be built now though. I will start with that, and then perhaps go from there after it is seen how it goes. I was thinking about only level 2, because level 2 creatures should be researched by the time magic rolls around.

And no one will use this for weaker creatures instead ? Also, I could make a unique fidget animation for these units with spell enhancements.

Although it is possible for all units, the messy and confusing way it would have to be done makes it not beneficial enough to make me want to do it. I know from experience ;) from adding all 7 Levels of Heroes (1200+ units and values IIRC)! Not fun! Took waaaay too long!
 
Downloading it now...

I used to play heroes 2 a lot during my high school years :D but never play heroes 3

so teleport = airdrop? :cool:
 
I don't know yet. The thing is, every unit over level 2 is only auto-produced. By allowing a spell to be built and upgraded to a level 7 unit, e.g. essentially makes it that I might as well just let everyone build all the units in cities. ;) No matter how much the cost difference is, the AI will only build those units. The problem exists now that AI only builds Heroes later in the game.

I was thinking only Level 1 and 2; unless a good work-around can be found.

Also, if it was for all 7 Levels, it would become ALOT of additional units to add to the BIQ, and would make simple changes a nightmare. With neutral creatures now added as a civ, that makes 10 civ's x 7 creatures = 70 x # of creature-enhancing spells (10 or 12) = 700 to 840 additional units :eek: If I changed unit values in a BIQ update, I would have to change them all for each creature 10 - 12 times (for the different spells).

It's probably just not worth it! Makes sense for the units that can be built now though. I will start with that, and then perhaps go from there after it is seen how it goes. I was thinking about only level 2, because level 2 creatures should be researched by the time magic rolls around.

And no one will use this for weaker creatures instead ? Also, I could make a unique fidget animation for these units with spell enhancements.

Although it is possible for all units, the messy and confusing way it would have to be done makes it not beneficial enough to make me want to do it. I know from experience ;) from adding all 7 Levels of Heroes (1200+ units and values IIRC)! Not fun! Took waaaay too long!

Fair enough, completely understand. I think just level two's will be fine.

Couple of things:

The 'City Defenses' improvement seems a little redundant becuase Fort, Citidel etc give defensive bonuses anyway and they don't stack, as I'm sure your aware. It does also give the bombard defensive of course but this could be given to the fort etc.

Re asthetics, as others have mentioned units can be difficult to see on certain terrain types. Not sure what can be done about it though and it's not a major issue. Roads also disapear a bit. They could be enlarged a bit perhaps if it wasn't too difficult to do. Also if you enlarged the cities abit, like Kyriakos' newer cities I think it would look really good. Like 1.5 or 2.0. The cities were quite large in Homm3 if I remember rightly and again they can dissapear a bit in certain terrain. Of course these aren't necessary changes just suggestions.

Cheers,

Nick
 
Downloading it now...

I used to play heroes 2 a lot during my high school years :D but never play heroes 3

so teleport = airdrop? :cool:

Teleport is a function that was discovered (along with Charm) that allows a unit to instantly transport to another destination (being either a building or another unit that is a telepad). Charm is also in the mod, which is bombard that halves units/unit stacks defense instead of causing direct damage.

The teleport though is not currently functioning, I need to await Steph's next editor version to hopefully get it going.

nick0515 said:
Fair enough, completely understand. I think just level two's will be fine.

Couple of things:

The 'City Defenses' improvement seems a little redundant becuase Fort, Citidel etc give defensive bonuses anyway and they don't stack, as I'm sure your aware. It does also give the bombard defensive of course but this could be given to the fort etc.

Re asthetics, as others have mentioned units can be difficult to see on certain terrain types. Not sure what can be done about it though and it's not a major issue. Roads also disapear a bit. They could be enlarged a bit perhaps if it wasn't too difficult to do. Also if you enlarged the cities abit, like Keriako's newer cities I think it would look really good. Like 1.5 or 2.0. The cities were quite large in Homm3 if I remember rightly and again they can dissapear a bit in certain terrain. Of course these aren't necessary changes just suggestions.

You are right about the Town/City Defense improvement. Initially it was there to auto-produce something, but that portion of it got scrapped. Now that you mention it, making the fort be the 'Walls' structure may be very good. That will change the town appearance from the town to the castle-like structure. Then the Catapult for instance can destroy the 'Walls' (Fort). :goodjob:

Is it primarily the mountains? I find those a bit difficult to spot units on. I can see what can be done to change this. I will be redo-ing the roads so I will make sure the road border stays (it got wiped out when I did these roads). The border should make the roads not blend in.

I think you are right about the cities. The one thing I want to avoid is having the city large where units that are 1 tile above the city look like they are still standing on top of it ;) but I agree, and it is easy to re-do them.
 
The main difference was the Teleport ability. Heroes of Magic have the ability to act as a moving Telepad, and any magic units (except ones that are air units) can instantly be 'Summoned' to the Magic Heroes location. This can be great for bringing in reinforcement spells to help your units.
* Here's the catch, none of this is working right now, because I need to wait for Steph's updated editor before I can get it all going (there was an issue that caused problems).


tom2050, telepad units in the hacked C3C editor work the way that Hitpoints are used for each teleport done by the telepad unit, so when the telepad unit runs out of HPs, no more teleports can be done until the HPs are recovered:

http://forums.civfanatics.com/showthread.php?t=208023
 
I was about to post how this was the first mod I have played with no crashes. However you have the same issue as CCM and that is you crash, if a settler is still around, when you get the last town.

This is not really your issue. I still will say this is the first time I played a mod that did not run into a missing pediacon or unit this or that and crashed. All the other mods still had them after several updates, so it is even more impressive.

I know the size may not be on par with the big one, I did not check on that, still hats off.
 
tom2050, telepad units in the hacked C3C editor work the way that Hitpoints are used for each teleport done by the telepad unit, so when the telepad unit runs out of HPs, no more teleports can be done until the HPs are recovered:

http://forums.civfanatics.com/showthread.php?t=208023

Yes, it works ;) I just don't have it enabled because of the sheer number of units that need to be made into telepad units. Doing that in the cracked editor would take weeks to click them all on. In Steph's editor takes a few minutes ;) But it doesn't work in Steph's editor yet.

I was about to post how this was the first mod I have played with no crashes. However you have the same issue as CCM and that is you crash, if a settler is still around, when you get the last town.

This is not really your issue. I still will say this is the first time I played a mod that did not run into a missing pediacon or unit this or that and crashed. All the other mods still had them after several updates, so it is even more impressive.

I know the size may not be on par with the big one, I did not check on that, still hats off.

It has to occur for whatever reason if there is more than 1 settler unit. CCM has more than 1 also. I don't recall anything like this ever happening in a regular C3C game. :confused:
 
ha, my game crashed when i click on on a strategic resource on a horse to see i guess not allow to click
 
I got the usual crash on game end, seems to be a Win7 thing for me. Anyway I only say the screen were they show all the leaders beat up.

Those leaders were the normal civ leaders, not nay from CoMM.
 
Wow, five pages in four days, and this is the first opportunity I've had to comment. I wanted to commend you on your interface, as no one else has mentioned it. It's really beautiful. While I understand that you were just trying to duplicate the game's original graphics, your choices and design for it are superior. If all you'd done was that, I'd be impressed.

IMHO, the problem you're having with seeing units against the terrain isn't because the terrains are colorful or complicated - it's because they're too contrasty. Try turning the contrast down on your terrains (simple, right?) and see if that helps.
 
Yeah the mountains are the worst for hiding units. Also the 'rough' terrian is it? The forrests a bit too.

Do many units have charm attacks? Any spells? Charm doesn't work for cruise missiles but does for air units right?

I think just a little bigger for cities would do the trick.

Cheers,

Nick
 
Back
Top Bottom