Work in Progress - Conquests of Might and Magic III

Thanks for the info and comments, I tend to forget about the AI's obsession with guarding VP's also, although I guess that is the point of them. Usually I believe 3 units is the max AI will use to guard a VP, of course there is probably not much more of need for more than that.

I ran into one major problem that will likely require redo-ing the whole tech tree :mad:. Since the worker jobs abilities is hardcoded and there is no way to add jobs to the list, a problem arises when using the 20 Culture groups trick (I currently have 5 civs in ancient and 5 civs in Industrial so they can all have their own city graphics).

That is, this does not allow, for example, radar towers to be able to be researched by both the ancient civs and the industrial timeframe civs. Since radar towers can only be set to require either a resource or prerequisite tech. Also, resources can be set to only a certain prerequisite tech, so as it is now, having seperate tech trees for ancient/industrial civs does not work. Same problem for Barricades, Airfields, etc.

So this forces to have the tech tree set up as it was in Dragonia... with only 3 tech era's though. This may be the better way to go anyways (or better said, the only way to go). Now that I think of it though, it may have some benefits, as this way civ's can trade tech's again... it's just a pain to rework all the tech :)

EDIT: Well, tech tree issues straightened out, and that solved some other problems I encountered as well, glad that smoothed itself out :)

Tom
 
I don't get it. If you make generic first era tech that allows radar towers, etc, then what is the problem ? If all civs can have this tech then advanced era civs won't switch back to less advanced theme, will they ?
 
I don't get it. If you make generic first era tech that allows radar towers, etc, then what is the problem ? If all civs can have this tech then advanced era civs won't switch back to less advanced theme, will they ?

I think I got myself mixed up when I did that. Since I have 10 civs all with different city graphics, initially I put 5 of them in ancient era and 5 of them in industrial era (so they show the different city graphics). Then I made 2 seperate tech trees for each of the groups (<--- that was my dumb mistake). I should have just made 1 whole tech tree in the first place that all can use.

That was my initial thought, that advanced civ's won't go back and research techs, the reason I did it that way... but they do indeed go back and research (I'm using flavors though, so that may force them to go back). Seems they will still tend to research the same anywhere in the whole tech tree as they normally do.

So in the end, I put 5 civs in Ind era, and 5 in modern era so they can all use their own city graphics, and this way, all civs can / do go back and research techs in the ancient, middle, and industrial ages. (No tech's required for era advance except for a few that forces the civ's to start in the correct eras). Strange but it works :)

Tom
 
Separate tech trees isn't bad idea ,imo, just make few additional techs that are not restricted to separate tree, in first era, that allows radar towers etc.

edit: i missed, you already did that.
 
Separate tech trees isn't bad idea ,imo, just make few additional techs that are not restricted to separate tree, in first era, that allows radar towers etc.

edit: i missed, you already did that.

Thanks, I ended up figuring it out the hard way. :)

Tech tree graphics and interface is mostly complete. Arrows will the last thing to be added in, once everything else is complete.

The Magic Tech Tree
1CoMM3-Magic.jpg

The Might Tech Tree
1CoMM3-Might.jpg

Scholar Tech
1CoMM3-Scholar.jpg

Tactics Tech
1CoMM3-Tactics.jpg

Along with the new units I am going to make for the game (still doing tuturials learning all the ropes of good ole Poser when time allows), I have decided that since many creatures had special abilities in HoMM, I am going to create quite a few Spells (in addition to all the ones that will be researchable in the tech tree) to act as special abilities of certain creatures, which will likely use the enslave ability to 'create' them. I don't think Poser would be a program to use for things like Spells; does any experienced unit makers know what programs would be the best for making spell-type animations? I'm not overly familiar with all these types of programs, and which may be best for what.

Tom
 
Nice screenshots! Err I was thinking... Maybe only the Necromancers get to have Necromancy?

That reminds me, I need to add a flavor to make sure only Deyjans research Necromancy. I was thinking perhaps Necromancy would allow the Necropolis to build special Skeletons or Skeleton Warriors that can enslave other Skeletons. This would be a big reason for the player/AI to make sure they research this tech as soon as possible.

@jewmpaloompa, here is video of Imp below from HoMM3... Note these gif's are quite large, so I can only keep them up for a short period of time due to running short of upload space. I can put any others up that you may need or want, and you can download them. This one is an animated gif (so it could be shown), but I can put them up as AVI/MPEG videos or w/e.

The Gif seems to run a bit slow, but AVI/MPEG's run normal, probably because I had to shrink it down to get it under 500KB limit.

<video removed>

EDIT: Here is an AVI

<file removed>

Tom
 
Sweet! Thanks! I can work with that... You don't need to keep it up too much longer, I got it downloaded....
 
Sweet! Thanks! I can work with that... You don't need to keep it up too much longer, I got it downloaded....

Let me know if you need any others, and I will post them here.

jewmpaloompa said:
As for Necromancy, make sure you put it early in the tech tree... so they can have their basic skellies as soon as possible!

I completely agree. Initially I gave all Skeletons that ability, but that would make Necromancy somewhat redunant, as well as making low level Necropolis overpowered. Therefore, I'll make it a tech that will be available to be researched from the start.

I finally went through Utahjazz's tuturial and was able to make my first practice unit today (the unit that is the unit that his tuturial goes through showing you how to make).

Spear_Run.gif

Turned out pretty well, and Poser is much more understandable from all the info he provided in his tuturial. With this basic understanding of how the program works, I will start work on the pixie unit and see what I can do. My only issue is that Poser loves to randomly crash on Vista.

Tom
 
Turned out pretty well, and Poser is much more understandable from all the info he provided in his tuturial. With this basic understanding of how the program works, I will start work on the pixie unit and see what I can do. My only issue is that Poser loves to randomly crash on Vista.

Tom

Yeah, I definitely think that Utahjazz7 needs to be commended for that tutorial, as I learned so much about Poser that I didn't know.:)

About Poser crashing randomly on Vista, I was getting really frustrated with that for a while. It kept crashing and after reinstalling the program a couple of times I finally got it to stop. I wish I remembered what I did. I do know that for some reason something about when I installed Michael 4 and some of his files seemed to create a problem that didn't go away when I uninstalled him, only when I reinstalled Poser, so when I reinstalled the second time I didn't install him, figuring I could live without him. I remember I also did something technical though, after doing lots of researching about Poser crashing with Vista... On some website I found someone's solution and I tried that, and between that and not installing Michael 4.0 I've been crash free for months... cross my fingers :goodjob: ... Unfortunately I have no idea whatsoever about what I did, I just remember following steps to doing something technical with my computer (possibly changing some setting for the video card or something?) and remember having no more problems after doing both. I hope you find the solution soon. It was very frustrating for me to put in a lot of time working on something in Poser, then having the program crash before I could save the changes. I was close to quitting making Poser graphics for my mod.:(

Anyways, as I said before, the mod is looking great. Keep up the good work!:)
 
Your unit looks flawless Tom. I can't wait for your fairy unit, been wanting one of them for ages. Will fit in nicely in my Magic the Gathering mod, which I'm currently making no progress on.

One thing is, that I will still need to learn, is making certain units that are freely available online, to be able to be compatible with all the poser features, such as the ability to morph and move various parts of the model around. Many .OBJ files don't have all this info, and there are relatively few poser files around for what I need to make, so I'll have to look into this when the time comes.


Grandraem said:
Yeah, I definitely think that Utahjazz7 needs to be commended for that tutorial, as I learned so much about Poser that I didn't know.

About Poser crashing randomly on Vista, I was getting really frustrated with that for a while. It kept crashing and after reinstalling the program a couple of times I finally got it to stop. I wish I remembered what I did. I do know that for some reason something about when I installed Michael 4 and some of his files seemed to create a problem that didn't go away when I uninstalled him, only when I reinstalled Poser, so when I reinstalled the second time I didn't install him, figuring I could live without him. I remember I also did something technical though, after doing lots of researching about Poser crashing with Vista... On some website I found someone's solution and I tried that, and between that and not installing Michael 4.0 I've been crash free for months... cross my fingers ... Unfortunately I have no idea whatsoever about what I did, I just remember following steps to doing something technical with my computer (possibly changing some setting for the video card or something?) and remember having no more problems after doing both. I hope you find the solution soon. It was very frustrating for me to put in a lot of time working on something in Poser, then having the program crash before I could save the changes. I was close to quitting making Poser graphics for my mod.

Anyways, as I said before, the mod is looking great. Keep up the good work!

Utahjazz put a lot of work into that tuturial, and he deserves all of our thanks. I found some arcane oddball solution online after going through many others, and now for some reason Poser has not crashed anymore to date, hopefully it will last. Apparently there seems to have been a huge host of problems with the stability of Poser on Vista, but I'll keep the Michael 4.0 thing in mind, and just leave him off perhaps!

Tom
 
Hi everyone, I'm a long time fan of Might and Magic. I really love what you're doing here, and can help out with your map or any lore troubles. (if you still need any help with them)

Back on page 3:

Avlee Pierpont
The Contested Lands (Harmondale) Welnin
Erathia Steadwick
Deyja Moulder
Eoful Kreelah
Nighon Tarnum
Tatalia Tidewater
Krewlod Ulgak
Bracada Celeste

Pierpont - correct, and Pierpont is indeed the right spelling.
Harmondale and Welnin are two distinct nations which are within the Contested Lands. Welnin's capital is Welnin City. Harmondale hasn't got one.
Steadwick - correct
Moulder - correct
It's usually spelled Eeofol, and Kreelah is correct
Nighon - well we don't know its capital, and because of constant infighting it seems to fluctuate. During Mutare's reign it was probably the city of Death Kiss. By MM7 it might have been Damocles. Tarnum is not a capital city, he's a character (protagonist of the Heroes Chronicles).
Tatalia's capital is unknown but it isn't Tidewater. Tidewater is actually an Erathian city in Tatalian territory.
Ulgak - correct
Celeste - correct

Volee is the capital of Vori. The Empire of Bracaduun - the forebears of Bracada - also had a capital, named Steelhorn.

If you need info on nations in Enroth and Jadame just scream.

I could use this for creating a pretty detailed map of Antagarich (for terrain)...

No! Don't use it! It's fan-made and inaccurate. A fanmade world map which stays true to the developer's directions on the continents is here:

http://pic.ipicture.ru/uploads/090226/2200/SYWP4Td5KN.jpg

- The Ages: IDK... "Before the Silence", "The Shadow of Death", "Restoration of Erathia", "Kreegans Expelled"... Something like this would sound really good

Can help with this too if you like. I know the timeline inside out.

- The leaders - Both battle-created and the nation leaders... For example, Eeofol would have Lucifer Kreegan for its nation leader and Xenofex and Lucifer Kreegan as battle-created. Erathia would get something like Catherine Ironfist as nation and Catherine Ironfist, Roland Ironfist, General Morgan (is that his name?) as battle-created.

This depends on when the whole thing takes place. If it's around MM7 or Heroes III times (1160s AS) then here are the kingdom leaders:

AvLee: Elvenking Eldrich Parson
Erathia: Nicolas Gryphonheart or Catherine Ironfist
Bracada: Gavin Magnus
Deyja: This is tricky as the country went through about five leaders in a space of a few years. Before Heroes III it's Finneas Vilmar. In H3 it's Lich King Gryphonheart. And then in MM7 it's Archibald Ironfist
Eeofol: Either Xenofex (before MM7) or Lucifer Kreegan (after).
Nighon: No specific leader. Mutare rises to power at an ambiguous point in time but she's not leading the country in Heroes 3.
Vori: King Vol
Tatalia: King Tralossk (Lizardman)
Krewlod: Duke Winston Boragus (Ogre)

Enroth and Jadame also have these too but I don't know if you'll be using those continents.

Good luck and let me know if I can help!
 
Oh yes, and here's a link - among a bucket's worth of other concept art and images - to some very high-res images of the H3 skill icons if they're of any use (the site is Chinese so may load slowly). The skills are at the very bottom:

http://www.heroworld.net/album.php?id=20

Animated .gifs of all creatures in H3 which you can use as reference without needing to alt-tab between the game and Poser constantly:

http://www.heroworld.net/album.php?id=23

And a whole bloody library of H3's spell effects which you might be able to import:

http://www.heroworld.net/album.php?id=22

Hope they're of use!
 
Hi everyone, I'm a long time fan of Might and Magic. I really love what you're doing here, and can help out with your map or any lore troubles. (if you still need any help with them)!

First off, thank you for the tremendous wealth of information you provided, and welcome to CivFanatics!
It is very much appreciated, being a long time fan myself, I usually miss out on alot of the lore aspect since I lean towards strategy and battle concepts :)

Roland Ironfist said:
Back on page 3:



Pierpont - correct, and Pierpont is indeed the right spelling.
Harmondale and Welnin are two distinct nations which are within the Contested Lands. Welnin's capital is Welnin City. Harmondale hasn't got one.
Steadwick - correct
Moulder - correct
It's usually spelled Eeofol, and Kreelah is correct
Nighon - well we don't know its capital, and because of constant infighting it seems to fluctuate. During Mutare's reign it was probably the city of Death Kiss. By MM7 it might have been Damocles. Tarnum is not a capital city, he's a character (protagonist of the Heroes Chronicles).
Tatalia's capital is unknown but it isn't Tidewater. Tidewater is actually an Erathian city in Tatalian territory.
Ulgak - correct
Celeste - correct

Volee is the capital of Vori. The Empire of Bracaduun - the forebears of Bracada - also had a capital, named Steelhorn.

If you need info on nations in Enroth and Jadame just scream.!


Thank you. Welnin City will work for The Contested Lands. In HoMM3 the Capitol will built in Welnin during that Scenario (I think it mentioned Harmondale in there somewhere, but can't remember what it was referring to exactly), but that clarifies that greatly.

Nighon - noted, off the top of my head, I can't quite recall where that came from (Tarnum as Capitol City :lol:)

For the unknown Capitol Cities in the Epic game, I'm not sure what to do, it will probably just end up not having one specifically, w/e city in the city list will just have to do.




Roland Ironfist said:
No! Don't use it! It's fan-made and inaccurate. A fanmade world map which stays true to the developer's directions on the continents is here:

http://pic.ipicture.ru/uploads/090226/2200/SYWP4Td5KN.jpg

Many of the maps I found online where from 3D0, but there are indeed many fan-made compilations that have been attempted to be put together. I just looked at the map, and it is a Wake Of Gods Map (a very excellent fan-made expansion, still deciding on if to incorporate it into this mod). Very detailed also, I haven't started making the map yet, but this will come in handy and I will use it.

As far as the Vori goes, they were partially in one scenario of HoMM3, but there seems to not be very much information about them (although I would have to look a little more than I already did a while back). I was thinking about adding them into the mod, but without alot of graphics and creature lines, city names, etc... too much would be missing.


Roland Ironfist said:
This depends on when the whole thing takes place. If it's around MM7 or Heroes III times (1160s AS) then here are the kingdom leaders:

AvLee: Elvenking Eldrich Parson
Erathia: Nicolas Gryphonheart or Catherine Ironfist
Bracada: Gavin Magnus
Deyja: This is tricky as the country went through about five leaders in a space of a few years. Before Heroes III it's Finneas Vilmar. In H3 it's Lich King Gryphonheart. And then in MM7 it's Archibald Ironfist
Eeofol: Either Xenofex (before MM7) or Lucifer Kreegan (after).
Nighon: No specific leader. Mutare rises to power at an ambiguous point in time but she's not leading the country in Heroes 3.
Vori: King Vol
Tatalia: King Tralossk (Lizardman)
Krewlod: Duke Winston Boragus (Ogre)

Enroth and Jadame also have these too but I don't know if you'll be using those continents.

Good luck and let me know if I can help!

The CivIII Epic (normal non-scenario) game will not have a required specific leader. The H3 Leaders would make most sense for an H3 mod :) Lich King Gryphonheart for Deyja would do, Lucifer Kreegan for Eeofol. For the scenarios, I can use the leaders that are used in the actual game. But this list fills in the blanks that I still was missing a few (since most time is going into getting the base of the game into Conquests, much of this has been put on the backburner, but I will update it now).

I don't believe Enroth or Jadame was used in Heroes 3. I may make a map that includes them though, as well as a map of only Antagarich. I have not started either yet, but one question we were looking at earlier was trying to find a map where specific cities were, of course I don't think one exists. So if I create a map, it's likely the cities may just be randomly placed, or randomly named, unless I can locate something that may help.



Roland Ironfist said:
Oh yes, and here's a link - among a bucket's worth of other concept art and images - to some very high-res images of the H3 skill icons if they're of any use (the site is Chinese so may load slowly). The skills are at the very bottom:

http://www.heroworld.net/album.php?id=20

Animated .gifs of all creatures in H3 which you can use as reference without needing to alt-tab between the game and Poser constantly:

http://www.heroworld.net/album.php?id=23

And a whole bloody library of H3's spell effects which you might be able to import:

http://www.heroworld.net/album.php?id=22

Hope they're of use!

Lucky for me I can read Chinese (after it's been translated by Google that is :)).

There you go jewmpaloompa, these animated gif's of the creatures are much better than the one I quickly through together. I have already tested a few of the spells, and they converted great! I'll probably be able to get them done in a couple days.

Converted Meteor Shower Spell, 70 more to go :)
attachment.php


Thank you again for the great links, you really saved me loads of time by providing those! Now I can get the spells converted over, and added into the game. :)

Tom
 

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