Work in Progress - Conquests of Might and Magic III

Excellent news about the buildings Tom!

Re AI disbanding, I wonder if there are some hardcoded features coming into play there. Perhaps the AI is programmed to disband certain units first. Workers perhaps are the first option regardless of support cost. And of course they do require support in the original game.

Re the grail, definitely make it invisible. Much more fun that way, though I guess the AI will know exactly where it is but humans won't.

Can't wait for the alpha test!!!

I suppose it can be made invisible, or a small golden pixel could be added (or a shadow only) so players don't need to check every single square looking for it.

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

Here is a quick test game I did, to look for bugs, things that need fixing, etc... Played as a bystander point of view, I made no attacks... more to view AI from a non-debug standpoint in game. I figured this would be a good show of where the mod is at currently.

Fortress Test Game (bug/fix hunt) - Emperor

Day 1 - Start of game
FortressGame1.jpg


Day 19 - Scout comes across a Warrior's Tomb, and discovered a settler willing to join the Fortress!
FortressGame2.jpg


Day 32 - A Boar is spotted by a Scout heading towards the workers near Tidewater. I bring out my single Gnoll to protect the workers (causing disorder in Tidewater!) but my Magic Arrow is able to take the boar out after several magical attacks.

Day 35 - Scouts continue to explore the surrounding areas, and although they have good speed and ignore all terrain movement costs, it is still difficult to avoid getting taken out by Rogue Boars.

Day 54 - Boars approach Coolmire; the same ones that killed a Scout I had to the north. I brought over the 2 Magic Arrows I now have to help defend the workers in the area. The Magic Arrows kill 1 Boar, and I bring my Gnoll out of the city to defend the workers.
FortressGame3.jpg


Day 74 - I am trying to expand as quickly as possible, I have met the other Fortress civ to the south, Dungeon civ far to the east; and I have spotted the Tower civ and Inferno civ cities also encroaching in on surrounding territories.

Day 94 - Expansion continues, Boars attack near the border town of Marshchoke killing 2 of my workers, and are within striking distance the city. Only 1 Gnoll is defending the town, so I bring my Magic Arrows into the closest towns of Coolmire and Stillbog.
FortressGame4.jpg


Day 98 - Boar threat near Marshchoke neutralized. 1 boar by Magic Arrow attacks, and the other by the city defender.

Day 102 - 4 Dungeon Troglodytes approach into the territory of my southern-most town Marshank. The appear to be about to attack, but still unknown. The town is protected by 2 Gnolls, whose defense of 5 should be enough to hold the Trog's offense of 4. I brought my 4 Magic Arrows over just in case.
FortressGame5.jpg


Day 103 - The Nighon Overlords declare war on me! My Gnoll defender dispatches 1 Troglodyte attacker, the rest do not attack the city. My Magic Arrow retaliation kill another Troglodyte, and rest should not last long.

Day 105 - 1 of my Gnoll defenders has been killed in Marshank from Troglodytes, I am bringing another down from Marshchoke.

Day 108 - It appears the Tower civ may be looking to attack me also, a couple Master Gremlins are on my border and have approached some of my workers.

Day 113 - Tower troops have not attacked. I have researched Level 1 Creatures and am researching Level 1 Upgrades (Gnoll Marauders are much more capable than Gnolls).

Day 115 - I sign Peace Treaty with the Dungeon and gain 40 gold from the deal. It is too early for war, as the expansion phase it not even over yet.

Day 119 - The other Fortress civ to my south demands 27 gold, I give it so I can have time to build up my towns.

Day 123 - I lose a Magic Arrow from jungle disease. I need to look into this, I wanted Fortress to be immune to jungle disease, but not other civ's (although I don't think that is possible to do; can only be done for Flood Plains). I build my first Fortress Fort in Tidewater! Now I can begin building creature structures there.
FortressGame6.jpg


Day 131 - Stillbog is able to create a Marketplace from a local treasure resource, which will produce additional income from the treasure as Stillbog brings it to the Capitol. Also, Tidewater has created a Gnoll Hut. The Gnoll Hut will constantly produce Gnoll's for me. My first Gnoll Marauder comes into play at Lostmoor.

Day 139 - My expansion is complete with 16 cities, and all towns will begin building the Fortress Fort as soon as possible which is required for further development.

Day 146 - Stillbog has produced a treasure from the local treasure resource. I can now bring it to my Capitol for additional gold!
FortressGame7.jpg


Day 152 - 4 Master Gremlins from the Tower have approached on my Northeastern city of Nokaneng. I have brought my Magic Arrows over, and have started a supply line to get some additional troops to my border towns.

Day 153 - A definite planned invasion... There are now 11 Master Gremlins with a continued supply of them following. I need to get Level 2 creatures, most other civ's have them by now. I am only a few turns away from researching the Archery (a Might tech), which will help compensate for the Fortress unit's lower attack values.
FortressGame8.jpg


Day 154 - Bracada (Tower) declares war and attacks Nokaneng! They attack with 7 Magic Arrows but the superior defenders hold against the Master Gremlins average attack values.

Day 156 - The initial assault against Nokaneng ends with my defenders victorious. And Obsidian Gargoyle is spotted further south near Marshchoke, which is a dangerous unit compared to what I have. I will have trouble destroying these units. It appears the other Fortress civ is also scoping my border for a possible attack. 10 turns to get Level 2 units then I may stop research to bring in gold to rush improvements and units.

Day 157 - The Tatalians (Fortress) also declare war on me! Now I have 2 fronts. Through trades, I am able to acquire Level 2 Creatures, as well as Offense and Ballistics. In exchange many civ's received Archery, Might, and sums of gold per turn. (This needs to be changed, otherwise all civ's will be all Might and Magic).

Day 159 - Master Gremlins took out 1 defender up north. The enemy Fortress troops move against my troops down south with Gnolls, Gnoll Marauders, Lizardmen, and Lizard Warriors.
FortressGame9.jpg


Day 163 - I was able to make peace with the Tower civ. I have seen no units from them in the past several turns; chances are they are at war with another civ. Now I can turn my full attention to putting pressure on the other Fortress civ to make peace.

Day 168 - Make peace with the other Fortress civ.

Day 175 - Out of the known civ's, my military strength is weak to a 1/3rd+, average to about a 1/3rd+, and strong to a few. Dungeon demands 26 gold, and I give in. Rogues attack Thanel Falls; my Gnoll Marauder defeats 2 of them, but the other pillages my Fort!

Day 177 - I have discovered Level 2 Upgraded creatures. With this I discover a new resource, the Legs of Legion... and I have 2 of them in my territory! When I connect these to my cities in Deadwood and Andara, these 2 cities will be able to build a special Legs of Legion structure which will provide additional Level 2 units. A very valuable resource... There are similar resources for higher level creatures, but these are much more rare.
FortressGame10.jpg


Day 186 - Avlee (Rampart) declares war on me! A single Rampart Centaur Captain captured 2 of my workers near Deadwood and destroyed them! I will get my revenge!

Day 191 - My first Fortress Tower is built in Tidewater. It will greatly help defend my Capitol. Rampart continues to send Centaur Captains towards my cities. When I checked with my Military Advisor, I am told that I am weak compared to their forces. They have to have Dwarves and Battle Dwarves by now, which are some tough units, with good magic resistance. Rampart has a couple towns close by, but their full civilization is on the other side of the map, which means a huge force is likely to show up my doorstep in 20 turns or so.
FortressGame11.jpg


Day 193 - Rampart offers peace treaty, I accept. I am somewhat surprised by that though.

Day 196 - Deadwood has produced a Legs of Legion Creature... I can upgrade this to a Lizard Warrior!
FortressGame12.jpg


Day 200 - The Deyjans (Necropolis) landed 5 Skeleton Warriors on my shores near Djibo, and declared war on me! They took out 2 of my defenders, but the rest were unsuccessful. I am also considered weak compared to the Necropolis. I built the Offense Small Wonder, which will help me with getting my units upgraded.

Day 215 - Ghanzi is almost finished building the Glyphs of Fear, a unique Fortress building. A Wraith is north of the city... Necropolis units are dangerous because although their stats are not the highest, their special abilities make up for this in many ways.
FortressGame13.jpg


The Glyphs of Fear have been completed... This brings this playtest to a close, I have found quite a few things that need to be fixed and adjusted from this... so back to work :).
FortressGame14.jpg


All in all, my take on Fortress in Civ3 is that it is clearly defense oriented (as it was in HoMM3). It is necessary to research Ballistics and Artillery as soon as possible to get the Ballista and Catapult to help in offensive assaults. It is also necessary to get your creatures upgraded as soon as possible for the good stat boosts they receive. Fortress can only get Spells of level 1 through 3 (cannot get 4 and 5), so whether you go Might or Magic depends on the advisaries you face.

Tom
 
Nice, I like seeing all the Homm artifact pieces laying around. I notice a bunch of Homm4 creatures back earlier.
 
Bravo Tom! Looks so cool and well designed. Seems like it will be very fun to play because there are a lot of strategy elements to consider!

Too bad only 32 strategic resources can be used (to avoid the overflow bug), or SO much more could be added in.

vmxa said:
Nice, I like seeing all the Homm artifact pieces laying around. I notice a bunch of Homm4 creatures back earlier.

The artifacts and their shadows took a while adding in (due to the sheer amount of them). I am indeed using some HoMM4 creatures as well (Troglodyte, Behemoth, etc) because it was tough finding some of these. There are some things with HoMM4 creatures that are not great (HoMM4 received some complaints of their bluriness for instance; due to extensive use of anti-aliasing I think it was)... but they ended up looking excellent in Civ3.

vmxa said:
The Fortress? I thought it was going to be something like the names in the campaign (Tatalia in this case) ?

I am using both. HoMM3 used names like Fortress, Castle, etc and I think only used the latter (Erathia, Tatalia, etc) in dialog or intro screens. So I have the Civilization name as Fortress, but the noun/adjective uses Tatalians/Tatalia. So players do not get confused as to who is who I will add to the noun/adjective Tatalia (Fortress) for example; since not everyone is familiar with Heroes.

This way, you will still see names like Tatalia just as much as the name Fortress. :)

---------

Currently I am creating a new Terrain Template for Photoshop, PSP, Gimp to easily create new terrain for Civ3 quickly. I will use this to take the terrain from HoMM3 and put it in Civ3... so it will be nice to get that done... I've been pondering how to go about the huge terrain graphics job, but this way will be much quicker and help the civ community as well. It should work wonders for photo-realistic terrain as well, so it will be interesting to see what comes from it.

Tom
 
I am using both. HoMM3 used names like Fortress, Castle, etc and I think only used the latter (Erathia, Tatalia, etc) in dialog or intro screens. So I have the Civilization name as Fortress, but the noun/adjective uses Tatalians/Tatalia. So players do not get confused as to who is who I will add to the noun/adjective Tatalia (Fortress) for example; since not everyone is familiar with Heroes.

This way, you will still see names like Tatalia just as much as the name Fortress. :)
Ah I see what you did there :P Good work !
 
Wow those screen shots look like the real game, thats amazing. Hey will the buildings within your city be built in one turn like the original?

Well units be generated weekly because buildings are built, I appoligize if that infor is here but it takes time to catch up with all you have going on here
 
Wow those screen shots look like the real game, thats amazing. Hey will the buildings within your city be built in one turn like the original?

Buildings won't be able to be built in a single turn for a few reasons...
I had to come to a compromise between HoMM3 and Civ3 gameplay. Since in HoMM3 you had to accumulate enough resources to build a structure, in Civ3 one resource is enough for everything... so I went by the amount of gold required to build the structures in Heroes, and used that (scaled down a bit) as the amount of shields required in Civ3. The structures that required resources will require those here also.

If all structures were able to be built in one turn, everyone would become a superpower too quickly, and it would somewhat make researching tech obsolete. It would also make the feel that you have worked hard towards accumulating your power since everything would be too easy to get.

So you will have 4 different tech choices to research: Creatures, Magic, Might, and Other (I may name it something else, but Other has the skills that don't fall in the Might or Magic category).

So although one would think that going straight down the Creatures line to head for Level 7 may be the way to go... the other techs are quite powerful in their own right, and will greatly help in a vast amount of ways (even crucial in many circumstances).

Well units be generated weekly because buildings are built, I appoligize if that infor is here but it takes time to catch up with all you have going on here

I was going to do creature growth on a weekly 7 day basis, but in large games, the number of creatures quickly gets very very high and even surpasses the 8192 unit limit on huge maps (causing a crash).

So I determined the number of creature growth in HoMM3 for each unit, and changed the per week growth to more of a per month+ growth factor. Level 7 as set now will create a unit every 41 days (may not be the same for all creatures), whereas on average Level 1 is between 5 - 7 days).

Units will be produced by building structures in your cities. So building an Upgraded Griffin Tower will provide you with Royal Griffins.

Level 1 and 2 creatures, along with their upgrades can be directly built in towns. This is needed so the game won't crash.

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

I am anxious to get the terrain in... it is steadily progressing towards completion. Then it should really give a HoMM3 look.

Tom
 
re #369
Wow you are ful of details I never consided, you can be sure when it is all done I'm gonna play it and pass the link to all I know.

I'm sure you have evaluated everything in this process like researching tech or completing wonders do something that might be equal to building a cities' building

I'm not going anywhere here because I don't have the knowledge needed so I'm not looking for a response here just adding 2 cents
 
I'm still working on the terrain... it will probably take a little bit to finish, because I am making terrain templates while I am at it, so this way any new terrain can be made easily and quickly in the future. It takes some time getting them set up to do the job properly, but I am about 40% done with it.

Although there are not enough terrain types in Civ3 to technically provide all of the HoMM3 terrain types... there is a pretty simple way I have figured to still incorporate them all in the scenarios.

For large epic maps, having 9 civ's is a bit empty. So there can be more than 1 type of civ in a large map game. So you can have 2 Necropolis civ's if you wish. For scenario's, or for the map of Antagrich (sp? :)), this is not needed, because the map can be preset with enough interesting things to do to keep players occupied.

Tom
 
Here is some of the terrain at this point, based on HoMM3.

attachment.php


Shows Grass, Sand, Dirt, Swamp, and Snow, and the new Rivers.
Mountains and Forest have yet to be completed, as well as several of the other terrains.

I will probably tweak and adjust the terrain once completed, to get a better end result. These are the Epic Game terrains, and may not be the same as some of the scenarios (swamp for instance will be somewhat different in scenarios).

Tom
 

Attachments

  • HoMMTerrain.jpg
    HoMMTerrain.jpg
    76.3 KB · Views: 845
I have never played AoM... if you can believe that :) I don't have it either... But I suppose anything is a possibility.

Terrain is almost done... It is taking a bit longer than I expected to set everything up.

I have made a graphic for the Necropolis to represent the Cover Of Darkness... obviously the Cover Of Darkness cannot fully work as it does in HoMM3, but it does give a nice advantage, especially to the AI. I kept it similiar to HoMM3, which used the overhead void to show the cover, and used Photoshop to try to get a isometric perspective.

If a city has the Cover Of Darkness, it will eventually hide the city and surrounding terrain from sight. It will partially hide some units also. And it will hide the top defender of the city. It is not incredibly powerful and cannot move, but gives a nice defensive advantage also (I take it as: if units cannot see very well, they will have more trouble attacking a city due to lack of intelligence). Thus they will take additional damage moving around within the Cover of Darkness.

CoverOfDarkness.jpg
The City is hidden from view, making recon, assaults, and city intelligence more difficult. Units may be partially hidden, top defender is unknown, and moving around in the Cover will cause additional damage.

The Cover of Darkness is animated, and I may try to do some more animation to it around the edges.

Tom
 
It should make no difference to the AI as they know the disposition of all units and tiles at all times.
 
It should make no difference to the AI as they know the disposition of all units and tiles at all times.
^ What he said.
What about a more balanced game where it causes the units in its vicinity to become invisible? Is it possible? If someone was playing as Deyja, it's a waste of time to build Cover of Darkness...
 
Back
Top Bottom