Work in Progress - Conquests of Might and Magic III

Yes, the treasure, weapons, armour, etc will be princess units that can be taken to the capitol. In some circumstances though, it may be annoying taking these items all the way back to the capitol every time (which after a while can be a big nuisance), so certain areas will have victory point locations which they can be brought to so it does not become burdensome.

Tom

Another way to elliminate the tedium is to give the captured unit rebase so it can immediately teleport back to your capital. Just need a unit to take it out of the city and move back in. I'm pretty sure I tested this and it worked.

Subterrainian terrain looks great. At some point in the future (like well after you release this mod) if you don't mind I'll probably have a use for it in my fantasy mod.

Cheers

Nick
 
Another way to elliminate the tedium is to give the captured unit rebase so it can immediately teleport back to your capital. Just need a unit to take it out of the city and move back in. I'm pretty sure I tested this and it worked.

You mean make the flag unit an air unit? I tried to make naval flag units, but the editor won't let me give them the flag AI strategy. I wouldn't think AI would know how to handle such a thing... :confused: I suppose it still works for human player though?

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

Note: Heroes coastlines and seas will be implemented eventually, as well as other graphical additions.

Here are some of the latest screenshots showing the initial Homecoming scenario with some of the additional graphics put in and some of the terrain finished up.

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.
_Homecoming1.jpg

Erathian troops head towards the Cerebrus in an attempt to free an imprisoned Hero that is held captive there. Will they succeed?
_Homecoming2.jpg
(prison graphic has not been made yet :))

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.
_Homecoming3.jpg

Tom
 
The first campaign Long Live the Queen is nearly complete. I will probably go back and work on getting the Hero graphics and the few unit graphics I still need complete next week. Civ3 works surprisingly well with the campaigns and scenarios of Heroes, as I have encountered no real problems with implementing the base gameplay to go according to how it should.

For instance, in the scenario Griffin Cliffs, you must capture all 7 Griffin Towers to claim victory, but the AI can do this as well. So if you do not make haste, the AI whom controls much more land than you do, will become increasingly powerful and make it difficult to concentrate on the task at hand.

Players of HoMM3 will probably recognize some of these screens. :)

(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


Tom
 
I cannot believe you manage to get civ3 to look like Homm3. The underground could pass for a screen shot. The names and border and road excepted.
 
Thank you all, I hope everyone enjoys this once it's completed, although I will continue to make the additional campaigns and scenarios for a long while after. The number of hours I have put into this is probably more than I care to count!

Here's a bit of an update on gameplay setup.

I've made a few changes to the overall game just a bit... and I think I've decided on the best way to do the creature structures that will occasionally be scattered about on the map.

Unit Counts
As a general rule, every 10 creatures in HoMM3 will be represented by 1 creature in CoMM3. Experience levels will be different depending on how many actual units there are (1 through 10), but they will for the most part be limited to starting out as Conscript or Regular, and only rarely will be Veteran or Elite. (The experience level names still not sure what to change them to??).
This gives greatest flexibility to get the appropriate number of creatures on the map, and also makes large stacks of certain creatures difficult to get through, just as was in Heroes.

Airfields/Magic School Towers
For the AI in scenarios, it is known the AI never or extremely rarely builds Airfields, so preset airfields in strategic locations will be setup for the AI, so it is capable of using it's magic. I need to test to make sure it uses airfields, although I'm pretty sure it will. I believe it moves air units to cities because in normal games, it's cities are close enough to have close to the same range. It should use them here.
Also, workers that require no population can be built so player can more easily create airfields (magic towers) without penalizing population, but worker rate for anything else will be incredibly slow. This way it is AI capable, but this will likely be disabled for AI.. because of above reason.

Creature structures
Creatures structures that can be captured and will produce creatures for the player will happen in certain scenarios and situations, BUT scenarios with many many structures scattered about makes this impossible for Civ 3 to do this for them all (not enough city graphics and civ's to appropriately accomodate them all).
So in these cases (which will be most cases), the appropriate structure will be on the map, but when taken, units will be captured that can be upgraded to the appropriate unit in your city (I THINK this is possible ????). If it is not possible, then that is a bummer! I need to test it.

AI Bonus'
Due to AI stupidity, AI will be granted bonus' above and beyond normal AI bonus' to make the game FUN. Yes, more advantages usually seems opposite of FUN, but it is also no fun when you clean house on AI on SID difficulty with no problems or strategy needed.
And it is enjoyable when AI puts up a good fight. Human players always do way better combat wise, so this will help AI be competitive. As an example, in WW2-Global I used to lose 1 units for AI's 5 or 6. But, these AI advantages will carry over to player once the player starts gaining ground, this will help win a scenario quicker once ball is in players court.

Exploration
Hope everyone likes exploring. No scouts, so you have to use your units. One air unit (Visions Spell) will be available also with air recon. Exploring through the darkness makes it interesting when you run head on into an AI contingent of enemies, or a powerful neutral stack gaurding an important pass. It will be tough to know where everything is, and to keep an eye out on important areas, which means unit recon will be necessary in many cases so you don't get flanked by the AI.

Gold
initially I thought that there may be too many items (gold, treasure, resources, swords, shields, etc) laying around that can be picked up (well, not tons of them, but quite a few.. VP locations are all over the map though, so no annoying long hauls around). But this has turned out to be quite the opposite, money will be worth it's weight in gold literally! And you will be on the search for items (it makes a huge difference between mediocre play and becoming a more powerful force). AI aggresively goes after these items, so if you don't get them, it means AI is getting the benefit.

Heroes/Armies
Heroes will only be able to hold 1 unit (makes AI capable of using Armies). Heroes will all be slightly different for each civ, and different depending on if they are might or magic. So deciding whether or not to hold on to your Heroes for a stronger unit, or plop a weaker unit will be a big decision to make. Heroes are also not invincible to higher level single units. I recently had a solo Cerberus (Lvl3) take out my Halberdier (Lvl1) in an Army that was in front exploring the fog, so care must be taken with them! :)

Tom
 
Heroes will only be able to hold 1 unit (makes AI capable of using Armies).
Has anyone ever tested what happens if you take away the +1 speed that armies have? I have been led to believe that this was the problem for the AI; it wants to fill the army with units of the same speed, but gets fooled by the added speed that the army itself gives. In previous versions of Civ armies did not get the speed bonus, so the AI did not have this problem, and it made armies.
 
That is what I heard, but the truth is that C3 and PTW did not make many armies either. I recall only twice seeing them. I do not remember having lots of posters talking about AI using armies.
 
Maybe an AI with a leader rather chooses to rush an improvement or wonder with it. Whether a potential army then has 3 or 1 slots for units might then not make any difference. Maybe it's more important how the army comes about; through a leader or through a town producing it? The latter option could be better for the AI.
I'm not saying I know all this stuff, I'm just wondering and asking questions.
 
I think they just did not take armies into real consideration for the AI at all. I played AoI I 3.0 and it had a problem where you could not make armies with Mil Acad, nor from elites after the first one. It was not intended that way.

You could have only two in the game. I killed every AI army in town. Not sure if they ever left, but they never attacked me with one. Of course I abused them with using armies to prevent attacking invading stacks.

If you could prevent armies in any game below Deity, that would help the AI. Maybe a tech that let you build a small wonder that produced only one or one every 50 turns. If the tech was fairly late in the tree, it would limit the number of armies.
 
Creature structures
Creatures structures that can be captured and will produce creatures for the player will happen in certain scenarios and situations, BUT scenarios with many many structures scattered about makes this impossible for Civ 3 to do this for them all (not enough city graphics and civ's to appropriately accomodate them all).
So in these cases (which will be most cases), the appropriate structure will be on the map, but when taken, units will be captured that can be upgraded to the appropriate unit in your city (I THINK this is possible ????). If it is not possible, then that is a bummer! I need to test it.

This is possible. In order to capture the unit it must have no attack/defence and you have to be able to build the unit, otherwise you destroy it. It can't be a king unit either or it gets destroyed. So if you want all civs to be able to capture it but not actually have it in their build queue then you have to make the capturable unit require a resource that no one can get. Then you can make it upgrade to the appropriate unit which can be a king unit to stop it being in the build queue. I think this works, I've done something similar before with success.
 
This is possible. In order to capture the unit it must have no attack/defence and you have to be able to build the unit, otherwise you destroy it. It can't be a king unit either or it gets destroyed. So if you want all civs to be able to capture it but not actually have it in their build queue then you have to make the capturable unit require a resource that no one can get. Then you can make it upgrade to the appropriate unit which can be a king unit to stop it being in the build queue. I think this works, I've done something similar before with success.

This works perfectly, but the AI does not use a unit that has no flag checked. With 0/0 for Attack/Defense, the only flag to check is explore. I did a test with explore on, but the AI went out exploring instead of doing an immediate free upgrade.

I suppose AI will eventually upgrade an explorer unit... when there is nothing left to explore?

EDIT: AI will upgrade the explorer unit eventually, after exploring for a while, although it seemed to disband many of them as well, so I unchecked the disband option. It's also possible to make these units Artillery based, I will check that out and see if that works better.

EDIT: The Artillery option works absolutely flawlessly! Thanks Nick, it works for exactly how it is needed, and AI uses it with this method extremely well. Since AI LOVES to put artillery pieces in it's cities... it moves captured units directly to it's towns. And as long as disband option is disabled (I have no maint either), then it will hold on to them and upgrade them IMMEDIATELY once it can.
So now, creature structures on the map can be animated, you will have to fight guards to capture them, creature structures will be captured and stay on the map, and the captured units can be upgraded to battle-ready units, and AI will aggresively do all of this also! The creature structures are still useful though, because they allow you to see the surroundings without having to have a unit there, so it's what makes them worth keeping from your enemies.

--- Regarding Armies
I don't think the +1 speed can be taken away, it seems to be hardcoded. Armies are auto produced by buildings, and leaders are not available (although in scenarios this could be changed, but not for the epic game). AI will never make an army out of a leader that I know of. AI seems to always rush build something.

It would be much nicer if they left the +1 speed OUT, so at least armies worked prior to Conquests. What a shame that they never fixed such large problems with a patch.

So far, the Armies are auto-produced correctly (I think only if you have enough towns though ?? can't remember). Most scenarios start with Armies, but if they do not, you must have a successful battle with an elite unit which creates an Army, and the Army must be successful in battle to allow Armies to be auto-produced.

AI uses it Armies like this fairly well, and attacks neutral creatures and player with them... sometimes it puts weaker units in them instead of the most powerful unit standing in the same square though :confused: :crazyeye: :eek:.

Tom
 
BTW, I have discovered Charm does indeed work in a distinctive way in game... I am absolutely shocked that it was not found in the past, since it was quite easy to see the vast differences of units with the charm flag checked.

If you wish to add any testing or comments, I have created a thread with my findings here.

I may see about adding Charm units into CoMM3 if it has a specific use that can apply to any units (which I see it may in a few cases).

Tom
 
That's great that you can do the creatures structures and the AI will use them right.

Re armies and number of cities, you may already know this but you can set the number of cities required for an army. The default is 4 but you can set any number I think in the general settings tab if I remember correctly. This is of course when you are building the army rather than auto producting it so I don't know if it works the same way.

Cheers

Nick
 
Thanks to you are in order... as I have never used that method you mentioned, and although it came to mind, I was in the dark how to set it up or if it would even work. That was something I have been wondering about since the thread was started, but your information provided me with the perfect way to incorporate it, as well as saving me much time!

Big thanks to you, and all that have assisted me with ideas and help. And to all those great units that unit makers have made. As DFBATTLER suggested, I decided to go ahead and make a Credits list to append the Credits.txt file for the game, to give credits where credits should be given :).

Tom
 
Thanks to you are in order... as I have never used that method you mentioned, and although it came to mind, I was in the dark how to set it up or if it would even work. That was something I have been wondering about since the thread was started, but your information provided me with the perfect way to incorporate it, as well as saving me much time!

Big thanks to you, and all that have assisted me with ideas and help. And to all those great units that unit makers have made. As DFBATTLER suggested, I decided to go ahead and make a Credits list to append the Credits.txt file for the game, to give credits where credits should be given :).

Tom

Very gracious of you to say that Tom. And big thanks to you for making this wonderful mod. You have come up with many unique ideas in the process of making this mod that I plan to use in the future. Also I can't really take that much credit for the process I mentioned above. Although I did come up with the basic idea myself (though I was by no means the first to think of it) others such as Virote Considine had to explain to me the principles behind it in various threads.

Also regarding the creature structures it just occured to me that all cities could be done this way. If city graphics were invisible then the cities could be represented by a capturable unit as the creature structures are. That way they would still look like a certain civ even after andother civ captured them. Each city could have a resource under it that is required for the entire line up of units and buildings for the particular civ. Thus when you capture another players city it will look the same and you can build all that other civs buildings and units there. That's how it worked in Homm 3 didn't it? Been so long since I played. This could only be used for scenarios with preplaced cities of course. I think I'll try this in yet another fantasy mod idea I thought of recently. I'm thinking about a new mod that will incoporate many of the ideas you are pioneering in this mod Tom, but with some variation hopefully and a totally different setting.

Cheers

Nick
 
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