Work in Progress - Conquests of Might and Magic III

It probably is hell... but like anything, it's a matter of program familiarity, knowledge of what you are doing (which can be learned if I run into something I don't know); once all the in's and out's are learned, it just becomes a process, which can be improved with time. Then it just depends on how talented I may be with it (they either come out crappy, good, or great).

Getting something like a basilisk to walk may be IMO not quite as difficult as making a human model with a believable walk for a variety of reasons. But I suppose I will find out. Most models' I need can be found freely, so I just need to make them strike a pose. :cool:

Basilisk
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Tom
 

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Update:

Tech Tree organizaton has been figured out... flavors will be heavily used.

The tech tree will be very dynamic, and will leave many options for players (and the AI). All flavors will be used, and will guide civ's into their most likely paths (such as Might, Earth Magic, etc).

1.) The Main Tech Line will be the Creature/Structure Tech Line. These will include about 8 tech's (possibly 10). For the first 7 techs, each one will include 2 creatures for each town (1 being the base creature, 1 being it's upgrade), and structures that can be built in town to produce these creatures. The final tech on this line will be the Grail Tech. The Grail tech will uncover a new resource (the Grail), which will be required to build your Grail Wonder. The Grail Wonder allows very powerful benefits.
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2.) The Might Tech Line provides Might oriented tech's and includes approx. 10 techs. Some of these include Artillery, Armorer, Resistance, Luck, and Tactics. Each provides skills that a Hero can use if going for a Might oriented path. These tech's allow for powerful abilities that are not available in the Magic tech line (and vice-versa).
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3.) The Magic Tech Line provides powerful Magic abilities to those whom choose to go down this path. This includes 10 techs also (although each specific Magic tech includes 4 tech's of it's own). Although Magic user's will miss out of many of the Might abilities, they will make do with being able to research powerful spells which will more than make up for this. Some of these are Earth Magic line, Fire Magic line, Mysticism, Wisdom, and Sorcery.
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4.) Tech's which do not fall into Might or Magic, are in the Other Tech Line. These are also very useful all-around, and include Navigation, Diplomacy, Estates, Logistics, as well as 3 others.

Additional Tech Tree Info:
With 4 different tech lines to research down (Creatures/Might/Magic/Other), the player will have to find the best balance depending on the given situation, what potential enemies are nearby, what the AI is researching, and what best suits the types of creatures available to your town type, to determine what tech's will best suit him/her. Sometimes, researching down Might and Magic to go for a balanced approach may be best, although doing this may never reach the most powerful of a pure-might or pure-magic approach.

The possibilities are endless, and with 8 different civ's, the re-playability factor should be quite large.

Town Structures and Buildings

Each Civ will have 3 unique town structures to build that gives benefits unique to it.
The Castle town (Erathia) will have the Brotherhood of the Sword, the Lighthouse, and the Stables... whereas the
Inferno town (Eofol) will have the Brimstone Clouds, Castle Gate, and the Order of Fire.
The buildings will complement certain creatures and certain tech lines.. so make sure to pay attention to what fits what the best, to make the most of your advantages!

Although in essence most all creature structures are unique as well (which build your town units), all towns have the same type of buildings, so they won't all be listed here.

Buildings which are similar to all towns are:
>The Villiage, Town, City Hall and Capitol... provide Civ Income.
>Fort, Citadel, and Castle... provide Basic Defense and Production.
>5 Mage Guilds... provide Civ Research.
>Marketplace, Tavern, and the Thieves' Guild... provide other benefits (Hmmm :rolleyes:)
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These are all avaialable from the start of a game, but with their prerequisites and resource requirements, will need some time until they can all be built. Some are absolutely vital, such as the Fort, which requires Wood and Ore, so the initial land grab stage is vital to grab resources.

Resources
There will be a large amount of bonus resources in the game, some which provide hardly any benefits, and some which are quite powerful. Most will be bonus resources, and there will be about 10-15 strategic and luxury. Strategic resources such as Wood and Ore are absolutely vital to all Civ's success, whereas Sulfur are vital to only certain civ's such as the Inferno Town (Eofol).

Sample of what some Tech's Benefits will be: (not set in stone yet)

Archery - Improves Town defense with additional Arrow Towers.
Artillery - Allows building of Ballistas.
Luck - better chance of producing Heroes/Leaders.
Resistance - Allows building Anti-Magic units.
Necromancy - Applies to Necropolis town only, and allows building of Special Skeletons which can in turn enslave more Skeletons. (Necropolis town will be able to horde Skeleton creatures, in many ways, making them effective due to their eventual sheer numbers even though they are an average Level 1 unit).
Navigation - Build better, faster ships.
Earth Magic - 5 tech's which include spells such as Magic Arrow, View Earth, and Earthquake.
Air Magic - 5 tech's which include spells such as View Air, Lightning Bolt, and Summon Air Elemental.
Intelligence - Provides additional research abilities.
Eagle Eye - Allows the ability to Spy and gain Information otherwise unavailable to pure-Might Heroes.

And that's about it for now :)

Tom
 
I do not doubt ,that you will catch the HOMM gameplay and atmoshere to bring it the CIV community.:)
The more I read and see from your work:yumyum: ,the more I wish I could download your work immediatly. NOW !!!:drool:
 
I do not doubt ,that you will catch the HOMM gameplay and atmoshere to bring it the CIV community.:)
The more I read and see from your work:yumyum: ,the more I wish I could download your work immediatly. NOW !!!:drool:

Ditto!

EDIT: Lol great minds think alike aye DFBATTLER!?
 
I do not doubt ,that you will catch the HOMM gameplay and atmoshere to bring it the CIV community.:)
The more I read and see from your work:yumyum: ,the more I wish I could download your work immediatly. NOW !!!:drool:
QFT Right there. I agree completely.

EDIT: Regarding graphics, what are forts and barricades going to look like? Perhaps Garrisons?
 
EDIT: Regarding graphics, what are forts and barricades going to look like? Perhaps Garrisons?

Not sure, I checked out the Garrison graphic, but it doesn't quite look right:

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I'm thinking that these may look better in game, since they have a more 3D look... the Barricade looks a bit too 2D.

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Thank you all.. I've finally got my PC back up and running at full power (all 187 virus', malware, rootkits, and trojans are gone forever), so I can start actually getting something done here.

Tom
 

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Not sure, I checked out the Garrison graphic, but it doesn't quite look right:

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I'm thinking that these may look better in game, since they have a more 3D look... the Barricade looks a bit too 2D.

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Thank you all.. I've finally got my PC back up and running at full power (all 187 virus', malware, rootkits, and trojans are gone forever), so I can start actually getting something done here.

Tom
I guess there's a problem. What will we use for fortress? How will we make it into a barricade so it's distinguishable between the two?
 
I guess there's a problem. What will we use for fortress? How will we make it into a barricade so it's distinguishable between the two?

If I use the Hill Fort (below) for the Fortress, then for the Barricade, I could use the same Hill Fort graphic, but photoshop in an additional arrow tower or 2 as well as add a moat around it (will do later).

The Homm3 Garrison wall just doesn't quite look right, so I think the Hill Fort graphic would better suit it. Let me know what you think...

Fortress and Barricade (will add a Moat later) using Hill Fort graphic
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Tom
 

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Thank You.

@Aaglo... I think I just said somewhere I haven't seen you around lately, Aaglo... :) I usually get myself lost in these threads though, likely the reason why. I just got Poser to make some units, so far so good... Did you primarily use Poser for your unit creation? I've been going through many tuturials and will go through the ones on CFC as well (I'm familiar with much of the basics, as I've used / have 3ds Max as well), but if I run into any problems I can't figure out, or for tips... care if I drop you a PM? I usually research heavily into what I can't figure out, so I don't ask questions that I don't have a basic understanding of. :)

Tom
 
Alright, I think these look well enough, I fixed the colors, and added a moat around the Barricade.

Also, my ideas so far for the Magic Tower (Airport-at top; may update a bit, looks like it's missing something), Rally Flag (Radar Tower-at bottom), and Pillar of Fire (Outpost-bottom right). I still need to make Victory Point Locations.

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Tom
 

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Thanks for mentioning it, at first I thought Redwood may be too tall, and wasn't going to mess with it, but it seems to look good, if not better since it paints a clearer picture of what it is used for than the Pillar of Fire. (Not that Outposts are hardly ever used anyways :lol:)

Perhaps the Pillar of Fire would make for a better Spell Tower (Airport), instead of the other? Only problem is that it would not fit right since the Airport graphic must be contained in 1 row, and does not have 2 rows to work with in the PCX file.

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Tom
 

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@Aaglo... Did you primarily use Poser for your unit creation?

Tom

I hope that aaglo doesn't mind me answering for him, but he used Pov-Ray for his units, not Poser. If you've already had the answer to this, ignore it.;)

Your progress on the mod is very impressive, tom2050. I don't know how you manage to do so much so quickly.:) I'm really looking forward to what units you might produce.:)
 
I hope that aaglo doesn't mind me answering for him, but he used Pov-Ray for his units, not Poser. If you've already had the answer to this, ignore it.;)

Your progress on the mod is very impressive, tom2050. I don't know how you manage to do so much so quickly.:) I'm really looking forward to what units you might produce.:)

Thanks for your answer... I'm going to try to churn out the Pixie in Poser first (using Tinkerbell model) and see how it turns out. I have the models and have gotten some of the stuff down ok. As a test, I made a default static flc from the Poser Tinkerbell, but now I'm kinda just learning and practicing with it a bit more and trying to get correct poses to start with. IIRC, I think Pov-Ray is a bit more on the complicated side than Poser, so I'll perhaps try Pov-Ray in the future once I get more in-tune with everything involved.

I still need to figure out the best way to make the Civ Colors from a model though. I have an idea in mind that would be pretty quick and easy, but I'll have to dig up a tuturial to see how others usually do it, so I know if what I had in mind is FUBAR or not.

Tom
 
I've been using Utahjazz7's unit making tutorial. It's a step-by-step tutorial for making a spear unit, but it's a great starter for learning how to go about making a human or humanoid unit (although a flying pixie would be a bit outside its steps, but I'm sure it'll be helpful). Even if certain aspects of the tutorial don't apply to what you're looking for, it's still great for learning how to set up civ colours and I've learned things about Poser I didn't know after years of using it. It's a great tutorial to get you comfortable starting to make units.

If you haven't or aren't using it, I highly recommend it:
http://forums.civfanatics.com/showthread.php?t=118502

About Pov-Ray, I'm pretty sure, if I remember previous posts by aaglo and am interpreting his views correctly, that he would recommend using other (easier;)) programs instead of Pov-Ray, as it is quite complicated. I'm not sure how you are at modelling 3d figures, but I think it might be better to model a figure, import it into Poser, and add a skeleton to it to use Poser for your unit rather than attempt Pov-Ray. I haven't used Pov-Ray myself though, so I'm speaking mostly out of ignorance, just going by what seems to be easiest based on past comments.

Anyways, please keep us updated (with previews if possible) on how the mod/unit making process is going.:)
 
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