Work in Progress - Conquests of Might and Magic III

Here they are, all the ambiance mp3s from Heroes of Might and Magic III + SFX! ;)

1EDIT BEFORE POST: Couldn't upload RAR to CFC server, sending link. 74MB good enough for ya?

2EDIT BEFORE POST: SND files extracted! Another link! Files are in WAV format, and include sounds from SoD and AB too. Cheers!



Link to ambiance and music, 74MB



Link to SFX, 12MB



Tom, I'd be damned if this didn't help you. ;)



P.S. File ADVLMOVE.WAV is not how Devils move. They move with ADVLEXT1.WAV and ADVLEXT2.WAV.

P.P.S. Any other mistakes can be posted or PMd to me.
 
Thank you very much! Did you have those already or did you use a program to convert them? I'm halfway finished moving, this is a temp connection I'm using right now until mine gets setup again, so I'll grab those in a few days. I haven't had much time lately to get much done, but should have the interface and screens completed soon, then while I begin process of making the units I need, I will make a map of Enroth/Erathia/etc.

Tom
 
Thank you very much! Did you have those already or did you use a program to convert them? I'm halfway finished moving, this is a temp connection I'm using right now until mine gets setup again, so I'll grab those in a few days. I haven't had much time lately to get much done, but should have the interface and screens completed soon, then while I begin process of making the units I need, I will make a map of Enroth/Erathia/etc.

Tom
No problem at all, Tom ;)

It was a program, a very rare one too... I deleted it as soon as I got those files, so idk what it's called now. :lol: Maybe I'll try to look for it again.

Nice to see the mod is being made :goodjob: What's next on to-do list after?

Fail question: Define an "Epic" game.
 
No problem at all, Tom ;)

It was a program, a very rare one too... I deleted it as soon as I got those files, so idk what it's called now. :lol: Maybe I'll try to look for it again.

Nice to see the mod is being made :goodjob: What's next on to-do list after?

Fail question: Define an "Epic" game.

Alright, I have grabbed them, still using temp connection, I need to run an ethernet wire up from the basement tomorrow. Again, thank you for providing those, they will be of great assistance. I believe I know the program you may be referring to... there was one from the WOG team that allowed extraction of various parts of the HoMM game, including sounds.

Well, the interface is almost complete (all screens), so while I start my unit creation attempts, I will have to put in unit placeholders until those graphics get done for playtesting. I may work on the civilopedia text also to make it easy to know all about what-is-what for those not familiar with HoMM.

But the primary next job is working on the terrain art again to incorporate some of the still missing terrains. Although the lava terrain is completed, it is unusable as is in an Epic game since LM terrain cannot be easily used as a seperate terrain along with it's normal terrain (the game in a sense uses half and half of regular grassland and LM grassland when putting terrain down) so even scenarios will have to be modified depending on if lava, etc will be used heavily or not. But subterranean, dirt, etc can be done next, replacing some of the normal terrains (no hills in HoMM just mountains).

Define an Epic game? Do you mean for me to define how an Epic game will go for this mod?

Tom
 
Alright, I have grabbed them, still using temp connection, I need to run an ethernet wire up from the basement tomorrow. Again, thank you for providing those, they will be of great assistance. I believe I know the program you may be referring to... there was one from the WOG team that allowed extraction of various parts of the HoMM game, including sounds.

Well, the interface is almost complete (all screens), so while I start my unit creation attempts, I will have to put in unit placeholders until those graphics get done for playtesting. I may work on the civilopedia text also to make it easy to know all about what-is-what for those not familiar with HoMM.

But the primary next job is working on the terrain art again to incorporate some of the still missing terrains. Although the lava terrain is completed, it is unusable as is in an Epic game since LM terrain cannot be easily used as a seperate terrain along with it's normal terrain (the game in a sense uses half and half of regular grassland and LM grassland when putting terrain down) so even scenarios will have to be modified depending on if lava, etc will be used heavily or not. But subterranean, dirt, etc can be done next, replacing some of the normal terrains (no hills in HoMM just mountains).

Define an Epic game? Do you mean for me to define how an Epic game will go for this mod?

Tom
Good work, hope your unit sounds won't be too bad ;)

I meant, what is an Epic game in general? Is it a map made by RMG or something... :confused:
 
Good work, hope your unit sounds won't be too bad ;)

I meant, what is an Epic game in general? Is it a map made by RMG or something... :confused:

The sounds are terrific, I can say for sure you saved me a lot of time and headache searching around and figuring out how to extract them from the game. HoMM3 Complete had all the music mp3's available, but not the sound effects... so I can't thank you enough for those.

I usually just say Epic game when referring to a normal Civ3 game, but it can also refer to any mod (which is a non-scenario) when you start out with just a settler, etc and go from there. I suppose saying Mod is more appropriate than Epic game, but sometimes Mod can be confused with Scenario, or they can both mean the same thing.

I have put many of the sound effects into the units, and they work great... not too much change was needed for them to work well with the units, but I will make minor adjustments as I go. They add real flavor too, since they are a bit different than the norm.

One problem I have thought about for the scenarios is the Creature Structures that can be captured/controlled by the player which only produce a certain creature every week (as was in HoMM). In Civ, it is possible to do this, but the graphic of the structure (such as the Dragon Utupia that was shown some pages back) will change to that players town graphic and there is no way around this that I know of.

I guess this will have to do, since in a scenario, there are easy ways of pretty much eliminating the ability for that town to actually become a full-blown powerhouse, and to make it so it is limited to only auto-producing the appropriate creature.

Tom
 
The sounds are terrific, I can say for sure you saved me a lot of time and headache searching around and figuring out how to extract them from the game. HoMM3 Complete had all the music mp3's available, but not the sound effects... so I can't thank you enough for those.

I usually just say Epic game when referring to a normal Civ3 game, but it can also refer to any mod (which is a non-scenario) when you start out with just a settler, etc and go from there. I suppose saying Mod is more appropriate than Epic game, but sometimes Mod can be confused with Scenario, or they can both mean the same thing.

I have put many of the sound effects into the units, and they work great... not too much change was needed for them to work well with the units, but I will make minor adjustments as I go. They add real flavor too, since they are a bit different than the norm.

One problem I have thought about for the scenarios is the Creature Structures that can be captured/controlled by the player which only produce a certain creature every week (as was in HoMM). In Civ, it is possible to do this, but the graphic of the structure (such as the Dragon Utupia that was shown some pages back) will change to that players town graphic and there is no way around this that I know of.

I guess this will have to do, since in a scenario, there are easy ways of pretty much eliminating the ability for that town to actually become a full-blown powerhouse, and to make it so it is limited to only auto-producing the appropriate creature.

Tom
So Epic is out of:
1) A normal RMG map
2) Scenario where you only start with a settler [and worker]
3) Mod where you only start with a settler [and worker]

So a lot of the unit sounds are finished! Hoorah :goodjob:

The Creature Dwellings on the map is definitely something! Moving right along those lines, what about that Dungeon Creature Transporter? How will that work?
 
So Epic is out of:
1) A normal RMG map
2) Scenario where you only start with a settler [and worker]
3) Mod where you only start with a settler [and worker]

So a lot of the unit sounds are finished! Hoorah :goodjob:

The Creature Dwellings on the map is definitely something! Moving right along those lines, what about that Dungeon Creature Transporter? How will that work?

I have much of the Pedia text finished now also, and I will complete the rest as I get the stuff in. The Creature Transporter and the Inferno Gate will have to make use of the Hacked Editor and it's ability to use the Teleportation ability of Civ3. I have not ever used this feature before, but there is alot of experimentation and documentation done by others which explain much of it. I know there was a problem with city structures that had the ability of teleportation, being something that a unit could teleport directly onto an enemy city and take the city without having to fight any of the units there, so I may have to look for a way to get around this problem somehow.

Once I get all the base work done, and before I start work on the initial scenarios, I will have to figure out exactly the best way to implement the teleportation of Civ3. Portals, as in HoMM, will work perfect in this regard though (I think :)).

I wasn't able to run the ethernet cable from the basement today, I'll have to do it tomorrow, so I can show where the game is at.

Tom
 
I have much of the Pedia text finished now also, and I will complete the rest as I get the stuff in. The Creature Transporter and the Inferno Gate will have to make use of the Hacked Editor and it's ability to use the Teleportation ability of Civ3. I have not ever used this feature before, but there is alot of experimentation and documentation done by others which explain much of it. I know there was a problem with city structures that had the ability of teleportation, being something that a unit could teleport directly onto an enemy city and take the city without having to fight any of the units there, so I may have to look for a way to get around this problem somehow.

Once I get all the base work done, and before I start work on the initial scenarios, I will have to figure out exactly the best way to implement the teleportation of Civ3. Portals, as in HoMM, will work perfect in this regard though (I think :)).

I wasn't able to run the ethernet cable from the basement today, I'll have to do it tomorrow, so I can show where the game is at.

Tom
:o A hacked editor! Sounds... Helpful. Would this be it?

I like to make rulechange mods myself, I gotta try this thing.
 
What are you using airfields for Tom? Because they can be used for teleportation type stuff too, with re-base missions. But maybe the teleport options are better suited to your purpose (and more AI compliant?).

I was going to use airfields as Magic Towers to launch spells from. For the most part, the AI never uses airfields that much, and usually only in specific situations (similar to fortresses). AI prefers moving air units to cities.

Airfields could work like teleporters also, and the AI will use airports to transport it's units around. So it is a possibility. I'll have to see if the teleportation ability of the hacked editor does more of what I'm looking for, which will allow me to use airfields as they are set now. Also, you can use unit graphics for the teleportation method to display HoMM portals and so forth, so it may be a nice way to put that in there.

Tom
 
Airfields: In all my games I have never seen that the AI knows what to do with them. Just play a while and they are all abandoned. Too many times I have destroyed AI-aircrafts on airfields ,that was not protected by land units at all. The AI don`t move their aircrafts into a city ,when you destroy all defenders protecting it (using lethal bombardement).

Teleportation: Once I wanted to use it for my Sci-Fi scenario. But after running into one problem after another ,I decided to `teleport` all Units with the good old "Paradrop". So I ended up giving them (my Land Units) Spacecraft-Landing animations as paradrop. At least the AI uses paradroping some kind of well.
 
Airfields: In all my games I have never seen that the AI knows what to do with them. Just play a while and they are all abandoned. Too many times I have destroyed AI-aircrafts on airfields ,that was not protected by land units at all. The AI don`t move their aircrafts into a city ,when you destroy all defenders protecting it (using lethal bombardement).

Teleportation: Once I wanted to use it for my Sci-Fi scenario. But after running into one problem after another ,I decided to `teleport` all Units with the good old "Paradrop". So I ended up giving them (my Land Units) Spacecraft-Landing animations as paradrop. At least the AI uses paradroping some kind of well.

I agree on the airfields, the AI usually abandons them of all aircraft in scenarios except for rare occasions. Hopefully teleportation will work out okay with what I will be using it for. If not, I'll have to figure out a good alternative. What type of problems did you run into with it?

Here are some of the latest screenshots. Note there are some warriors in the first screen of my current test game, these are placeholders for civ's that don't have all their creatures in the game yet. Also, not all graphic updates have been completed yet, as can be seen in the Science Advisor screen.

CoMM3-1ConfluxStronghold.jpg
Here, the Conflux forces (with their Air Elementals) are at war with the Stronghold (whom have goblins and wolf riders). Although Air Elementals are much more powerful than the current Stronghold units, one of the Conflux cities was destroyed by the Stronghold, whom excel at offense.

CoMM3-2EvilEye.jpg
The Evil Eye

CoMM3-3DragonCliffs.jpg
The Dragon Cliffs

CoMM3-4ScienceAdvisor.jpg
The Science Advisor Tech Screen. Not all tech boxes have been appropriately placed in correct positions yet, arrow graphics are still not in, and individual tech graphics have not been created yet.

CoMM3-5CityScreen.jpg
The City Screen

Tom
 
I haven't been on the forums lately because I've had family visiting from England, but I got a chance to have a quick look at your preview thread, and I must say I was blown away!:eek: I especially love your civilopedia graphics. It's inspiring me to get working on my own soon, but I'll have to fight the temptation and work on necessities first, after the family leaves.

Great work.:goodjob:
 
These screenshots make me think of playing HOMM3 too.
 
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