Work in Progress - Conquests of Might and Magic III

Actually, you could also make resource capturable, immobile, preplaced unit with no disband/pillage/load etc. It would have no hp and just sit there as graphical feature and look like this
View attachment 225235.

Ahh, yes that could be done as well... of course you would be limited to only 1 though, since the captured unit would have to be set to that unit graphic. Thus workers and settlers would have to be given defense, so that can't be captured and then you suddenly have an immobile ore pit sitting right there. Great for scenarios though. I may use it.

EDIT: N/M the above comment, you are correct, I was off in lulu land :) That only goes for captured workers/settlers, not for other units (such as scouts that stay scouts)!

A couple more pedia screenshots before I move on to next task (unit making :))
Gold Resource:
Spoiler :
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Upgraded Fire Lake:
Spoiler :
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Tom
 

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QUESTION: Since there are only 9-10 available civ's to be played in an Epic game, should I duplicate some of them to be able to have 30 available for Epic game. I ask because with only 10 you are pretty much stuck to a medium map, otherwise it becomes too empty. For those that like playing Huge maps, more civ's would be needed, and having 3 of each town type (3 Castle civ's, 3 Inferno civ's, 3 Rampart civ's, 3 Necropolis civ's, etc) could easily provide this with no downsides (other than running into your same town, but it could be interesting to in essence fight your own type).

Tom
 
Personally I am more interested in pre-set maps. As an old player of the Civ series I have fallen in hate with random maps. Again I start with a settler ... (sigh)
So no answer from me here. Sorry.

btw: IF I play random maps I prefer 120x120 or 160x160 map size.
 
I would say fighting your own type may be good or bad :/

I suggest to make three versions for this:
1. One without duplication
2. One with duplication
3. One with duplication and locked alliances between the same factions (Necro teams with Necro, Castle with Castle, and so on with so on)

What do you think on this suggestion? :shifty:

Offtopic: Sig update, could use some dl's and comments on first mod :)
 
I would say fighting your own type may be good or bad :/

I suggest to make three versions for this:
1. One without duplication
2. One with duplication
3. One with duplication and locked alliances between the same factions (Necro teams with Necro, Castle with Castle, and so on with so on)

What do you think on this suggestion? :shifty:

Offtopic: Sig update, could use some dl's and comments on first mod :)

Porblem with option 3 is that you can only have up to 4 locked Alliances.

I'm thinking along the same lines as General 666. Epic games don't interest me much anymore. Scenarios are what I'll be looking forward to. Also if I were to play epic I'd be satisfied with just 9 or 10 civs on a medium map.
 
Thanks for input!

Personally I am more interested in pre-set maps. As an old player of the Civ series I have fallen in hate with random maps. Again I start with a settler ... (sigh)
So no answer from me here. Sorry.

btw: IF I play random maps I prefer 120x120 or 160x160 map size.

The reason that it is somewhat of a must to make an Epic version is that it would be much tougher to directly make many scenario's while simultaneously having to add units, update and balance, etc. An Epic gives me a pretty good idea of where I'm at and how civ's react, if they build correctly, what things may be over-powerful, etc. Once I'm happy with the result, then I can much more easily create the scenarios based off the final Epic BIQ and make the minor/major tweaks I need to depending on the map size, etc.

Scenario sizes will all vary once I get to putting the maps together. It wouldn't make sense, e.g. to make 6 different scenarios for the Restoration of Erathia.. but rather to include all those scenarios together into a single map (if possible). These will make good use of teleportation ability of hacked editor in several ways. One to mimic the portals found in HoMM, and another to mimic the underground dungeons (whisping one off to another part of the map that is inaccessible by other means) which would contain all dungeon graphics. The Epic by any means cannot have near as much as a scenario is capable of, so it's more of a testbed for the rest (but will still be released).

The map sizes I have right now set are 80x80, 110x110, 150x150, 210x210, and 280x280... with the other settings appropriately adjusted, but I may change them as I go.

DFBATTLER said:
I would say fighting your own type may be good or bad :/

I suggest to make three versions for this:
1. One without duplication
2. One with duplication
3. One with duplication and locked alliances between the same factions (Necro teams with Necro, Castle with Castle, and so on with so on)

What do you think on this suggestion?

Well, the random map allows you to pick opponents, so someone could just pick all non-duplicated civ's if they wish. A necro AI civ will 'like' another necro civ more than other civ's anyways, and will dislike civ's like the castle and rampart more due to preferred gov't settings... but this only does so by a small amount.

nick0515 said:
Porblem with option 3 is that you can only have up to 4 locked Alliances.

I'm thinking along the same lines as General 666. Epic games don't interest me much anymore. Scenarios are what I'll be looking forward to. Also if I were to play epic I'd be satisfied with just 9 or 10 civs on a medium map.

A locked alliance could go in terms of 'Inferno, Dungeon, Necro' - 'Castle and Rampart' etc... but some may be left in somewhat oddball alliances.

Once I get the Epic done (which is basically all the overall details put in, units finished, etc) then I can start the fun. There were so many fantastic scenarios of HoMM3, I could even release new ones on a regular basis after the mod is initially completed and put out there, or anyone else that makes new ones could be added as well...:mischief:

Tom
 
I see your point about making a fully functional Epic game first. It will give you a good base to make lots of scenarios. Once it's done I'd be keen to make a scenario or two using your mod. This could become a really ongong thing with you and others adding new scenarios on a regular basis.
 
Porblem with option 3 is that you can only have up to 4 locked Alliances.

Civs with same theme (3x necro, 3x barbarian ,ect) could have same, unique goverment set with non-era/non-tradable tech. Making that goverment favored type for them makes them less likely to declare war on eachother.
 
Of course making an epic first is the way to go. If you have it as a "Mod Template" ,placing stuff on the map is quite easy to do. If you made a map to early ,you have to alter it to many times. Every change in the template has to be changed in the map too. So mapmaking should always be the last entry in the to-do list.:) (... but is a must for a short test-play)
 
So Tom, what's new? How're the sounds from the OG? (3DO is out of business, and Ubisoft doesn't have that jurisdiction)

Sorry I haven't had much time lately... tomorrow evening the computer will have to be packed up for the move, and will be down for a few days likely. I emailed Ubisoft once, and didnt get a reply for a while (haven't checked inbox lately though). I'm not quite sure if they have rights to HoMM3 or not (although I assume so, since I've read they bought all rights, unless it was rights for only new games, but that wouldn't make much sense).

Sounds are in ATM (music etc), of course getting the actual sound effects is a different story. Some of the folks that created the fan-made Wake of Gods add on to HoMM have many fan-created utilities in which one says it is capable of extracting the sounds effects from the game. There are also some .snd files in HoMM which I have attempted to see if I can play but they get massive distortion, so I'd have to look into it closer.

All-in-all, to get sound effects, it may just be easier to record them with a digital sound recording program. Granted, some of the sound effects aren't worth getting, but some will be.

Tom
 
This mod looks pretty cool.
 
Sorry I haven't had much time lately... tomorrow evening the computer will have to be packed up for the move, and will be down for a few days likely. I emailed Ubisoft once, and didnt get a reply for a while (haven't checked inbox lately though). I'm not quite sure if they have rights to HoMM3 or not (although I assume so, since I've read they bought all rights, unless it was rights for only new games, but that wouldn't make much sense).

Sounds are in ATM (music etc), of course getting the actual sound effects is a different story. Some of the folks that created the fan-made Wake of Gods add on to HoMM have many fan-created utilities in which one says it is capable of extracting the sounds effects from the game. There are also some .snd files in HoMM which I have attempted to see if I can play but they get massive distortion, so I'd have to look into it closer.

All-in-all, to get sound effects, it may just be easier to record them with a digital sound recording program. Granted, some of the sound effects aren't worth getting, but some will be.

Tom
Hey if you can post or PM a preview version, it would be great for us/me to tell you whats good and where it can be improved?
 
Many of the resources have been completed and put in, I'm finishing up the last few and working on their shadows. Although most of these in an Epic game will likely be just Bonus Resources, in Scenarios they may also serve strategic purposes or be required for win. Here's a screen which shows just a few of them (out of the 120+).

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Tom
 

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Many of the resources have been completed and put in, I'm finishing up the last few and working on their shadows. Although most of these in an Epic game will likely be just Bonus Resources, in Scenarios they may also serve strategic purposes or be required for win. Here's a screen which shows just a few of them (out of the 120+).

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Tom
Oooo I like! By the way, digital recording system?! Nonsense. I have mp3 files I can just send you. Now how about that preview :)
 
Oooo I like! By the way, digital recording system?! Nonsense. I have mp3 files I can just send you. Now how about that preview :)

You are referring to the actual sound effects? Or the music? For HoMM3 Complete at least, the sound effects I believe were stored in the 2 .snd files which I think was a format created by Apple... I'd have to check to see if there is some dedicated snd player out there somewhere. But even then, both files were quite lengthy, and listening for a specific sound effect may be more work then just recording the sound effect in game. The only mp3's in Complete were the music. If you have all the sound effects in Mp3 that would be terrific.

Preview? You mean putting up the BIQ? Without the full directory it would encounter many errors without re-formatting much of it to work without the files, etc... the directory is 999MB large right now (not because that is the actual size, but I have all Photoshop files, images, etc in there right now which I use). I'd have to make a copy and do housecleaning on it first. It's not really that close to any kind of beta testing yet (or even alpha), and balance can't be determined until I actually have all units in the game. The tech tree is still somewhat of a mess (all tech's are still stuffed in 2 eras, and need to be spread between all 4 eras).

I can perhaps come up with a seperate BIQ for preview, but it would have to wait a little bit (tomorrow is un-plug and pack everything day, although I'll be back up in a couple days most likely).

But I'd rather wait for a beta test phase, if it's needed, and get input then.

Tom
 
You are referring to the actual sound effects? Or the music? For HoMM3 Complete at least, the sound effects I believe were stored in the 2 .snd files which I think was the format created by Apple among others... I'd have to check to see if there is some dedicated snd player out there somewhere. But even then, both files were quite lengthy, and listening for a specific sound effect may be more work then just recording the sound effect in game. Unless you have converted all the sound effects to mp3's, the only mp3's in Complete were the music.

Preview? You mean putting up the BIQ? Without the full directory it would encounter many errors without re-formatting much of it to work without the files, etc... the directory is 999MB large right now (not because that is the actual size, but I have all Photoshop files, images, etc in there right now which I use). I'd have to make a copy and do housecleaning on it first. It's not really that close to any kind of beta testing yet (or even alpha), and balance can't be determined until I actually have all units in the game. The tech tree is still somewhat of a mess (all tech's are still stuffed in 2 eras, and need to be spread between all 4 eras).

I can perhaps come up with a seperate BIQ for preview, but it would have to wait a little bit (tomorrow is un-plug and pack everything day, although I'll be back up in a couple days most likely).

Tom
Sounds: I could hand you the music on a silver platter. Or a PM. You choose.

Preview: You can do the housecleaning and give us a preview only if you feel like it. If you don't feel like deleting files, you can just send it all over :p

I'm going to get some shut-eye now. Cheers!
 
Can you attach one .snd here ? I have progs that can handle and play them.

btw: WinAmp is a capable freeware music player ,that allows you converting sounds and Music ,after you have the right plug-in. (input/output plug-ins)
 
Can you attach one .snd here ? I have progs that can handle and play them.

btw: WinAmp is a capable freeware music player ,that allows you converting sounds and Music ,after you have the right plug-in. (input/output plug-ins)
I can, it's just that the files are on my weekend computer... I'll still see if I can get it.
 
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