Work in Progress - Conquests of Might and Magic III

I have released the Arch Angel in celebration of Christmas and the New Year Holidays!

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Download it here.

MERRY CHRISTMAS AND A HAPPY NEW YEARS TO ALL!

Tom
 
I've seen my game crash once when the space movie should have started, but it has been fine since.
For a HOMM mod you would presumably replace that movie with something copied from HOMM, so you might not have any problem. I understand that people that don't play for space don't care about that bit, but I do like space, and I would find it a shame if you wouldn't try to do something with this.

I don't think I've posted in this thread yet, but I am following this with interest.

Thinks for the Arch Angel!!! Everything seems to be coming along very nicely. Happy festive days!
 
I've seen my game crash once when the space movie should have started, but it has been fine since.
For a HOMM mod you would presumably replace that movie with something copied from HOMM, so you might not have any problem. I understand that people that don't play for space don't care about that bit, but I do like space, and I would find it a shame if you wouldn't try to do something with this.

I don't think I've posted in this thread yet, but I am following this with interest.

Thinks for the Arch Angel!!! Everything seems to be coming along very nicely. Happy festive days!

Well, I think the Space Race will be made regardless since some scenarios require something of that sort. As far as putting it in the Epic Game, not sure yet since I don't know how I would implement (unless I somehow through in Obelisks that were required to be captured, which would allow player to build a structure that 'uncovers the Grail Map' which is the Space Race screen). ?? Then for scenarios, the Space Race screen map would be made to show where the Grail is. Of course, players would know where it is other than the first time playing the scenario.

That's a nice Angel Tom. Did you consider using ShiroKobbure's Arch Angel before doing your conversion? It's one of my all-time favourite Civ units. I was hoping to see it in CoMM but your conversion is also a very nice unit!

The pic was just for size comparison. I considered the Elohim initially, but it is likely I will do a recolour of Shiro's Arch Angel for the HoMM Angel. It's not a preference of unit for me, it's just trying to get the closest match to the original HoMM3 units.

HoMM-Angel.jpg HoMM-ArchAngel2.jpg HoMM-Elohim.jpg
Shiro's unit matches more closely than the Elohim. I will see if it's possible to recolour the brown portions of the unit white; but it may not work since the units skin color is close to the brown. I will probably use Shiro's regardless, but a white version would match very close to the HoMM3 angel in overall appearance.

HoMM-ArchAngel.jpg
archangel2_pedia_T16.jpg

The HoMM3 and HoMM4 ArchAngels are practically identical.

With link vxma provided, i'll have to make a different space race video, and perhaps see if game crashes still using different BIK file. or use one of the other ways to work around it.


Tom
 
Looks amazing! :O

Question: Are you going to have a Credits section in this thread? :P I wanna spot there LOL

I could add one in there :)

I am actually going through finishing some of the other graphic screens that have yet to be completed. I made a pretty cool Ranking Victory Screen... but the stupid thing's seem to be disabled for any modded game, and only work for un-modded games. What a waste of time! :(

Anyone know if this is definitely the case, Ranking Screen disabled in modded games, the couple of tests I ran seem to back this up though.

But since it is about done, I will probably go ahead and finish it and upload it anyways to the Database here. I rendered and created a FLC of a Succubus and added it in place of the warrior that usually stands there.

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The planet is Enroth :), too bad this cannot be used!

Tom
 

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The succubus shown above will be the next conversion I finish from NWN.

Here's where I am at right now. I have decided to make units that have bombard capability (units in HoMM3 that had ranged attacks) to have their bombard strength at 50% of what their attack strength is. In HoMM3, this was the case if ranged attack was at distance or if a ranged penalty applied (attacking a unit behind an obstacle or units within a town). But since AI does not use Artillery well, this will be done for all units, even Sharpshooters (which had no penalty at all). This will keep AI and human player on a bit more even terms.

I have completed the first scenario from Restoration of Erathia (Homecoming) to the point to where it is playable, although I would say it is 50% complete. The map is made, but tweaks have to made, as well as finishing some of the terrain. Note that these scearnios' will be modeled after the actual HoMM3 scenarios pretty closely.

In scenarios, resources and treasure chests will be able to be collected (for gold). I may also make certain items be able to be picked up also (for gold) but still undecided.

Subterranean level should be able to work just fine using the hacked editor for teleportation. And I am currently working on creating the Subterranean wall graphics in place of normal coastline.

Testing the scenario Homecoming, everything works very well, but although this scenario was extremely easy in HoMM3, it is not an quick and easy win in Civ3. Although the surface towns of the Dungeon Army are made to be relatively unpowerful, the Subterranean town of Terraneus should be a difficult town to take. In Civ 3, having only 1 town against 4 towns is not quite the same as it was in HoMM3. Neutral creatures and guards on the map, will provide time to build up a capable force.

Once this scenario is complete, I will do the other 2 scenarios of the Long Live the Queen campaign, Guardian Angels and Griffin Cliffs. After, I will work on getting all the other basic stuff completed before doing the rest of the campaign scenarios (unit graphics, etc).

Tom

Once I get some of the terrain graphics fine tuned, I will post a few screenshots.
 
Here is a screenshot of the not yet completed, but fully playable Homecoming scenario in the Long Live the Queen Campaign of CoMM3. Teleportation has been implemented, and the AI does use it, although it still needs to be tested. There is still much to add to it though, so 60% complete for this scenario is a good number.

Homecoming.jpg

There is still a huge amount of small things to add and fine tune, which will be the case for each scenario... so each should be very unique.

Tom
 
Here is the Eye of the Magi.. lets the player get a peek of small treasure troves (literally in this case), or perhaps important areas that are vital to defense or planning.

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Note: Trees and Mountains have yet to be modified, but will be soon.

In the scenarios, there is a ton of room to put in animated units, which can act as props, including terrain, that can be made to be unobstructive, but adds a nice HoMM3 feel to the mod. It won't be overdone though, as most may be placed on parts that the player cannot access.

Man I can't wait to play this Tom! Looks so aweome.

Could you explain exactly how the teleportation will work?

Cheers

Nick

PS Hope you have a happy new year!

Happy New Years as well!

The teleportation acts a bit different than it did in HoMM3. You cannot teleport from a telepad, only to a telepad. In otherwords, if a unit is anywhere on the map and is within range of a telepad (a telepad that it owns and that the unit has access to), it can go there. So the Monoliths and Subterranean Gates need to be placed with care in order to make sure they can't be used to port around like a mad man. :)

The AI does use the telepads also. So subterranean levels will be available, as there is one in this map.

Also, I will make scattered resources such as Sulfur, Mercury, etc, as well as some player items such as swords, helmets, armor be able to be picked up as well. Obviously in Civ 3 the player cannot wear these to gain benefit, but they can be used to gain gold for a financial advantage.

I've still yet to decide on the best way to make creature structures on the map that were able to recruit units from. If made as a town, the appropriate graphic can be given to them, but if taken the graphic will change to the players town which is unvoidable.

I'm working on finishing the subterranean graphics right now, I'll post a screen of them once I am partially finished.

Tom
 
Screenshot looks great as usual.

I think the idea of units as terrain features has a great deal of potential for fantasy/sci-fi mods. I see you are still using the mine unit on tp of resources. Looks so great with the civ coloured flag on top.

I take it the weapons, armour etc that can be sold will be flag units and can thus be returned to capital for vp points and gold. That's what I'm planning to do in my fantasy mod too. Something I thought of a wee while ago was to make a command and conquer style mod where there is some kind of cash resource unit (ore/crystals etc) that needs to be harvested (returned to capital for gold). These units would be in big stacks clumped together and you could bring them back to your base and once they run out you run out of cash. Could become tedious transporting a lot of resource units back to your base as it would not be done automatically for you as in command and conquer or other games like it. Also any units with an attack value and capture flag checked would be able to pick up the resource not worker units. Is the capture flag required to capture a city or to capture a flag unit or both?

So if I remember rightly the telepad with the hacked editor can be an improvement in a city or a unit right? So will each civ have a unit/city in the Subterrainian part of the map to teleport to? Or can you make the teleport unit available to any civ?
 
Is the tundra going to make food to support pop? The growth of towns should not depend on the tiles to make all equal. I can see there is a lot of issues for you to deal with in this mod.
 
Here is the Subterranean, along with the Subterranean Void that surrounds it in the Homecoming Scenario of the 1st campaign. The edges of the Subterranean land (the walls) have not yet been cleaned up to make sure all portions properly fit together. Colony graphics have not been changed yet either.

Subterranean Pic shown in Spoiler
Spoiler :
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nick0515 said:
I think the idea of units as terrain features has a great deal of potential for fantasy/sci-fi mods. I see you are still using the mine unit on tp of resources. Looks so great with the civ coloured flag on top.

Right now the mines are not animated, but I am going to add their animations in tonight.

nick0515 said:
I take it the weapons, armour etc that can be sold will be flag units and can thus be returned to capital for vp points and gold. That's what I'm planning to do in my fantasy mod too.

Yes, the treasure, weapons, armour, etc will be flag 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.

nick0515 said:
Something I thought of a wee while ago was to make a command and conquer style mod where there is some kind of cash resource unit (ore/crystals etc) that needs to be harvested (returned to capital for gold). These units would be in big stacks clumped together and you could bring them back to your base and once they run out you run out of cash. Could become tedious transporting a lot of resource units back to your base as it would not be done automatically for you as in command and conquer or other games like it.

In reference to the C&C idea, too bad workers cannot build victory point locations, that would allow you to set up forward command bases or w/e. But you could also set up VP locations that are in the general vicinity which could be used as well to keep the tedium down to a minimum. That is an excellent idea. I wonder if C&C units can be converted? It's been a long time since I have played the older C&C games.

nick0515 said:
Also any units with an attack value and capture flag checked would be able to pick up the resource not worker units. Is the capture flag required to capture a city or to capture a flag unit or both?

It seems that as long as a unit has an attack value, it can capture a flag unit, but without the Capture flag checked in the editor, it cannot carry it.

nick0515 said:
So if I remember rightly the telepad with the hacked editor can be an improvement in a city or a unit right? So will each civ have a unit/city in the Subterrainian part of the map to teleport to? Or can you make the teleport unit available to any civ?

The telepad that can be an improvement is somewhat broken. If a city has a telepad improvement that an enemy can use, the enemy can teleport there and immediately takes the city as well as destroying all units within the city. I suppose it can be used though as long as no enemy units have access to teleport to that particular building telepad. In that case though, you could just give units the airlift capability.

So as of now, it is just units I am using. In order to teleport to a telepad, the civilization must own the unit telepad, so multipad telepads would need to be setup for each civilization. I don't know yet how AI completely handles telepads (it does use them), but player can teleport to Subterranean, but not back... and same with Dungeon can teleport to Surface, but not back. (Although it could be changed to allow both ways, but for Civ3, it doesn't matter in this scenario that much).

vmxa said:
Is the tundra going to make food to support pop? The growth of towns should not depend on the tiles to make all equal. I can see there is a lot of issues for you to deal with in this mod.

Yes, making tundra have no growth would destroy any civ (the Tower civ) if the food was not equal... so all terrains have relatively equal values. Units have no movement penalty in their own terrain, so attacking towns on terrain other than your own will be made more difficult.

Tom
 

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