Varwnos said:
This is a massive thread, i cannot look at all of the posts unfortunately Would you be needing any fantasy city sets for the scenario?
Possible for a neutral civ, but I ran into the problem of not enough building slots available, I've hit the 256 max!
nick0515 said:
Tom, I believe I read that too about barbarians not being able to enslave.
I don't like the idea of including an extra nothing civ, just so guard units can enslave. But it may be better than having them not enslave. After all neutral creatures (immobile guards) should be considered dangerous based on what their extra abilities are as well. Perhaps I will check out doing that instead.
Did Tom say Iron Rolandfist a few posts back? O_O
*much needed bump*
That was definitely a typo! Roland Ironfist is more like it! Have not heard from him though yet, so I've been compiling images to begin leaderheads.
vmxa said:
Yes, but I figured that was a user name, not error for Roland Ironfist. I think Tom got side stracked by CCM.
A small break is always good, helps let me come up with ways to do things that I normally would not think to do. Anyways, there is actually nothing I can do with the BIQ until Steph releases his next version of his editor. Reason is, without the abilities of his editor, adding duplicate type units by hand would take eons', and any other way would erase all the information regarding charm and teleportation already set for all the units. I could do it in his editor now, but I need to add new units to the map as I go, so I don't forget to do it later.
The first scenario is practically done and fully playable (and quite difficult on Sid, but it can be won). I need to finish adding in all unit for everything though. So I can just use the same BIQ for all other scenarios, and just make w/e changes are needed for each individual one.
Also, I have corrected problems with the Tavern that was occuring before. I have completed much more of the Civiliopedia recently as well.
Due to the sheer number of everything:
- Units, their upgrades, all artifacts, the things the artifacts become, creature structures, what the creature structures hold, map locations and their goodies, neutral guards, regular units, ability to capture units from creature buildings and upgrade them correctly, spells, capturable spells and their upgrades, this that and the other...
it is quite huge! I wouldn't doubt if the unit count nears 900. It's already up near 700+ I believe. I initially never expected it to be like this, but for things to work right, and feel more like how HoMM3 should

, it is definitely a good thing!
So I will continue doing other menial tasks until I can really start kickin again with finishing the BIQ! In the meantime, I may desperately seek out the remaining units I need and try to get them done once and for all (which will be a great relief!). Of course, I need to add shadows to some of the units as well.... and finish the Hero graphics... perhaps this weekend I will try to do so.
Tom