Ideas for next mods
Who told you that? AFAIK, WOG team does not have source code either.Sauron wrote:P. S. While we are at source code, how did WOG team got the source code?
Artifact merchant script was discussed number of times. The "problem" here is a big number of artifacts, which slows down the script. Other problem is pricing. Different mapmakers would wish to set different prices for some artifacts. Lack of proper interface, for example, to display several artifacts with prices so player can choose which to sell is another problem. If you think about it, you'll see that the task is quite complex.P. S. S. It is not that mapmakers don't care, but that noone whishes to make it. Perhaps I'll make a "script" and send it to CH so that thy update to Script Library if other mapmakers are too lazy. So and so, I need it for my next map
But if you succeed in it - it'll be great!
Don't tease the community!Crusard wrote:We've got fog and several environment fx done, don't worry about that :p
Or we'll be left with no surprises for 3.6
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I am not sure if this idea has already been proposed (I did not read all the posts in this thread), but it would be an amazing improvement to be able to see exactly where the friendly creatures will be moving to/attacking from. I am talking about the feature that was used in H2 (and I think H3 too) that presented the future grid position with a different transparency level.
Currently, you can only see the movement icon or the sword icon. Sometimes it can prove difficult to place a creature exactly behind a friendly creature, as the icon might be misleading. Showing the occupied "hexes" in a different color/transparency would give the user the confidence in the move he plans to make.
Thanks for the great work!
Currently, you can only see the movement icon or the sword icon. Sometimes it can prove difficult to place a creature exactly behind a friendly creature, as the icon might be misleading. Showing the occupied "hexes" in a different color/transparency would give the user the confidence in the move he plans to make.
Thanks for the great work!
I got my idea when I was fighting against a neutral army of Pirates. Could you give them ranged attack in form of a musket pistol? They'd have the same ability as Orcs have, the one that limits the accuracy of ranged attack (Short range attack was it?). And they'd only have 1 or 2 shots. There could be problem with the AI though: if Pirates would have only 1 shot, AI might waste it shooting from far away with LOW effect (1/8).
1.) Not really sure if pistols are for medieval fantasy setting. But there are golems and dragon golems so this woudn't be a suprise.KonserniJohtaja wrote:I got my idea when I was fighting against a neutral army of Pirates. Could you give them ranged attack in form of a musket pistol? They'd have the same ability as Orcs have, the one that limits the accuracy of ranged attack (Short range attack was it?). And they'd only have 1 or 2 shots. There could be problem with the AI though: if Pirates would have only 1 shot, AI might waste it shooting from far away with LOW effect (1/8).
2.) However, AI creatures usually don't shot from 1/8 distance. Thats why they get near and then shoot.
3.) Unles they shoot from the sword, this won't be in as Equilibrius team can't make new creature animations (else we would have new creatures).
I am back and ready to... ready to... post things.
Point taken. But I thought that Megadragon came with Equilibris. I have only played the "real" HoMaM4 and Equilibris, not The Gathering Storm and Winds of War since I got them after I found out about this brilliant mod! Of course this works just with HoMaM4 but I wanted to get them all.Sauron wrote:1.) Not really sure if pistols are for medieval fantasy setting. But there are golems and dragon golems so this woudn't be a suprise.
2.) However, AI creatures usually don't shot from 1/8 distance. Thats why they get near and then shoot.
3.) Unles they shoot from the sword, this won't be in as Equilibrius team can't make new creature animations (else we would have new creatures).
I just have advice (depends on your appeal) for equilibris team. I'm not sure whether they're going to do so, but I will say it prematurely - when you make building (in 3D) don't leave it as decoration, but give it any destination. I'll be sooooooooo disgruntled if you make any of these building that you showed in "news" section without any destination. Even something small, like +1 morale, + 10 to life points to hero.... thereby I think game would be much much much better with such small stuff...
Do you know what I mean?
And after all those buildings are great
Do you know what I mean?
And after all those buildings are great
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Dalai told that there will be one.
But here is H4Util which has it, but it could take some time to learn how to run (you must do it in DOS, but the program is in Windows window). Once you run it, you will see that H3 Random Map Generator is nothing compared to this
https://www.celestialheavens.com/157
(WARNING!! You need to be registered to FilePlanet to download it!!)
But here is H4Util which has it, but it could take some time to learn how to run (you must do it in DOS, but the program is in Windows window). Once you run it, you will see that H3 Random Map Generator is nothing compared to this
https://www.celestialheavens.com/157
(WARNING!! You need to be registered to FilePlanet to download it!!)
I am back and ready to... ready to... post things.
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Sorry, we can't take Ubisoft's laurels of introducing the firearms into HoMM universe.KonserniJohtaja wrote:Could you give them ranged attack in form of a musket pistol?
If you watch carefully, units like Orcs or Centaurs always shoot their last shot without penalty (with full arrow).KonserniJohtaja wrote:There could be problem with the AI though: if Pirates would have only 1 shot, AI might waste it shooting from far away with LOW effect (1/8).
Every building has it's purpose, don't worry. At least quest hut.HPfan wrote:when you make building (in 3D) don't leave it as decoration
Amendment: Dalai told that Equilibris Team has it among their priorities.Sauron wrote:Dalai told that there will be one.
From my experience of using this utility, maps created by it are far too ... random! That is why we started RMG from scratch.Sauron wrote:But here is H4Util which has it, but it could take some time to learn how to run (you must do it in DOS, but the program is in Windows window). Once you run it, you will see that H3 Random Map Generator is nothing compared to this
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
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You're right, of course not! But somehow I have the feeling that Pirates could use a new ability. I wonder why...Dalai wrote:Sorry, we can't take Ubisoft's laurels of introducing the firearms into HoMM universe.KonserniJohtaja wrote:Could you give them ranged attack in form of a musket pistol?
Haven't noticed that even though I'm a big fan of all this.Dalai wrote:If you watch carefully, units like Orcs or Centaurs always shoot their last shot without penalty (with full arrow).KonserniJohtaja wrote:There could be problem with the AI though: if Pirates would have only 1 shot, AI might waste it shooting from far away with LOW effect (1/8).
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No, it's 3DO.I didnt know that.Did you guys added that feature?
It's a deep gameHaven't noticed that even though I'm a big fan of all this.
For examle, did you know that targets on quicksand lose some defense?
It's a good idea, and we tried to do it, but no success so far Thanks for reminding anywayCan you make FoW to replenish when you finish your turn instead of the instant the area is out of your LoS?
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