
But I wanted to ask, if technically it is possible to increase the view range in the mod? If there was a slider or something like that ingame I probably would try editing it out in CheatEngine, but I didn't find anything like that.
Hehe, thanks.Crusader_bin wrote:Woah, nice job so far, you guys really do work fast
But I wanted to ask, if technically it is possible to increase the view range in the mod? If there was a slider or something like that ingame I probably would try editing it out in CheatEngine, but I didn't find anything like that.
It seems to me that it is better to turn the dragon’s head at the portrait a little to the left =рSpectralDragon wrote:Good news, everyone! Dracolich has been REDONE!
Sure, it´s mainly source files from Jamesx and thus someone else will need to port them fully into the game, but that aside, they´re still done!
REMEMBER, CREDIT GOES TO JAMESX FOR MAKING THE SOURCE IMAGES AND TEMPLAYER FOR PROPERLY SHOWING HOW TO MIGHT AND MAGICIZE THEM! As well as people that helped me in this creation. You guys ROCK!![]()
Now, who or what should come next ...
As it is when it comes to its default face. X,D What you see up there is one of its "No!" faces.Maslyonok wrote: It seems to me that it is better to turn the dragon’s head at the portrait a little to the left =р
Like here: https://cdna.artstation.com/p/assets/im ... 1526583539
That would be a cool feature for GrayFace to implement, if it isn't implemented yet. Just as an integer in the ini file. ViewDistance. I would love that!Crusader_bin wrote:Woah, nice job so far, you guys really do work fast
But I wanted to ask, if technically it is possible to increase the view range in the mod? If there was a slider or something like that ingame I probably would try editing it out in CheatEngine, but I didn't find anything like that.
GrayFace wrote:bump
Editor Outdoor Infinite View.lua actually does that when editing the map. It was slowing things down on my old computer, so I only did it in the editor. You can add a line on = true between lines 64 and 65 and change line 93 into Editor.UpdateVisibility(true) to enable it always. I should add it to MMExt normally in the future.Crusader_bin wrote:But I wanted to ask, if technically it is possible to increase the view range in the mod? If there was a slider or something like that ingame I probably would try editing it out in CheatEngine, but I didn't find anything like that.
Thank you! I only hope those source files won't give many problems to anyone that's gonna downscale them and turn them into the actual in-game thing. Intentionally left it all like it, so that I don't muck stuff up later down the line and have others take a shot of it as well.GrayFace wrote:Spectral dragon looks awesome!
I got credit! YAAAAAY! xDSpectralDragon wrote:CREDIT GOES TO JAMESX FOR MAKING THE SOURCE IMAGES AND TEMPLAYER FOR PROPERLY SHOWING HOW TO MIGHT AND MAGICIZE THEM! As well as people that helped me in this creation. You guys ROCK!![]()
Now, who or what should come next ...
![]()
I will add that to the Suggestion Tracker.justl wrote:mm7, clankers laboratory:
you can find "clankers amulet" there, which gives you +15 to alchemy atm (also in original mm7).
there seem to be different versions of it online throughout the web, probably to some patches (grayface?), which made the amulet +30 to alchemy.
to be honest, a normal amulet with +20-25 you can already get from looting a dragon - so could it be considered that maybe in the merge it could be made +30 or more?
thx
justl
Yes, it is quite important to have the source files, backups, intermediary files and such.SpectralDragon wrote:Thank you! I only hope those source files won't give many problems to anyone that's gonna downscale them and turn them into the actual in-game thing. Intentionally left it all like it, so that I don't muck stuff up later down the line and have others take a shot of it as well.GrayFace wrote:Spectral dragon looks awesome!
But of course, for now, since I have a suspicion that only its paperdoll will take a long time.Templayer wrote:
Well, Ghost Dragon.
MM6: Fire - Flame Arrow, Fire Ring, Fire Blast; Air - Static Charge; Water - Cold Beam; Earth - Magic Arrow, Turn To Stone; Body - First Aid; Mind - Meditation, Precision, Feeblemind; Spirit - Spirit Arrow, Healing Touch, Lucky Day, Guardian Angel; Light - Golden Touch, Create Food; Dark - Mass Curse, Moon Ray, Finger of Death, Dark Containment
MM7: Dark - Sacrifice
I am sure you would love making their sprites, SpectralDragon, since they are a bit cartoony and stylish, just the way you like it. Or perhaps GrayFace could implement multiple pages for magical schools, so that the spells could be added to the new page, not unlike Heroes does it. And perhaps add potential of scripting new spells. I can totally see someone going and recreating some Heroes 1-4 spells inside the Merge - and if it is awesome and bugless enough...
Truer words had never been spoken there.Templayer wrote: Yes, it is quite important to have the source files, backups, intermediary files and such.
That way if something fu**s up, it can be fixed.
Like that time when I was stuck in Sweet Water without foodTemplayer wrote:Sclerosis? Create Food.
I haven't tried, but wonder why that is. There's still a death "Bonus" that Ancient Wyverns use, it should be attack bonus of Q and others. Though, it appears much more powerful than Finger of Death.Templayer wrote:Not to even mention the enemies that used Finger of Death now being pushovers, including the secret super-boos Q.
Awesome!GrayFace wrote:Editor Outdoor Infinite View.lua actually does that when editing the map. It was slowing things down on my old computer, so I only did it in the editor. You can add a line on = true between lines 64 and 65 and change line 93 into Editor.UpdateVisibility(true) to enable it always. I should add it to MMExt normally in the future.Crusader_bin wrote:But I wanted to ask, if technically it is possible to increase the view range in the mod? If there was a slider or something like that ingame I probably would try editing it out in CheatEngine, but I didn't find anything like that.
Like everything in those games from late 90s and early 2000s?GrayFace wrote:The reason why spells aren't changed is that it is pretty complicated. Places to change, new effects to add. NWC programmed them in the good old spaghetti code style
Base version is lore-friendly, no worries (even though more things are lore-friendly than what you can imagine if you add Heroes II and III lore in as well and Jadame can be considered a huge blind spot in it, as it doesn´t have its appropriate Heroes game and it´s very different from both Enroth (continent) and Antagarich as well with Dark Elves and Dark Dwarves), what we have here are optional ones that can only be accessed if you download Templayer´s Character and Race Unlocker.Xfing wrote:Well I'm not sure how to feel about all those crazy innovations with character customization, since some of them seem to break the lore. There were never any spellcasting dragons in Enroth-based games, except for Faeries from Homm3, and zombie and skeletal characters by default would clash heavily with attributes such as intelligence or personality (zombification is supposed to minimize all your stats in addition to some other adverse effects). So as long as this is either lore-friendly or optional I guess we're good, but having a vanilla-friendly base version would also be nice to have.
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