![]() |
HOMM3 Tomes for CW Mini-Expansion Alpha now Available for Download!
1 Attachment(s)
I'm pleased to announce the first alpha release of the Heroes of Might and Magic 3 Tomes mod / micro / mini expansion for Crossworlds!
Note that this mod is in the first stage of its alpha development and as such there are no real changes to the game, yet. In fact, this first release is very meager, but does fix a couple of key game bugs / errors:
Installation:
I'm still playing The Legend and any ideas that come from the AP / CW development may be rolled into my HOMM3 babies mod. Feel free to post here with respect to bug fixes, etc. that you'd like me to fix, as this topic is going to be for the first stage of the alpha development process and as such, I want to fix bugs and errata in the game files before I start adding new content (and new bugs). Also, since I'm going to try to release frequent updates, the files changed from update to update should be small and therefore if you are interested in learning how to mod, then this will be perfect for you since the file set will be small and you can ask questions about how the changes were made, etc.. Thanks for participating in the alpha development of this mod! /C\/C\ P.S. By the way, click for for the forum topic for the AP Alpha. :!:If you download this file, you must extract TEMPLATES.LNG (inside mod_homm3_tomes_cw.kfs) to your Orcs\mods folder!:!: A newer update is available below... |
HOMM3 Tomes for CW Alpha 2012-07-10 Now Available!
1 Attachment(s)
Just another minor update.
This has to do with the fact that Droids are golems and so the Paladin Prayer would not work on them because of this. Now it has been changed such that the Paladin Prayer works on golems as well and so now the description for the skill is accurate. More details: Files affected:
:!:If you download this file, you must extract TEMPLATES.LNG (inside mod_homm3_tomes_cw.kfs) to your Orcs\mods folder!:!: A newer update is available below... |
some screenshots would be nice :)
|
What would you like to see?
1 Attachment(s)
What would you like to see?
There's really not much to show, yet - I could post a screenie of the Ball of Lightning now working if you want to see it, but that's about it. I can't really show you the Paladin's Prayer working on plants because that is hard to capture... So here's a screenie showing that the Ball of Lightning descriptions now work... /C\/C\ |
TEMPLATES.LNG Must be Extracted from KFS...
I've run into a problem with Crosswolrds and TEMPLATES.LNG inside the KFS file. It seems like it is not reading the file inside of the KFS archive right now for some strange reason that I can't figure out yet.
I don't have this problem with The Legend or Armored Princess, just Crossworlds. So if you've downloaded my alpha version (either version) of the mod, please extract TEMPLATES.LNG into your Orcs\mods folder (it is inside mod_homm3_tomes_cw.kfs). In the next update, I'll simply have this file by itself in the release so that you can extract it (along with the KFS's) into the mods folder. I'm not sure why this doesn't work in Crossworlds; if anyone has some insight please let me know - thanks! /C\/C\ P.S. The screenshot in the previous post was taken with TEMPLATES.LNG extracted to the mods folder. |
|
looks good btw, keep up the good work! big HoMM3 fan here.
|
Matt if you want to show something interesting take screenshots from theLegend version of mod, with skill descriptions and some other features that you introduced there to show players here what is available for addon in KB-AP/CW. I think you`ll have more visits and questions/suggestions after that. Good luck, and keep on great work my friend :-)
|
HOMM3 Tomes for CW Alpha 2012-07-14 Now Available!
1 Attachment(s)
Continuing with the micro changes and releasing as I go:
The Orc Tracker's Healer ability states: "The hunter heals and revives nearby friendly animals...". The revive part of that wasn't working so now Orc Trackers can resurrect (revive) a completely dead allied "beast" stack. Files affected:
/C\/C\ A newer update is available below... |
HOMM3 Tomes for CW Alpha 2012-07-20 Now Available!
5 Attachment(s)
These changes deal with what is presented in this forum topic: Goblin Shaman 3 cast of astral and then attack?
I felt that this is an area that should have been looked at and fixed long ago by the developers, but it never was. So I decided to change it as part of my mod as a fix, rather than a new feature...
The Blood Shaman's damage may still be too high, but I think it is warranted to playtest it some and see what you think. As I mention, physical damage is somewhat easier to resist than astral. Note the before and after in the pairs of images. The first set is attacking the Goblin Shamans being controlled by Rakush. The first picture shows the new skill description. The second picture shows after the 3 Goblin Shaman stacks attack. For a level 3 unit, they killed 17 of my Demonologists (5 were killed by Rakush's Geyser spell) and still got to attack another unit. Seems pretty fair - before they would have killed my entire Demonologist stack, which seems pretty ridiculous. The second set of pictures is for the Blood Shaman. The first picture shows the damage type now being Physical, and the second picture shows the number of Demonologists left - they still killed 36 of them! But the Demonologists only had 5% Physical Resistance and so if I had higher Physical Resistance gear, then the damage would have been a lot lower. Anyway, try it out and let me know what you think. /C\/C\ Please download the update below... |
HOMM3 Tomes for CW Alpha 2012-08-18 Now Available!
1 Attachment(s)
The next update of the H3T mod is available!
Here is the list of changes: Version: Alpha 2012-08-18 -------------------------
For Gizmo, I think this AI will end up working better than what I implemented in my H3B mod. Let me know how this works - it should be significantly better than the stock AI. Also, I probably won't do any more Gizmo changes until Alpha Stage 2 (i.e. Resurrection; variable charges, initiative, and action points; dispell enemy spells, etc.). Also, with respect to the files changed, you can see that I'm going to attempt to implement all my updates and new content in "h3_*.LUA files, where the * corresponds with the file that the unmodified function is located in - this is so that I change as few as the original CW LUA files as possible since there are issues with them that I posted here: http://forum.1cpublishing.eu/showpos...50&postcount=7. Also, this will make updating or using my mod with other mods or expansion packs (i.e. WOTN) easier. You'll note that most of the LUA file changes were just moving the changes from the original LUA files to there "h3_" counterparts. By the way, I just finished by CW game and will be noting some observations in my other forum topic... Thanks for trying out my mod and please provide comments! :) /C\/C\ The mod can be downloaded here: |
Quote:
Quote:
|
On Gizmo subject i must say that it worked great in HoMM3 babies mod for KB-tL, AI for it was improvement on old version. But it could get a bit out of hand if upgraded to max 90 rage cost / 1750-5000dmg / 3000heal / act as 3rd lvl dispell / 9 speed and initiative / 3 rest / 150 exp. Since in AP/CW Gizmo is spell. I hope you rebalance it some, but keep it useful with your changes from tLegend.
|
Gizmo is your friend!
Quote:
You know I had played The Legend for so long and both it and Armored Princess "respected" Astral Damage / Resistance as a special damage type where there was no resistance to it. Now with Crossworlds, this "sacredness" has been ignored and Astral is now just another damage type akin to Physical, Fire, etc. So with this, I needed to rethink what I was doing here and hence the changes to the release above. Quote:
There's nothing stopping you from downloading the mod, loading up an old save, and trying it out! And guess what? If you find it is seriously lacking somewhere, just let me know and I'll fix it if it makes sense! By the way, as you can see above, I'm constantly re-evaluating things as I play and if I make a change that doesn't feel right with respect to the flow of the game and other things, then I keep tweaking it until it does! :) /C\/C\ |
Excellent Point!
Quote:
This is going to be the "fun" part of the Gizmo development down the road, but don't worry, I'll carefully implement spell Gizmo versus rage ability Gizmo from TL and I'll make changes based on feedback, too! :grin: /C\/C\ |
HOMM3 Tomes for CW Alpha 2012-10-07 Now Available!
5 Attachment(s)
The mod has transitioned to the second stage of the alpha development phase.
I'm starting to add new features to my mod for the game. I've worked on making a common set of files between my AP and CW files to make modding both expansions easier. As it stands now, I'm working on two mods simultaneously and it is literally taking twice as long. I'm hoping with this change, that I'll be able to progress more rapidly between modding both games. I've also included both the EN and ENG versions of the LNG files in the same archive to make the installation process easier as well as to make future different language variants easier to implement (if you'd like to volunteer to translate to a particular language in the future just let me know). There are now just 2 KFS files to extract to your mods folder, but you still need to also extract TEMPLATES.LNG (more on this below) and so it should be easier to install / uninstall the mod now. I am having a problem with modding CW and having files in the addon\mods forlder for AP. It mostly seems to be an issue with TEMPLATES.LNG and so for example if I have my H3T AP KFS files in the addon\mods folder then the fix that I implemented for the Pet Dragon Lightning Ball attack won't work any more. If I delete all the files in addon\mods then it works. Note that TEMPLATES.LNG must be separately extracted to the orcs\mods as mentioned above. So it looks like (for now) if you want to experiment with the H3T CW mod, you have to backup and delete all files in the addon\mods folder. You can then restore those files if you want to play an AP mod. I don't know any way around this at this juncture, so if anyone has some insight, please let me know. Here is the list of changes: Alpha Stage 2 Changes: Version: Alpha 2012-10-07 ------------------------- Bug Fix:
If you want to try this mod out, install it per the instructions in the *readme.txt file and you can just start a new game with any of the classes and note the variability in starting army, items, and spells. Note that the maximum rebirth leadership of your hero (when you lose a battle) is specified by the "releadmax" parameter in the "difficulty_k" section of LOGIX.TXT. Thanks for trying out my mod and providing feedback! Here are some screenshot examples of possible starting Hero screens for the Paladin and Mage as well as their starting spellbooks. The download link for the mod is below the pictures. /C\/C\ |
So, why do you call this "HOMM" mod? From the descriptions here it seems you just fixed some existing units in the game. I assumed a HOMM mod would do just that, make the game more like HOMM - castle building, mines, etc... You should really describe in more detail what this mod does, and name it thusly.
|
@BBshockwave You should look his first mod for KB-tLegend and see why it`s called like that :-)
http://forum.1cpublishing.eu/showthread.php?t=27802 http://forum.1cpublishing.eu/showthread.php?t=29080 Mat changed lots of things in game, and not just units. Game mechanics, skill working, spells ... Check it out, you`ll have fun playing it. |
Is there going to be a final version of this mod? Seems a worth-while mod
|
There will be...
I think Fatt_Shade already replied, but the reason why is that in my mod for the Legend, the children that you have become the heroes in Heroes of Might and Magic III!
:grin: So they grow up and go into a time warp and arrive in Erathia / Enroth, etc. and go on to perform the tasks in HOMM3 that I grew up playing and really enjoyed. So, for example, Gelu is really the son of Neoka and goes on to partake in the Armageddon's Blade expansion of HOMM3. So that's why it is called HOMM3 Babies. Now that I'm porting it to AP / CW, there are no babies that you can have in those expansions, so instead the babies are now tomes. The tomes describe the stories of the children that your hero and the various wives of TL had as they play them out in HOMM3 and its expansions. These tomes are essentially items that you can equip on your hero that have similar bonuses as to their bonuses in HOMM3, except changed where there is no equivalent skill / unit in King's Bounty. I really apologize for the long time it has taken, but there is only so much time in the day to work on it, and really I'm working on 3 mods simultaneously, and it requires playthroughs to ensure that everything is working. The fact that WotN is so buggy, you can see how long it takes to develop quality expansions / mods for KB especially when modding the LUA files. TL, AP, and CW are different enough that I can't just port the functions over and be done. I have to essentially play test everything and just because an idea works during the first test, there are situations where it may not work in other situations. I'm almost done with my current TL playthrough with my H3B mod and then I plan to get back to H3T for AP / CW, but I've learned quite a bit and have some ideas now to aid in co-developing 3 mods simultaneously as well as how to implement the hero items properly. So I hope that you'll be patient with me... :) /C\/C\ |
Take all the time you need man,for I believe it will be a great improvement over vanilla.
"It will be done,when it will be done" says Blizzard :-) |
All times are GMT. The time now is 08:31 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.