Modding suggestions

Now there is Darkness ability, that helps hero spread fog.
I think artifact for Darkness also can be made (not tried yet)

On fog:

What if the shroud were to regrow - but regrow slowly as a transparent fog instead? This would not mean you being able to see further into the shroud because heroes would have the standard sight radius. So it’s compatible in that sense with other original elements.

Additions to this mechanic could be:

  1. Being able to set up sentry wards (gives sight like an outpost) but it can be destroyed by contact with any enemy hero.

Thoughts?


New brainstorm ideas: More control over quick combat.

Brainstorm thoughts on this:

-Being able to select what spells your heroes may/should use out of your available spells.
-Basic tactic. Like, stand back and protect archers/cast spells.
-Use no mana (this is already an WoG option).

Also, to explain with an example with a common issue with using quick combat:

If you use quick combat and your army is composed of fx. dendroid soldiers (slow) and silver pegasuses (fast) and you’re attacking dendroid soldiers (again slow) then your silver pegasuses will take the blunt of the attack, because they’ll reach the enemy first.

Of course, a smarter battle AI in general could also change the outcome of this example.

The point is just that quick combat speeds up the game, but it’s inconsistent and mostly very bad to use if not a total victory.

Other thing related: Suppose an option for quick combat to be based on calculations based on basic numbers and values and not on tactical combat that is the AI vs the AI just calculated really fast. In theory, such an system would not suffer from stupid AI, at least. And it’d be very consistent and fair.

But heroes 3 is probably just too complicated for such a simplification of quick combat.
**


On SIM turns:

I hope that manual battle will not force other players to wait until it’s finished. Two or more players should be able to be in combat at the same time against wandering creatures.


While you wait for your turn:

-Being able to change the move path on your heroes for quick movement when you get your time back.

-Arrange artifacts on heroes. *Takes effect on your turn.

-Sell resources (takes effect when you get your turn)


(more of)I want to see:

Light sources. Light by objects to create atmosphere.
Day/morning and night/evening cycle.

Fireworks

fredd79.deviantart.com/art/H3-fi … -400495531


**
On Spells**

Being able to put a limit on specific spells, per combat.

I propose to give possibility to modders to create new CREATURE_TYPE values.

I mean now it’s UNDEAD, DRAGON_NATURE, SIEGE_MACHINE, NON_LIVING and maybe something else.
I think it will be good to add some other values, used only for immunities or hero/artifact bonuses limiters.

Like for resolving magogs hurting demons (not only from Inferno), to add DEMON_NATURE.
Or for robots/cyborg/droids and MECHANISM.
Or some racial values like IS_ELF, IS_DWARF, IS_ORC
Or conversion values like CONVERTS_TO_WEREWOLF to distinguish creatures that can be converted through SPECIAL_UPGRADE ability to some other monster.

Maybe some config with list of these values is needed when new types can be added.

As I understand, now VCMI don’t support tavern videos changing for new/standard towns.
On DF2 there is a new mod with tavern videos for 9 standard towns:
forum.df2.ru/index.php?s=&showto … t&p=619384

It would be cool, if tavern video could be set for towns

I’ve played some time in VCMI 0.94, and I must say, that system of heroes appearing in taverns must be changed.
Now in hero classes json we have list of towns with value of appearing of faction heroes. Towns not set here get zero chance of appearing.
This means that if you have some new towns, heroes of new town will not appear in other new towns. Because otherwise new towns need “depends” block with them all, and need classes jsons edited to have other new towns.
So VCMI launcher and modding system will not allow new towns to cooperate.
User will have to download mods, and then manually write new towns to them, making them unable to be turned off.
I think this could be solved by changing default value of appearance in town from “0” to “1” or “2”.

If VCMI could somehow attract a talented sound engineer then I’d really like to have all those nasty low quality background sounds reworked. Background sounds are a category of sounds in Heroes 3. Like, the sound played on a new day called ‘NEWDAY’. These sounds are filled with noise/static because of a very low quality conversion. Non-background sound files and music files are of a higher quality and thus do not have this quality issue. Perhaps the HotA crew might do something about it in the future.

Example:

Clip of NEWDAY (shortened)

Turn off all other sounds on your PC and turn up the volume. This noise/static in actually entangled through the whole original file, but it’s easier to hear at the end.

By the way, I have idea of KAMIKAZE ability.
When unit with this ability is commanded to attack enemy creature, death animation is played instead of attack animation, and enemy hit points are lowered as said in ability

“kamikaze” : {“type” : “KAMIKAZE”, “val”: 30}

Val will mean - how much hitpoints will enemy stack loose if 1 unit-kamikaze goes boom.
This ability also will be useful if working with ATTACKS_ALL_ADJACENT ability.

As an example, these flying zerg bats from StarCraft or dwarf bombers from Wacraft 2 can be used. Or some sort of self-booming droids.

REQUEST IF IT IS NOT ALREADY DONE

The Ability To Create More Than One Underground Level.

Example of what I mean.

  • Heavens (in the Sky)
  • Surface
  • Underground
  • Lower Underground Level
  • Shadow Realm
  • Realm Of Hell

Is This Even Possible For Heroes 3?, I Know That HOMM6 has this on a campaign Level

This has been proposed many times, though never in detail. Search old topics, there are more questions than answers.

I don’t know if it has been proposed/requested earlier…

I’d like to propose making hero secondary skills modable with the possibility to add new ones. Everyone knows that skills like Eagle Eye or First Aid stink, therefore it would be nice to enhance them a bit to be more useful :slight_smile:

Furtheremore, adding something new would also be cool. A few new skills that come into mind:

  • Something similar to Estates but with resources instead
  • Something similar to Resistance/Armourer but weakening spell power instead of damage (like golem’s abilities)
  • Skill granting +1,+2,+3 speed to units

Sorry guys for oftop, but I can’t figure where the two swords graphics (wog-creature experience) are located. Browsed all lods, is nowhere to find. So my last hope is that you have them somewhere and can upload them for me. :unamused:

Thanks.

If you`re talking about vcmi specific assets, look here: github.com/vcmi/vcmi-assets/tre … /Interface

Thanks but no. I was hoping that you have all wog graphics extracted somewhere. Looking for the two swords (ace level) in cprsmall frames displayed in hero army screen.

That swords are not pictures. They are text with special font (verd10b.fnt & “smalfont.fnt” in WoG LOD). If U need pictures, just do export with font editor from ERA Tools.

Aaa! that’s why I couldn’t find them anywhere, got crazy searching. Now it explains all, thanks a bunch.

Here is it, in case someone else will need it in the future.

Looking into github, I saw commits adding “isBigArtefact” and “isTradableArtefact”.
I suggest also to add field “isQuestArtefact”. So Seer Hut must only give quests for arts that have this field set (in classic game there not all artefacts can be asked by seer, as I remember.

Hello. Anybody please help! I search for json file which can modify heroes starting army type. For example : change Tamika starting army to black knights . In bitmap.lod we can modify only quantity for each slot but not creature type. its very important option, please answer who knows. Thanks!

Hero army is directly described in hero format in config/heroes files. In VCMI you don’t modify .lod files.

Also we have dedicated thread (and boatd) for modding questions.

Idea for future builds related to HMM7 secondary skill mechanics.
In addition of chance getting skills

	"secondarySkills" :
	{
		"pathfinding"  : 3.
		"archery"      : 6.
		 ...
		"resistance"   : 5,
		"firstAid"     : 4
	},

add

	"secondarySkillsLevel" :
	{
		"pathfinding"  : 1,
		"archery"      : 2,
		 ...
		"resistance"   : 1,
		"firstAid"     : 3
	},

This will mean maximum level of skill gained through random skills select on level-up on on trees of knowledge etc.
If skill is not listed in “secondarySkills”, it will be ignored.
If skill is not listed in “secondarySkillsLevel”, than it will be set to 3 by default (if in future modding system will allow to mod secondary skills and to add more levels of mastery, it would be changed).

I suggest adding ‘Immune to ammo cart’ ability to creatures, that would allow creating units which can be for example mixed ranged/melee with 2 shots.