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Modding suggestions
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Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2013-10-17, 17:20   

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.
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Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2013-10-21, 21:10   

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:
http://forum.df2.ru/index...ndpost&p=619384

It would be cool, if tavern video could be set for towns
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Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2013-10-22, 14:41   

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".
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Hippox

Joined: 04 Sep 2013
Posts: 21
Posted: 2014-01-09, 14:06   

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.
Last edited by Hippox on 2014-02-16, 19:59; edited 1 time in total  
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2014-02-01, 11:07   

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.
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Jason 

Age: 25
Joined: 02 Mar 2014
Posts: 2
  Posted: 2014-05-16, 23:19   VCMI Content Requests

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
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Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1545
Location: Warsaw, Poland
Posted: 2014-05-17, 04:22   

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


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-13, 23:10   

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 :)

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
 
     
Valery19

Joined: 21 Dec 2009
Posts: 47
Posted: 2014-11-01, 15:24   

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. :roll:

Thanks.
 
     
AVS 

Joined: 25 Feb 2011
Posts: 561
Location: Russia

Posted: 2014-11-01, 18:23   

If you`re talking about vcmi specific assets, look here: https://github.com/vcmi/vcmi-assets/tree/develop/Interface
 
     
Valery19
Guest
Posted: 2014-11-01, 19:12   mocara12

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.
 
     
AVS 

Joined: 25 Feb 2011
Posts: 561
Location: Russia

Posted: 2014-11-02, 00:45   Re: mocara12

Valery19 wrote:
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.
 
     
Valery19

Joined: 21 Dec 2009
Posts: 47
Posted: 2014-11-02, 00:57   

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.

 
     
Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2015-01-17, 00:12   

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.
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advipservice

Joined: 21 May 2015
Posts: 1
Posted: 2015-05-21, 01:06   

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!
 
     
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