In your thread I talked about another homm map, besides this one. I thought about to create a totally new homm remake, based on turn based mechanics.
Flexible unlocking unit system isn't possible. I created this map 2 years ago, was very noob then, and system of triggers isn't flexible itself. I can add stuff around it (like dfence structures for castles), but can't modify it.
And I agree about town portal thing. It's nice to rape someone in the castle while his army is away.
We have random starting locations, random mines, random bonus resources, some guards are random too.
Castle battles work simple: defender units come outside, fight, we can purchase more untis during the battle if they are available.
We can organize the formation, it's just not obvious: middle slot starts as a first line, side slots are behind. VIndicator gave me an idea of adjusting slot buttons to make it more clear, so it just waits to be improved.
Also, Jademus created a nice homm-looking dialog background, and I added it, just didnt upload yet.
Thank you, guys, for the detailed feedback and ideas. For now I paused homm development process for a week or two in order to finish some things I have to do.
I'll ask someone to upload it on NA when I finish it.
And, guys, thnx for your opinions. I'll improve some of things you've mentioned. Some of them I can't imoprove because of existing trigger system. I would make it in different way if I'd predict how'd it work. But still I have a long list of improvements, which will make the game best it can be.
Thought, I don't know when will I start to work on this mod again, because I can't stop working on civ mod. It's just feels funnier to create something new.
Well, there is a statistics bar (button at top right corner), where you can see some info about other players, and some ppl even complained that it make the game too transparent. And there is a reveal spell, which players can use to find out where other players are and what they do. So, there is alot of information to feel you're not alone. And it doesn't feel realy cool when someone attacks your army from the back when you fight monsters. Most of players would prefer to keep their deeds in secret.
And yes, I'll add a buoyant sound of week start like it was in homm 3. Dunno about days, any repeating signal may become obtrusive. Though, there is a tax notification presently appears every day, hope it may be enougth.
1. Homm is a remake of kings of bounty or something.
2. I'm afraid, it's too late to make battles turn based, because the whole system of triggers is about realtime process. And I think, this game could be rather better if I would make units stack, instead of making it turn based.
I tried to save most homm things. But the idea was to make it in realtime. And as a homm fan as well, I can say: it feels as hommy as it could be in realtime. And, the turns are actually present. There are days and weeks, and you can build once in a day and you recieve new units to hire one a week. And spells in battles need time to cooldown, so it feels like there are turns...
1. 6 Resources, almost everyone was complaining about this, trying to get a
specific resource was very frustrating whilst having a whole stack of
another one you're simply not using. Can't you combine Sulphur, Mercury
and Gems into 1?.Can't see any reason to have so many.
2. I never actually got to see any other players, terrain really needs to
be shrunk a bit.
3. Creeps often don't return to their position when provoked, so if you
loose a battle retreat to your castle. Its very possible for them to
follow and end up camped outside your base. Meaning any units you by
automatically jump into combat.
4. As Wizard, I upgrade the Mage tower all the way up level 5, yet just
remained on 2 spells? Only by leveling up a stat was I able to get the
3rd spell weaken - lower damage.
5. That's all for now, but I think by reducing resources, shrinking map and
lastly combining a number of units to be represented by 1. The map would
be so much better if you could do that.
1. There is a marketplace present now. It's not singleplayer merketplace like it was in homm. Youcan only trade between players. It's real market.
2. When we play with kinda 10-12 players, we meet bloody and frequently. 8 players is ok too. Just be more expensive and agressive.
3. Working on it.
4. Yeah, you need a skill "magic" to learn spells of lvl 3+.
5. There is no chance I reduce amount of resources. Just trade. Map won't be shrinked too. I'll try to make game fine without combining units, but when all other attempts will fail, i'll combine units.
I just tried it and... it's blasphemy. This is not Heroes of Might and
Magic.
Why? Because:
it's in real time (in both world and battle)
there's no battle screen, you just spawn units and they fight right
there on the world map
you can't even command those units of yours
no view of the castle/town, just a command card
This I got from playing less then a minute and then quitting in utter
disgust. Call it whatever you want, It's not Heroes.
Yeah, you right, it's not clear homm, because it's not turn based, and because no battle screen etc. Yeah, alot of differences. As well as huge similarities, including the core mechanics. Maybe it's homm for 70-80%. Alot of players agree, that this game feels like homm. And I was actually initially trying to make to feel like turnbased, being realtime. It's just experiment of projecting discrete time game to realtime engine. Yeah, it's not perfect, but there are alot of ways to improve it.
And the name reflects the substance of the mod, I believe. But if anyone will create a homm mod which will be more hommier, i'll change the name.
Yeah, show a picture about your terrain suggestion.
I will make monsters/resources/artefacts/mines to be placed randomly, just a bit later, when I finsh to balance player locations, players and units. Because I need to feel how many of random monsters to place.
I don't want to place creeps into structures, because they mest block mines against capture and resourse against picking. Or players will not attack, they will just run all around map and pick/capture stuff. And I just made a change to prevent multicamp attacks. Hope It'll work.
Yeah, global statistics is in my list of things to add. This list is long, but one day i'll make it.
I was actually thinking about to accentuate day/week ands, so probably i'll add some weekly reviews too.
1. One thing we noticed is whatever skill you pick, it doesn't matter it
gives you a random one anyways? Some form of bug perhaps?
2. It's annoying how the skills you have dialog goes over your Hero card,
perhaps move it to the side and allow people to open/close it?
3. The game is really fun in the beginning but starts to lapse towards
mid/end game. Everything goes out the window at it just ends up being
controlling a huge blob army sweeping across the land.
4. One of us managed to kill everyone with the most gigantic army, but
another guy kept running around stealing castles and mines etc. Forever
and ever never fighting. In the end after an hour and half they just
called it a stalemate and left.
5. Please add a way to split armies and purchase more Heroes. Then the game
will really become alot more interesting.
6. I recommend having an optional time cap. Such as after 1 year the game
ends and whoever controls the most lands/units/structures wins the game.
1. Are you sure? There are 4 buttons. You make 2 choices, between 2 upper and between 2 lower. Upper ones are characteristics. Lower are skills. If you choose both, it gives you them. It was working well, like one of things that never bugged :)
2. Hero tab must cover usual hero info, because there is nothing to see, hero tab contains all info you need about hero.
3. I'm starting to think about to unite multiple units in a single unit with number, how it was in original homm.
4. There are some ways to counter this. First, heroes can learn a spell which places walls, so you can block ways and close mines against recapturing. Second, there is some spells to slow down and stun enemy hero. Third, you can keep guards in your castles, which will protect it while you far away. 4th, you can have logistics skill, which will allow you to chase that kind of heroes. And finally, I'm gonna make a condition like it was in homm: player loses if he has no castle during a week.
5. Probably I will make it. Maybe not so soon. THere is alot of bugs still, without such new changes.
based on what I see from the video I wonder what the game will look like
when you attack with 1k army which is no big deal in HoMM.
Answer: It'll lag as hell. I would advice thinking of a new combat
system
Hope I'll be able to improve the existing one. And it actually adapts yet: the more units you have in a row, the less is distance beween those units. And you'll win the game faster then you rich at least 100 units. So it's not real problem that your army is too big.
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@Trieva: Go
In your thread I talked about another homm map, besides this one. I thought about to create a totally new homm remake, based on turn based mechanics.
Flexible unlocking unit system isn't possible. I created this map 2 years ago, was very noob then, and system of triggers isn't flexible itself. I can add stuff around it (like dfence structures for castles), but can't modify it.
And I agree about town portal thing. It's nice to rape someone in the castle while his army is away.
We have random starting locations, random mines, random bonus resources, some guards are random too.
Castle battles work simple: defender units come outside, fight, we can purchase more untis during the battle if they are available.
@Trieva: Go
We can organize the formation, it's just not obvious: middle slot starts as a first line, side slots are behind. VIndicator gave me an idea of adjusting slot buttons to make it more clear, so it just waits to be improved.
Also, Jademus created a nice homm-looking dialog background, and I added it, just didnt upload yet.
And thanks for feedback, it motivates.
Thank you, guys, for the detailed feedback and ideas. For now I paused homm development process for a week or two in order to finish some things I have to do.
For everyone: The latest HoMM version is on NA.
alright, ty
I'll ask someone to upload it on NA when I finish it.
And, guys, thnx for your opinions. I'll improve some of things you've mentioned. Some of them I can't imoprove because of existing trigger system. I would make it in different way if I'd predict how'd it work. But still I have a long list of improvements, which will make the game best it can be.
Thought, I don't know when will I start to work on this mod again, because I can't stop working on civ mod. It's just feels funnier to create something new.
Well, there is a statistics bar (button at top right corner), where you can see some info about other players, and some ppl even complained that it make the game too transparent. And there is a reveal spell, which players can use to find out where other players are and what they do. So, there is alot of information to feel you're not alone. And it doesn't feel realy cool when someone attacks your army from the back when you fight monsters. Most of players would prefer to keep their deeds in secret.
And yes, I'll add a buoyant sound of week start like it was in homm 3. Dunno about days, any repeating signal may become obtrusive. Though, there is a tax notification presently appears every day, hope it may be enougth.
1. Homm is a remake of kings of bounty or something.
2. I'm afraid, it's too late to make battles turn based, because the whole system of triggers is about realtime process. And I think, this game could be rather better if I would make units stack, instead of making it turn based.
I tried to save most homm things. But the idea was to make it in realtime. And as a homm fan as well, I can say: it feels as hommy as it could be in realtime. And, the turns are actually present. There are days and weeks, and you can build once in a day and you recieve new units to hire one a week. And spells in battles need time to cooldown, so it feels like there are turns...
I've created a new video to reflect the new things I've implemented in the mod. There are 3 parts:
Ok, I've just started to work on the map again, so thanks for feedback, guys.
@Fullachain: Go Yeah, there were some perfomance leaks, but I solved it.
And it's not easy to integrate 2nd hero to the system of triggers, but maybe I'll do it one day, it will improve the game for sure.
1. There is a marketplace present now. It's not singleplayer merketplace like it was in homm. Youcan only trade between players. It's real market.
2. When we play with kinda 10-12 players, we meet bloody and frequently. 8 players is ok too. Just be more expensive and agressive.
3. Working on it.
4. Yeah, you need a skill "magic" to learn spells of lvl 3+.
5. There is no chance I reduce amount of resources. Just trade. Map won't be shrinked too. I'll try to make game fine without combining units, but when all other attempts will fail, i'll combine units.
Yeah, you right, it's not clear homm, because it's not turn based, and because no battle screen etc. Yeah, alot of differences. As well as huge similarities, including the core mechanics. Maybe it's homm for 70-80%. Alot of players agree, that this game feels like homm. And I was actually initially trying to make to feel like turnbased, being realtime. It's just experiment of projecting discrete time game to realtime engine. Yeah, it's not perfect, but there are alot of ways to improve it.
And the name reflects the substance of the mod, I believe. But if anyone will create a homm mod which will be more hommier, i'll change the name.
@Fullachain: Go
Yeah, show a picture about your terrain suggestion.
I will make monsters/resources/artefacts/mines to be placed randomly, just a bit later, when I finsh to balance player locations, players and units. Because I need to feel how many of random monsters to place.
I don't want to place creeps into structures, because they mest block mines against capture and resourse against picking. Or players will not attack, they will just run all around map and pick/capture stuff. And I just made a change to prevent multicamp attacks. Hope It'll work.
Yeah, global statistics is in my list of things to add. This list is long, but one day i'll make it.
I was actually thinking about to accentuate day/week ands, so probably i'll add some weekly reviews too.
Thnx again for ideas :)
@sigmapl: Go I have an idea how to handle it. Trying to implement it.
1. Are you sure? There are 4 buttons. You make 2 choices, between 2 upper and between 2 lower. Upper ones are characteristics. Lower are skills. If you choose both, it gives you them. It was working well, like one of things that never bugged :)
2. Hero tab must cover usual hero info, because there is nothing to see, hero tab contains all info you need about hero.
3. I'm starting to think about to unite multiple units in a single unit with number, how it was in original homm.
4. There are some ways to counter this. First, heroes can learn a spell which places walls, so you can block ways and close mines against recapturing. Second, there is some spells to slow down and stun enemy hero. Third, you can keep guards in your castles, which will protect it while you far away. 4th, you can have logistics skill, which will allow you to chase that kind of heroes. And finally, I'm gonna make a condition like it was in homm: player loses if he has no castle during a week.
5. Probably I will make it. Maybe not so soon. THere is alot of bugs still, without such new changes.
6. Interesting idea. Probably I'll implement it.
Hope I'll be able to improve the existing one. And it actually adapts yet: the more units you have in a row, the less is distance beween those units. And you'll win the game faster then you rich at least 100 units. So it's not real problem that your army is too big.