Форум HeroesWorld-а - Показать сообщение отдельно - Heroes of Might & Magic mods for Civilization
Показать сообщение отдельно
#4
Старый 14.08.2021, 13:16
  #4
^
Blake00
 
Аватар для Blake00
📖
Регистрация: 01.10.2020
Сообщения: 4
Регистрация: 01.10.2020
Сообщения: 4
По умолчанию
Re: Heroes of Might & Magic mods for Civilization

Hey guys,

Time for another update.. a way overdue one! Firstly I must be honest and say that not a huge amount of work has been done on this project since my last post as I've been busy working on my Command & Conquer and Red Alert 2 Civ2 scenarios getting them towards a near release position. However MetroPolis & I did a bit more work on this project such as finalising the sounds for all the units (and a few other things ), making some more unit special ability balance adjustments, and I also finished work on testing technologies (making sure you can research from start to finish with no glitches) and giving them all custom graphics.

Speaking of technologies that's something we haven't really talked about much so far, so lets do it now. MetroPolis has painstakingly designed an awesome custom tech tree for this mod where all units, buildings and magical range weapons are obtained via 8 schools of research (mostly inspired by HoMM2 hero secondary skills) with 7 levels in each school. Default Civ2 only has 5 schools however thankfully they have 4 levels with different icons which meant I had access to more than 5 slots allowing me to make the required 8 icons thankfully.


So here’s the final product! Some icons are from the spell tree while other ones are custom ones I made where I cut a hero skill icon out from it's blue marble background and pasted it over a spell scroll background to match the other spell icons. Also the military one is actually a combination of 3 different HoMM2 spell icons!



So where are things at? Well all that's left to do now is creating a map & decorating it, final testing, writing up documentation, and then a tour video. Then it shall be released. But how long you ask..?

Hmm well.. I hope I don't regret this as I suck at meeting deadlines and I don’t wanna be one of the endless people making false promises on this forum about their projects lol, but I believe now I'm at a stage with all my projects that I can say that this project will hopefully be finished and released within the next 3 months. If I fail to meet this deadline you can all kick my ass lol.

Oh and I've had a few people ask me about our planned Civ HoMM2 map since Civ maps are so different (& less interactive) compared to HoMMs. Well the plan is to try to make it as interactive as possible using a few tricks. Eg monsters (assigned to Civ barb faction) fortified in various places and on top of nice things (I believe barb units fortified in forts don't wander around the map as I've seen the trick used in other Civ scenarios so I intend to user that). Metro has also setup some cool event driven unit spawning buildings on the map too (Dragon city baby!). Plus if players don't like my map and want to use this just as a mod for their own random Civ2 maps then metros spawners will still appear which is cool (I'll write a guide to help people get all the events working on their maps).
Blake00 вне форума
Ответить с цитированием