Ideas for next mods

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jeff
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Postby jeff » Mar 12 2007, 0:41

Perhaps this has already been mentioned, but how about snow covered mines, weekly resource buildings, and quest huts. If this is new let it wait for version 3.7, don't want anything to delay 3.6.
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Postby jeff » Mar 18 2007, 2:06

Here’s another idea for version 3.7 don’t want 3.6 delayed, (hope it hasn’t been mentioned yet, this thread is getting very long) how about giving quest huts the ability to grant passage through a border guard. Then you would not need to place a keymaster tent in a way that only the desired player can get to it, or have to bomb it later.
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Postby BDragon » Mar 18 2007, 16:24

jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed

LoL, good joke... ;)
More ideas:
Change little the script of the enemy... For example when i go with little Hero Level 1 and i go to attack enemy's castle, so the enemy come to his castle to protect, and he stay there...
Can you change it like if the enemy see that you a weak so he go to attack you and will not stay into the castle, because from little hero i can see all what he do... And it's not fun anymore... :(
I hope the idea is easy to make and is a good idea. ;)
Black Dragon...

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jeff
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Postby jeff » Mar 18 2007, 17:30

BDragon wrote:
jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed

LoL, good joke... ;)


Actually not a joke Dalai himself has mentioned version 3.7, but another idea. I have noticed one of the commands in the editor help file is Remove This Object, now I have never encountered this as an actual option. So would it be possible to activate this command for buildings that can currently be bombed, such as quest huts border gates and so on.
Mala Ipsa Nova :bugsquash:

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Postby Robenhagen » Mar 18 2007, 18:24

jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed, (hope it hasn’t been mentioned yet, this thread is getting very long) how about giving quest huts the ability to grant passage through a border guard. Then you would not need to place a keymaster tent in a way that only the desired player can get to it, or have to bomb it later.


Is there any reason why you can't use a quest gate for this?

jeff wrote:I have noticed one of the commands in the editor help file is Remove This Object, now I have never encountered this as an actual option. So would it be possible to activate this command for buildings that can currently be bombed, such as quest huts border gates and so on.


But 'Remove This Object' is in use. If for instance you have 10 placed event markers with the same name, and you want to remove them as the player steps on the markers, you use this to remove only the placed event holder for that hex, while keeping the remaining placed events working.

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Postby jeff » Mar 19 2007, 22:53

Robenhagen wrote:
jeff wrote:Here’s another idea for version 3.7 don’t want 3.6 delayed, (hope it hasn’t been mentioned yet, this thread is getting very long) how about giving quest huts the ability to grant passage through a border guard. Then you would not need to place a keymaster tent in a way that only the desired player can get to it, or have to bomb it later.


Is there any reason why you can't use a quest gate for this? .


None really, just thought it might be a nice capability to have.

Robenhagen wrote:
jeff wrote:I have noticed one of the commands in the editor help file is Remove This Object, now I have never encountered this as an actual option. So would it be possible to activate this command for buildings that can currently be bombed, such as quest huts border gates and so on.


But 'Remove This Object' is in use. If for instance you have 10 placed event markers with the same name, and you want to remove them as the player steps on the markers, you use this to remove only the placed event holder for that hex, while keeping the remaining placed events working.


I never actually noticed that before in the placed events drop down menu :ashamed: , but it would still be nice to have it available for the other objects that can be bombed.

But as I said lets not delay version 3.6 for any of these.
Mala Ipsa Nova :bugsquash:

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Postby BrennusWhiskey » Apr 3 2007, 15:12

My new idea is about playing with alliance.
Is it possible to both allianced players do they turn in the same time?
Game will be more faster (?)

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Postby Akul » Apr 3 2007, 17:40

No, that is not possible. Even ih H4 wasn't mod-unfriendly, it would still be impossible to do it.
I am back and ready to... ready to... post things.

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Postby BrennusWhiskey » Apr 4 2007, 10:28

Pity.
But u can do something for attracting online game? ;)

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what?

Postby Siegfried » Apr 16 2007, 14:19

What i'd like generally is further stretching heroes development possibilities. There are already enhanced hero classes for heroes focussing on 2 skill types. That's just fine.

but already in the original game there is a further extended class, i think, in english the title would be "Archmage": A hero having enough skills in 3 magic schools. This idea could be extended to new classes which all require specialisation in 3 skill types.

And what about special extended classes for heroes specialising in 2 opposite magic skills? What about a hero specialised in life and death magic? Or in order and chaos magic?

And what about a hero class specialising in 3 non-magical skill types? And what about further enhanced classes having f.ex. 4 complete skill stacks?

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Postby eekstah » Apr 16 2007, 15:17

I'd like that too, Siegfried.

All combinations of 2 skills, including deat+life and chaos+order, are, however, allready covered. But more 3-skills-combinations would be nice.


When you have a sorcerer you will most likely upgrade his/hers chaos magic on most level-ups, and maybe throw in a couple of combat skills to stand harder beatings. So you end up with a fireguard. I'm getting tired of fireguards. And Battle Mages. Not to mention Beastmasters. Oh God, do something with the beastmasters. It would be cool if a third skill affected the class.

Instead of a bunch of new classes, subclasses could also be a possibility. To make it simpler for the Equilibris team, maybe every skill should have the same effect to a hero class when being the third skill, no matter what the class is.

I would also like to see the effect of the class increased with the mastery of the second (and third) skill.

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Postby Siegfried » Apr 16 2007, 16:25

eekstah wrote:I would also like to see the effect of the class increased with the mastery of the second (and third) skill.


That would indeed be great!

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hidden objects

Postby Siegfried » Apr 26 2007, 10:22

Hi,

one more thing i'd urgently recommend: There are some "hidden" objects in H4. They are already there, but some of them do not have any function. Please bring them to function. Mainly these are:

A 2-waggon quest hut. Simply make it an usable quest hut

6 "victory flags", one in each possible player colour. They are already having a help text saying that they increase morale as long as they are standing. So a) please make them doing that, and b) make them removable/pickable/destroyable. Optimal would be if they where pickable, carried like artifacts (without doing whatsoever) and placeable anywhere, then increasing morale of all armies of that colour. Additionally these artifacts should be handlable by scripts (check if hero carries that artifact, give a hero that artifact, remove that artifact from hero, ...)

I simply hate dead objects lying around for nothing. They are already there so they should be usable and useful.

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Postby Akul » Apr 27 2007, 6:20

The wagon quest-hut has alredy been implented.

On-topic:
I beg you again, PLEASE remove the gargoyle from the Necromancy list!
I am back and ready to... ready to... post things.

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Postby Siegfried » Apr 27 2007, 10:46

Sauron wrote:The wagon quest-hut has alredy been implented.


In which version? I think i have 3.51 and there's no wagon quest hut functioning.

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Postby Dalai » Apr 27 2007, 13:32

Yes, Wagon quest hut is working :)
To be 100% exact, we created new object and used existing graphics, there are 2 wagon objects, one of which is working as QH.

Regarding gargoyles, necromancy will be changed a bit (for better, of course!) and arguments for putting Gargoyles into necromancy menu will no longer be viable.
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Postby BrennusWhiskey » Apr 27 2007, 16:36

Let the people choose
U want gargoyles its ok for me, u dont want - than choose others...

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Postby okrane » Apr 28 2007, 11:08

I never got gargoyles... it's a wasted slot imo

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Postby Siegfried » Apr 28 2007, 11:19

Dalai wrote:Yes, Wagon quest hut is working :)
To be 100% exact, we created new object and used existing graphics, there are 2 wagon objects, one of which is working as QH.


o.k., i found it :)

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Postby Dalai » Apr 29 2007, 12:11

okrane wrote:I never got gargoyles... it's a wasted slot imo

It means you never had good Necromancer in Order army ;) Which is quite usual.
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