Search found 154 matches
- Nov 11 2006, 12:29
- Forum: Articles
- Topic: Producer Interview: Fabrice Cambounet
- Replies: 29
- Views: 6457
Producer Interview: Fabrice Cambounet
"Why can't they just announce they are going to do MM X :( " I guess it all will depend on sales. I think if they decide to make a M&MX it will be a big project, bigger than HOMM, and will require a big investement. So they'll have to show some good figures first to convince some bosses. However, ri...
- Nov 10 2006, 16:07
- Forum: Mapmaking Guild
- Topic: The Map Editor
- Replies: 8
- Views: 4697
- Nov 10 2006, 10:26
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 17589
- Nov 10 2006, 0:00
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 17589
Perhaps you can simulate those objects. Just add another static object in the map and try to change the 3D model. The model of the arena and conquest objects might still be there. There might be a way to make two installations of the game too. One to use the 1.3 map editor and another to play (and u...
- Nov 9 2006, 23:45
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 4155
- Nov 9 2006, 22:01
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 17589
- Nov 9 2006, 21:53
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 6217
- Nov 9 2006, 10:42
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 6217
- Nov 9 2006, 10:38
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 4155
what about scripting neutral stacks in the map editor? there might be a way to do that, but of course you'd have to do it for every map. You mean a script that when a hero enters a battle checks the kind of unit and set his number accordingly? Hmm, could work, though I don't know if it's possible t...
- Nov 8 2006, 20:41
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 6217
- Nov 8 2006, 0:58
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 6217
Re: Basic scripting resources
You can do like in C5M5. The light texture file has name/internal name reference fields in its body. Give them one and use the reference name in SetAmbientLight command. Stupid me, I only had to add a new ambientlight in the map properties tree. I only used one, so the other ambientlight to swap, t...
- Nov 7 2006, 22:57
- Forum: Screenshots
- Topic: The Dwarves of Yesterday
- Replies: 18
- Views: 5025
The Dwarves of Yesterday
Oh, the good old days of M&M7....
- Nov 6 2006, 21:00
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 6217
Re: Basic scripting resources
Click on start ->All Programs->Ubisoft->HOMM5. Then you will see Map Editor Manual, which is 4 parts. Go through the practical and theoretical guides. Yes, as if those have much info about scripts :p Ok since it looks like there are no guides or tutorials and the only way to learn is the hard way, ...
- Nov 6 2006, 12:43
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 4155
Thanks Sir_Troejam but from what I've seen there, the only thing you can modify are coeficients that are applied for all the neutrals. So, you can make neutrals stacks bigger or smaller, but you can't specify exact numbers (I guess everything is relative to internal numbers used in other place, anot...
- Nov 6 2006, 12:17
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 6217
Basic scripting resources
Is there any tutorial or guide to learn the basics of scripting? I'm starting to learn about it but I can't find good info. Right now I don't know if I must make my map scripts in lua files, or just use the editor field called "script text" (or something like that), I don't know what are the fields ...
- Nov 6 2006, 11:47
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 4155
Initial number of neutral creatures, how to change them
Hi, anybody knows which files must be modified to change the initial number of neutral creatures for the different difficulty settings? I think they are quite poorly balanced, and ranged and caster creatures should have much lower numbers than slow walking units, because right now, a mp map can be r...
- Oct 18 2006, 9:13
- Forum: News
- Topic: On Steam and Might and Magic X
- Replies: 17
- Views: 5341
On Steam and Might and Magic X
Angelspit wrote: "Dark Messiah looks a lot like a RPG already: an inventory, a selection of spells, NPCs, a plot, etc. Perhaps they could use this as a basis for the development of Might and Magic X." Well, the question is, would M&M fans accept a single player game with a combat/adventure orientati...
- Oct 10 2006, 13:45
- Forum: Articles
- Topic: Q&A with Arkane
- Replies: 9
- Views: 2840
Q&A with Arkane
DM and HOMM are related through the story. However story of the new worl of M&M is in hands of UBI and nor Nival nor Arcane have to do anything with it. So I see natural that the contact between Nival and Arcane was completely unnecesary. BTW, I agree with arturchix about the last answer. I think th...
- Aug 1 2006, 22:51
- Forum: News
- Topic: Ubisoft Posts a New Manual
- Replies: 63
- Views: 10645
Ubisoft Posts a New Manual
Of course not King Imp.
- Aug 1 2006, 22:37
- Forum: News
- Topic: Ubisoft Posts a New Manual
- Replies: 63
- Views: 10645
Ubisoft Posts a New Manual
About the ATB, which experiences did you make to test it Pitsu? because I think it must be really hard to do any test, as the ATB value is not visible and the turns don't stop right after your move, but when the next unit has it's turn. On the other hand there's the possibility that the threshold va...