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#31
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Isn't there any copyright infringement with the owners of third-party heroes?
They are writing the code from scratch, although I don't know if that's allowed either... But formally, nothing is being stolen (except for the game's assets being available in the open).
This software isn't working!
Well, it worked fine on my brother's Android phone... Although at that time, there were a lot of problems, starting with the lack of random map generation and ending with the complete inadequacy of the computer opponents.
 

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#32
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Ment
They write the code from scratch, although I don't know if that's allowed... But formally, nothing is stolen (except for the game's resources being publicly available).

Come on, it worked perfectly fine on my brother's Android phone... Although at that time, there were a lot of problems, starting with the lack of random map generation and ending with the complete inadequacy of the computer opponents.

On a Windows 7 Pro x64 laptop, it crashes with an error!

Although, maybe it needs resources from Heroes of Might and Magic III?! :smile11:
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#33
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Psatkha, where did you get it from? If it was from GitHub, try this link: https://www.dropbox.com/s/3orb3lz3tf676gm/vcmi_099.rar?dl=0
I found it on this website: http://forum.vcmi.eu/portal.php
And yes, they say here that you are right about the installed Heroes:
Installation
To run VCMI, you need Heroes of Might and Magic III: The Shadow of Death or the complete edition.

Windows:
Unzip the archive into the game folder:
This makes sense, my complete collection weighs 300+ MB, while vcmi weighs only 30.
 

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#34
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I still think that discussing the third game would be better in the section dedicated to the third game. ;) Let's not go too far off-topic, guys. But it's a very interesting product. Thank you. I haven't heard anything yet. Maybe I should write to him in a private message on CH as well.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#35
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I'm currently in touch with him.

Added 1 minute ago
If he responds quickly. He's German, and he's currently working on a huge project based on Heroes 5. As I understand it, it's an online world with provinces. You enter a province and fight for control of it, just like on a regular map in Heroes 5.

Added 2 minutes ago
He says he's afraid to share his sources because if it comes out, his project will be at risk. But I'm still trying to persuade him.

Added 1 minute ago
By the way, he likes Russia and Putin.
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#36
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By the way, he likes Russia and Putin))

Well, at least there's some positivity. However, the author of the EWA mod seems to have found a solution – an update is coming soon (EWA 2.2.2 + EE + NCF + Mega AI + TE scripts + the mods that the community suggests, so the discussion about what will be included in the build continues.
So, hope for the best, but prepare for the worst:)))
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#37
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Glistagon
He says he's afraid to share the sources because if it comes out, his project will be at risk. But I'm still trying to persuade him.

Wouldn't it be easier to just ask him to remove the limit on the number of towns?!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#38
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By the way, he likes Russia and Putin.
Did you threaten him or something? )
Regarding the sources, he says he's afraid to share them because if it comes out, his project will be at risk. But I'm still trying to persuade him.
Interesting, although strange. If his sources are illegal, wouldn't Ubisoft raise a fuss anyway? If they're legal, why would there be problems?
But anyway, I'm waiting for news.
Wouldn't it be easier to ask him to remove the limit on the number of cities?
I think many would gladly make even more changes to these source files. But, at a minimum, that could work too... But then you also need to increase the number of creature IDs and make them equal to NCF/make them even more, so that you don't have to fix this separately later, right?
 

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#39
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Ment
I think many would gladly contribute a whole bunch of changes to these source files.
That's for sure. At the very least, bug fixes would be helpful.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#40
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Ment
Only then should the number of creature IDs be increased and made equal to NCF/increased even further, so that later it won't be necessary to edit this separately, right?

So, the number of IDs for creatures can actually be increased to 65,535 :smile13: 1000 was chosen as a golden mean!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
#41
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Regarding his question: what are we going to do? Like, what are our plans for the source code? It's a good question. There are many ideas, but how do we systematize the information?
And, by the way, I think it's possible to increase the number of factions even without the source code. I see where they are added. But it needs to be tested.
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#42
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And by the way, I think it's quite possible to increase the number of factions even without the source code. I see where they are added. But it needs to be tested.
I'm afraid there might be too many connections there, and some things might be hidden in the executable file. For creatures, it's relatively simple; the ID is directly linked to a file in gamemechanics, and that's it. But for cities – the interface, buildings, heroes, the choice of cities at the start of the map? Although, I might be wrong.
By the way, regarding his question: what are we going to do? What are our plans for the source code? It's a good question. There are many ideas, but how can we systematize the information?
Well, I'd ideally do everything. Change the combat mechanics – that's the top priority. For now, Nargott with his WGE is the clear leader in this area, but with access to the source code, we could create something even more epic.
 

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#43
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Ment
For now, Nargott with his WGE is the clear leader in this regard, but with access to the source code, we can create something even more epic.
I agree. Nargott's vision for the battles is the closest to what I have in mind. I already told our foreign friend about this. Anything else?
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#44
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Is there anything else?
Well, to be more specific, I would like the following changes:
1. Allow combat scripts in Multiplayer. It was probably done this way initially as a protection against cheaters, but in reality, it only gets in the way and prevents creating interesting hero specializations.
2. Remove counterattacks. In theory, this change could be implemented now by giving everyone passive counterattack, but that's not a good idea either – a small number of units with counterattacks wouldn't be a problem. Why? It immediately eliminates annoying tactics like focusing, and improves the dynamics. Well, in theory, of course, but such a theory is worth testing. Moreover, this kind of game modification is reversible – if you don't like it, you can give all creatures the "counterattack" skill, and everything will be exactly as it was.
3. Limited firing and casting ranges for units. I'm tired of many online games ending with someone stumbling upon a "yellow druid" squad in a portal. Creatures, while relatively balanced in the player's army, become inadequate overpowered units as neutrals, against which you suffer significant losses regardless of tactics. This shouldn't happen – the player should always have the opportunity to tactically counter the AI. To do this, instead of all sorts of half-range firing and other things, which are only half-measures, all range penalties should be removed, but the range should be limited. Want to shoot – get closer. Then you can take measures against it.
4. By the way, it would be good to modify the damage calculation formula for creature spells as well. Ideally, give them different spells that don't match the hero's magic. The a-la hero magic formula doesn't work well for them.
5. That is, the number of IDs for spells in the game should be increased.
6. When limiting the firing range, archers and casters are in a rather unfavorable position. But here, another change is needed – so that a turn and an attack/shot/cast can be combined (unless specifically set otherwise for each specific case). This is a-la the new King's Bounty, for example.
Nargott spent a lot of time trying to "improve" archers by finely tuning their speeds and firing ranges, especially this is noticeable in his crossbowmen with enhanced firing at short ranges, but this method of solving the problem is simpler and more comprehensive. To avoid making archers too overpowered, you can, of course, think about some ways to "lock" them down, but that's already a second iteration.
7. Obstacles. Already implemented in the form of a city wall, but it would be better to extend these algorithms to stones and other things, as in the seventh game. This means that there should be cover from archers.
8. Perhaps some new abilities for creatures/heroes that cannot be implemented with scripts. Including the scripts themselves.
Something like that, I think )))
 

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#45
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Ment
Well, to be more specific, I would like the following changes:
1. Allow combat scripts in Multiplayer. It was probably done this way initially as a protection against cheaters, but in reality, it only gets in the way and prevents creating interesting specializations for heroes.
2. Remove counterattacks. In theory, this change could be implemented now by giving everyone immunity to counterattacks, but that's not a good solution either – a small number of units with counterattacks wouldn't be a problem. Why? It would immediately eliminate annoying tactics like focusing fire and improve the dynamics. Well, in theory, of course, but such a theory is worth testing. Moreover, this type of game modification is reversible – if it doesn't work out, you can give all creatures the "counterattack" skill, and everything will be exactly as it was.
3. Limited firing and casting ranges for units. I'm tired of many online games ending with someone stumbling upon a "yellow druid" squad near a portal. Creatures, while relatively balanced in the player's army, become inadequate overpowered units as neutrals, against which you suffer significant losses regardless of tactics. This shouldn't happen – the player should always have the opportunity to tactically counter the AI. To achieve this, instead of various half-range firing and other things, which are only half-measures, all range penalties should be removed, but the range should be limited. If you want to shoot, get closer. Then measures can be taken against this.
4. By the way, it would be good to modify the damage calculation formula for creature spells as well. Ideally, give them different spells that don't match the hero's magic. The a-la hero magic formula doesn't work well for them.
5. That is, the number of IDs for spells in the game should be increased.
6. When limiting the firing range, archers and casters find themselves in a rather unfavorable position. But here, another change is needed – so that a turn and an attack/shot/cast can be combined (unless specifically set otherwise for each specific case). This is a-la a new King's Bounty, for example.
Nargott spent a lot of time trying to "improve" archers by finely adjusting their speeds and firing ranges, especially noticeable in his crossbowmen with enhanced firing at short ranges, but this method of solving the problem is simpler and more comprehensive. To avoid making archers too overpowered, one could, of course, consider some means of "locking" them down, but that's already a second iteration.
7. Obstacles. Already implemented in the form of a city wall, but it would be better to extend these algorithms to rocks and other things, as in Heroes 7. This means that there should be cover from archers.
8. Perhaps some new abilities for creatures/heroes that cannot be implemented with scripts. Including the scripts themselves.
Something like that, I guess.

1. Source code is probably needed.
3, 6, 7 - this is exactly what is included in the idea of adopting the combat system from Heroes Online. Source code is needed.
2. Then we need to rethink the human race and their main ability.
4. Source code is not needed.
5. It is possible without source code, using hex code.
8. Source code is also needed