Stimmt, das hatte ich falsch in Erinnerung, die kamen mit Patch 1.5. ... aber ohne upgrade
Beiträge von Eicke
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Also zum Einen habe die die neutralen Kreaturen (auch aus H6 -> Kappa, den gibts in H7 bislang ja gar nicht) genommen und aufrüstbar gemacht !
Dann haben Sie jeder Fraktion 2 Kraturen (+ jeweilige Aufrüstungen) zugeordnet und dort so implementiert, dass man sich wie bislang bei den Champions nun für eine entscheiden muss , also entweder eine alte oder eine neue Behausung in der Stadt baut. Deshalb gibts das bislang nur im Paket.
Aber wer weiß was noch kommt, die sind da grade voll am rödeln ...
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Genau, Nr. 5 und Nr.8 sind global !
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@Aschrakor
NEIN ! Das ist ein globaler MOD der überall funktioniert, das ist doch der Witz !Außer das was juppiness geschrieben hat, das sind Maps...
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Deshalb habe ich es ja auch nicht gelöscht sondern in den allgemeinen Bereich verschoben...
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Dann darf ich eure Aufmerksamkeit mal HIERHIN lenken ?!
Modding ist sehr wohl in gewissen Rahmen möglich...wahrscheinlich wäre es ohne UPLAY noch besser, aber ich finde das sieht sehr vielversprechend aus... -
Ja war er... totales Off-Topic wurde in den allgemeinen Bereich verschoben ...
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Die Jungs nehmen richtig Fahrt auf und importieren gerade Texturen aus MMHVI und basteln eigene neue :
AcidDragon in der HC :
"We're still working on importing animations from H6, so we'll see if that's possible someday.
in the meantime: good news everyone!
I can now say that the new creatures and White Tigers:
- are now in the map editor
- can be chosen as random stacks (on any map that has random stacks) by the game
- appear alongside of their new faction members in mixed armies (on maps that have mixed armies)Also Kappa Shoya has its spikes back:
and final Kappa Shoya's stats:
EDIT:
Everybody, check out the Juggernaut (unupgraded) texture Dogtown1 did:"So können die gerne weiter machen
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Moin !
Aus gegebenem Anlass mal ein einen heutigen Beitrag des KI-Programmierers von Limbic (Oakwarrior) aus der Steamcommunity :
[...]
I appreciate the kind words. Time. Time is the answer to your question. AI is only one of the topics that I code for and it is the most recent one I started dealing with. I code for general gameplay, scripting, engine, skills and abilities, and additionally I debug for those topics and occasionally others, such as GUI. Currently I am also the only person coding AI. My main topic, however is general gameplay and my secondary topic is skills and abilities (coding, not design). Everything else came later.
[...}Gruß Eicke
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Um eine doppelte Diskussion zu vermeiden : Werft doch mal einen Blick HIERHIN ...
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Vielleicht bringt dich dieses Thema weiter ?
Da beschreibt DaO wie man die zufällige Stadt an die gewählten Helden anpasst... vielleicht klappt das ja genauso mit zufälligen Städten und deren Dwellings ? -
Hmm...also ich kann im Editor über 100 Helden auswählen (103) !!
Da ich das zuvor noch nicht gemacht habe : Wieviele waren denn ursprünglich dabei ?
Keine Ahnung ob da jetzt neue dabei sind bzw. wieviel man vor Patch 1.7 auswählen konnte...Aber jetzt mal ehrlich : Reichen 103 verschiedene Helden nicht für den Anfang ?
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Moin !
Ich glaube du meinst die neuen Helden der Bonus Kampagne "The Lost Tales Of Axeoth" ?!
Apart from the brand new maps and storylines, the Lost Tales of Axeoth will feature new content that users will be able to freely integrate into their own maps:- 68 new Hall Heroes, most of them based on the original art of Heroes III and IV’s portrait artist, George Almond.
- 8 new Story Heroes, including main characters Genevieve Seymour, Pherlon and Dogwoggle, as well as their friends and foes.
- Several Heroes IV music tracks used under license from Rob King and Paul Anthony Romero, to recreate Axeoth’s enchanted atmosphere.
- New (and old) artefacts.
- And of course… surprises!
Also den "free content" gibt es ja jetzt seit Patch 1.8 vollständig.
Ich habe die neue Kampagne bislang nur ca. 5 Minuten angetestet, da waren zum einen die neue Hauptheldin Genevieve Seymour dabei und in der "Wiki" auch mehrere neue Helden zu sehen. Habe die jetzt aber nicht durchgezählt.
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@Aschrakor
Nein, da kann man nicht von ausgehen. Das Limbic Sub-Forum ist auf Stand (1.8) und LE_K hat gerade eben zu diversen Sachen geantwortet. -
Patch 1.8. ist da , hier die Patchnotes :
Content
- [Implemented] The Lost Tales of Axeoth: Every Dog Has His Day.
General
- [Fixed] If a magic guild is prebuilt in a town, the player can`t set its specialization.
- [Fixed] Pathfinding ability and Pathfinder specialization.
- [Fixed] In some campaigns, players can get stuck when spamming ESC during scripted scenes.
- [Fixed] Warcry abilities would not upgrade the icon frame of the corresponding warcry in the spellbook.
- [Fixed] Unresolved text placeholder in the tooltips of the Onslaught ability and the upgraded Engage warcry.
- [Fixed] Display of pink border showing on Necropolis town screen with certain graphic settings.
- [Fixed] Skull Ring effect.
Gameplay
- [Implemented] Pending Caravans now show up in the recruitment window until they depart at the end of your turn.
- [Implemented] Altars and Seals now show up on the minimap.
- [Implemented] Caravans arrived at a Fort but not unloaded, can now be accessed and unloaded manually.
- [Improved] The random Skilling Popup has been overhauled.
AI
- Added Wait action to the Combat AI
- Added Caravan handling for the Adventure AI - the AI will now try (if available) to supply their main fighting heroes with a caravan-based supply chain
- Adjusted AI scoring for the Adventure AI - it now tries to be more proactive about gathering pickups and generally also engaging the player in combat more
- Adjusted AI money management for the Adventure AI - reprioritised the order in which AI purchases buildings/heroes/units
- Adventure AI now uses Forts and external Dwellings more readily
- Fixed smaller numerous bugs with AI scoring
Multi-player- [Fixed] A bug where the game would go out of synch when deploying more then 7 stacks in combat [Fixed] A visual bug where the resource income would be incorrectly displayed.
- [Fixed] A bug where the hero got deselected at the start of a new turn.
- [Fixed] A bug where the game gets stuck when the AI attacked an empty town.
- [Fixed] A bug where the player could multiply creature stacks under certain conditions when using auto merge button in town.
- [Fixed] A bug that caused a game crash sometimes when pressing "spectate" after losing a game.
- [Fixed] A bug that caused the game to go Out of synch sometimes when a hero died.
- [Fixed] A bug where the language of the AI player was incorrectly displayed.
- [Fixed] A visual bug where the camera clipped through the healing tent.
- [Fixed] A visual that caused the town screen to shake.
- [Fixed] A bug where the game gets stuck when pressing auto combat shortly before the victory animation.
- [Improved] Made Duel Multiplayer sessions more stable.
- [Implemented] You are now no longer able to join session for which you don't have the map downloaded.
Level Design
- Stronghold Map 2
- [Fixed] An issue that players could teleport to town before fighting Jengo in the Ritual Fight.
- [Fixed] An issues with Cutscenes preventing the player from ending his turn while running.
- Stronghold Map 3
- [Fixed] An issue that AI does not want to go through the portal, and therefore leading to the player not being able to end the map.
- Dungeon Map 2
- [Fixed] An issue that led the player to be stuck when spamming ESC during a Cutscene.
- Dungeon Map 3
- [Fixed] An issue with the quest 'The price of Friendship' not being completed as the player is unable to reach the quest objective.
- Scenario Timber Wars
- [Fixed] An issue that triggered the defeat under wrong condition.
Editor
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Object Properties
- [Fixed] Capped Fog of War revealing radius properties to 300 to avoid crashes in the game.
- [Fixed] Properties were only saved when the map was saved as well for Towns, Forts, Garrisons and Hero Armies.
- [Fixed] Clicking on the Landscape does not open an empty window anymore.
- [Fixed] Changes are not saved when closing the Property Window
- [Fixed] Scroll feature from numeric box, to avoid that values are accidentally changed when scrolling through the Property Window.
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Dragon Utopia/Elemental Forge Properties
- [Fixed] Editor crashes on removing Reward Item.
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Merchant Properties
- [Fixed] Editor crashes after deleting a 'RewardData' from Merchant building properties
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Magic Menagerie/Elemental Conflux Properties
- [Fixed] "Allowed Factions for Recruitment" option.
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Battle Site properties
- [Implemtented] Options to define Resources and specific Artefacts as rewards.
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Hero Properties
- [Fixed] A crash when assigning a hero to a creature army with an unset warfare unit.
- [Implemented] Increased level cap from 30 to 999.
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Town Properties
- [Fixed] No Scroll Bar present in the general tab.
- [Fixed] The Govenor and the Garrision could not be removed once assigned.
- [Implemented] A Tooltip when the Govenor list is empty, explaining that hero armies from the player need to be present on the map.
- [Implemented] Sculpt Ground option.
- [Implemented] Moved Garrison to its own tab.
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Fort Properties
- [Implemented] Local Guard Tab.
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Map Properties
- [Fixed] Custom player names not correctly displayed. If your map is affected, you need to open the Map Properties, click OK and then save the map.
- [Fixed] The Editor crashes if the underground layer is destroyed on the auto-save pop-up.
- [Implemented] Increased level cap from 30 to 999.
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Chest Properties
- [Removed] 'ResourceAmounts' option.
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AI settings
- [Implemented] AI tab to Town Properties.
- [Implemented] AI ignore setting to Armies and Buildings.
- [Implemented] AI border control setting to Armies.
- [Implemented] AI stay in Area of Control setting to Armies.
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Script Editor
- [Fixed] Debug text is displayed on using the action 'Add/Remove/Set Hero EXP' in the map to subtract hero EXP.
- [Fixed] Script Editor does not save if the map name contains spaces
- [Fixed] Speaker and Position properties are disabled when creating new dialogue lines
- [Fixed] Empty Hero list in 'Hero touches Cell Trigger' action.
- [Implemented] Custom Heroes into Script Editor Hero list.
- [Implemented] Added proper councillor names to the SpeakerType selection of dialogue lines.
- [Implemented] Increased level cap from 30 to 999 in "Hero reached level" action.
- [Improved] Renamed actions "Win/Lose Map" to "Win/Lose Game" and moved them from the "Quest" category to the "Game" category to make them easier to find.
- [Improved] Renamed action "Cell Event" to "Hero touches Cell Trigger" to make its function and connection to the Cell Triggers placed on the map more obvious.
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Unreal Editor
- [Fixed] Editor cannot be launched after switching Renderer to DirectX 11.
- [Fixed] Editor crashes after selecting 'Replace SkeletalMeshActors' from Unreal Editor.
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Campaign Editor
- [Fixed] Editor crashes after following certain steps and saving the campaign from the campaign tool.
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Layer Tools
- [Fixed] Selected combat map name doesn't save after the user hits create.
- [Fixed] Area of Control, Combat Map Areas and Passability do not open in Layertool when user accesses them from Menu Bar.
- [Fixed] Improper appearance of Academy Bridge observed when used in the map.
- [Fixed] Improper appearance of Cartrographer and Fortune Teller when the user drags these buildings onto the map.
- [Improved] Moved Town/Fort Connection Label to the top.
Audio
- [Fixed] Battle Sites "Elemental Forge" and "Dragon Utopia" do not have any combat music when encountered
- [Fixed] loss of background music after returning from a Battle Site combat
- [Fixed] that combat map specific ambient sounds do not play if music is muted in the options
- [Fixed] that combat map specific ambient sounds continued to play on the adventure map after battle
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Moin !
Aus aktuellem Anlass wollte ich hier noch mal meinen Senf zugeben. Mir ist letzte Woche mein 7 Jahre alter Laptop abgeraucht und dank Steuerrückzahlung war ein neuer drin. Da ich nicht alleine den Haushalt verwalte, war das Budget begrenzt, ein fettes Gamingnotebook für mehr als 950€ also nicht drin.
Geworden ist es ein Acer Aspire V17 Nitro (VN7-792G-55SF)
Intel i5-6300HQ
NVIDIA GeForce 945M mit 2GB VRAM
8 GB DDR4 Memory
8GB SSD + 1000GB Hybrid HD
17 Zoll Diagonale
... und was soll ich sagen ? H7 läuft flüssig auf höchsten Einstellungen !! (Trotz der "mittelmäßigen" Grafikkarte)
Gruß Eicke -
Moin !
Es gibt einen neuen Global-Mod von "Acid Dragon" von acidcave.net. :
Zitat von Acid Dragon
What is it?AC Mod (Alternative Creatures Mod) is an unofficial and global (map independent) gameplay mod for Heroes VII. Its goal is to align each faction with two more alternative creatures, which until now were neutral, and allow them to be recruitable in towns.
Alternative creatures have no upgrades (with the exception of Griffins), but in general they are stronger than unupgraded standard creatures of their
factions and sometimes they are even stronger than the upgraded ones. In exchange for them "being better", their special abilities and/or higher
growth, their dwellings are often more expensive.What creatures?
Cavalier or LightElemental
Griffins deal less damage than the Wolves, but are faster and can fly, which gives them a tactical edge - especially during sieges. They also have higher base growth.Light Elementals (also known as Blazing Glories) are better than Cavaliers and Cuirassiers almost in every aspect - if you can afford their demand for resources.Academy:
Golem or ShantiriGolemRakshasa or AirElemental
Shantiri Golems are a different version of Sandstone Golems. They have less defense and deal somewhat less damage, but they have a stronger attack, more initiative and an extra ability. Aside from that they also have a higher growth.
Air Elementals are Academy's tactical option. They lack Rakshasas' no retaliation ability, but instead they have a huge initiative and a far movement range, which often allows them to attack in the very first round and lets the hero cast the first spell. And instead of a sweep attack they can fly and return to their starting position after attacking.Necropolis:
Lamasu or Juggernaut
Vampire or Lilim
Juggernauts are an offensive alternative to Lamasus. Thanks to their charge ability they deal more damage, they are faster and have a higher growth, but they also have a lower defense and a lot less hit points. There are more of them, but they will also die more often.
Lilim stats are somewhere between Vampires and Vampire Lords. In theory they deal less damage, but they have a ranged attack and an area blast, which greatly improves their efficiency. If your army already has a strong hand-to-hand attack then Necropolis may make use of a second shooter.
Note: In this mod Lilim deal increased damage (from 12-15 to 15-22) and have a higher cost (from 1280 to 1700 gold).Mermaids are a defensive option. They have less attack and deal slightly less damage then Centaur Marauders, but have a higher defense and more hit points. Also instead of tactical maneuvers they can attack with an area blast which may multiply their damage.
Efreeti deal less damage than Basilisk Lancers, but compensate with more attack and hit points. They are also faster and can fly, which makes them especially useful during sieges.Sylvan:
BladeDancer or WhiteTiger
MoonDoe or EarthElemental
White Tigers' stats place them between Blade Dancers and Masters. However they deal more damage and can run further in exchange for a higher price. Tactically they exchange Blade Masters' area attack for a preemptive strike.
Earth Elementals are a "tank" option. In exchange for a lot less initiative, movement and attack we gain a huge amount of hit points, even 50% more damage and a higher defense. All this however costs a lot more and requires a steady flow of Shadowsteel.
Note: In this mod Earth Elementals have fewer hit points (from 230 to 200).Dungeon:
Assassin or ShadowPanthe
rMinotaur or DarknessElemental
12 Shadow Panthers will deal more-or-less the same amount of damage as 20 Shades. A Panther squad will, however, have an advantage in almost every other stat. Then again, they will not have a chance to deal additional damage like Assassins and Shades do.
Darkness Elementals are somewhat similar to Minotaur Guards - same attack, defense, damage, hit points and no retaliation ability. The difference is that instead of a preemptive strike they can fly, are faster and move further. Although - unlike Minotaurs - they don't have to be upgraded, they have a significantly higher resource cost.Why Demons in Necropolis?
Because Heroes 4. Also - there are no additional undead creatures in the game.
Why Efreeti in Stronghold?
Becauseonly they were left. Besides, they are something of a flawed wizardexperiment with chaos magic - just like Goblins and Cyclopes.
Can I uninstall the mod if I don't like it?
Yes,the mod doesn't overwrite any game files. It can be uninstalled through Windows Control Panel (Programs and functions -> Might & Magic Heroes VII - Uninstall Alternative Creatures)
Does it contain new buildings?
Technically yes, graphically no. The mod uses existing building graphics with ifferent names (alike some official campaign maps). If anyone feels like creating new building graphics or modify existing ones then please shout out loud. You will, however, see new positions in the town trees -
new building names with their own costs.Which languages are supported?
English and Polish. I can help you translate the mod to your language - contact me.
Who did this?
I did, Acid Dragon. Contact: PM (for Acid Cave members), acidcave@o2.pl
Da sieht man mal, zu was der Editor alles fähig ist .HIER gibts dazu die aktuelle Diskussion in der HC
Gruß Eicke
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Moin !
Mit dem Patch 1.8 kam wie versprochen der zweite Teil der kostenlosen Bonuskampagne :
The Lost Tales of Axeoth: Every Dog Has His Day now available!04/14/2016
Join the epic quest
of Dogwoggle, an unfamiliar hero willing to save the world of Axeoth
from destruction…“At the height of his career, Dogwoggle was one of King Kilgor's barbarian generals, but he soon learned that Kilgor was quite mad and leading the world of Enroth toward destruction.
Having managed to flee to Axeoth, Dogwoggle now finds himself hunted by his former allies.
As it turns out, Dogwoggle might be slightly responsible for the end of the old world…"
Now available free of charge for all Might & Magic Heroes VII players, discover the second episode of The Tales of Axeoth: Every Dog Has His Day![Blockierte Grafik: https://ubistatic-a.akamaihd.net/0004/prod/images/160414_LT2/Art_Small.jpg]
Return to the lands of Iranese with three new maps, and complete
the Lost Tales of Axeoth adventure written by Heroes IV’s legendary
storyteller, Terry B. Ray. Some iconic characters from the franchise will be joining you on your journey![Blockierte Grafik: https://ubistatic-a.akamaihd.net/0004/prod/images/160414_LT2/DragonUtopia_Small.jpg]
[Blockierte Grafik: https://ubistatic-a.akamaihd.net/0004/prod/images/160414_LT2/Heropedia_Small.jpg][Blockierte Grafik: https://ubistatic-a.akamaihd.net/0004/prod/images/160414_LT2/Lava_Lands_Small.jpg]
[Blockierte Grafik: https://ubistatic-a.akamaihd.net/0004/prod/images/160414_LT2//Wastelands_Small.jpg]
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Moin !
Patch 1.8 ist draussen und hat anscheinend die KI verbessert :AI
Added Wait action to the Combat AI
Added Caravan handling for the Adventure AI - the AI will now try to supply their main fighting heroes with a caravan-based supply chain
Adjusted AI scoring for the Adventure AI - it now tries to be more proactive about gathering pickups and generally also engaging the player in combat more
Adjusted AI money management for the Adventure AI - reprioritised the order in which AI purchases buildings/heroes/units
* Added AI now uses Forts and external Dwellings more readily
* Fixed smaller numerous bugs with AI scoringUnd ? Hat das was (spürbares) gebracht ?
Ich komme erst am WE zum daddeln... -
... läuft.
Ich mach dieses Thema mal zu ...