Beiträge von Eicke

    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 ...

    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 8):thumbup:

    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

    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 ?

    Moin !


    Ich glaube du meinst die neuen Helden der Bonus Kampagne "The Lost Tales Of Axeoth" ?!


    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.

    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

    • 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.


    • Dragon Utopia/Elemental Forge Properties


      • [Fixed] Editor crashes on removing Reward Item.


    • Merchant Properties


      • [Fixed] Editor crashes after deleting a 'RewardData' from Merchant building properties


    • Magic Menagerie/Elemental Conflux Properties


      • [Fixed] "Allowed Factions for Recruitment" option.


    • Battle Site properties


      • [Implemtented] Options to define Resources and specific Artefacts as rewards.


    • 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.


    • 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.


    • Fort Properties


      • [Implemented] Local Guard Tab.


    • 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.


    • Chest Properties


      • [Removed] 'ResourceAmounts' option.


    • 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.


    • 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.


    • Unreal Editor


      • [Fixed] Editor cannot be launched after switching Renderer to DirectX 11.
      • [Fixed] Editor crashes after selecting 'Replace SkeletalMeshActors' from Unreal Editor.


    • Campaign Editor


      • [Fixed] Editor crashes after following certain steps and saving the campaign from the campaign tool.


    • 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

    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. :




    Da sieht man mal, zu was der Editor alles fähig ist .


    HIER gibts dazu die aktuelle Diskussion in der HC


    Gruß Eicke

    Moin !


    Mit dem Patch 1.8 kam wie versprochen der zweite Teil der kostenlosen Bonuskampagne :




    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]
    [/quote]

    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 scoring


    Und ? Hat das was (spürbares) gebracht ?
    Ich komme erst am WE zum daddeln...