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Heroes of Might & Magic III 20th anniversary

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Dadd

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That looks too different from HoMM3 for the strategies in that game to translate well to HoMM3.
 

Beowulf

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The combat is with rectangles and not hexagons?

Literal unplayable trash. HoMM7/10.
hvihv.png


Also, only three initial factions: Castle, Dungeon and Necropolis. Rampart and Fortress as expansion packs. Tower as Kickstarter exclusive faction.
The huge battlefield is from the Battlefield Expansion, the core game has rectangles, lol

It's not only that the core game has rectangles, it's the fact that the core game has a different battle system, where you just put unit cards on a relatively small board. The mechanics are different.
But gameplay wise it is not a bad solution, as playing tactical battles on this hexagonal battleboard will generate enormous downtime for every player not involved in any given battle.

Nevertheless, I don't think you can translate the game to a board game in keep the spirit of the digital progenitor. There are some decent attempts on fantasy strategy game in a similar spirit, like Runewars or Mage Knight, but that's neither here nor there.
 

InD_ImaginE

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Pathfinder: Wrath
Reading this thread made me reinstall this great game

Im using ERA 2.9.4 + HD-mod 4.208 RC4 + ERA scripts by daemon

Will post some screenies with some fun WoG map mutators
I am never familiar much with Heroes 3 modding. Is this the best setup?
I see that even ERA/WOG has 2.xx and 3.xx, any particular reason you use 2.xx?
 

luj1

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I am never familiar much with Heroes 3 modding. Is this the best setup?

It depends on what you mean by best

WoG = most fun imo
HotA = polished vanilla gameplay + active pvp lobby

two very different things. I cant be arsed hero chaining and playing this competetively so I just mess around with mods
see that even ERA/WOG has 2.xx and 3.xx, any particular reason you use 2.xx?

Era is a platform for mods

WoG is a mod, and much older, like from 2004-2005

and yes, Era 3 is out, I just didnt update (for daemons build you have to use his custom updater)
 
Last edited:
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Dadd

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Why do you disagree? How could strategies in that game possibly translate well to HoMM3? Even relatively small changes in strategy games can lead to significant adjustments for optimal strategies.
 

Jason Liang

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Why do you disagree? How could strategies in that game possibly translate well to HoMM3? Even relatively small changes in strategy games can lead to significant adjustments for optimal strategies.
Because I've played it, so I know.
And because if it was not true to HoMM3 it wouldn't have a community that's sustained for 14 years.
 

InD_ImaginE

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Pathfinder: Wrath
I mean from combat perspective it is more probable to be the same.

But from strategic point I see not how could it be emulating HoMM. It's online, time gated, pseudo MMO strategy game like those Game of Thrones web games isn't it?
 

Jason Liang

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I mean from combat perspective it is more probable to be the same.

But from strategic point I see not how could it be emulating HoMM. It's online, time gated, pseudo MMO strategy game like those Game of Thrones web games isn't it?
Yes, its basically HoMM3 battles supporting 1v1, 2v2 and 3v3 battles. The overlayer is just some different MMO stuff with some challenge battles, i.e. you can ambush other players as they are traveling to different regions or improve crafting/ enchanting skills to make magical weapons and armor, etc...
 

Aemar

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Somehow the image gives me the impression whoever created this wanted to represent the unit types as singular units instead of stacks.
 

Aemar

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https://blackscreenrecords.com/products/heroes-of-might-and-magic-iii?variant=39489559625831
DISTRIBUTED TITLE: Gamemusic Records releases a double vinyl album with the music of Heroes of Might & Magic III, the cult classic strategy game. For the very first time in over 20 years, this fan favorite soundtrack will be available as a much anticipated collector’s edition LP (second edition), freshly remastered for the occasion.
Gamemusic records teamed up with Paul Anthony Romero and Rob King, the original creators of this masterpiece, to bring it back to life in a way which does justice to the legacy of both the game and music itself.

Artwork

547D902A96062AFD46673657A9F0D3A853CECE50

9D118A9308C9E95845C20BCAD4805CED68F4981D
magdalena-katanska-hydrab.jpg
magdalena-katanska-griffinnn.jpg

magdalena-katanska-unicornnnnnnnnnnn.jpg

magdalena-katanska-phoenixartstation.jpg

magdalena-katanska-basylisk.jpg
magdalena-katanska-medusa1.jpg
magdalena-katanska-01angel.jpg
magdalena-katanska-02devil.jpg
magdalena-katanska-pegasus9.jpg
magdalena-katanska-fairy-dragon.jpg
magdalena-katanska-centaur2.jpg
magdalena-katanska-lich-final.jpg
 

Caim

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Given how town screens work in HOMM 3 giving it an UE5 32k magnum HD bigger longer and uncut quality image seems a bit... trite.

It'd work great for HOMM 5 though.
 

index.php

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https://heroes3wog.net/horn-of-the-...s-hota-team-continues-to-work-on-the-project/

Horn of the Abyss Factory latest news – HotA team continues to work on the project​

factory_town_screen.png



Post from forum.df2.ru, posted by Lazy/Donko (this is a machine translation from Russian):

The team continues to work on the project. There is no specific release date.
For a long time
there was not a word from the team in my face, I feel the need to fill the information vacuum. Yes, at one point I said that updates before the release, I do not want to write more, but it seems I fell into the same trap in which once got Docent. It’s very hard being on the “graphical” side of development to evaluate progress on completely different things, especially the code. Making a pretty picture is an important task, but far from the only one, and by the hour it’s much easier to make a graphic than to translate an idea into a game on the technical side. At the end of last year I thought that if we decided not to release all third-party content besides the city itself, all the work could be completed with a reasonable speed by the release date of Heroes 3 (March 1), but this is my expectation did not correspond to reality, as well as the framework of the year and a half, which once unofficially called Docent.
factory_castle_heroes.png

Compared to how the development was organized 2 years ago, we have significantly stepped forward. Keeping accurate records of all tasks, even the smallest, and progress on them. For the upcoming release, the count of these individual tasks goes into the hundreds. We had an idea to show the percentage progress on the total number of these tasks, but in the end without specifics it won’t tell the waiting players much and will only give more room for speculation. Completion of a single code task can take a very long time, and 10 graphical tasks like “fix a pixel” will take half an hour, so even the available to us “percentages” of readiness will not reflect the actual situation.
factory_screen.jpg

At the moment the Factory is playable, all abilities and features are implemented and preliminary internal team testing is underway. The only unfinished elements of the city, the Creature Voice and the Mystery Map (puzzle grail map?), are literally being implemented as I write this post. The creation of maps for the campaign continues, the only difference being that now several maps are not only fully drawn, but also tested, having almost reached their final form. But the programmers of the team face a very huge task not only to create something new, but also to test, debug, find bugs and fix them (some seemingly small bug can easily turn out to be a rabbit hole, requiring search and make changes in large amounts of code, which in turn will require more changes and debugging). This is not a quick and very time-consuming phase with a horizon of work that simply cannot be evaluated until each specific problem has been worked on. The player will not even see all of this work in the game, as opposed to graphics, so if someone suddenly thinks that if you can not see, then you can not do, let him remember that then play the game in principle will not come out.
factory_castle.png

In addition, version 1.7 will be a kind of “big clean-up” for HotA. Many of the things in previous versions, which have already been implemented in a roundabout way or through the so-called “crutches” get a new, more correct implementation. And this concerns not only the code, but also the graphics (yes, some removed from the map editor “low-quality” content will return to the game in an updated quality. Yes, I’m talking about including the red tree sets). Even the dock creatures got a new voiceover. I will not estimate how much content besides the Factory itself and its Campaign will be in the release, but I would not expect anything spectacular, the original plan to devote 1.7 is the new city remains in force (the more plans for third-party content is constantly updated and revised). Absolutely everyone in the team is busy, our resources are not idle.
factory_wateland_terrain

I also want to note that despite the extremely low activity of the team members in Vkontakte group, I periodically check all comments under old news postings, as well as in discussions like “questions for developers”. We are grateful to active community members who reply and help people with minor problems and quandaries. In addition to the Vkontakte group I also read the Heroescommunity and Acidcave forums. Even though I don’t write anything, I follow all of you biggrin.gif And some important things that I find on these resources reach the team.

Source:https://forum.df2.ru/index.php?s=00...showtopic=37363&st=3860&p=784708&#entry784708
 

Aemar

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Aug 18, 2018
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Factory faction looks out of place to me even though the M&M setting is known to feature sci-fi elements, something that thus far has been kept out of the HoMM games.
 

Zboj Lamignat

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Joined
Feb 15, 2012
Messages
5,785
I'm not sure how I feel about Factory at this point, but the desert tiles and assets look really cool and fit in seamlessly. Great job there.
 

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