Conquest of Elysium 5

Conquest of Elysium 5

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Heroes3
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25.288 MB
2024 年 7 月 21 日 下午 2:21
2 月 25 日 下午 2:23
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Heroes3

描述
This is my Heroes of Might and Magic 3 mod. My first attempt at modding Conquest of Elysium 5. Hopefully fans of both Heroes of might and magic 3 and Conquest of Elysium will appreciate this. I set out in hope to bring the world of HOMM3 into the world of Elysium and hopefully will keep updating this mod to make it better and better.

All Sprites and audio samples have been taken from HOMM3 and edited with GIMP 2 and Audacity to integrate into CoE5. I have created all the creatures from Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold and Fortress. The Towns themselves also feature as randomly created terrain on map creation. Creatures and their abilities from HOMM3 have been reflected in the world of Elysium.

It is just myself working on this and in my own spare time, so please give me feedback and suggestions in order to improve my mod. Originally I was just going to create this for my personal enjoyment, but decided to upload it and let others (hopefully) enjoy it!

Everything I have done thus far has been a big game of trial and error and still am working hard to learn all the tricks of modding this game.

I would also like to thank the modding community in discussions. Especially Draken who has been very helpful!

Features of this mod include:

- Towns randomly spawn on map creation
- Towns Garrisoned with relative troops
- Nearly 100 unique HOMM3 creatures added
- Unique weapons and terrains
- Creatures abilities reflected from HOMM3
- Ability to control towns and recruit creatures
- Newly added Creature Dwellings
- Creature Dwellings have garrisons and also give unique resources
- Sounds from HOMM3!
- Castle class playable
- Rampart Class playable
- Tower class playable
- Inferno class playable
- Rogues as scouts
- Population day game mechanic

Future Plans Include:
- Conflux and creatures
- Other 'Neutral' HOMM3 Creatures
- HOMM3 Classes
- Artifact
51 条留言
Captain Tofu 10 月 4 日 上午 1:43 
Great idea for a mod and well executed, congrats!
I would have solved the challenges differently. Maybe you can get some inspiration from my approach, maybe not :)
o) The towns can only recruit dwellings, mercenaries and commanders.
o) Dwellings have the recruitment ability, that makes their respective creature recruitable (like vanilla amazons for barbarian class).
o) Dwellings have a ritual to upgrade themselves. Their upgraded version has a ritual to upgrade their respective units. That way you can only locally upgrade and not recruit upgraded versions in other towns without that Dwelling.
o) Only un-upgraded creatures are recruitable. o) Dwellings have regenerate, so that if they are killed in a battle you win, you hopefully retain them. Or if possible the twiceborn mechanic, so they always respawn after victourious battle.
o) You can recruit the un-upgraded creatures from world map dwellings in low numbers. No income form those sites.
forrestomintero 3 月 15 日 下午 4:16 
last random idea, but as a thematic replacement for commanders leveling up in homm, you could throw in a blessing mechanic (the regular el type blessing, not the dark blessing, that would be op) and then make the blessing cost either an outrageous amount of faction resource, a bunch of iron (since iron is the only existing resource that cant be infinitely bootstrapped so you have to choose between more spawners or more blessing) or some additional resource not currently used by any of the races. And if you think that would be too broken, you could make it so the blessing isn't native to the units, and instead is only given to units via spell by the non-mage commanders. (so as they increase their tier, they get increasingly stronger versions of the priest spell that adds temporary blessing to units but only that spell so that their value in combat becomes spamming that spell)
Piggy-no-legs  [作者] 3 月 15 日 上午 1:10 
These are some neat ideas. Thanks. No not annoying at all this is good constructive feedback :steamhappy: I don't know why the basic spawn idea did not cross my mind as it makes alot of sense!
forrestomintero 3 月 14 日 下午 5:46 
sorry, not to keep being annoying, but I was thinking about it, and I think every race should at least be able to build their most basic unit spawner on "plains-like terrain." these are supposed to be their most numerous unit but the requirement to build on farms makes them actually less common than other unit types that require features that are everywhere like forests. (by the time infernos end-game rolls around most of my army is demons, not imps) Additionally it would allow them to ramp up their gold income slowly over time without ruining the weak early game that balances these races. And that ramping gold income never gets too out of hand because all of these spawners are still gated behind iron. Plus the only units you can buy are the first couple unit types anyway, so excess gold doesn't have that much power regardless
forrestomintero 3 月 14 日 下午 4:28 
I appreciate it :) not looking to be overly critical, only provide feedback :) As a last bit of personal preference, it would be really cool to have some kind of unique planar access for each race as an endgame t3 ritual. demons could open a gate to inferno, castle could open a gate to the celestial plane, the elves could open a gate to the primal plane, and the mages could maybe get flying on some of their units to eventually take over the sky, maybe with the ability to make cloud castles thrown in. (or open gates to the elemental planes if you think that's more thematic)
Piggy-no-legs  [作者] 3 月 14 日 上午 8:32 
Thanks for the feedback ! I have rituals in store for the magic commanders which should help with things like resources, But have not got round to putting them in yet. Because its just me working on this and its just a hobby I don't know when I'm going to work on it. It's when I feel like it :popular::cleanhourglass:
forrestomintero 3 月 13 日 下午 11:57 
The lack of meaningful commander upgrades also doesn't help. I'm perfectly fine with one of the commander types being dedicated to creating spawners, but I feel like that should be the non-magical commander type's job, and the mage commander should have access to more utility rituals, and the ability to summon things directly. (which would be plenty thematic with the divide between magical and non-magical homm commanders) The need to ramp up is rough when it's so hard to actually pull together enough resources to survive long enough to ramp up. Plus some races need some real upgrades to their early game units. Especially the ones that require rarer locations like farms (compared to inferno who can just spam the hell out of spawners in forests)
Tonsar 3 月 13 日 上午 6:51 
Does anyone else feel like the early game units are painfully weak? I struggle even to survive until I get to the point I can acquire more units. Also I feel like upgrading the units have little to no change in their strength.
forrestomintero 1 月 19 日 上午 4:15 
master genies dont get spells when they upgrade
forrestomintero 1 月 19 日 上午 3:05 
thank you :)