As a huge fan of the Heroes of Might and Magic franchise (when held by NWC; in my opinion, Ubisoft wrecked the series) and a fan of Medieval II Total War-not to mention a skillful player of both, which is also in my humble opinion-it’s only natural that sooner or later the idea of merging the two manifests. In order for this idea to be fully manifest and to my increasingly improbable standards, there are some tricky obstacles to be overcome… Here begin the questions:
1. The hardcoded limit to cultures is seven. Is it impossible to change this limit without the source code (and whatever else is required) or are there “theoretical” loopholes or bypasses to this rule (no matter how tenuous the loophole may be; I’m desperate and knowledge of the possibilities in this area will alter my whole design scheme).
2. In Heroes there are special buildings on the campaign map (each type of building has its own unique model) that a hero may visit. These buildings provide certain benefits to the hero when visited (extra morale for the hero’s troops in the next battle; paying gold (or florins in TW) to receive extra troop stacks immediately; etc.). The effects of these buildings can be easily implemented into the game. My question is whether or not the buildings themselves can appear on a campaign map. Am I correct in thinking if they can appear on the campaign map they can also appear on the battle map if the model for it is present?
3. In Heroes, multiple resources are used for troop recruitment and building construction. In MII: TW there are many ways to mimic this effect, but I want to duplicate it. Is it possible to create multiple resources similar to florins and that are required for recruitment and construction? An example would be a large wall costing 150 gold (florins), 25 ore and 25 wood; without meeting and paying all of the resource prerequisites the wall cannot begin to be constructed.
4. Flying units… Where to begin? I know they’re possible, but what are the limitations? I would be fairly happy with a unit that flew to its target destination then grounded itself (that’s how the developers of Heroes of Might and Magic solved this problem as well; seeing as how none of the flying creatures have long-ranged breath weapons or ranged attacks, this might just be the best way to go about them). Maybe the creatures will be able to maintain flight to avoid melee, but to attack they’ll have to land. But in contrast there are fly-by attacks and dives… And rather large dragon corpses falling out of the sky and crushing the units they land on. Hmm…
5. The magic system. Some spells should be relatively easy to integrate while others will be damn near unachievable. Same goes for the heroes’ primary skills (attack, defense, spellpower and wisdom) if I choose to integrate them. Any suggestions are more than welcome.
6. I want to make the “heroes” (generals) outfitted with an experience-to-get-next-level & next-level-grants-benefits-based-on-class and, in general, to see different “hero classes” prancing about the map (a level 10 Knight, level 18 Ranger, etc.). The text part is possible, but is the meat of this idea even remotely possible?
7. I know that for every model there’s an array of body parts, body features, etc. to choose from. Can someone please explain this process in brief to me? Can I have a base creature (say an ape without any fur and a discolored, rockesque skin texture; Behemoth) and then have an array of possibilities that add gray hair in some areas, white hair in others, mottled gray and a decayed, tinged yellow in others hairs, with some battle-models having a full body mixture of one color of hair, other models having a full body of multiple colors of hair and some having no hair to expose their craggy skin?
8. By having its armor upgraded does the battle-model of a unit change? Does anything else change, excluding the armor value of course?
This here bit isn’t really like the above questions, but rather the opinions of those intrigued so far: what would you (Heroes’ fans) like to see in this game? The plan is to make the mod cover Heroes I, II & III and I’m pretty adamantine about this. This mod will not be a total conversion from Medieval II: Total War to Heroes of Might & Magic (Just as well play Might & Magic, then), but will instead combine the features of the two (the graphics, trait system, hardcode, etc. of MII: TW; the history and factions/creatures/cultures, etc. of Heroes). Also, this mod will combine the desirable features of each Heroes game into a whole (the “specialties” of Heroes III, secondary skills of Heroes II and III, etc.).
I’ve been toying with multiple ideas for a while now. Combining all of the “cultures” (Heroes I and II: Knight, Wizard, Sorceress, Barbarian, etc.; Heroes III: Castle (Knight), Stronghold (Barbarian), etc.) into a single culture. The problems here (especially to any Heroes fan) are apparent: the unifying of the Heroes games conflicting with one another. I assure that such problems will be dealt with satisfactorily (satisfactorily for myself and hopefully for the majority of players). An example of such is Heroes I, II and III all conflicting with each other: in Heroes I the best troop the “Knight” culture can field is the Paladin. In Heroes II the same is true, except for a higher-tiered (upgraded) instance of the Paladin exists, that being the Crusader. In Heroes III, the Paladin isn’t in the game at all; the Crusader is, but is far removed from even being among the Knight’s best units. Instead, we now have the Crusader being the upgrade of the Swordsman. My solution is to once more place the Paladin and Crusader in the Knight’s elite (a decision which Heroes IV agrees with) whilst retaining the Swordsman as a unit; all that remains in this example of ours is to reintroduce the Master Swordsman of Heroes II as an upgrade to the Swordsman (didn’t think I’d let the Swordsman be all lonely like, did ya’? Besides, the Crusader of Heroes II is much too kickass to relinquish).
I’ve also been toying around with making the cultures of the continent Erathia dissimilar with their cultural counterparts on Enroth (one reflecting Heroes II and the other Heroes III), which is only possible if the seven cultures hardcode can be worked around. Of note is the Wizard culture: the architecture and rural beauty of the Wizards of Heroes II is, at least to me, far more appealing than the snow-clime Wizards of Heroes III, though I’d love to use both. However, if push comes to shove, I’ll have to omit something somewhere down the road. The Heroes III Wizard might just get a tough break and a cold shoulder in return for all the battles he’s won for me.![]()
Perhaps of special interest to those older or more diversified players of the Heroes series, I plan on including some content from the original King’s Bounty. The Demon creature has me particularly excited. King’s Bounty also had some excellent heroes (well, technically they were called villains…); trying to think of my favorite villain, but it keeps slipping me. Ah! And I nearly forgot the long lost gnomes. And giants. And so much more that was never in the Heroes series. I’m also willing to draw on some of the elements of Heroes IV, to a minor extent. As for Heroes V… None of that.
Mods to the Heroes games, such as WoG, will be unaccounted for in this mod.
The actual design of this mod will be freeform. Instead of King Ironfist coming out the victor, perhaps Lord Slayer will this time (which could lead to a new vista of possible events not in the Heroes canon). In fact, I intend for the byword of this mod to be freeform (which, coincidently, greatly adds to the replayibility factor). Not all of the events will ever happen in one, two, or even three games, which also dramatically increases the replayibility (especially and only considering the amount of content in Heroes I, II and III; the Wizard’s Font of Heroes II The Price of Loyalty is a premier example, only occurring every thousand years or so. Perhaps you’ll happen to have a game where that 1,000 years is near, perhaps you won’t.). Constant throughout every game session will be the Great Artifact (a generic term and not an actual artifact). This Artifact provides its wielder with unfathomable benefits. Its location can be discerned by visiting obelisks and uncovering the “puzzle map” one piece at a time. The Great Artifact will differ from game to game: in one game it could be the Sceptre of Order; in the Next it could be the Holy Grail. Only one Great Artifact can be in any one game, which will also modify possible missions: you can’t be given a quest to rescue the Grail from the defilements of its undead exhumers if it is instead the Sceptre of Order that is the Great Artifact for this game instance. The possibilities are many and will hopefully delight fans and casual players alike, much as the original Heroes of Might & Magic did.
Now, down to the gritty reality of it all. I have next to no experience in modding MII: TW. I have sufficient experience in modding several other games, however, and am reasonably competent with computers in general (not skilled or expert, average or poor; reasonably competent). I’m very avid to begin learning how to modify MII: TW, but at this stage, the barebones theorizing, brainstorming, organizing and conceptual development, all learning to mod MII: TW will do is make me realize how difficult implementing such and such could be and, frankly, limit creative vision. I’m not really looking for a team at this stage either; merely asking for the opinions and creative input of those interested in this project and for answers to the questions I posted. I do have a life outside of gaming and, in general, the internet and so make no guarantees of delivery and definitely no release dates. In short, “It might be done when it might be done.” A far cry from unconditional optimism, huh? Before even beginning to gather a team I feel that I myself have to get more than comfortable with modding MII: TW and so, short of conception, this mod could be quite away off. If you’re beyond-a-doubt interested in joining the to-be mod-team then pm me with you vision of what this mod should be and the direction(s) it should take, what you would like to work on/specialize in, and examples of your work. You’ll be considered when the time is right (if you’re still interested, that is). I have no experience in graphics, modeling, skinning or animation (at least not very applicable experience) and so individuals skilled in the above, as in most any mod, will be received more warmly. Finally, don’t forget the primary purpose of this thread: the answers and opinions of the knowledgeable and the fans, respectively. Especially the fans: let’s get these thought processes a-rolling’! Any and all of your thoughts are more than appreciated, though I may dismiss some after the fashion of a perhaps overly dedicated fan.![]()




Reply With Quote










