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Tournament of Might and Magic, v1.37

Submitted by biridius
This bundle is marked as approved. It works and satisfies the submission rules.
* Players: 1
* Genre: minigame
* Version: 1.37 ENG, unprotected
* Game version: 1.24+


This map emulates turn-based combat like in HoMM5. I made it a few years ago, but only recently translated it to English and fixed some small things.

Features:
- functional AI
- Turn based combat with Initiative scale showing turn order
- Action camera
- you may re-arrange your army, skills and item choices between battles

How to play
1. Double click to pick a race
2. Choose skills. You start with 3 skill points, +1 after each battle.
Use the button with two swords to continue, or cancel button to reset skills and rearrange skill points.
3. Choose troops. You get points for troops after each battle. Clicking on a unit once hires a growth, for example, 22 Gnolls at once. You can rearrange these points between battles.
4. Choose items, you start with 4 item points +1 for each battle
5. Deploy your army. You can split stacks by pressing R. Press Z when ready.

Credits for models (spell effects, dwarf units):
- Tranquil
- WILL THE ALMIGHTY
- Urkdrengi
- Amaruak
- Vermillion Edict
Contents

ToMM v1.37 Eng (Map)

Reviews
deepstrasz
Changes made, Approved. By the way, the enemy has the same colour as you now if you choose another than the default one. You should make it so that if you right click the action/spell cancels not executes. Melee heroes still fly and overlap the...
  1. noob

    noob

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    A bunch of the preview screenshots are duplicated: at least all the ones with icons on the ground
     
  2. biridius

    biridius

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    Right thanks for noticing. I tried to press "add media gallery" when posting, and when I got back it seemed the screenshots disappeared, so I've uploaded them again.
     
  3. Jamir

    Jamir

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    Hi. Is this compatible with 1.31? The game seems to constantly crash by the time the AI has finished deploying its units.
     
  4. biridius

    biridius

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    I guess it's not. Well I've seen a lot of people complain about 1.31 anyway.
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    Be sure to credit everyone: Resources in Use by ToMM v1.29 Eng | HIVE and those from other sites.
    This is not an RPG, it's Strategy/Risk. Please replace the tag.

    1. You should explain the the quest log or somewhere in the game what stuff means: morale, luck and others which are not that intuitive.
    2. Why can't I select the revenant, tuskarr and magnataur?
    3. How could I move the units without splitting them on the battlefield before starting? Tried starting another battle after restarting the game with other heroes and the game just went exitus.
    4. You could/should make it PvP too for at least 1v1.

    Well, tried it on 1.30.4, started the battle. It crashed after some lightning (on the screen it said something about haste).
    Seems to have good potential, a King's Bounty/HoM&M type of game. However, until it works without crashing, it's null. We don't approve maps that only work on certain game versions.

    Awaiting Update.



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  6. biridius

    biridius

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    Thanks for the review and the bug reports.
    I made this map years ago and it seemed to work fine on 1.29. Will try to rework some old awful code and improve performance 'cause I don't want it to just end up resting for all eternity somewhere in my folders. For now whoever has old wc3 can play this. I'm also planning to add alternative units for all of the races. PvP is out of question as it'd take a complete rewrite and it's hard to find players.

    Morale and all this other crap are exactly the same as in Heroes of Might and Magic 5, most spells and skills are from there too.
    Explaining it in a quest log is pointless as no one ever reads anything, but here we go:

    - Luck: a chance to deal double damage, 10% per luck point.
    - Damage: how much damage one creature in the unit does. E.g. a footman does 1-3, so 20 footmen do 20-60.
    - Health: per creature. If a unit of 9 hp footmen takes 100 damage, it kills 11 footmen in the unit and hurts another one for 1 hp.
    - Attack/Defence: the difference increases/decreases damage by about 5% per point of difference. E.g. if a grunt with 5 attack hits a footman with 10 defence he does 25% less damage. The formula is non-linear, so a 20 points higher defence does not make you invincible, it only reduces damage by 58%.
    - Initiative: all units start the game with a random spread of 0 to 10% on the initiative scale (so it's not always fixed who goes first), and run through it in circles with their initiative. whoever gets to 100% first gets a turn. A unit with initiative 12 will get 50% more turns than a unit with initiative 8, so will sometimes get two turns.
    - Morale: a chance that troops will be "eager to fight" so their next turn comes 2 times faster. Undead and other non-living things don't have that.
    - Speed: how many squares a unit can walk in a turn. A diagonal move counts as 1.4 squares.
    - Ranged units have limited ammunition, and may not fire if there is an enemy unit in a square next to them.
    - All this techical stuff is not important to know, there's a scale showing turn order, and a hint how much damage you can do when dragging the mouse over enemy units.

    The haste thing is the AI buffing its army to get more initiative, there are different opponents using different spells. Some summon and resurrect their stuff, others debuff your army, others buff themselves, and some prefer straight fireballs and lightnings.

    Units in the army are locked until certain levels, so at first you can only have the first two.
     
    Last edited: Jun 7, 2019
  7. deepstrasz

    deepstrasz

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    Well, basically you could just copy the triggers for every player.
    That's like saying it's pointless for games to have tutorials or any explanations. So, I'm just going to skip this ignorant list.

    Just also try making it work on 1.30.4. If it does, then I'm pretty certain it'll work on future patches as well.
     
  8. biridius

    biridius

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    Let's just say it's not as simple as copying triggers lol.

    I have no idea why it doesn't work on the new patch and how the hell casting haste has anything to do with it. It just creates a special effect and changes a couple array variables.
     
  9. deepstrasz

    deepstrasz

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    I don't know exactly what causes the issue. You'll have to debug that yourself on 1.30.4 with game text after certain triggers or how you know to do it.
     
  10. biridius

    biridius

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    Forgot to mention, you need to press R again to disable the split mode once you are done splitting.

    Added some quests with the technical info I posted before, and unit ability descriptions.
    Tried to optimise pathfinding so it would may be stop crashing on the new patch (my old code is horrible).

    Please tell me if it works.
     
    Last edited: Jun 8, 2019
  11. deepstrasz

    deepstrasz

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    It works!

    What about letting the player at least change colour if you're not able or wanting to make PvP?

    Amazing how you made the units face the cursor.

    1. No melee combat sounds (hit, swing etc.)?
    2. The camera sometimes maybe it shouldn't be so close so you could see melee units better hitting each other. Also, maybe some more camera angles?
    3. Hero attacking units looks weird. I suggest giving them 522 movement speed, collision off instead of making it look like a projectile face sitting the target.
    4. Not all heroes have glow. Either choose other models be them from the game or custom or just use this: How to add Hero Glow without Modeling
    5. Would be neat if you could split equally or even choose the number.

    Really good stuff. You could turn this into an actual HoM&M experience with castles, mines and all that.

    Sadly, when the murloc attacked my centaur archer, the game instantly closed.


    EDIT:
    Played with the night elves vs night elves, Dark Ranger and vs the Renegade Wizard, vs bandits. All worked fine.
    Problem is that Huntress are uncomparable to those Revenants which are at least two times more powerful.
    Seems like the AI is usually more powerful later on. Or at least some racial units are stronger than others since I had little problems fighting the centaur afterwards. Got a crash when the huntress attacked a centaur archer with bounce effect towards a harpy. When I attacked the harpy to bounce on the centaur archers I didn't get a crash.

    EDIT2:
    I can't save this map with 1.31.1 PTR without getting code errors. Basically, those have to be fixed for the map to work properly, hopefully.
    BiridiusHoM&Mmap.png

    (previous comments: ToMM v1.31 Eng)
     
    Last edited: Jun 9, 2019
  12. YubelHaouJudai

    YubelHaouJudai

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    That's looks like Heroes and Mighty.
     
  13. biridius

    biridius

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    Thanks.

    It seems the centaur's maneuvering ability is the same unoptimised pathfinding algorithm I copied and pasted. It calls ExecuteFunc a lot and unnecessarily. I'll fix some of these things and update it.

    1.31
    - applied the same fix to centaurs maneuvering ability to stop it crashing the game.
    - added hero glow; adjusted hero attacks target position
    - added player color selection; text and initiative scale colors will stay red/blue for now
    - reduced the AI's revenants in number, slightly buffed huntresses
     
    Last edited: Jun 8, 2019
  14. deepstrasz

    deepstrasz

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    Changes made,
    Approved.

    1. By the way, the enemy has the same colour as you now if you choose another than the default one.
    2. You should make it so that if you right click the action/spell cancels not executes.
    3. Melee heroes still fly and overlap the enemy target.
    4. How do you clear the text on the screen to see the battlefield?
    (previous comments: ToMM v1.31 Eng)
     
  15. biridius

    biridius

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    1. weird, on my wc3 the AI is dark green, and becomes red if you choose dark green
    4. click on a square anywhere on the battlefield
     
  16. biridius

    biridius

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    Update 1.33
    - the text for magic mines exploding was untranslated
    - added a button to switch to alternative units, only Death knight, Farseer and Bandit King for now
    - color selection now works properly; enemies have their color randomized between fights

    Death Knight alt units:
    - Skeleton warriors instead of archers: stronger but can't shoot
    - Ghouls instead of zombies: faster and vampiric
    - Fiends instead of banshees: may shoot, inflict Slow
    - Gargoyles instead of necros: may fly, become statues on "Defend" order
    - Statues instead of abos: may shoot, cast Blindness and Implosion
     
    Last edited: Jun 21, 2019
  17. Lenura

    Lenura

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    cool map, if you add in more units and what not over time it'll be great. Maybe have it for 4-8players so you can challenge people for games and what not.
     
  18. biridius

    biridius

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    1.34
    - added more terrain and obstacles on the field
    - now you can choose player color during the game, on the army screen
    - added a delay before the AI's actions
    - the AI shouldn't sacrifice fast units as much as it did
    - changed a few abilities and stats
    - Archmage now has alternate units
     
  19. biridius

    biridius

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    1.35
    - 10 new perks
    -- "Brutal blow" for Offence, improving hero attack
    -- "Brace yourselves" for Defence, allowing the hero to give troops the "Defend" order bonus
    -- "Inspire" for Leadership, the hero may hasten a unit's turn
    -- "True strike" for Luck, increasing minimum damage
    -- "Eagle eye" for Enlightenment, increasing spell power each time the opponent cast a spell
    -- "Cursed earth" for Dark magic, which damages enemy troops if they don't move
    -- "Sanctuary" for Light magic, increasing spell resistance when casting buffs
    -- "Illusionist" for Summoning, improving Mirror image and Barrier spells
    -- "Wrath of stone" for Chaos magic, allowing earth spells to slow down enemy movement
    -- "Counterspell" for sorcery, allowing to block the next enemy spell
    - Gnoll overseers now have proper abilities
    - archmage has rock golems as alternative to iron golems
    - a couple new tier 1 enemies
    - other small changes and fixes

    Edit: 1.35b quickly fixed a small bug with skills, where choosing the first (old) 3 perks of a skill was impossible, and the new 4th perk was being selected instead of the three
     
    Last edited: Jun 24, 2019