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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: TWO new mods (or Hero of Light's updates)
Thread: TWO new mods (or Hero of Light's updates) This thread is 2 pages long: 1 2 · NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 07, 2010 07:46 PM
Edited by Hero_Of_Light at 16:16, 05 Dec 2010.

TWO new mods (or Hero of Light's updates)

While working on my new update (Hero_of_Lightmodv2.2) I thought IĘd use the resources from it to make an update for my first mod as well. So, I came up with two new mods in the end.

(IMPORTANT!!! They need a clean WOG to apply. They are two COMPLETELY different mods and canĘt coexist on same installation)
Next, follows a presentation of the features found in each mod.

HERO_OF_LIGHT MOD v1.2

Original Thread: HERE

Download Link: Hero of Light mod v1.2


The main features are:

->   Each town gains a third upgrade for ONE creature with its own abilities (The upgrades are from various levels from one to six) along with the seventh upgrade from WOG.

->   Most neutral creatures are changed (some just their image, some their stats as well) and fully animated (in combat and on the map)

->   8 new artifact combinations (mostly the new WOG artifacts which were too powerful are now combination artifacts)

->   A newer version of Conflux town: New Heroes, a little tweaking on the creatures

->   More than 40 new hero specialties. Most of them are some secondary skills and spells that werenĘt a specialty at all in Heroes Complete or even WOG.







The thing thatĘs new on this update is the fact that it has limited obligatory options. The mod versions 1.0 and 1.1 disabled Commander units and Creature Stack Experience (two major WOG elements thatĘs a shame to waste). After my recent experience with the alternative creatures in HoLmv2.1 I was able to make the changes mentioned above without using Commanders. That would mean that they can be used normally (same goes with ESI, read the readme file in the rar file for more info).

For the Commanders I used mostly JonJĘs work (full credits go to him). I did it because I wanted to use some of the original Commanders as recruitable creatures (namely, the Paladin, Succubus and Shaman).

The new Conflux town has most of the changes and a taste of the new twist from HoLmv2.1:

1) Pixies -> Sprites
2) Burglars OR Rogues
3) Elementalist OR Hippogryphs  
4) Sharpshooter -> Night Prowlers
5) Pirate Queens OR Corsairs
6) Naiad -> Sirens
7)Firebird -> Phoenix

Note that the creatures that are interchangeable have no upgrades. So (one might ask) why should I build the upgraded building If I am going to use the first creature. For instance, If I want to use burglars instead of Rogues, why should I built the upgraded level building? There wouldnĘt be any reason for it. So IĘve made one. By building the upgraded version of the building, not only do you get the interchangeable unit, but you also get a creature growth as well. For instance Burglars growth is 14 (with Castle). So, when you build the upgraded version of the building youĘll be able to recruit Rogues as well AND the new growth will be 18. So youĘll have another reason to built it in the end.

These are most of the changes in this mod (you may find out there are more aspects when playing).
Installation is easy. These instructions are also included on the readme file but here they are again.

INSTALLATION
Extract all files to your Heroes 3 folder (should be something like C:\Program Files\3DO\Heroes Complete)
Replace where necessary
Then run the update (H3wUpd in Heroes folder) and let it install.
Play the Game!

There are a few Wog options that are obligatory and some that are recommended.

The obligatory options are:
1)Neutral Town should be ON
2)Troop stack experience should be ON
And these are recommended:
4)Universal creature upgrades should be ON
5)Extended creature upgrades should be OFF
6)Ban all WOG artifacts (because they are combination artifacts now)
7)Rebalanced hero abilities and anything else concerning heroes should be OFF because they will mix with the changes I've made.

Anyway, hope youĘll enjoy it. I await your responses/comments. There might be a script update in the future (if thatĘs necessary). Before posting for any troubles you might encounter, please read the installation procedure carefully and the original thread that has some suggestions on the matter.

Here is the download link again:
Hero of Light mod v1.2

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 07, 2010 07:51 PM
Edited by Hero_Of_Light at 16:17, 05 Dec 2010.

HERO OF LIGHT MOD 2.2

Original thread: HERE

Download Link: Hero of Light v2.2

This mod has many and various aspects so for those who are not familiar with it, should read the thread above. Here IĘll post just the changes IĘve made for it (which are quite numerous as well).

In a nutshell, this modĘs main feature offers the player a choice amongst some creatures that can be recruited in towns. So here are the new townsĘ lineups:

Castle
1) Pikemen -> Halberdier
2) Crossbowmen -> Marksmen
3) Griffins -> Royal Griffins  
4) Swordsmen -> Crusaders  OR Longbowmen
5) Monks -> Zealots  OR  Paladins
6) Cavalier -> Champions OR Priestesses
7) Angel  -> Archangel



Castle has been changed a bit (In comparison to v2.1). I thought that making the Griffins Interchangeable would be a shame because they are the most usefull 3 level unit. So IĘve made a longbowman unit and changed the other creatures around a bit.

Rampart
1) Pixies-> Sprites
2) Dryad -> Nymph
3) Elves-> Grand Elves
4) Pegasi -> Silver Pegasi  OR Satyrs
5) Dendroid Guards-> Dendroid Soldiers OR Hierophants
6) Unicorn -> War Unicorn
7) Green Dragon  -> Gold Dragon OR Firebirds -> Phoenix
8) Fountain of Fortune will gather Leprechauns each week.





I thought IĘd make another creature interchangeable here (so that the town has one more archer creature). Other than that itĘs the same.

Tower and Inferno is as it was in v2.1





Necropolis
1)Skeleton-> Skeleton Warriors OR Skeleton Magi
2) Walking Dead -> Zombies OR Ghosts
3) Wights-> Wraiths OR Mummies
4) Vampires-> Vampire Lords
5) Lich-> Power Lich
6)Black Knight-> Dread Knight
7)Bone Dragon  -> Ghost Dragon



Necropolis was changed a bit as well. (the changes were also available on the script update so they shouldnĘt be too new to those who have played it). Note that Skeleton magi do not come out of Necromancy skill, so once a skeleton warrior is upgraded to Magi, their numbers wonĘt grow after each battle.

Dungeon
1)Centaur -> Centaur Captains
2) Harpy -> Harpy Hags
3) Evil Eyes->Beholders OR Dwarves
4) Medusa -> Medusa Queens
5) Minotaur-> Minotaur Kings OR Draconians
6)Manticore -> Scorpicore OR Spider Queens
7)Red  -> Black Dragon



Same as Rampart I wanted to add one more interchangeable creature here, so that every town has at least 3 interchangeable creatures. Draconian is a synonym to Brute by the way (so that in a way the CommanderĘs name is preserved-upgraded)

Stronghold and Fortress is left the same as in v2.1





And now its Conflux. It has the most changes.
1) Halflings-> Burglars
2) Outlaws -> Rogues
3) Planeswalkers->Elementalist OR Hippogryphs  
4) Sharpshooter -> Night Prowlers  
5) Voodoo Priestess-> Pirate Queen OR Corsairs (Since this town has a Shipyard and is a Thief town, there are some Pirate creatures as well)
6) Naiad ->  Sirens( Sea creatures as well)
7)Drakeling -> Gorynych OR Valkyries (ValkyriesĘ def has been replaced and its stats been pumped up).



There are some other new features. For instance some building cost have been changed to apply to the new lineups. Also their names have been changed accordingly as well. Each building that offers a new interchangeable creature has now a new name.The concept is that the buildings which have interchangeable creatures are ADDED (and thatĘs why you get two different creatures).



Supporting this new concept is the new Conflux town (I changed the whole town screen). This change is optional (there is an optional wog file) for those who donĘt want to change the original town screen.



There were also some minor aspects changed which will be better shown ingame ( for instance I solved the small erm bug in the beginning of the game, changed some defs around etc).

INSTALLATION
Extract all files to your Heroes 3 folder (should be something like C:\Program Files\3DO\Heroes Complete)
Replace where necessary
Then run the update (H3wUpd in Heroes folder) and let it install.
Play the Game!

There are a few Wog options that are obligatory and some that are recommended.
The obligatory options are:
1)Neutral Town should be ON
2)Commanders should be OFF (Note that they work normally, but I changed their DEFS, so they look different. If you really like the commanders idea you got to deal with that fact).
3)Troop stack experience should be ON (Also here I made the bonuses fixed, which disables the whole idea of Experience stack. That means that Experience stack is on but doesn't work)

And these are recommended:
4)Universal creature upgrades should be ON
5)Extended creature upgrades should be OFF
6)Ban all WOG artifacts (because they are combination artifacts now)
7)Rebalanced hero abilities and anything else concerning heroes should be OFF because they will mix with the changes I've made.

So, anyway here is the link again:

Hero of Light v2.2

There will be a script update (If necessary). I await your feedback and comments. Before posting for any troubles you might encounter, please read the installation procedure carefully and the original thread that includes some suggestions on the matter.


PS: Note that I am currently working on a new mod (v3.0) that will have elements from both mods (1 + 2 equals 3 doesnĘt it?). So stay tuned for more. IĘll open up a new thread with some teasers on the progress IĘve made. SOON...


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Ayreon
Ayreon


Famous Hero
posted October 07, 2010 08:40 PM

Great!!!
One question about 2.2: have the Ghosts been that much weakened to allow them become 2nd levels? I thought they were pretty cool as an alternative for the Dread Knights.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 07, 2010 09:37 PM
Edited by Hero_Of_Light at 11:48, 10 Oct 2010.

Yes. They actually became a liability, because they are easily destroyed and on the other hand their numbers grow very slowly. It actually makes Zombies look a good option too (which was my intention in the first place).

In fact, concerning the Dread Knights... The Ghosts (with the stats given in v2.1) were too powerful and their numbers were increasing rapidly. Starting with only 2 Ghosts and attacking a horde of Gremlins for instance would give you 18 in the end. Then you would have 50, then 100... In a month you could have zounds of them, which is much stronger than a pack of Dread Knights... Furthermore, the AI player didn't use this ability at all, and always had a small group of Ghosts. This was a bug.

I think making them level 2 was a better idea...

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ChaosHydra
ChaosHydra


Famous Hero
posted October 10, 2010 11:08 PM

How do you uninstall it? And do the "new creatures" also have their own unique abilities?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 10, 2010 11:20 PM

There is a walkthrough both in the readme file and this thread. If you encounter difficulties PLEASE (pretty please with sugar on top) read the posts from here and the original threads CAREFULLY before posting your problems... The installation is very easy...

As for the creatures... I don't know to which mod you are referring to but the answer is YES anyways, there are a few new creature abilities installed in both mods.  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2010 12:48 AM
Edited by Salamandre at 01:00, 12 Oct 2010.

That's all I could find as mechanical models. Tell me if you want one of them. The trebuchet will be a hard thing to resize because it is big only when shoot, and on all sides. If resized, it will look ridiculously small in standing position. But the actual size screws the animations (I don't have a clue why they added all those hardcoded things which checks for angles and sizes. It fits well in the 450x400 but in game, it does not go well)





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Era II mods and utilities

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ChaosHydra
ChaosHydra


Famous Hero
posted October 12, 2010 12:06 PM

Reminds me of the Age of Empires war machines

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 12, 2010 12:35 PM

Well, the first one has potential...


As I told you before, I like animations that fit more to Heroes 3 original animations... The first one fits somehow... But its still a Catapult and there is already one in the game so...

I'll extract the frames from the Trebuchet and try resizing some parts, maybe that will work. It doesn't matter how large it is on the sides. Its the fact that when it shoots the missile is way too lower than the animation and so it crashes.

If it doesn't work then maybe I'll use the first catapult you posted here as an Onager or Mangonel.

I actually could use a nice cannon def, but cannons were introduced in the later middle ages... I would prefer it to be a Trebuchet.  

As for the Arbalest I don't think I'll be needing one from other games. I like this better (made it with my own hands )



The suit it wears matches the Castle one and so it fits nicely:



But any way this will be in my mod v3.0 that I am working on. I'll open up a new thread for this kind of discussion when I have more to share...

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LightAngels
LightAngels

Tavern Dweller
posted October 13, 2010 10:32 PM

Ah, sr but i can't get it to work

I updated successfully and tried to play the custom map and nothing changed.....

After that i try your tutorial map, and it occurs a bunch of errors "Could not load mask file......."
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 14, 2010 12:24 AM

If you ran the update and it worked as you say, then most likely you don't have the needed options turned ON or OFF. The basic WOG option you need is "Neutral Town" to be ON.

I have tested the installer on a clean wog and it worked. Read the installation walkthrough along with the original threads (where are some troubleshooting suggestions) carefully. The installation is very easy and most of the people who downloaded the previous versions got it working fine.

So, again, I suppose its the Wog options you've missed, but still, read the original threads and try out some other solutions.

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LightAngels
LightAngels

Tavern Dweller
posted October 14, 2010 01:35 AM
Edited by LightAngels at 01:53, 14 Oct 2010.

These are 3 errors on a loading screen







It still works but i don't know how to choose an upgrade option

Ex.

When i upgrade Swordsmen, it goes straight to Longbowmen, no option for Crusaders

or

Griffins -> Royal Griffins only

-__-!
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 14, 2010 11:22 AM

Those scripts that the errors refer to were not moded by me. Are you sure that you extracted all the files on heroes folder and REPLACED where asked? Why don't you do it again? Because it seems to me that the update worked but the scripts aren't there.

After you do that, go to wog options, press load and select the WoGSetupEx.dat from Heroes folder. This will render my default wog options. That should work.

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LightAngels
LightAngels

Tavern Dweller
posted October 14, 2010 05:59 PM
Edited by LightAngels at 18:19, 14 Oct 2010.

I did, but still not work. The same problem orrcurs.

Ok, thanks anyway.

I think i will stick with wog 3.58f and new interface while waiting for 3.59 to release
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T2_2112
T2_2112


Supreme Hero
posted October 15, 2010 04:05 AM

@Hero

You can use this one

http://www.heroturko.org/3d/548493-3d-knights-and-weapons.html

for your mod

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 15, 2010 09:39 AM

LightAngels

I'm sorry it didn't work out for you. I know from previous experience that the cause for that can be anything and there is always one or two that can't make it work.

T2_2112

Thanks for the link, I'll look into it... However, I don't really know how to work 3d models and I don't really want to, because I prefer Heroes III animations better (so that they can match with each other).

Anyways, thanks for your thoughtfulness, I really appreciate it.  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2010 10:57 PM
Edited by Salamandre at 23:04, 15 Oct 2010.

It is not the 3D which is changing the animations, it is about the game specific animations from where they are extracted. Once you have the model and the bones, you give them exactly the animations you want, which is very hard and long through image editing. Right now, working with already animated models is an easy way to get familiarized with such complex tools, but the next step will be of course creating own models.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 15, 2010 11:21 PM

I can see your point but its just too complicated for my taste... I for one prefer to use photoshop and Paint on Heroes animation to make a new creature (made quite a few this way already). Using a more advanced tool would be more optimized, no doubt there. I just think that most of the ending results would not fit on Heroes 3.

Sure, animation has evolved since the release of Heroes 3. But I like it. And want to stick by it. I think that to be able to adapt the full potentials of these programs (as to make the animations just the way I like them to be) would take a lot of time and effort. The only one I know so far that can do such a thing is Alex-ander. He uses these programs and the animations he creates are very Heroes3-like.

Again, I appreciate your help, honestly. But I don't think I'll be going down that road in the near (or far) future.

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted October 16, 2010 09:20 PM

i know i promised you to try your mods last week end but i was busy and tired. I gotta say that the mods are great. i still get an ERM Syntax Error, but the game continues w/o problems . BUT i think that you should change the building structure of Conflux town. For example: you still need to build mage guild lvl 1 for level 2 creature dwelling [which is now a rogue dwelling]. why not make the mage guild lvl 1 a requirement for lvl 5 creature dwelling [sea priestesses' dwelling].just saying

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 16, 2010 10:09 PM

Quote:
i know i promised you to try your mods last week end but i was busy and tired. I gotta say that the mods are great.


Thanks Dj, I am really glad you like them.

Quote:
i still get an ERM Syntax Error, but the game continues w/o problems .


Really? It doesn't do anything to me... Maybe its some Wog Options that interact... Load the wog options I included to the installation and see how it goes. There are some optimized options mentioned in the previous posts, maybe you should check em out.

Quote:

BUT i think that you should change the building structure of Conflux town. For example: you still need to build mage guild lvl 1 for level 2 creature dwelling [which is now a rogue dwelling]. why not make the mage guild lvl 1 a requirement for lvl 5 creature dwelling [sea priestesses' dwelling].just saying


Yeah, but I don't really know how to. Actually, I only realized that mage guild was a prerequisite for the creature building while making the new town screen. It's just that always I started building those buildings first (in order to make the town start paying some money first ). I don't think its that a big a deal though. And I don't really want to mess with those things in fear that it may have erm related crashes.

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