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Hero_of_Light
Responsible
Supreme Hero
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posted July 20, 2011 10:18 PM |
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@UM21
I was only teasing
@KevinHann
I think WOG has already enough creatures without adding any new ones and the adding new creatures addon doesn't seem to work on many occasions. Besides, since i installed the interchangeable recruits in the game, i don't need that many creatures.
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Not idly do the leaves of Lorien fall.
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Misterio
Tavern Dweller
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posted July 26, 2011 12:55 PM |
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Boy_3
Tavern Dweller
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posted July 28, 2011 06:37 PM |
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The lineups of the creatures are different after I installed Crimson Tides and I don't like it. Can I change it back but keep crimson tides? Please Help. Even When I removed Crimson Tides it didn't fix.
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Hero_of_Light
Responsible
Supreme Hero
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posted July 28, 2011 10:10 PM |
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The Crimson Tides expansion is an addon and so the only way to go back to HoL v3.0 is to reinstal it on a clean WOG. As for the lineups you can change them in any way you see fit through ERM programming. Go to the ERM help thread if you have any questions.
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Not idly do the leaves of Lorien fall.
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Boy_3
Tavern Dweller
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posted July 29, 2011 01:46 AM |
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Thank you, but I'll just not use Crimson Tides
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Boy_3
Tavern Dweller
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posted July 29, 2011 01:50 AM |
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On second thought, where is the ERM section?
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Hero_of_Light
Responsible
Supreme Hero
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posted July 29, 2011 01:25 PM |
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I am currently working on a (hopefully) last and definitive update on the HoL mods. I intend on naming it...
The key element i will try to change to this update is the creature's animations. I always prefered on using the creatures that fit more to the Heroes III style creatures. That's why it will surely have many changed (by the two previous mods) creatures replaced. That means that H4 creatures are out. In fact, they will be used as Commanders (as introduced by JonJ). Let's take Castle for instance. The 7th level creature (Priestess) from H4 was replaced by a new one i made using the Mage as a model. Castle's creatures are more homogenous now:
Furthermore, one new element is that every town will have its unique adventuring creature (as shown in the introducing image above). Their abilities and stats will be shown in the near future. In addition, Town recruits and hero specialities will be somewhat revisited, while a new grand campaign, will feature a definitive version of Haven.
I will be posting the progress as usual.
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Not idly do the leaves of Lorien fall.
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lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted August 05, 2011 09:52 AM |
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Looks good,very good.I can't wait to play the next version.
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Hero_of_Light
Responsible
Supreme Hero
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posted August 07, 2011 07:59 PM |
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Thanks. As i said i aim on making a definitive version of my mod with only Heroes III like creatures recruitable. I recently obtained the squire def and replaced the crusaders (they were very much alike the Paladins and i needed a different def) and i think Castle is now complete.
All the creatures are now of the same style and they fit together nicely. The Castle commander remains the Liuetenant that JonJ made from H4 which will be the only variation in the mod. Here are all the Castle's creatures (both recruitable and roaming).
Here's the Town Lineup:
1 Peasants -> Militia
2 Pikemen -> Halberdier
3 Arbalests / Crossbowmen
4 Swordsmen / Longbowmen
5 Monks / Men at Arms
6 Cavaliers -> Champions / Falconets
7 Crusaders -> Paladins / Bishops
Commander: Liuetenant
Adventuring creatures:
Privateers (Mercenaries)
Angels -> Archangels
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Not idly do the leaves of Lorien fall.
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lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted August 07, 2011 10:07 PM |
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Looks interesting,I suggest to change name Man at arms to Maceman,Man at arms sounds like a kind of militia.What bonuses gives Divine ability?
When you will show the other factions?I'm more than curious
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Hero_of_Light
Responsible
Supreme Hero
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posted August 07, 2011 11:51 PM |
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Well, i was looking for a better name myself but couldn't find any. I don't like Macemen that much either, so if any of you have any other suggestions they will be most welcome. As for the Divine keyword, it was already in use on HoLv3.1 and it means receptive spell immunity and prayer.
In other news, i will reveal the reason why there will be an unique adventuring creature for every town. These creatures will be mercenaries and there will be a unique hero in every town that hires them in battle. In Castle, the mercenaries are the Privateers (seen above) and the hiring hero will be Sylvia which will be also a Captain:
As the description indicates, for every level attained by the hero there will be an additional Privateer placed on the battlefield. That means that a level 3 Sylvia will have thre Privateers to fight by her side. The idea was actually taken by the Halfling mod, a mod with really great ideas that has inspired me to work on WOG modding.
Anyways, i am currently working on Rampart that will have many changes, so it will be a while since i'll have any news. Stay tunned!
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Not idly do the leaves of Lorien fall.
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lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted August 08, 2011 10:14 AM |
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How about mauler or footman instead of man at arms?
Just one for every three levels?I suggest to increase the numbers,because it will become useless in mid and end-game when he will have much more creatures that are recruitable in towns.
Anyway good job so far I'm waiting for the other towns
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Hero_of_Light
Responsible
Supreme Hero
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posted August 08, 2011 01:13 PM |
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The number of mercenaries recruited can be easily changed. I merely posted it for demonstrating the basic idea. When I have worked through the other Mercenary heroes as well then i will revise the numbers.
You're right though, one for every three levels will only help early in the game. I may change it to "one mercenary for each level attained after the fifth level" since Privateers are level 5 creatures. That means that at a level 20 you will have 20-5=15 Privateers which will be a substantial bonus (since its free).
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Not idly do the leaves of Lorien fall.
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Pewu
Hired Hero
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posted August 09, 2011 10:29 AM |
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Looks very cool, but seems to me that so many of your units destroy lots of another units (such as neutral ones).
But keep on working on this update, I like looking at good units =P
Anyway, it's still wanting for me. You should make it better to change my thoughts about your project
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Hero_of_Light
Responsible
Supreme Hero
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posted August 09, 2011 11:12 AM |
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Yes, the mod changes a lot of creatures that is true, but i try to change only the less needed ones. I could try the Creatures adding mod but a lot of people have problems with it so i refrain on using it.
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Not idly do the leaves of Lorien fall.
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Pewu
Hired Hero
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posted August 09, 2011 11:30 AM |
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Edited by Pewu at 11:35, 09 Aug 2011.
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@UP: That's ok, I know that's the problem
And I've got a one new question for you:
Will you change your mod when VCMI will come out? Then your project would be great! Imagine lots of new units, we could call 'Hero of Light' an expansion, don't you think?
P.S. I like Bishop on the one before the last picture =]
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Hero_of_Light
Responsible
Supreme Hero
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posted August 09, 2011 02:17 PM |
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I don't know how VCMI will work and how easy it will be to make HoL an addon for it. But still, when it is officially over and if they want to use any of its elements, i won't stand in their way
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Not idly do the leaves of Lorien fall.
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lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted August 09, 2011 02:29 PM |
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When will be ready the next town?
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Hero_of_Light
Responsible
Supreme Hero
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posted August 09, 2011 02:47 PM |
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Well, for Rampart i want to make three new creature defs and so it will take a while. As soon as it is finished i will post the result.
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Not idly do the leaves of Lorien fall.
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FallenAngel
Hired Hero
Erathia Guard
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posted August 09, 2011 06:42 PM |
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Hero_Of_Light, is men at arms your def?
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