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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Hero of Light mod v3.0 (DOWNLOADABLE)
Thread: Hero of Light mod v3.0 (DOWNLOADABLE) This thread is 51 pages long: 1 10 20 ... 23 24 25 26 27 ... 30 40 50 51 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 08, 2012 02:26 PM

That probably means that you unchecked the Neutral town WOG Option and so the script doesn't function. Go in the first page of this thread and you will find the WOG options that are OBLIGATORY for this mod to work.
____________
Not idly do the leaves of Lorien fall.

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Leon1908
Leon1908

Tavern Dweller
posted February 08, 2012 03:02 PM

yeah, I understood it when you second time said it on the thread
but somehow accidentally Hero specialization boost became checked
thanks, it works fine now
And now I tried with checked and with unchecked hero spec. boost and it works the same - only thing is when it is unchecked, it is just written that specialty are swordsmen, but I can upgrade normally (I dont know why I couldnt do that a few times...but never mind its ok now so you can completely ignore this sentence

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted February 09, 2012 03:50 PM

Is it possible to mod the creature growth of the wandering monsters?
So they increase faster and you don't become too OP too fast.

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packa
packa


Adventuring Hero
posted February 10, 2012 10:40 AM

When will the next version (be)?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 10, 2012 05:04 PM

@RidderLugtepik

It is possible to edit a creatures' growth by editing the ZCRTRAIT.txt.
There is a collumn in that text (Adv. map -> Low High) that defines how many creatures will appear at day one (from lowest to highest). There is also a collumn called Horde growth that defines whether the growth will be intense or normal (i think).

@packa

I honestly don't know... There are a lot of things to do yet. Besides the town lineups i have also to edit the hero specialities, make new artifacts, new objects and a new campaign. So i'm thinking it will surely take months...

Maybe i'll try and release it on 7th of June (exactly one year after the previous update, HoL v3.1). But still, i can't be sure.

However, I do intend on releasing a beta earlier than that and give it to some of HC members in order to have it tested (if you're willing that is) and thus receive some feedback / suggestions before the final release. But still it's too early to tell.
____________
Not idly do the leaves of Lorien fall.

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Zeki
Zeki


Supreme Hero
sup
posted February 10, 2012 06:30 PM

I'd glady test a beta with towns or whatever you put inbut just let yourself time I'm still playing skyrim and the good mods are just about to come now.
____________

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 10, 2012 10:33 PM

Commendable job, HoL. I'll have some fun with this one...

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 11, 2012 12:17 AM

@Drakon-Deus

Thank you. And to answer your question you sent me through the Private Messenger, no the Crimson Tides creatures are only available through dwellings and are not found in towns.
____________
Not idly do the leaves of Lorien fall.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 11, 2012 10:36 AM

Ah, I see. I love what you did with the Haven faction!

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted February 15, 2012 04:59 PM

So what exactly do I have to edit? I've tried editing both "Horde" and "Adv. Map Low - High" to values much higher than the standards, but it doesn't really make any change?

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 20, 2012 03:05 PM

I get an error starting the second map of the pirate campaign... is it because of my files or...?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 20, 2012 04:19 PM

@RidderLugtepik

By editing the high and low collumns you get what starting troop numbers this creature has (does it start the game as a pack, lots etc). I don't really know how to edit the other one but i don't think you need to either because if a creature starts as lots it will grow quicker (as opposed to if it started as a few).

@Drakon-Deus

I am guessing you don't have the WOG map objects patch (it is found somewhere in this forum). Have you tried the standalone version? It should work fine.
____________
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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 20, 2012 09:34 PM
Edited by Drakon-Deus at 13:32, 21 Feb 2012.

Thanks, I'll try the stand-alone right away

I love it that you used H4 music as main theme!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2012 02:20 AM
Edited by Salamandre at 03:02, 22 Feb 2012.

I am working on 67.erm.

have a few questions:

Where is triggered FU88888? I see it running several times, each time with slight different parameters, but never the the FU88888:P which brings it. As it is now, it's just decoration or it is special ERA function which I can't find in the list?

I fixed several typos which prevented scripts to work,  and compressed long size commands which did not need to cover 100 lines.

Now I am looking in Heroes summoning, can you please make a short text explaining what every hero is supposed to summon (percentage, ID creatures, side, requisites) so I don't mess them?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 22, 2012 11:28 AM

Quote:
Where is triggered FU88888? I see it running several times, each time with slight different parameters, but never the the FU88888:P which brings it. As it is now, it's just decoration or it is special ERA function which I can't find in the list?


It is in the third slots script. I don't know what it does either, Aleee gave it to me. Since it works let it be.

Quote:
I fixed several typos which prevented scripts to work,  and compressed long size commands which did not need to cover 100 lines.


Please don't compress the long size commands. I keep them this way so that i can easily edit them at will. For instance i know that a creatures' stats can be edited in one line only but by breaking it down to attack defense etc i can easily edit one of them (instead of searching which is which all the time). I appreciate the effort but i told you if something works don't mess with it, i worked a lot to get it to work.  

Quote:
Now I am looking in Heroes summoning, can you please make a short text explaining what every hero is supposed to summon (percentage, ID creatures, side, requisites) so I don't mess them?


I edited them myself as i posted them on the erm section. I copied this part for all 9 heroes i want to have them summoning creatures. The basic idea is to have the number of the summoned creatures based on the hero level. Sometimes it will be one creature per level, sometimes one creature per two levels (hero level/2) and so on. I haven't really fully decided which formula and which heroes will summon the creatures. As i said this works so it's ok. I made the sceptre of power also work. My only two problems now are these:

When the sceptre of power is wielded and the hero levels up after combat the bonus attribute isn't given (because the attributes are stored in variables before the battle). The script needs a !?HL trigger at the end but i don't know how to edit it.

Secondly, i'm having troubles with the artifacts that cast spell to your or the opponents troops. The spell is cast even if the hero doesn't have the artifact.

Since i want to edit all the blank artifacts of WOG and since there been some additions to the script from the last time i post to you here the BF triggered part which is found at the bottom of script 67.

***Heroes Summoning script

***Sylvia(3)***
***Aeris(31)***
***Theodorus(44)***
***Marius(50)***
***Tamika(68)***
***Dace(82)***
***Vey(105)***
***Drakon(113)***
***Tristan(135)***

!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>3/y-4<>3:E; [Exit if neither is the hero **Sylvia**]
!!HE3:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=3:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S9/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S9/y-6/46/y-7/-1/1; [Summon creatures]


!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>31/y-4<>31:E; [Exit if neither is the hero **Aeris**]
!!HE31:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6::5; [the formula: y-4]
!!FU&y-6<1:E; [Exit if zero]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=31:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S25/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S25/y-6/46/y-7/-1/1; [Summon creatures]


!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>44/y-4<>44:E; [Exit if neither is the hero **Theodorus**]
!!HE44:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6::2; [the formula: y-4]
!!FU&y-6<1:E; [Exit if zero]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=44:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S35/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S35/y-6/46/y-7/-1/1; [Summon creatures]


!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>68/y-4<>68:E; [Exit if neither is the hero **Tamika**]
!!HE68:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6::7; [the formula: y-4]
!!FU&y-6<1:E; [Exit if zero]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=68:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S67/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S67/y-6/46/y-7/-1/1; [Summon creatures]

!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>50/y-4<>50:E; [Exit if neither is the hero **Marious**]
!!HE50:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6::3; [the formula: y-4]
!!FU&y-6<1:E; [Exit if zero]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=50:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S164/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S164/y-6/46/y-7/-1/1; [Summon creatures]

!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>105/y-4<>82:E; [Exit if neither is the hero **Dace**]
!!HE105:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=82:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S73/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S73/y-6/46/y-7/-1/1; [Summon creatures]

!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>105/y-4<>105:E; [Exit if neither is the hero **Vey**]
!!HE105:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6:*2; [the formula: y-4]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=105:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S140/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S140/y-6/46/y-7/-1/1; [Summon creatures]

!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>113/y-4<>113:E; [Exit if neither is the hero **Drakon**]
!!HE113:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6::3; [the formula: y-4]
!!FU&y-6<1:E; [Exit if zero]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=113:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S50/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S50/y-6/46/y-7/-1/1; [Summon creatures]

!?BF; [Battlefield setup trigger]
!!BH0:N?y-3; [Attacking hero: y-1]
!!BH1:N?y-4; [Defending hero: y-2]
!!FU&y-3<>135/y-4<>135:E; [Exit if neither is the hero **Tristan**]
!!HE135:E?y-5/?y-6/1; [Hero Level: y-4]
!!VRy-6::7; [the formula: y-4]
!!FU&y-6<1:E; [Exit if zero]
!!VRy-7&y-3=122:S0; [Set y-7 to 0 if attacker is the hero]
!!VRy-7&y-4=135:S1; [Set y-7 to 1 if defender is the hero]
!!BU&y-7=0:S152/y-6/38/y-7/-1/1; [Summon creatures]
!!BU&y-7=1:S152/y-6/46/y-7/-1/1; [Summon creatures]


***Sea creatures bonus***
!?BA0;
!!BA:P?y1/?y2/?y3;
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>8:E; exit if not water
!!IF:V50/1;

!?BR&50;
!!DO100/0/41/1:P;
!!IF:V50/0;

!?FU100;
!!BMx16:T?y1;
!!FU&y1<>21/y1<>121/y1<>123/y1<>151/y1<>167/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1

***Artifacts

**scepter of Might
!?BF; [Battlefield setup trigger]
!!BH0:N?y-1; [Attacking hero: y-1]
!!BH1:N?y-2; [Defending hero: y-2]
!!HEy-1:A2/162/d/?y2;  [check for artifact]
!!HEy-2&y-2>-1:A2/162/d/?y4;  [check for artifact]
!!FU&y2<1/y4<1:E;
!!if&y2>0:;
!!IF:Wy-1;
!!VRw3:S99;
!!FU333:Py-1;
!!en:;
!!if&y4>0:;
!!IF:Wy-2;
!!VRw3:S99;
!!FU333:Py-2;
!!en:;

!?FU333;
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!VRv114:Cv110/v111/v112/v113;
!!VRv110:+v112;
!!VRv111:+v113;
!!VRv112:-v112;
!!VRv113:-v113;
!!HEx1:Fv110/v111/v112/v113;

!?BA1&1000;
!!HE-1:O?y1;
!!FU&y1<0:E;
!!IF:W-1;
!!FU&w3<>99:E;
!!HE-1:Fv114/v115/v116/v117;
!!VRw3:S0;

**Wand of Magic
!#UN:A161/2/4; wielded in the right hand
!?BF; [Battlefield setup trigger]
!!BH0:N?y-1; [Attacking hero: y-1]
!!BH1:N?y-2; [Defending hero: y-2]
!!HEy-1:A2/161/d/?y2;  [check for artifact]
!!HEy-2&y-2>-1:A2/161/d/?y4;  [check for artifact]
!!FU&y2<1/y4<1:E;
!!if&y2>0:;
!!IF:Wy-1;
!!VRw3:S99;
!!FU334:Py-1;
!!en:;
!!if&y4>0:;
!!IF:Wy-2;
!!VRw3:S99;
!!FU334:Py-2;
!!en:;

!?FU334;
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!HEx1:F?v210/?v211/?v212/?v213; Get stats
!!VRv114:Cv110/v111/v112/v113;
!!VRv112:+v110;
!!VRv113:+v111;
!!VRv110:-v110;
!!VRv111:-v111;
!!HEx1:Fv110/v111/v112/v113;

!?BA1&1000;
!!HE-1:F?v310/?v311/?v312/?v313; Get stats
!!HE-1:O?y1;
!!FU&y1<0:E;
!!IF:W-1;
!!FU&w3<>99:E;
!!VRv312:-v210;
!!VRv313:-v211;
!!VRv310:+v310;
!!VRv311:+v311;
!!HE-1:Fv310/v311/v312/v313;
!!VRw3:S0;

***Mirror Shield
!?AE1&v998=163; Equip Artifact 163
!!HE-1:Fd/d4/d/d; Increase defense
!?AE0&v998=163; Unequip Artifact 163
!!HE-1:Fd/d-4/d/d; Decrease defense
!?BA0&1000; [Battlefield setup trigger]
!!BH0:N?y-1; [Attacking hero: y-1]
!!BH1:N?y-2; [Defending hero: y-2]
!!HEy-1:A2/163/d/?y2;  [check for artifact attacker]
!!HEy-2&y-2>-1:A2/163/d/?y4;  [check for artifact defender]
!!VRv7777:C-1/-1;
!!VRv7777&y2>0:S1;
!!VRv7778&y4>0:S1;
!?BF&1000;
!!DO5998/0/20/1&v7777=1:P;
!!DO5998/21/41/1&v7778=1:P;
!?FU5998;
!!BMx16:M36/999/3; apply magic mirror to each stack


***Medusa shield
!#UN:A164/2/5; wielded in the right hand
!?BA0&1000; [Battlefield setup trigger]
!!BH0:N?y-1; [Attacking hero: y-1]
!!BH1:N?y-2; [Defending hero: y-2]
!!HEy-1:A2/164/d/?y3;  [check for artifact attacker]
!!HEy-2&y-2>-1:A2/164/d/?y5;  [check for artifact defender]
!!VRv7779:C-1/-1;
!!VRv7779&y3>0:S1;
!!VRv7780&y5>0:S1;
!?BF&1000;
!!DO5999/21/41/1&v7779=1:P;
!!DO5999/0/20/1&v7780=1:P;
!?FU5999;
!!BMx16:M70/1/3; apply stone


***Estates artifact (168)
!#UN:A168/3/16; [artifact is relic]
!#UN:A168/2/9; wielded in the misc slot
!?AE1&v998=168; Equip Artifact
!!HE-1:S13/?v888; Check if hero has Archery, if yes, variable v1 will be set to 13
!!HE-1:S13/3; Give Expert Estates
!?AE0&v998=168; Unequip Artifact 91
!!HE-1:S13/v888; Remove Archery, if variable v1 is 1
!?CM2;
!!UN:R3/-1; Redraw Hero Screen


****Bow of the Sharpshooter
!?AE1&v998=137; Equip Artifact
!!HE-1:S1/?v887; Check if hero has Archery, if yes, variable v1 will be set to 1
!!HE-1:S1/3; Give Expert Archery
!?AE0&v998=137; Unequip Artifact
!!HE-1:S1/v887; Remove Archery, if variable v1 is 1
!?CM2;
!!UN:R3/-1; Redraw Hero Screen

____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2012 11:35 AM

bah, more PI triggers you use, less stable becomes. Instead of writing 12 lines of script for each creature EA it is suitable to do a loop:


!?PI;
!!DO56489/0/12/1:P;
!?FU56489;
!!EA122:Bx16/0/////////////;
!!EA124:Bx16/0/////////////;
!!EA126:Bx16/0/////////////;
!!EA128:Bx16/0/////////////;

Instead of

EA122 : 12 times
EA124: 12 times
and so on.

But as you wish.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 22, 2012 11:43 AM

OK see this i don't mind, because it only clears up the stack experience abilities and i don't have to edit anything there.

If you want you can post your edit of the script in a txt file and then i will change the parts i find easier to handle your way.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2012 11:46 AM

ok, I will use a single BF trigger for all actions, the program surely gets crazy of running within so many with identical requests.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2012 12:00 PM
Edited by Salamandre at 12:02, 22 Feb 2012.

Quote:

When the sceptre of power is wielded and the hero levels up after combat the bonus attribute isn't given (because the attributes are stored in variables before the battle). The script needs a !?HL trigger at the end but i don't know how to edit it.


I solved this, the stats will revert before the battle ends, so you get the bonus if leveling. All it needed was BU:C instead of BA1

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 22, 2012 02:54 PM

Hello Heroes,

Thank you so much for keeping H3 alive and improving the game !!!

Please, i need some help, when i installed hol it says that it couldn't complete installation after i reached the 100% progress. Actual message is that some of my wog files may be broken. I fully reinstalled latest version of wog, but i still got this message. Then I couldn't find the .ico. However, when i launch the game (which is wog) I get all alternate upgrades working correctly, new Haven (Conflux) town, and new stuff, but no new menu (maybe that's normal?).

Please, is all of this normal because the game is in early stage or where did i went wrong ? I have H3 Sod + Wog 3.58f in my main Heroes folder.

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