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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 2 3 4 5 ... 10 20 30 40 ... 47 48 49 50 51 · NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 01, 2010 05:58 PM bonus applied by angelito on 27 May 2011.
Edited by Corribus at 20:41, 07 Nov 2012.



FEATURES:
 
-> Over 30 new creatures with various stats and abilities.

-> Each town has interchangeable and/or third upgrades for creatures.

->  Each town has at least one Creature Special Ability.

-> New combinations artifacts and drastically changed town lineups.

-> New Conflux town lineup and concept.

-> New and rebalanced Heroes abilities.

-> New town balances and strategies installed.

-> Has minimum WOG obligatory options.



TRAILER
Youtube    Dailymotion

ADDITIONAL FEATURES:

-> 15 new creatures.

-> A new Sea-creatures oriented faction.

-> New Creature Special Abilities installed.

-> The interchangeable creatures can be changed back and forth.

-> Almost every town can change back to the original H3 recruits.

-> A full set of Campaigns.



Slideshow Presentation

TRAILER
Youtube    Dailymotion

ADDITIONAL FEATURES:

-> A new campaign, featuring a definitive version of Haven.

-> Many changed-new creatures.

-> Only Heroes III style creatures are recruitable.

-> Every town will have its unique, adventuring creature.

-> Every town will have a unique hero that hires mercenaries.

-> Some game elements are revisited.

-> New heroes and hero specialties.

-> New artifacts and combination artifacts.

-> New dwellings and WOG map objects.

DOWNLOAD SECTION:

My Previous MODS

Hero of Light mod v3.0 **Compatible with WOG3.58f only**

Hero of Light mod v3.0 (ERA)**Compatible with WOG3.58f and ERA v1.0-1.9**

HoLv3.1 - Crimson Tides **Compatible with WOG3.58f and ERA v1.0-1.9**

HoLv3.1 - Crimson Tides (ERA II) **Compatible with ERA II only**

HoLv3.2 - Tales of Amadar **Compatible with ERA II only**


INSTALLATION

***For WOG3.58f and ERA v1.0-1.9***
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.
Load the appropriate WOG Options (found in the readme file).
Play the Game!

***For ERA II***
Extract all files to "Mods" folder
(If ERA II is installed you will find it in your Heroes III folder).
Load the appropriate WOG Options (found in the readme file).
Play the Game!

You could also choose the appropriate WOG Options manually:

OBLIGATORY WOG OPTIONS:

**For HoL v3.0 and v3.1**

1)Neutral Town should be ON
2)Rampart/Faerie Dragon option should be ON
3)Troop stack experience should be ON
4)Universal creature upgrades should be ON
5)Extended creature upgrades should be OFF
6)Some dwellings have upgraded creatures should be OFF
7)Ban all WOG artifacts (because they are combination artifacts now)
8)Rebalanced hero abilities and anything else concerning heroes should be OFF because they will mix with the changes I've made.

**For HoL v3.2**

1)Neutral Town should be ON
2)Rampart/Faerie Dragon option should be OFF
3)Troop stack experience should be ON
4)Universal creature upgrades should be ON
5)Extended creature upgrades should be OFF
6)Some dwellings have upgraded creatures should be OFF
7)Masters of Life must be OFF
8)Rebalanced hero abilities and anything else concerning heroes should be OFF because they will mix with the changes I've made.

***IMPORTANT***

All my mods need the New Objects patch v1.9 to work (for the campaigns and tutorial maps).

You can download them here:

WOG3.58f and ERA v1.0-1.9
Link
Place on the Update folder and run the H3Updater exe.

ERA II
Link
Adapted for ERA II by Bersy.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 01, 2010 06:09 PM
Edited by Hero_Of_Light at 12:51, 30 Dec 2010.

THE GOOD

CASTLE

LetĒs start with Castle. Castle has been changed a lot, both in concept as in balance issues. In fact my inspiration for this change has come from Heroes II; a town with only human creatures. As you might deduce, Griffins and Angels are out. How will Castle survive without its two greatest (and flying) creatures you might ask. I thought of making Castle depend on numbers instead and on war machines/archers. The new concept is that Humans live (and try to survive) in a world of Magical creatures. Humans are weak creatures but grow on numbers fast and are able to build things. The lack of flying creatures was dealt with strong archer units (most of them will have no range penalty). And here is where the creature special abilities (keywords) first came in mind. For those who have some experience with TCG (M&M and stuff) what I mean should be clear. Keywords will be in bold in the creature description and will characterize some of the creatureĒs abilities. Castle units for instance have two unique abilities of their own:

LOYAL: Loyal creatures have Mind Spell immunity.

CastleĒs creatures are ALL Loyal to the Crown and so they canĒt be swayed by spells like Hypnotize, Forgetfulness etc. What IĒve been trying to describe in all those lines is that creatures with the Loyal keyword WILL have mind spell immunity (or else Loyal means mind spell immunity).

Two of CastleĒs creatures have a different keyword instead:

SIEGE ENGINE: Siege engine creatures are unblockable shooters with no obstacle penalty, that have 0 defense (but great attack), will fire last (they have 1 speed) and of course are mechanical (not affected by morale and are non-living). Note that their greatly decreased speed will slow your army down (hero's movement will be reduced).

So, this will be the new Castle lineup:
Peasants -> Militia
Pikemen -> Halberdier
Crossbowmen OR Arbalests
Swordsmen OR Longbowmen
Monks OR Crusades
Trebuchets OR Champions
Priestesses OR Paladins
Commander: Lieutenant

See the lineup with characteristics HERE

As you might notice Castle has two level 1 creatures and two level 6 (thus narrowing the dependence on strength and enhancing the numbers). Another fact that will be introduced in this mod is the way the interchangeable creatures work. Now, the creatures that are interchangeable will not be upgraded any further. This means that Swordsmen for example donĒt actually upgrade to Crusaders. Both of them are two different creatures now. This allowed me to make even more interchangeable creatures than my last mod and eliminated the need to use commander creatures (and thus the Commander option is now free for use). It also led me to add a new element on the gameplay: Some wandering creatures may be accompanied by another "Drifter" creatures as well. However, these units are not recruitable in any way and can only be SWAYED to join a heroĒs army (by diplomacy etc). In addition these drifter units may appear leading some creatures found in the Adventure map. This means that each town has a specific Drifter unit that may lead the attack of some wandering units from this town. For instance CastleĒs Drifter unit is the Wandering Knight (Cavalier). Wandering Knights may lead the attack of Crossbowmen or Swordsmen (see below).


 
Returning to the matter at hand, one might ask, if the creatures that are interchangeable have no upgrade, why should I build the upgraded version of a building? For instance (in Castle) If someone wants to have Swordsmen (instead of Longbowmen), why should he built the upgraded barracks building? For two reasons: First he will have the opportunity to choose both of them (it may come in handy) and also that the upgraded building most of the times means a boost on the population. For instance Swordsman growth is 8. If you built the upgraded building youĒll get Longbowmen as well and the new growth (for both of them) will be 10. This will work as an extra motive to upgrade the building. In some cases however, the upg. BuildingĒs cost will just be cheap and thus one may consider purchasing it anyway.

LetĒs talk about tactics. The lack of flyer units makes Castle a handful during a Siege (If you donĒt have Ballistics). This gap will be filled with the Siege Engines. The ability to hurl missiles past enemy walls will make them very practical during a Siege. In addition the Trebuchets have the Catapult Barrage ability (cast Earthquake on strike) which makes them an excellent anti-wall creature. Of course with expert ballistics youĒll be able to choose the Champions instead, to which the great speed enhancement and the attack and return ability along with the Jousting bonus makes them killing machines as well. ItĒs all about how you play the game.



RAMPART
       
Rampart was changed a lot as well. I wanted to make a Dragon town and I thought Rampart was the one. The concept is a Forest-Dragon town. The unique keyword for Rampart is Sylvan and there is also the obvious Dragon keyword.

SYLVAN: Sylvan creatures are protected by attacks (have the Shield spell).

I thought that Sylvan creatures know the woods well and can take cover there (thus reducing the damage dealt).

DRAGON: Dragon creatures have varied abilities such as fly, breath weapon and magic immunities.

Here is the lineup.

Green Dragons will gather in Fountain of Fortune (making them actually strong enough to be interchangeable with any other low level creature. The FountainĒs cost has been increased dramatically of course but will gather 1 Green Dragon for FREE each week.
Centaur -> Centaur Captains
Dwarves -> Battle Dwarves
Elves -> Grand Elves
Vori Elves -> Night Prowlers -> Sharpshooters
Druids OR Treants (RampartĒs heroes were made into Rangers and Bards and so I made the Druids a recruitable unit just as in Heroes II)  
Dragondaughters OR Drakelings
Gold Dragons OR Gorynyches
Commander: Hierophant

HERE is the complete lineup.

As you can see Dragondaughters are both Sylvan and Dragons. As a Dragon town and a town with both Sharpshooter and Grand elves Rampart is a very strong town, although it has its weaknesses of course (low hit points on elves and Sharpshooters creatures makes them vulnerable). Rampart was actually my favorite town and the decission to change it was hard. Still, I always thought that a town of Rangers (almost any Ranger starts with Archery skill) that has only ONE shooter (even as kick@ss as the Elves) was a miss. With three powerfull archers to recruit, Archery skill comes in very handy in this town.



Tower

Not much to say here, Tower as it was on v2.2 was quite as it should be. Still I made some small adjustments of course. The new keywords introduced here are:

GOLEM: ItĒs obvious what it means; mechanical creatures with a resistance on spell damage.

CONJUROR: Conjuror Creatures reduce the heroĒs spell costs.

The Town lineup is this:
Gremlin -> Master Gremlin
Gargoyles -> Obsidian Gargoyles
Iron Golems OR Sorceresses
Arch Magi OR Gold Golems
Diamond Golems OR Genies
Enchanters OR Naga Queens
Crystal Dragons OR Titans
Commander: Apprentice

HERE is the complete lineup screen.

This townĒs creatures will be separated into two different tactics: On the one you get Golems and so can play with Armageddon. On the other hand the Conjuror units reduce spell cost and are all spell casters as seen in the lineup screen above.



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E-J
E-J


Known Hero
posted November 01, 2010 07:01 PM


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revolut1oN
revolut1oN


Famous Hero
posted November 02, 2010 09:51 AM

Great work! Looking forward to see other towns!

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 02, 2010 11:27 AM

Thanks for your support! I am currently working on Inferno town and will move on to the other two Evil towns as well.I'll post the results soon...

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madshj
madshj


Famous Hero
Minotaur Lord
posted November 02, 2010 12:24 PM

This looks so awesome ! I look forward to seeing the evil towns made ^^

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7
7

Tavern Dweller
posted November 02, 2010 08:22 PM

This is so thoroughly awesome! Your mod is so great, but it's a real shame you're confined with the maximum number of available creatures.
Can you tell me if the mana reducing abilities of Tower stack?
I love it that you've made 4 of Tower's creatures casters! I think that was the best thing HOMM IV ever did. Is it possible to make the genies like in heroes 4? With Ice bolt, Clone, Mirth and Slow at their disposal? If not, is it at least possible to give the Genies Ice Bolt attack and a stack experience bonus of cloning every turn. A small percentage, of course. Or if you plan to stick with your idea that's perfectly understandable.
Anyway, this is a great mod!

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted November 02, 2010 08:28 PM

Like every time,you made a good mod.Hope to make more.But I still don't like the position h4 creatures on battlefield,they look down.
____________

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 03, 2010 12:33 AM
Edited by Hero_Of_Light at 00:34, 03 Nov 2010.

Madshj
Thanks. Actually, Inferno Town is already made, I am currently working on Necropolis and Dungeon (which will have a lot new twists by the way). Stay tuned...

7
Thank you for your kind words.

Actually, I got it work out so that when I am done there will be some slots left (for Neutral units). As I said interchangeable units do NOT upgrade and so I can use much more creatures this way.

As for Tower, the Arch Magi give a -2 spell cost and the Sorceresses and Enchanters give a -1. They do stack. Furthermore, the Arch Magi are offensive spellcasters but not with a spell of your choice. They cast randomly an offensive spell before attack. I can make that for the Genies too but that would be too much... I try to make a well balanced mod, where all towns are more or less equally strong. So, I can't give and give to some creatures abilities just like that. And anyway I think that the way it is now, Tower's casters have all one unique way to work: Sorceresses cast a random curse-spell on attack, Arch Magi a random Offensive, Ginies a random Defensive and Enchanters a random mass spell (either offensive or defensive).

In fact, Tower as it is shown here is practically the same as in v2.2 HERE

Lizard Warrior
Thank you, I really appreciate it. As for the H4 units, I think it's not that big a deal and I like them (JonJ has done a good job on them).

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Ayreon
Ayreon


Famous Hero
posted November 03, 2010 09:13 AM

Hero_Of_Light:
You're ideas for mods are really refreshing for gameplay, and even better, you create them at high speed. Blessed were the day you registered at heroescommunity.com
Looking forward to this mod.
____________

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Zombie_Knight
Zombie_Knight


Adventuring Hero
posted November 07, 2010 11:47 AM

Cool

i like your mods,they are cool!
____________
I once did a thing.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 07, 2010 11:19 PM
Edited by Hero_Of_Light at 12:56, 30 Dec 2010.

THE BAD

INFERNO

The Evil towns will have some twists of their own... Here the third upgrades of creatures are more used than the Good towns. Let's see the Inferno.

Inferno's Lineup (HERE) is as follows:

Imps -> Familiars
Gogs -> Magogs
Werewolves OR Cerberi
Demons -> Horned Demons -> Arch Demons
Pit Lords OR Succubi
Efreet OR Nightmares
Devilkins -> Devils -> Arch Devils
Commander: Occultist


As stated, each town has its own special ability. Inferno has this:

FALLEN: Fallen creatures have basic Protection from Fire.

No need to explain much I guess... Hell's creatures are more resilient to fire... However, as you may noticed, not all of the creatures have the keyword. That was made for balance issues...

As for the tactics of this town, well... it can have up to two archer creatures and three flying ones, making it a very well rounded town. The fact that you can upgrade the seventh level creature a third time (Arch Devils are actually the Hell Barons but with extremely decreased stats) is a very powerful asset... However, its cost will be proportional to the benefit given.

 

NECROPOLIS

Necropolis' Lineup (HERE) is as follows:

Skeleton Warriors OR Skeleton Magi
Wraiths OR Zombies
Mummies OR Banshees
Vampires -> Vampire Lords
Liches -> Power Liches
Dark Queens OR Dread Knights
Bone Dragons -> Dracolichs OR Ghost Dragons -> Ghoul Dragons
Commander: Acolyte

Necropolis comes with two-three special abilities.

UNDEAD: I guess its obvious what it means; no morale, mind spell immunity and subject to certain spells such as animate dead etc...

SKELETAL: Skeletal creatures take less damage from archery attacks (Have basic air shield).

This is understandable (the idea was actually taken from Heroes IV) since skeletal creatures can't get hurt that much from missiles.

ETHEREAL: Spectral creatures get the same bonus (missiles go right through them) but instead of Basic, they will have Advanced Air Shield. This actually makes them even more protected than the skeletal units.

Ghosts were in fact recruitable for a while too but I changed it back. Their attract souls ability was to powerfull and a dealbraker. Note that Skeleton Warriors are upgraded to Skeleton Magi and vice versa. That means that you can choose between them at any point in the game you want. That can come very handy. For instance when defending a Castle, you might wanna change to Skeleton Magi, so that you shoot from inside the walls. In open battlefields however, skeleton warriors may be more useful (as they don't shoot with half damage when the target is far away). Its all up to you. In general, some interchangeable creatures work this way in other towns too. Take Castle for example... Monks can be upgraded to Crusaders and Crusaders to Monks (The Templars were an order of both clergymen and warriors).

The Dragons work a bit different. First of all I didn't want to give them the Dragon keyword, since they are not actually Dragons anymore (they are either made from their bones or Spirits) and because making them immune to some spells would be too much. Bone Dragons are upgraded to Dracolichs (not Ghost Dragons) and Ghost Dragons are upgraded to Ghoul Dragons. This makes the seventh level creature interchangeable AND upgradable.



DUNGEON

Dungeon's Lineup (HERE) is as follows:

Halflings OR Rogues
Harpies -> Harpy Hags
Beholders OR Assassins
Medusa -> Medusa Queens
Minotaurs -> Minotaur Kings -> Ancient Minotaurs
Spider Queens OR Scorpicores
Rust Dragons OR Black Dragons
Commander: Brute

Since a Thieves' town is out of the picture (for this mod) I thought that the town that could have some roguish creatures would be Dungeon. And anyway the Commander has the ability to steal some gold after the battle... I think its appropriate. And this leads us to the two keywords characterizing this town:

BANDIT: Bandit units have basic Fortune spell.

I thought that roguish creatures tempt fate often and well you know what they say... Audaces fortuna iuvat. Fortune favors the bold...

SUBTERRANEAN: Subterranean creatures have basic Protection from Earth.

This is also understandable for Dungeon creatures... Living underground they are adept in the ways the Earth works.

As for the tactics of this town, I don't think there is much to say... It is a powerfull town, most archers have no melee penalty and it can have up to three flyers too.

   

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Demitel
Demitel

Tavern Dweller
posted November 09, 2010 12:38 AM
Edited by Demitel at 01:56, 09 Nov 2010.

Dude, seriously, I just shed some tears of the pure awesomeness that is this mod. Your work is unbelievably good. Keep it up!
____________

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 09, 2010 12:48 AM bonus applied by angelito on 27 May 2011.
Edited by Hero_Of_Light at 13:00, 30 Dec 2010.

...AND THE NEUTRAL

STRONGHOLD

There are some new twists installed. As before, every town creatures have its own special abilities and 5 out of 7 creatures are made into interchangeable or have third upgrades. Let's start with Stronghold...

Stronghold's Lineup (HERE)

Goblins -> Hobgoblins -> Wolf Riders -> Wolf Raiders
Boars OR Nomads
Orc Berserkers OR Orc Axe-throwers
Trolls OR Ogre Magi
Roc -> Thunderbird
Cyclops -> Cyclop Kings
Behemoths -> Ancient Behemoths -> Ghost Behemoths
Commander: Warchief

Stronghold has two unique keywords.

STOUT: Stout creatures are fearless.

BRUTE: Brute creatures have basic bloodlust.

I think that they are quite obvious choices. All Stronghold creatures are Fearless (which can prove rather useful since 2 out of 9 towns actually have one creature that causes Fear). Also the fact that some of them have already Bloodlust makes the job of Ogre Magi easier...

Stronghold is a Might town and has some of the strongest creatures in Heroes III... The fact that Goblins can mount on Wolfs is a great advantage (since wolves are not just a second level unit anymore). In addition, the third upgrade of Behemoths can be proven a very strong opponent.



FORTRESS

Fortress lineup is (HERE)    

Gnolls -> Gnoll Marauders
Lizard Yeomen -> Lizard Archers -> Lizard Marksmen
Serpent Flies -> Dragon Flies
Witch Doctors OR Greater Basilisks
Halcyon OR Gorgons
Draconian OR Wyverns
Hydras -> Chaos Hydras -> Hell Hydras
Commander: Shamans

Fortress has two special abilities...

REPTILE: Reptile units have basic Stone Skin.

Lizards have a very hard skin and so the choice was kind of obvious.

BEAST: Beast creatures have 50% chance to heal a certain percentage of their health.

Beasts heal fast (Hell Hydras had that ability on the first place).

Fortress know has up to two shooter and three flying creatures which makes it a well adjusted town... Lizard marksmen and Hell Hydras are very powerful third upgrades and surely worthwhile.



HAVEN (former Conflux)

In my previous mod (HoLmodv2.2) Conflux was turned into a Thieves' town. Still, some creatures didn't quite fit... And so I thought of a new concept Town (however the name still applies to this concept as well). The new town's concept is a NATURE town. It consist of Nature loving/origin creatures such as faeries, satyrs etc. The heroes of this town are Planeswalkers and Naturalists (Elementalists are a hirable creature). Actually the idea for this was taken from original Conflux screen, which is kind of a magical faerie land. Haven means Sanctuary and that's why I thought it was appropriate. A Haven for all those magical creatures. Haven's special ability is ofcourse...

NATURE: Being a part of nature all those creatures have a +1 speed bonus on ANY terrain (and a +2 on Grass).

Nature creatures can adapt on all terrains and that's why they can move faster in any site.

Anyways, HERE is the lineup:

Growth is WITH Castle built

Pixies -> Sprites  (Growth: 100)
Leprechauns OR Satyrs (Growth:10)
Griffins OR Elementalists (Growth:8)
Pegasi -> Silver Pegasi (Growth:6)
Nymphs OR Unicorns (Growth:4)
Firebirds -> Phoenixes -> Sacred Phoenixes (Growth:2)
Faerie Dragon OR Azure Dragons (Growth:1)
Commander: Whisps

Haven has actually the most strategic twists... Note that the creatures are really strong for their Level but have a greatly decreased growth per week. Note also that 7th level creatures have only one growth per week (it was actually made possible by editing an already existent script). One other element is the somehow lack of shooters (only one that is interchangeable) and instead the great reliance on flying units (Can have up to 5). This was actually made as a counter for Castle Town (which has many shooters and relies on numbers).

As you might deduce, since the growth of creatures is severely decreased, external dwellings (and Legion artifacts) may be crucial for the win. Note also, that its commander has the ability to lower the numbers of attacking hero, thus leveling the field...


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Demitel
Demitel

Tavern Dweller
posted November 14, 2010 09:21 PM
Edited by Demitel at 22:00, 14 Nov 2010.

Holy snow dude, that is so awesome! If it comes on 25 December, you can be sure i'll never be capable of repaying santa. I mean, the balance, the changes, and you work so frigging fast it's unbelievable. Honestly, this is one of the best mods I've ever seen. Can't wait to play it!
____________

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 14, 2010 09:27 PM

Thanks, your enthusiasm (and I am referring to all of you) is a true inspiration.

Actually the reason for waiting till Christmas to post it (except the symbolic part ) is that I want to back it up with a series of Campaigns that show how the changed balances work. It will be a story I've written a long time ago divided in parts, so on December 25th you'll get the first Campaign as well.  

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Ayreon
Ayreon


Famous Hero
posted November 15, 2010 11:25 AM

That's great news!

The HAVEN town was an unexpected move... I'm curious to see whether it would stand a chance against the other towns who rely on numbers. Nevertheless; it's probably a better formation than the HoL2.0 version.
____________

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 15, 2010 12:21 PM

Since Haven has less growth rate than the other towns it relies on high level units (5th - 6th and 7th) rather than the others...

For instance, in 5th level you get 4 unicorns which is much stronger than 6 Ginies, or 6 Thunderbirds etc...

2 Sacred Phoenixes are stronger even than 4 Nagas and 1 Azure Dragon is stronger than 2 Titans...

On the other hand, 6 Pegasi are weaker than 10 Sharpshooters, or 8 Vampires etc...

So it is balanced. It just relies on strength (and flying speed) rather than numbers. I thought that having a town rely in numbers only (Castle) and a town rely on pure strength only (Haven) would be a nice addition to Heroes III.

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Ayreon
Ayreon


Famous Hero
posted November 15, 2010 05:06 PM

I think it will be a nice addition indeed. Some experimental towns is good
____________

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 15, 2010 07:44 PM

Yep... Actually it will be the only town that its buildings don't cost any gold... They will be expensive in resources though...

I did this because the creatures are really costly and gold can run scarce while trying to recruit them all... It is also a nice touch, since the dwellings are made by Nature and so there is no gold needed (only Crystals and Gems etc).

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