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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 ... 21 22 23 24 25 ... 30 40 50 51 · «PREV / NEXT»
And111
And111

Tavern Dweller
posted December 11, 2011 12:27 PM

Clear. It works.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 12, 2011 01:12 PM

@Violent_Moon

Thank you for your kind words. Progress has been slow on the past two months because i don't really have time to work on my upcoming mod (work/responsibilities etc). Another reason is that i lack some new creature defs that fit in Heroes III universe and so the only progress i made is in programming its details.

As i stated in previous pages of this thread i want to make HoL v3.2 the definitive version of my WOG mods and then retire. To do this i need to make sure that it looks homogenous enough and has a lot of new features as well. And that will surely mean that its release will be delayed a lot.

Still, there might be an update sooner or later.
____________
Not idly do the leaves of Lorien fall.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 12, 2011 10:11 PM
Edited by RidderLugtepik at 22:57, 12 Dec 2011.

Quote Hero of Light:
You should post this on my thread instead of starting a new one. This thread/question should be deleted and tranfered to my own thread. But anyway i will answer to it here.

First of all, since you have WOG you need to use the WOG map editor (HoL installed or not). But anyway, if the error message occurs but the game starts normally then it's no big deal, you can play the map anyways. Secondly, that error log seems to be about enhanced trasure chests (a script i never altered). So the problem must be elsewhere. Thirdly, yes the prison wouldn't have something to do with it and yes i edited Edric's starting skills to Leadership and Offense so you can't alter that through map editor. He will always start with these skills so if you want to make him have other skills than that you should change the third and fourth slots etc (you can't change the first two skills slots).


First of all. I didn't know if the problem would fit is own thread or this, but since you say we should take it here, let's do it.

The game starts normally. And since I knew it was a WoG feature that coursed the bug I created it in the other forum.. Anyway, thanks! I will use the WoG map editor in the future.

Concerning Edric, I'm not trying to make him lose his offense skill - I'm trying to add Armorer to his standard skill set from your mod, so he has "Leadership, Offense and Armorer + the other skills" but Armorer does not appear in the game? First it will appear as Estates and if I add Estates to his skills and Armorer again it will appear as Ballistics?

And now for something completely different:
You have also altered Malcom to have specialized in Archery - nice! But his story is the same as in Vanilla Heroes. Is that on purpose?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 13, 2011 10:03 AM

As i said i have altered Edric starting skills. That means that i made him loose Armorer and gain Offense. So if you give him armorer he will loose it at the start of the game and gain Offense. Conclusively, he CAN'T start with armorer, sorry. Now, concerning the other skills, maybe you made him start with some experience points and so the new skills were given randomly. I don't know what else to suggest.

Finally, Yes Malcolm has Archery skill specialty (i made it so) but i didn't change his original bio (as a matter of fact i didn't change pretty much anyone's bio). I didn't think that was important at the time but i will modify the heroes' bios according to their skills in my next mod.
____________
Not idly do the leaves of Lorien fall.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 13, 2011 01:32 PM

2 posts from a new thread moved here because they fit better:

RidderLugtepik posted:

Quote:
Unharmful bug or severe error?

Hi.

I am creating a map for the Hero of Light mod using vanilla Heroes: Shadow of Death mapeditor. I test it constantly using the HoL mod during the creation process and now I've encountered this error:

ERM syntax Error.
File: erm
Line: 2012
Reason:
"!!UN:U"-cannot find more objects.

Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
-----Context-----
U101/-1/-1/952; [get x/y/l of yellow square of chest into v952-v954]
!!VRy1:S0 R99; [roll percentile dice]
!!CH952&y1<8:B5; [8% chance for 2500 gold chest]
!!CH952&y1>97:B6; [2% chance for 3000 gold c.....
-----------------

ERM Command has a wrong syntax. Skipped
---------------------

U101/-1/-1/952;
---------------------

ERM Command has a wrong syntax. Skipped
---------------------

U101/-1/-1/952;
---------------------

I first noticed this bug when I placed Edric in a prison on the map. Nevertheless if I delete the prison the bug will still appear which makes me believe he has nothing to do with the bug, BUT!! I customized his secondary skills to look like this: Leadership, Offense, Archery, Tactics and Armorer and each time I open the game and free him from the prison he will have Estates instead of Armorer. If I add Estates to his secondary skills and Armorer, Armorer will appear as Ballistics? Is this because he has been overhauled in the HoL mod to start with Leadership, Offense rather than Leadership, Armorer?
Anyway. Any answer would be good. Please help.


Hero_Of_Light posted
Quote:
First of all, since you have WOG you need to use the WOG map editor (HoL installed or not). But anyway, if the error message occurs but the game starts normally then it's no big deal, you can play the map anyways. Secondly, that error log seems to be about enhanced trasure chests (a script i never altered). So the problem must be elsewhere. Thirdly, yes the prison wouldn't have something to do with it and yes i edited Edric's starting skills to Leadership and Offense so you can't alter that through map editor. He will always start with these skills so if you want to make him have other skills than that you should change the third and fourth slots etc (you can't change the first two skills slots).

____________
Better judged by 12 than carried by 6.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 13, 2011 04:14 PM

Quote:
As i said i have altered Edric starting skills. That means that i made him loose Armorer and gain Offense. So if you give him armorer he will loose it at the start of the game and gain Offense. Conclusively, he CAN'T start with armorer, sorry. Now, concerning the other skills, maybe you made him start with some experience points and so the new skills were given randomly. I don't know what else to suggest.

Finally, Yes Malcolm has Archery skill specialty (i made it so) but i didn't change his original bio (as a matter of fact i didn't change pretty much anyone's bio). I didn't think that was important at the time but i will modify the heroes' bios according to their skills in my next mod.


Okay thanks. I didn't give him any experience, just skills, but okay, so he can't start with Armorer at all - fair and thanks for your time.
Concerning Malcom and other Hero bios - okay, I'm looking forward to it. I like the ones you've made already.

Also this question is probably stupid, but e.g Malcom and Mephala receives a 5% bonus to their Archery skill (and other Heroes reveive bonuses for other skills) - is this per level or just constant?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 13, 2011 06:03 PM

The bonus is given per hero level (just as in regular heroes). The formula is simple enough. A level 20 hero has a percentage bonus of 5x20=100% which means that in the end at 20th level the damage dealt is doubled. Same goes for any percentage skill.
____________
Not idly do the leaves of Lorien fall.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 13, 2011 06:58 PM

Quote:
The bonus is given per hero level (just as in regular heroes). The formula is simple enough. A level 20 hero has a percentage bonus of 5x20=100% which means that in the end at 20th level the damage dealt is doubled. Same goes for any percentage skill.


Fair. I thought so, but I admit I was in doubt at one point "William" would be a useless hero if it was not a per level bonus.

I've played your mod a lot by now and I thinks its great! Very great! Best Heroes mod I've tried. Although, I read some of the old posts in this thread. One concerning Haflings - I also think that Haflings would fit Haven better and you should have the choice between Haflings or Sprites/Pixies in Haven and then perhaps you could make another ranged unit for Dungeon. The idea of Troglodytes throwing their swords seemed good to me at first, but then I remembered Troglodytes are blind... So the idea of Rogues throwing their knives are better. Perhaps you could get to choose between Rogues and Rogue Knifethrowers?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 13, 2011 07:33 PM

I will soon be working on Dungeon and i have some new twists concerning its creatures. However, Halflings will still be there (their colours match those of the Rogues and they make a nice alternative). I know that some of you would prefer them on Haven but i still think they are better in Dungeon, backing up the outlaw town theme i added in it. Expect some new creatures in Dungeon though and the comeback of some old and favorite ones too
____________
Not idly do the leaves of Lorien fall.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 13, 2011 08:08 PM

Fair enough. I just think they look so jolly and if you think of them in Tolkien's lore they don't fit the role of outlaws at all, despite all the burglar talk.

I have yet another question. I am getting on your nerves now huh?
Will you make a picture for the Garb of the Forest Lord or will it just remain the four artefacts in consist of?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 13, 2011 08:50 PM

Some of the combination artifacts in WOG don't actually combine in one image (and leave the others with a locked one). The one you mention is one of them and so i can't do anything about it. Same goes for the combination of all Diplomacy artifacts, Eagle eye artifacts etc. I made some new combination artifacts myself and will make more in the future. But these combination artifacts will remain the same.
____________
Not idly do the leaves of Lorien fall.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 13, 2011 09:16 PM

Well okay. I do not know which artefacts sets are WoG and which are HoL.
Is there any info on your combinations in this thread? If not, can you provide us with it?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 13, 2011 09:21 PM

The combination artifacts i've made are found in the Hero of Light tutorial map. That's why i made it so that someone can explore some of the aspects of this mod more easily.
____________
Not idly do the leaves of Lorien fall.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 13, 2011 11:50 PM

Oh yeah... I had totally forgotten about that. Pardon me!

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted December 28, 2011 03:28 PM

Two things you might wanna keep in mind when playing and creating maps for HoL.

The Halcyon has the same id as the vanilla Heroes Ice Elemental and therefore when you create a map and place "random monster level 3" it will be possible that a Halcyon appears (and they are to put it lightly, much better than any level 3 creature)

Another thing. Again I'm not sure either this is WoG og HoL, but on the puzzle map the lakes which are moving will not appear and if there any objects from vanilla Heroes placed at the same coordinates they will appear making it harder to discover the grail's whereabouts.

Also, I made this. Which might help players who want to play as Haven.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 07, 2012 04:13 PM

It's been a while since i shared any of my progress on my upcoming mod so I updated the slideshow presentation in the first page of this thread and added the Inferno town lineup. You can find details HERE.

I used some new creature defs there (a recollored and edited succubus and a new werewolf concept/appearance). The werewolves are transformed during the full moon days and their stats are greatly increased (the script is courtesy of Solitaire) and so they will be preferable than Cerberi on full moon. That will add new strategy on the game as you might wanna postpone an attack and wait for the full moon to do it, since the Werewolves bonus can be quite substantial. I also edited the Devils' third upgrade stats and appearance (in HoLv3.1 the 2nd and third upgrade were very much alike to each other).

That's all there is for now, i am currently working on Dungeon (i will install some -hopefully- exciting new twists there as well). So stay tuned for more!
____________
Not idly do the leaves of Lorien fall.

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted January 08, 2012 08:29 PM

I am really looking forward to the release of this! Keep up the good work HoL.
I think a lot of your changes are really cool.

I especially like the idea of the Drakeling as a 6th level unit (it's a real badass for a level 6 creature). Oh, and new skin colours are great!

Demon hunters look fun!

But I do not really understand what the Priestess has to do with Tower? Why this change? :s

New Arch-Devil is impressive. Lycan is that a Heroes IV "Goblin Knight?"

Cool Acolyte. Also, I like the whole "Heroes who summons creatures after each level attained".

It looks very good, I can't wait to see the other towns updated and again I look a lot forward to the release!


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 10, 2012 06:39 PM

As i said in earlier posts i will use the commanders from Heroes IV (made by JonJ) in order to keep only Heroes III style creatures in the game. The one for Tower was that of the Priestesses. I think their colloring fits with Tower (maybe i'll just change the name in the future)

As for the Lycans they are not goblin knights they are humans beaten by werewolves and so they are transformed on full moon into werewolves themselves.

Anyway, i'm glad you like it so far... I do have lots of new ideas for the other towns as well so stay tuned for more! You can always check the Slideshow presentation in the first post, i update every once in a while.
____________
Not idly do the leaves of Lorien fall.

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Leon1908
Leon1908

Tavern Dweller
posted February 05, 2012 04:07 PM

I admire your work so much. I have waited for years that someone changes a little bit homm3, because playing the same over and over again has became boring. But what u did is amazing - a fabulous mod.
I think that the Priestesses fit more with Castle because they look like clerics and with its abilities, color and appearence compacts perfectly.
If u could please leave them in Castle, but I will appreciate any your choice.
Big greetings from Croatia, we cant wait for the final version to be done. THANK YOU!!

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lutt
lutt

Tavern Dweller
posted February 05, 2012 06:25 PM

Hey!

First of all I would like to thank you for this awesome game!

I was trying to make a duel map in the map editor, but I could not put the new creatures in the heroes, just the old ones. Is there a way for me to do it? I would like to see big combats among the towns

If there is no way for me to do it, could you please release one?

According to the production per week per town, I came up with the following numbers for the duel map:

dwelling#
1 2 3 4 5 6 7

Necro 480 320 240 160 120 80 40

Fort/tower 640 360 280 160 120 80 40

Castle 1000 560 400 200 160 120 80

Dungeon 400 320 280 160 120 80 40

stronghold 600 360 280 160 120 80 40

Inf / ramp 600 320 240 160 120 80 40

If you could do it with the different variations of town lineups would be even better!



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