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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 ... 25 26 27 28 29 ... 30 40 50 51 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 01, 2012 12:00 AM
Edited by Hero_of_Light at 12:45, 03 Mar 2012.

To answer to those of you that wanted updates about HoLv3.2 i posted some new stuff on the Slideshow Presentation, take a look.

I practically finished with Fortress and Haven, the lineup will be more or less that which i post on the link above.

Fortress has a lot of changes (comparing to HoLv3.1). First of all i got rid of the somewhat purely made creatures of Witch Doctors, Sages and the Draconians (they didn't really fit). The Witch Doctors were replaced with a shooting Gnoll Shaman (a more minimal and simpler animation there). The Sages (although their animation was ok) didn't really fit in the lineup and were made into commanders (as they should be). Lastly the Dinosaur like creatures were completely thrown away (i never liked it anyway). So now Fortress has a more homogenous lineup (as you can see in the Slideshow link above).

And now there's Haven (former Conflux). Since the new Haven will be the centerpiece of this update (having the new campaign completely based on Haven) i will elaborate more thoroughly and post the pics here as well. So...

HAVEN

As in HoLv3.1 this is still a Nature Town. The buildings still cost valuable resources only (not gold) and the high level creatures' growth is reduced (but they are more powerful. As i did in Fortress i got rid of the creatures with poorly made animations (Astral Spirits and Shapeshifters) and introduced a new lineup. I also restored the original 4 elements and they are now available to recruit at level 4th dwelling (i named it Conflux as a mememento to the town's original name). Furthermore, you can use any one of these Elementals to "train" (upgrade to) Elementalists. Elementalists will be the only shooting creatures this town has (although almost all the others fly so the gap is easily filled).









Furthermore, I changed some heroes portraits, bios and special abbilities around to match the new lineups. All Planeswalkers start with Pathfinding and all Naturalist with one of the schools of Magic. Moreover, i introduce a new Special Hero for Haven (something that original Heroes lacked), Emilia. She specializes on Wisdom and starts with all 5th level spells, rendering as powerful an asset as Gelu and Dracon. Her story (along with some of the other Haven heroes) will be told in the new campaign: Tales of Amadar.



Here is the complete list of Haven's creatures.



BUT WAIT! THERE'S MORE

Since i somewhat finished with the town lineups (still needs some polishing on the creatures animations here and there) i slowly advance on working on the neutral sea creatures faction (introduced in HoLv3.1) which need a little tweaking themselves. However, town lineups and new creatures will be only the half of the new features in HoLv3.2. I plan on adding new artifacts, dwellings, adventure map objects and other features. As you might have observed in the end of the Slideshow Presentation I made a new part where i will be posting all the new features in HoLv3.2 (besides the new town lineups). Let's review two of them right now.

First of all, the new version of ERA allows blacksmiths to have all three war machines available to purchase:



I thought that was cool and thanks to Solitaire i managed to render the war machines a new faction with their own background (the inside of a blacksmith), thus leaving the Neutral faction free for use. Take a look:



Last (but not nearly least) thanks to Salamadre i was able to introduce some new artifacts and artifact combinations with some cool effects. Here are the new Wog and new artifact combinations of HoLv3.2:





So, that's it for now... This has been (and i hope you agree) a grand update on the mod's progress. As always i avait your reactions, suggestions etc and i will post again when i have more updates.

So, as always (and as Neil Patrick Harris would put it)...

Stay tuned for-wait for it-MORE!
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 01, 2012 10:34 PM

Looks very nice, I don't see the scepter, means I have quickly to finish work, ok!
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 01, 2012 11:22 PM

I didn't include it because it won't be a combination artifact and i will post pics of the revised WOG artifacts later on.

Relax, there's no rush.
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nababan
nababan

Tavern Dweller
imzers
posted March 03, 2012 03:56 AM

i love this mod, but since i installed it, make my WOG mostly crash while Load Auto Saved Game

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 03, 2012 11:35 AM
Edited by Hero_of_Light at 12:50, 03 Mar 2012.

I don't know why that might happen. I suggest you try the standalone version, it probably won't have this problem.

***EDIT***

I added some new artifacts in the first post of this page. Check it out!
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theoneDBomb
theoneDBomb

Tavern Dweller
posted March 03, 2012 07:29 PM

Hi, just have a quick question, and sorry if it has been asked before...

Is there some type of map editor that comes with the Hero of Light Expansion? Because when I try and edit maps in the WoG editor, it crashes, saying something along the lines of "Pixels not found"

Thanks for your time
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 03, 2012 08:15 PM

This might be because you don't have the latest object pack for WOG. In most cases i suggest to users to try the standalone version because i can't know what went wrong in your particular case (that's why i posted a standalone link in the first place).

And since you brought it up, my advise to all of you (that experience installation dificulties) PLEASE try the standalone version first and then if the problems continue, reply on this thread.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2012 03:32 PM

script 67

I added the mana bonus for artefacts. One will give, the other will take. Should work with intelligence as well.

You may want to add to it the log/path arts + redraw hero screen, which I guess are already in your script. Tell me if problems.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 04, 2012 04:24 PM
Edited by Hero_of_Light at 16:25, 04 Mar 2012.

The sceptre seems to work ok but the wand doesn't add the spell points right. If the hero hasn't intelligence then it adds less than it is supposed to. On the other hand, if hero has intelligence then it adds more than it supposed to.  

After the battle however the spell points are ok (even if you cast spells in the battle the result will be as expected).
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2012 04:52 PM
Edited by Salamandre at 17:02, 04 Mar 2012.

Hmm, I tested with:

Hero starts with basic intelligence (+25%)-works


Hero starts with expert intelligence (+100%) -works


Hero starts with no intelligence -works


Strange you get different results. Note that the mana is not FREE added, but added to existing pool. If he does not start the battle at full mana, he will not get full mana, the bonus applies to existing mana only.


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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 04, 2012 05:58 PM

Well with expert intelligence and 17 total knowledge (after calculation) i get 430/340.

With no intelligence and 21 total knowledge (after calculation) i get 175/210

After the battle all is ok, the spell points are restored to their original capacity (- the spell points i used in battle).

I also found out something about the sceptre:

With Intelligence the hero has 10/20 spell points in battle. Moreover, after the battle (if you cast spells) there isn't any reduction to the original spell points.

I don't know why.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2012 07:00 PM

ok, will look for a safe way
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 04, 2012 09:55 PM

Well, i read the script you gave me and i couldn't find where the trouble with the spell points actually is.

I also would like to suggest (in the case of the sceptre) to leave the spell points as they are (no reduction). The reason is that a hero can't be forced to have so little spell points in a battle. A hero should always have enough spell points to cast cure and dispel. Because if that's not the case then the wand will be much more powerful than the sceptre. And anyways, since the Power is always 1, the hero won't be able to cast powerful spells (no matter how much spell points he or she has). I think it is crucial however to allow the hero to be able to cast the basics.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2012 10:14 PM

ok, still the wand turns out to be quite complicate to make, if we want correct bonus then subtract mana cast in battle. Will find something, must redo I think.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 04, 2012 11:27 PM

I found the solution. You had the percentage calculations wrong. I also put the spell power bit right before the attack-defense reductions and based the bonus to the defense given to knowledge (as i suggested before). Anyway, it works now like this:

!?FU338; change ATT/DEF in SP/KN art ID=161, w4 used
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!HEx1:S24/?y1; get if intelligence
!!VRv8019:Sv111*10;
!!VRv8019&y1=1:*5:4; %25
!!VRv8019&y1=2:*3:2;  %50
!!VRv8019&y1=3:*2;   %100
!!HEx1:Idv8019;
!!VRv114:Cv110/v111/v112/v113;
!!VRv112:+v110;
!!VRv113:+v111;
!!VRv110:-v110;
!!VRv111:-v111;
!!HEx1:Fv110/v111/v112/v113;
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 05, 2012 11:23 AM

Good job, it works as you need now?
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 05, 2012 04:11 PM
Edited by Hero_of_Light at 02:13, 10 Mar 2012.

**EDIT**

I almost finished the neutral sea creatures from the Crimson Tides campaign. You can check them out HERE.

I changed the triton's def with a cyan version of the troglodyte. I don't know if i'll keep the triton name though, it now seems more like a toadman or something. Other than that there are no big changes (in comparison to HoLv3.1) since this campaign was meant to be the highlight of the previous expansion and not this one's.

However, i will edit their dwellings a bit and try to upgrade their quality. I will post the results shortly. I also a working on new creature banks so there will be more to share next week.

As always, stay tuned for more...
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 13, 2012 06:02 PM

Looks awesome ! Please continue the hard work !

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esvath
esvath


Known Hero
posted March 21, 2012 01:09 AM

Quote:
**EDIT**


I changed the triton's def with a cyan version of the troglodyte. I don't know if i'll keep the triton name though, it now seems more like a toadman or something.


Rename it into "Kappa"?

You have done great work here, I can't wait to play your final version!

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 27, 2012 02:19 AM

I don't know about kappa it doesn't feel right... Maybe I'll just leave it Tritons.

I've recently finished the heroes specialities and starting skills. That's actually a big step towards the completion of HoLv3.2 because i wanted to make a more systemized and homogenous job on this topic. I won't bore you with the details of how i arranged the specialities but i can give you some points:

-> Every town will have one hero with +350 gold speciality (that wasn't the case in original Heroes)
-> Every town will have one hero that summons creatures in the battlefield
-> All Secondary Skills have at least one hero that specializes on them (even non-percentage ones)
-> Heroes that specialize on non-percentage skills will start with that skill in Expert level (like Adriene)
-> Every town will have one really powerful hero (like Gelu etc), even Conflux (it didn't have one originally). Their specialities have been strenghtened alot. Also, they all start with a diferent lineup (just like Drakon starts with Enchanters and not Gremlins).
-> New spell specialists. Some heroes will specialize on a school of magic and will start with more than one spells.

There's much more info about how i distributed the specialities but it would much take a long time to cover them all so I won't get into it. As i said i wanted to systemize it. So the starting skills will also have a pattern:

All Knights start with Leadership
All Rangers start with Archery
All Alchemists start with Scholar
All Demoniacs start with Mysticism
All Necro heroes start with Necromancy
All Overlords start with Tactics
All Barbarians start with Offense
All Beastmasters start with Armorer
All Planeswalker start with Pathfinding

As you might have noticed i didn't mention the Magic Heroes of each town. That's because all Magic heroes MUST start with wisdom and so the starting skill combinations are limited. Thus, there can't be a magic skill that all Magic heroes of a town start with (because then they would all start with the same skills). However, I managed to differ the magic heroes of each town in another way. For instance Clerics specialize on Holy spells. Warlocks on Earth spells. Naturalists on Elemental skills etc.

So, that's it for now... I am currently working on map objects and will soon introduce some new creature banks I'm working on. As always stay tuned for more!
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Not idly do the leaves of Lorien fall.

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