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Thread: The Glory of War (a Hero of Light mod) | This thread is pages long: 1 2 3 4 5 ... 10 ... 17 18 19 20 21 · NEXT» |
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 03, 2013 03:57 PM |
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FEATURES:
-> New creatures
-> New Conflux lineup
-> New artifacts
-> New campaigns and tutorial
-> New heroes and new hero specialties
-> New map objects and dwellings
-> New WoG Options
FIRST RELEASE: 26/10/2013
YouTube Trailer
GoWv1.3 Gameplay Videos
Slideshow Presentation
DOWNLOAD SECTION:
GoWv1.3 (ERA II)
GoWv1.3 (ERA III)
Heroes III Original Campaign Videos
Alternative Links
INSTALLATION INSTRUCTIONS:
You can play any version of this mod with ERA 2.7.5 or earlier! LINK
The latest version (v1.3) is also available for ERA III! LINK
-> Extract all files to "Mods" folder
-> Open Modmanager found in "Tools" folder
-> Make sure GoW is ENABLED and TOP on the priority list
-> Start a new single scenario and visit "WoG Options"
-> Make sure that the "Glory of War" WoG option is ON
-> Enjoy the Game!
ACKNOWLEDGMENTS:
I want to thank all of the Heroes Community members for their support and feedback.
Special thanks to:
Salamandre, Bersy, Solitaire345, Astaroth, OxFEA and JonJ, Hawaiing, HotA team, Tides of War team
Without their help and excellent work, this mod would not exist today!
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Not idly do the leaves of Lorien fall.
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 03, 2013 03:59 PM |
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The basic idea of this mod is to change around some WoG features that (in my opinion) were poorly made while keeping the original Heroes III features (mostly) intact. Since the HoL mod series were ended I thought it would be cool to work on a side project. I named it GoW intentionally, as a poetically mirrored name for WoG.
First let me say that WoG had some really nice ideas and brought a completely new air in the game. It was a really groundbreaking and inspirational project. However, I think it's fair to say that most of the new graphical features (creatures, buildings etc) were poorly made. Some new creatures' concepts seemed pretty lame as well (again that's only MY opinion). As I stated frequently, my goal (in all my mods) is to add creatures that fit, as best as they may, with the original Heroes III graphics. That's what I'll try to do to this mod as well, by exchanging some WoG creatures that are poorly made.
Instead of drastically changing several aspects of the game (as I did in my previous HoL mods) I thought it was high time I made a mod which mostly added features (rather than replace them). This means that the original town lineups will mostly be unaltered. The sole exception will be Conflux, in which a completely new lineup will be introduced. This lineup will be based in my latest mod's (HoLv3.22) Conflux town concept but it will have new features as well. I will be keeping most of the nice features of my previous mods. All the effort put on my previous work will be put in good use here as well. The good thing about this mod is that it will have some of the features introduced in the previous mods but there will be no obligatory WoG options and the player can enjoy the game as he or she chooses.
In conclusion, the main idea of this mod will be this:
Only a few original Heroes III features will be tempered with. Most WoG creatures/buildings that don't really fit will be replaced with better animation/concepts. A new set of single scenarios and campaigns will be introduced. New commanders, artifacts and buildings will be installed.
EXAMPLE:
Let's take the Elemental messengers for instance. In my opinion they were a poor concept (the game already had elementals) and a crude graphical effort (mere recoloring of Stone Golems). So, I needed a new idea for those four creatures. And here it is.
Instead of a Natural Calamity, the dwelling will be a Siege workshop. The creatures will be all Castle allied and will depict various siege engines and tactical strike forces (which did exist in the middle ages by the way). I used the Falconets and the Arbalests from my previous mods. I also made a pavissieri def (crossbowmen with a Pavise) and the Cranequiniers which were an elite tactical force (mounted crossbowmen). When you visit the Siege Workshop you will be able to purchase any of these four siege engine troops. Here are the stats and abilities.
This is just a small example of the new features. I will be posting further progress from time to time. Things will be going slowly though, because I am quite busy right now, but still there will be updates from time to time.
As always, stay tuned for more!
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Not idly do the leaves of Lorien fall.
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mhorohello
Hired Hero
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posted May 03, 2013 06:29 PM |
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"AND YOU SAY THERE IS NO GOD !!"
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Dr_Zomboss
Adventuring Hero
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posted May 03, 2013 06:54 PM |
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Ok but where is a download link?
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted May 03, 2013 07:27 PM |
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Quote: Ok but where is a download link?
I guess "when it's done"
Seriously, he said he is presenting samples of what's doing, but it's far for complete. Give him a break man!
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 04, 2013 12:51 AM |
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Thanks for your support! As I said I am currently quite busy and the progress may seem slow at first. A beta version might be ready by September... I hope I will be able to post my progress now and then...
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Not idly do the leaves of Lorien fall.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted May 04, 2013 02:07 AM |
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Godspeed Hol, I am sure it will be another quality mod from you. One question though, more of a wish... Is it possible for you to upload the castle units that replace the really useless messengers as a separete mini- mod? That could be a very handy change all by itself.
( If you think that will steal the upcoming mods thunder, I totally understand)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 04, 2013 02:27 PM |
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50% block rate for pavisieris? Usually at 30% you never get to hit them, the ability is bad coded. 50% may make them invincible or at least very annoying to kill. If on the other side, that is.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 05, 2013 08:41 PM |
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@Artu
Making a mini mod just for this feature is not worth it because it has too much work. A small script must be added, new graphics for creature attacks, town icons etc. I am afraid you'll have to wait for the release of the mod.
@Salamandre
There are two kinds of block rates in WoG. The one that the Dracolichs use (which is a percentage change to avoid FULL damage) and the one given through stack experience (which gives a percentage of damage reduced). I will be using the later. There will be tests of course. If the 50% block rate proves to be too powerful, I will decrease the percentage.
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Not idly do the leaves of Lorien fall.
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Thunderbird
Hired Hero
The Caller of Lightning
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posted May 10, 2013 02:16 AM |
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Does this mod still keep Crimson Tides Sea creatures?
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Hero_of_Light
Responsible
Supreme Hero
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posted May 15, 2013 05:24 PM |
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No, at least not all of them. Pirates and Wenches will still be part of the mod. As I said most of WoG creatures will be changed. I'll also introduce new commanders (with a better/closer to Heroes III animation). I will have an update in a few weeks I think.
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Not idly do the leaves of Lorien fall.
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Macron1
Supreme Hero
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posted May 15, 2013 05:31 PM |
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Quote: No, at least not all of them. Pirates and Wenches will still be part of the mod. As I said most of WoG creatures will be changed. I'll also introduce new commanders (with a better/closer to Heroes III animation). I will have an update in a few weeks I think.
Can you share Pavissieri/Cranequiniers DEF?
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Hero_of_Light
Responsible
Supreme Hero
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posted May 15, 2013 06:25 PM |
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No, I am afraid at the moment I actually can't. As I said in some previous posts in other threads I am currently serving in the army. That means that I am far away from home at the moment
My military service ends in August. I do return home from time to time but only briefly. To tell you the truth though, I would prefer to release the full mod first, rather than sharing any graphics. In any case you will have to wait I'm afraid
***EDIT***
I prepared a little update this evening... It is the town's commanders lineup.
As I said, the main purpose of this mod is to upgrade some elements of the original WoG that don't really fit with Heroes III. Most of the original WoG commanders were poor concepts and poorly made. In my previous mods I replaced the commanders with either other creatures or H4 animations (ripped by JonJ). This time I used animations that are more Heroes 3 like. Granted that some of them are mere recoloring of some original creatures, I think this still is better than the original WoG commanders. Here they are:
There are more new features to come. Expect further updates in the near future. As always, stay tuned for more!
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Not idly do the leaves of Lorien fall.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted June 01, 2013 11:37 PM |
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Edited by artu at 23:38, 01 Jun 2013.
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A little criticism:
The bards definitely don't fit with Barbarian theme or Stronghold terrain at all.
The Sorceresses as commanders may not be such a great idea, because I think they are one of the successful Wog creatures and I'd rather see them stay as they are. There were these Green and Purple versions of the Tower Mage, they'd look great and would fit in much better IMO.
Also the look alike commanders may feel a little repetitive.
Witch Doctors could use a cape.
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 02, 2013 12:22 AM |
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Actually on Heroes Chronicles we learn that Bards used to sing about the tales of the Barbarians Kings of old. That's why I assigned them to Stronghold.
I like the Sorceresses too. I will change them back if I get my hands to a good alternative for Tower commander.
To be honest I don't really like the commander concept at all. Always when I play a WoG map I have this option OFF. However, I want to install new animations. I agree that they seem repetitive. Original WoG was quite repetitive too. You can see that in the four elemental messengers and the two additional sharpshooters that were installed. My goal would be to have new concepts and animations altogether by the time I end this mod.
For instance, the Sorceresses, Bards, Succubi and Sentinels are quite original and have a decent animation... They will surely be part of the mod. If I were able to find/create original animations for the rest of the commanders that would be great. However, I must confess, since I don't really like commanders, I will leave this quest to the last (if not abandon it altogether).
***EDIT***
I've been working on the new Conflux town for some time now and it starts to take shape. It is far from finished yet, but in general some steps forward have been taken.
The new Confux town in GoW will have the same concept as Tales of Amadar. A Nature town (Haven) with nature creatures. The town lineup will be somehow changed however. It will be more Heroes III like (meaning every creature will have its upgrade instead of exchangeable creatures). The creatures are:
1st level: Pixies - Sprites
2nd level: Wolves - Dire wolves (The North remembers!)
3rd level: Hippogryphs - Noble Hippogryphs
4th level: All types of elements (they can produce Elementalists like in HoLv3.2)
5th level: Spirit - Rainbow Dragons
6th level: Halcyons - Aethons
7th level: Firebirds - Phoenixes.
Here is a brief town overview (again, this will definitely not be the last draft).
As you might deduce the main concept (and some creatures) is the same. I discarded the Faerie/Azure Dragons bit (and restored the Phoenixes in their original 7th level place). I added the halcyons and aethons (which were old discarded HotA animations). Halcyons were a part of my previous mod as seacreatures but now they will be recruitable in Haven. I have to say that I am not entirely happy with the wolves animations. While having sprites and wolves in the same town is nice (just like the Nature town in H4) I may replace them. The problem is that I can't seem to find any new Heroes III like creatures in the forums. I guess noone is making new creatures the old fashioned way anymore
These wolves I made from the wolf riders. The problem is that the foot of the goblins won't be easy to erase and the belly of the wolf needs to be frankensteined. The result is poor at the moment. Maybe I can try to make them better in the future I don't know.
As you may have noticed I discarded the leprechauns and satyrs from the game. These creatures were made by me. As much as the concept was really nice the animation was still poor (no matter how much I edited them). It is true that Frankensteining rarely works. For instance, my versions of leprechauns and satyrs could be no match for those that HotA team made (which I guess were either lost or the author refuses to share):
In any case, I will aim on making this mod as homogeneous as possible. I've been trying to do so from HoLv3.0 and after and I think, step by step, I draw closer to a complete and harmonic blend of the original Heroes III creatures and the ones I add. Well... I'll try at least
Anyways, that's that... I await your responses. Expect further updates in the future. Stay tuned!
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 07, 2013 07:42 AM |
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They look great. 6 creatures out of 7 which ignore obstacles make it a top warmonger but no shooters at all?
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 07, 2013 09:57 AM |
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There is a shooter, the elementalists (upgraded by the elementals just like in HoLv3.22). I agree there are a lot of flyers in this town and that's why I gave it low health total and damage. Phoenixes will have a growth of two per week (and not 4). The balance of this town (and the mod in general) will be procured after a lot of testing. Right now, I work in the graphical enhancement part (along with adding some new features).
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Not idly do the leaves of Lorien fall.
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Macron1
Supreme Hero
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posted June 07, 2013 02:36 PM |
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Quote: There is a shooter, the elementalists (upgraded by the elementals just like in HoLv3.22). I agree there are a lot of flyers in this town and that's why I gave it low health total and damage. Phoenixes will have a growth of two per week (and not 4). The balance of this town (and the mod in general) will be procured after a lot of testing. Right now, I work in the graphical enhancement part (along with adding some new features).
I think elementals and wolves do not fit line at all.
How about replacing them also?
To make town of fliers - is one of old ideas.
PS Maybe some shooting dragon for 7th level?
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 07, 2013 06:01 PM |
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As I said I am not completely happy with the wolves animation as well. As for the elementals, I did mention that they are upgraded to elementalists (which animation fits better with the others). I think they still fit well in the new Conflux as a concept as well. Nature (in mythology at least) is made out of the four elements and so in a Haven the elementals should be in abundance. I also thought it would be cool to leave them as a memo of the old creatures lineup and the concept that they can all be upgraded in Elementalists is something I want discard so easily, cause it's way too to abandon.
I've been pondering about the wolves as well and thought of a pretty nice solution. I thought of replacing them with halflings. I think the new lineup fits nicely together now:
The creatures seem homogenous enough and fit quite better together now in my opinion. What do you thing?
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Not idly do the leaves of Lorien fall.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted June 07, 2013 06:03 PM |
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I like the idea of having the four elementals on the lvl 4 building and add other type of creatures on lvls 2,3&5
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