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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Glory of War (a Hero of Light mod)
Thread: The Glory of War (a Hero of Light mod) This thread is 21 pages long: 1 2 3 4 5 ... 10 ... 17 18 19 20 21 · «PREV / NEXT»
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted June 07, 2013 06:10 PM

I don't like the idea of replacing Conflux lineup without replacing Conflux screen.

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Macron1
Macron1


Supreme Hero
posted June 07, 2013 06:11 PM
Edited by Macron1 at 18:14, 07 Jun 2013.

Halflings are already in Preserve, and they will be in Stanford.
So they are very popular.
How about flying Hell Hornets? They have upgrade and look like 2nd lev creatures?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 07, 2013 06:20 PM
Edited by Hero_Of_Light at 18:22, 07 Jun 2013.

Quote:
I don't like the idea of replacing Conflux lineup without replacing Conflux screen.


Well, I think since the concept of the town is practically the same as before, the town fits well with the creatures. And in any case making a new town screen is a very difficult task.

Quote:
How about flying Hell Hornets? They have upgrade and look like 2nd lev creatures?


Nah, I don't like neither the concept or the animation. I think I'm sticking with the halflings (at least for now).
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DoctorTea
DoctorTea

Tavern Dweller
posted June 07, 2013 06:33 PM

Do not touch Conflux! Else, replace elementals to dendroid and replace gippogryfs to elves, you get a new lineup of rampart!

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 09, 2013 07:26 PM

A first draft of the new Haven lineup is ready. Details are likely to change in the future but I think it's safe to say that the basic idea will be the same.

As in HoLv3.2 Conflux will be turned into Haven, a Nature town. The town will have some great assets (along with some great weaknesses to balance it out):

(+) The town has 5 flyers and 2 shooters
(+) Very fast creatures
(-) Low damage creatures
(-) Low Hit point creatures

Here is the new lineup and growth (with Castle built):

Pixies -> Sprites (50)
Halfligs -> Slingers (28)
Hippogryphs -> Noble Hippogryphs (16)
4 types of Elementals -> Elementalists (10)
Spirit Dragons -> Rainbow Dragons (8)
Halcyons -> Aethons (4)
Firebirds -> Phoenixes (2)

As in HoLv3.2 the buildings will not cost gold (but will be heavily charged on precious resources). Phoenix growth is set on 2 per week (instead of 4) but its stats were enhanced. Halflings have low stats as in original Heroes III (they were level 1 creatures) and so their growth is set to 28 (the biggest for 2nd level creatures in the game). Any type of Elementals is recruitable in the town and any of these can be used to train Elementalists, an additional (and quite decent) shooter for the town.

Here is the complete lineup of the town:



Hope you liked it. I await your responses/suggestions.
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Macron1
Macron1


Supreme Hero
posted June 09, 2013 07:37 PM

Quote:


Hope you liked it. I await your responses/suggestions.

As for me, I don't like idea of upgrading non-living elementals into living elementalists. Elementalist is good to be commander or some level monster in town, not an upgrade of elementals.
And who will buy elementals, if there is a shooter?

What function of Sentinels?
PS They are already as Druids in Preserve town.
Maybe you make them degrade, and your earlier sentinel with unicorn - ugrade?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 09, 2013 08:01 PM

The Sentinels are the town's commanders, they don't have any function except with the WoG option enabled. They used to have an Unicorn in previous versions but this will not be included here, so they'll just serve as commanders.

As for the Elementalists, the idea is that the elementals are used to train them and not that they are morphed into elementalists. The idea that all elementals are upgraded to elementalists is a very practical one too, because when you capture different elemental dwellings you can upgrade them all to a very useful shooter creature. That was a feature in HoLv3.2 too and I think it's quite kewl so it stays as is. In single scenarios you would stack up with throngs of Elementalists if there would be two elemental dwellings in the map.

Alternatively, I disagree that a player would choose the elementals instead and not upgrade them. One could easily choose the Fire Elementals and along with the Rainbow Dragons, the Aethons and the Firebirds he or she can play the Armunity tactic. By providing all four elementals I give the players more choices of gameplay (instead of having just a downgrade for elementalists).
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Macron1
Macron1


Supreme Hero
posted June 09, 2013 08:36 PM

Quote:

As for the Elementalists, the idea is that the elementals are used to train them and not that they are morphed into elementalists. The idea that all elementals are upgraded to elementalists is a very practical one too, because when you capture different elemental dwellings you can upgrade them all to a very useful shooter creature. That was a feature in HoLv3.2 too and I think it's quite kewl so it stays as is. In single scenarios you would stack up with throngs of Elementalists if there would be two elemental dwellings in the map.


Dont' think it's very balanced idea. This town is already very strong at sieges.
I don't like mostly the human appearance of elementalist. Maybe there some elemental-like creature needed.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 11, 2013 03:09 PM

Here is a town screen of Haven with the two creatures lineup (normal and upgraded):



I think the creatures fit nicely and that the town fits well with the other Heroes III towns as well.

I think there was a substantial progress in this mod this past days. I may not be able to work on further for the next month or so though, cause I will be really busy. Still, expect some more updates mid-July (if my calculations are correct). As always, stay tuned for more!
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 11, 2013 03:37 PM

All good IMO, except hyppos, especially the basic one is plain ugly, with recolor. I know your skepticism about ripped, but frankly there are splendid hyppogrifs from WoW, and animations are decent.


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted June 20, 2013 06:59 PM

I can't really see how these animations from WoW would fit with the other animations. As I said, I want my mods to blend in with the original Heroes III graphics as much as possible. Adding these animations would look bizarre at best.

In any case, the non upgraded version of the hippogryphs might be indeed a bad recoloring. I will try for a better one in my next leave of absence from my military service (mid-July that is). My obligatory military service ends (once and for all) mid-August so I will definitely have even more time then
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Not idly do the leaves of Lorien fall.

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Macron1
Macron1


Supreme Hero
posted June 20, 2013 07:21 PM

Quote:
I can't really see how these animations from WoW would fit with the other animations. As I said, I want my mods to blend in with the original Heroes III graphics as much as possible. Adding these animations would look bizarre at best.

In any case, the non upgraded version of the hippogryphs might be indeed a bad recoloring. I will try for a better one in my next leave of absence from my military service (mid-July that is). My obligatory military service ends (once and for all) mid-August so I will definitely have even more time then


Here is more good recolour:
http://packa.ucoz.ru/load/boevoj_grifon_by_raven/38-1-0-188

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted June 28, 2013 04:31 PM
Edited by Hero_of_Light at 22:27, 16 Jul 2013.

Here's a substantial update on the progress of this mod: I give you the new WoG creatures that will replace the old ones. To be honest some of them aren't really replaced but merely have changed stats and abilities (and a better animation).

First of all let's see the 8th level creatures. In original WoG these creatures were a bit of a balance thrower. They were too powerful to have and so all the small level creatures in your armies were practically useless when you acquired the 8th level creatures of your town. That's why I decided to give them the original level 7th creatures stats (while keeping their extra abilities intact). I also changed a few animations around. Here they are:



As for the rest of the WoG creatures, you might remember that the key feature of this mod is to enhance their graphics and their concepts into something that fits better to the original HIII atmosphere. You might remember what happened to the Elemental Messengers:



The rest of the WoG creatures were mostly changed as well. Here are the new WoG creatures:



You may notice that most of them where already used in HoLv3.2. I may use the Commanders from HoLv3.2 as well (regrettably, I can't find that much H3like creature animations as to fill in all the blanks). I am also working on the idea of adjusting the 4 God creatures as well (and give them a whole new game dynamic).

That's all for now... There is still a lot of work to do. As always, stay tuned for more!
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Not idly do the leaves of Lorien fall.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted July 17, 2013 12:11 AM
Edited by artu at 00:17, 17 Jul 2013.

1- What does the banshees "attracts dead souls" actually do?
2- While at it, something can be done for the Ghost Behemoth. I think the concept dont fit barbarian town and I saw a def somewhere with a behemoth with the mane of a male lion which is a much better idea.
3 - I still can't get used to the idea that in your Haven town upgrades actually gives totally different creatures. Honestly, I dislike the idea, it's too much of a drift away from the original H3 concept. And it turns the fraction into an anomaly when other towns arent like that.
4- The best ones are the new human units replacing messengers. I also like banshees and paladins.

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gluteos
gluteos

Tavern Dweller
posted July 17, 2013 02:54 AM

These creatures make useless the walls of the fort  . Maybe you should balance this with another faction, slower and weaker at sieges but strong in melee attacks.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 17, 2013 08:09 PM
Edited by Lord_Immortal at 20:31, 17 Jul 2013.

How about a VCMI version of HoL mod? With the Neutral town as New Town that makes no replacements in older towns:

Tier 1:Halfling->Burglar(Hooded version)
Tier 2:Bandit(MM7 def)->Rogue
Tier 3:Nomad OR Mercenary(Black HotA Halberdier Def)
Tier 4:Spirit Dragon->Rainbow Dragon OR Sharpshooter(No upg)
Tier 5:Troll->War Trooll(MM8 Def with Ram Club)
Tier 6:Sorceress OR Enchanter
Tier 7-8:Quartz Dragon->Amethyst Dragon->Sapphire Dragon (Grove lineup)


Also replacing some creatures like:
Air/Earth/Fire/Water Messenger
Snow/Lava Sharpshooters


And a WoG option that switches Orcs/Orc Chieftain(they're silly) and Pikemen/Halberdiers(Since you will use the HotA def for Mercenary).


Edit: Since you like Lycans/Werewolves you can add the Alpha Werewolf as upgrade of Werewolf, from Romanian town, and make then like Vampire alternates, i.e.


Vampire->Vampire Lord OR Lycan->Werewolf


Where Lycan is the current werewolf
and Werewolf is the Romanian Town Alpha Werewolf.


And please no ripped units

EDIT:
You can also, for these units:
-Make Supreme Archangels with the Def from MM7, and rename to Pricipalite
-Remove/Replace Diamond Dragons and make Faerie Dragons as Upgrades of the Gold Dragon.
-Use Dracoliches instead of Blood Dragons
-Replace the Ghost Behemoth with Mighty Behemoth

And from http://www.wogjednostki.dbv.pl use:
Darkness Dragon
Hellbarons
Sacred Phoenixes
Mighty Behemoth
Pricipalite
Hell Hydra

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 01, 2013 01:02 PM

@artu

Banshees replace the original WoG ghosts. I didn't change their abilities, they work normally. As for the Behemoths, I will change their name (as in HoLv3.2). I am pretty pleased with the new Haven lineup as it is, so it will remain thus upon the release of HoLGoWv1.0...

@gluteos

You're right, Ballistics seems useless now for the planeswalkers... The creatures may all be flyers and shooters but they have really weak stats. There will be balancing tests, rest assured.

@Lord_Immortal

I would really love the idea of implementing my mods in VCMI, but I wouldn't know how. I only know how to work ERM scripts (and that not that great either). If someone is able to implement the features of any of my mods in VCMI, he or she is welcome to try.
____________
Not idly do the leaves of Lorien fall.

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted August 01, 2013 02:36 PM

I just wanted to write that i love your creature modifications,they fit great Noble Hippogryphs,Banshees,Paladins,Lycans,Hieropants,Acolytes and Thieves are my favorite,they look great

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Macron1
Macron1


Supreme Hero
posted August 01, 2013 02:50 PM

Silaneo said:
I just wanted to write that i love your creature modifications,they fit great Noble Hippogryphs,Banshees,Paladins,Lycans,Hieropants,Acolytes and Thieves are my favorite,they look great


Of HOL works I love most siege weapons creatures.
Just got from HOL 3.0 arcballista musketeer, it's great.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted August 20, 2013 12:24 AM

There's been some substantial progress in this mod and I can surely say that a first version of it is right on its way.

I've currently been tweaking some key elements such as town lineups, dynamics and hero specialties. As I said, in this mod, most of the original H3 town lineups will remain unchanged (with the exception of a whole new Conflux lineup). This mod will lack the drastic town lineups that my previous mods featured. However, there will be new features found in towns.

For instance, some upgraded town dwellings will grand an additional creature to hire. For example, upgraded Watch Tower in Castle will also sell Peasants:

 

These creatures will be an addition (and not an alternative as it were in HoLv3.2) to your army. You can hire the peasants as well as the Pikemen.

Every town has at least one building that provides additional creatures. This will work on dwellings that it seems normal to provide more creatures. This idea was used in my previous mod as well and was applied in Tower very nicely. These tweak in Tower's lineups will remain the same in GoW:





Additionally, some horde dwellings (dwellings that raise the growth of creatures) provide some additional creatures as well (when the upgraded building is built):



All these creatures are added and not interchanged with the original ones. You still got the original lineup most of the times. There are some exceptions though. I thought that I kept the idea of interchangeable creatures in two cases. I kept the Skeletons <-> Skeleton magi formula in Necropolis and the Nomad <-> Boar in Stronghold. These creatures can be changed back and forth at any time in the game:

 

One last feature is that I also added some third upgrades for creatures. I did this to empower the three towns that needed more help (in my opinion): Inferno, Stronghold and Fortress. These towns get a creature with third upgrades (just like in HoLv3.2):







So this is it for now. The mod is practically playable but there is a lot of work still to be done before its final release. I have some graphical features to attend to before it's done. There will be further updates. Stay tuned for more!
____________
Not idly do the leaves of Lorien fall.

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