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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 ... 9 10 11 12 13 ... 20 21 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 01, 2015 11:47 AM

Seems to work OK now...

I will test it thoroughly of course but at last I think we have a winner.

Thank you very much! With every little detail added/perfected my mod is getting better (thanks to your help of course)
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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted January 02, 2015 11:56 PM

A +QP to Hero of Light for his work here is long overdue. Thanks to galaad for pointing this out to me.

(I awarded a post on page 8 of this thread.)
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I'm sick of following my dreams. I'm just going to ask them where they're goin', and hook up with them later. -Mitch Hedberg

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 03, 2015 12:01 AM

Thanks! And Thanks on making this a project, now I can edit my posts at will and it will surely be proven useful for the future!
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 03, 2015 05:54 PM

Speaking of which, I need about 6-8 pics showing the new mod features, to repack for the new mod manager. If you don't provide pics, I will just take some from the first page, so I hope they are updated.
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Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 03, 2015 06:18 PM
Edited by Hero_Of_Light at 00:15, 04 Jan 2015.

***** The Glory of War Mod Presentation *****

CONCEPT

The basic idea of this mod is to update some (seemingly outdated) WoG graphical and scriptural features while keeping the original Heroes III features (mostly) intact.

Though WoG was a really groundbreaking and inspirational project, it's fair to say that most of the new features were poorly made and didn't stand up to the original aesthetic of this great game.

In conclusion, the main idea of this mod is this:

-> Most of original Heroes III features will not be tempered with.

-> Most WoG creatures/buildings will be replaced with better animation/concepts.

-> A variety of new elements will be introduced including (but not limited to):

New creatures
New Conflux lineup
New artifacts
New campaigns and tutorial
New heroes and new hero specialties
New map objects

FEATURES:

Let's see now how these new concepts/features will be implemented in the game.

NEW CREATURES

Take the Elemental messengers for instance. Poor concept, crude graphics. So, out with the old and in with the new. 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). 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 creatures. There are a lot of new creatures added in the game (both adventuring and recruitable creatures).

NEW CONFLUX

Pretty much as in my previous mods, Conflux town was replaced with a new lineup. Though not a WoG feature, I always felt that Conflux needed tweaking. Conflux is now Haven, a Nature town. New creature lineups, new heroes and new dynamics have been introduced here:





NEW ARTIFACTS

Some new WoG artifacts are introduced, replacing the old ones, along with the inclusion of some new combination artifacts that will enrich the game greatly. Those of you familiar with my previous work will find out that most of the artifacts are the same as in HoLv3.2.

NEW CAMPAIGNS

This might well be considered the crowning feature of this mod. By editing heavily the original Heroes Chronicles campaigns (and adding a brand new one of my own), I was able to add 9 custom campaigns, all featuring Tarnum. However, I decided not to stop there. Alongside these campaigns, I prepared a new mod (available in the Download Section) featuring all the original Heroes III cinematics and narrator sounds. Both original Heroes III campaigns and Heroes Chronicles campaigns will feature their own campaign videos. For example, here is the opening sequence from Chapter 3, Conquest of the Underworld:



In these Campaigns you will be able to explore many of the new aspects of my mod, alongside with more than a few Heroes and Hero portraits, which brings us to the next feature:

NEW HEROES/SPECIALTIES

There are a lot of new specialties introduced in this mod, alongside with a variety of new heroes portraits that will be available for custom maps and campaigns. Here are the new hero portraits:



NEW MAP OBJECTS

This mod features a lot of new map objects and dwellings that replace the old ones found in WoG. Additionally to the graphical enhancement, some of these new objects have some new use as well (like new creature banks etc). Custom maps and campaigns will be enriched by these new objects and will allow you to make your own imagery of Heroes:



MISCELLANEOUS

There are a lot (and I mean a lot!) of new features as well that are not mentioned here (such as third creature upgrades, additional dwelling functions, enhanced blacksmith etc). The list of all the small details added is long and I will not bore you with it, rather let you discover them yourselves.

EPILOGUE

I prepared this presentation of my mod's features, in light of the release of the newest version (GoWv1.1) in December 25th 2014.

Feel free to visit this Slideshow Presentation for more photos. There is also a youtube trailer found here.

I hope you enjoy this mod as much as I do! The newest version of this mod will always be available in the first post of this thread. Feel free to post any thoughts, impressions or suggestions you might have.

As always... Stay tuned for more!
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drages
drages

Tavern Dweller
posted January 11, 2015 04:55 PM
Edited by drages at 17:29, 11 Jan 2015.

Hi.. thx for all your huge effords..

I want to try your mod but sadly i got some problems. I cant make it totally work.

I bought from gog  homm 3 full and install it.
I downloaded era 2.46 from your link.
I downloaded gow 1.1 and extract it to mods folder.
I opened mod editor, enabled gow and put it on top. Saved to gov.txt and run game.
I saw hero of light start screen, select single scenario..
Wog options and enabled gow there.
And i start a random map.. but towns are same.. castle got griffon and angel, there is haven but got halflings rather then wolfs..

What do i miss please.. thx!

Btw i cant download New Objects patch v1.9 because the links dont work.
-------------------
Owww.. i think its worked but i thought its modding the HOL with all the new creatures at towns.. but this is something different. There is not much different then homm3.. so i prefer that having a totally new start image and name this mod alone rather then a mod of Hol..

Great work anyway and its nice to see that u are still working on it!!
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 14, 2015 06:58 PM

This IS a completely new mod and it is NOT a part of my previous versions of my mods.

It doesn't change that much of the gameplay like HoLv3.2, but it is an improved (afaik) version of WoG features.
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davide
davide

Tavern Dweller
posted April 07, 2015 03:34 PM

I come back to play HOMM3 after a lot of years.

I began to play the first campaing of HC into H3 Complete Ed.

After that I found this very impressive mod and now I am playing the second campaing, map number 4 of necromancer campaing.

It work very well and I like it but few new "objects" on map do no raise any event.

I wish I know if I have to enable "wogifing" of map: I do not remember the real word, I know that it means that on maps will be enable global script by ERA more than internal map script by mod.

Second question:
there is any possibility to obtain something such as the caravans of HOMM5 ?

Thanks
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 07, 2015 03:56 PM

At this moment external scripts can't work in campaign. Bersy said "maybe" will be solved for next era release, 2.55.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 07, 2015 07:30 PM

It is true the campaign scenarios have scripts of their own and (in my opinion) wogification is always needed for any WoG map to work properly.

Some of the map objects are indeed decorative and not functional by default. You need to enable the appropriate WoG options (junk merchant etc). If the WoG option is not enabled, the object will remain decorative.

As for Caravans from H5, I think there is a mod with a new spell that transports creatures from town to town. I for one can't (and am not likely to) implement such a feature in my mod.
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davide
davide

Tavern Dweller
posted April 08, 2015 04:46 PM

Hero_Of_Light said:
It is true the campaign scenarios have scripts of their own and (in my opinion) wogification is always needed for any WoG map to work properly.

Some of the map objects are indeed decorative and not functional by default. You need to enable the appropriate WoG options (junk merchant etc). If the WoG option is not enabled, the object will remain decorative.



Thanks very much,
for the next maps I will accept the wogification of map.

An other question,
Why the God messengers that I joined rejects to attack enemy ?
Diuring the tactical turn they move, but they do not attack.
Anubis warrior begin the attack action but stop it with a message that he have not energy to do it (or similar)



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davide
davide

Tavern Dweller
posted April 08, 2015 05:00 PM
Edited by davide at 17:06, 08 Apr 2015.

Do you evaluate to introduce scheleton archer ?

Such as this:

[url=http://heroescommunity.com/viewthread.php3?TID=39856]VCMi unit[/url]
I know that is not WOG based
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 08, 2015 05:36 PM

God Messengers do not normally attack by default. I added a ranged attack to make them useful but still they won't melee attack anyone. It is hardcoded, I don't know how to eliminate this element from the game.

As for the archers, the skeletons already have a shooter upgrade, the skeleton magi.
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davide
davide

Tavern Dweller
posted April 08, 2015 05:55 PM
Edited by davide at 18:03, 08 Apr 2015.

Hero_Of_Light said:
God Messengers do not normally attack by default. I added a ranged attack to make them useful but still they won't melee attack anyone. It is hardcoded, I don't know how to eliminate this element from the game.

As for the archers, the skeletons already have a shooter upgrade, the skeleton magi.


There is an issue because a cannot use ranged attack with scheleton magi, Sekmet Priesteness and Anubis Warriors: when they get their turn, if I move the cursor on enemy stacks the cursor does not change in an arrow.
I fight to an enemy Hero with a Horus Guardians but it do no hurt mine units too.

I am not secure but I suspect that creature of Siege workshop attack only by melee attack.

The issue could be connect to the missing wogification of the maps ?

Thank you very much for your kindness
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 09, 2015 12:01 AM

Obviously it does.

As stated in the first post of this thread there is only one OBLIGATORY WoG option for this mod to work properly ("The Glory of War" option) and of course the wogification of the maps you play is also important.

If you don't do these two simple things, then troubles will ensue.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2015 12:16 AM

Hmm, I think it will be optimal to enable glory of war option by default, since is required to run the mod. Then players decide of extra options but will save you answering obvious things again and again.
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Era II mods and utilities

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davide
davide

Tavern Dweller
posted April 09, 2015 07:42 AM
Edited by davide at 07:44, 09 Apr 2015.

In the mod zip I found a default settings file and I load as first thing.

I will restart the map that I current playing (c2m5) ad wogyfied it
then I will check the issues exists too, I will check scheleton magi range attack in few game turns

Thanks

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davide
davide

Tavern Dweller
posted April 13, 2015 07:18 PM
Edited by davide at 19:30, 13 Apr 2015.

I rechecked wog settings,
reload last savegame of previous c2m4 map  and conclude the scenario. When next scenario c2m5 started I accepted the wogyfing of the map but I got this error:

ERM syntax Error.
File: erm
Line: 5212
Reason:
"VNCopy"-internal error (source=0). Possible reason is wrong macro syntax.

Save all ERM vars to WOGERMLOG.TXT

done

[url=http://pastebin.com/ttvFhk0T]WOGERLOG.TXT[/url]

module list:

[url=http://pastebin.com/XrxQmPhC]List.txt[/url]

any idea ?

I have a fresh installation of H3Complete, GOW 1.1 a some minor mods.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 13, 2015 11:59 PM

Some times WoG crashes. It is expected since it is an addon and not an original game. Try and restart the scenario.

I don't know if you're doing something wrong, the instructions are quite plain. It should be working correctly (I know it does on my computer).
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2015 12:06 AM
Edited by Salamandre at 00:21, 14 Apr 2015.

davide, you are using wog plus, which is not tested by anyone except Mazaczeck, which is on no list of mods except in Mazaczeck thread, which is...no idea what is. One advice before playing more: disable wog plus, reload your save, press F12 to refresh scripts new setup and see if it gives again macro error. I bet it won't.
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Era II mods and utilities

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