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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 ... 10 11 12 13 14 ... 20 21 · «PREV / NEXT»
davide
davide

Tavern Dweller
posted April 14, 2015 01:00 AM
Edited by davide at 01:01, 14 Apr 2015.

Salamandre said:
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.


I disabled WogPlus

Now it works,
no script error and Scheleton Magi have range attack!!

Thank you very much!


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 07, 2015 05:14 PM

it should work without Macro Errors if you enable it in proper order

WoG
WoG Revised
WoG PLUS


it is needed because WoG PLUS changes wogify script

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A-tan
A-tan


Hired Hero
"I am your sword"
posted July 28, 2015 01:54 PM

Is the setting cannot be modified? I save over both setting.dat and HoLmod.dat but anytime I quit the game it reset to default
____________
Love can be awfully inconvenient sometimes.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 28, 2015 02:57 PM

Save your settings with a different name (but hold the Glory of War Option ON) and then start a single scenario, press WoG options and Load your settings. I think this will establish your own settings as default.
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Not idly do the leaves of Lorien fall.

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A-tan
A-tan


Hired Hero
"I am your sword"
posted July 29, 2015 12:14 AM

Thank you, it works like a charm
Definitely an excellent mod, though a few random crashes and delay when starting a battle here and there reduce the overall enjoyment a little bit
____________
Love can be awfully inconvenient sometimes.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 10, 2015 03:39 PM

I've been working on yet another update of my latest mod. It will have quite a few changes and fixes, aiming to further improve gaming experience by adding new mechanics in the game and introducing new graphics that fit in Heroes III world. Here's the progress so far:

As I said, I want this mod to be as homogeneous and balanced as possible. In my previous mods I had the tendency to change creatures (and town lineups) around making a mess most of the time (although they had a quite positive reception from you and for that I thank you).

What I aim for GoW is to make a mod that focuses on small (but crucial) additions (and not replacements) on the original WoG-ERA experience. The only thing that's drastically changed was the Conflux town. I think this is my most mature work (both graphically and in concept).

The new graphics were either made by me or other HC users. Luckily, as I think all HC users can see, this past year or so, Heroes III modding has been blessed with new and skilled graphic designers, with the extraordinary new work of HotA (in its latest updates), Fred's objects and Nephrete's new creatures' designs that are really fascinating.

This gave me the opportunity to develop the graphics of my mod further and introduce some new ideas I had about it. So, there will be new creatures, new lineups and new objects to be introduced to my mod.

As some of you might notice, I heavily edited (and I do mean heavily, it took me a lot of work) and adapted the original Tarnum campaigns to fit in my mod's universe. I always loved these campaigns, not for the challenging gameplay, but for the nice story and visuals it offered. Having them available in WoG was a great boon (for me at least).

However, there was a little problem about the story. As you may know, I use a different version of Conflux, with completely new lineup and heroes. In Master of the Elements and Armageddon's Blade campaigns, the original Conflux plays a significant part on the story. In my latest version of my mod, I aim to keep it that way. And this is how:

I reorganized the Conflux town and made two completely playable lineups that can appear in a single scenario. There is Haven, a Nature town (much like H4) and then there's Conflux, the Elemental town. As a default (in single scenarios) you get to play the new Conflux (Haven). In the campaigns, the original Conflux can be revisited (though it was also slightly edited as I thought fit).

So this is the new Conflux:

Might Heroes: Wardens
Magic Heroes: Naturalists

Lineup:
Pixies -> Sprites
Halflings -> Slingers
Satyrs -> Fauns
Planeswalkers -> Elementalists
Spirit Dragons -> Rainbow Dragons
Halcyons -> Aethons
Firebirds -> Phoenixes



As I said, I aim for a graphically homogeneous and enriched mod. That would mean that mere recoloured versions of creatures and Frankenstein creatures have to slowly fade away. In my previous version, Haven had a level 3 creature of Hippogryphs (recolored Griffins). HotA's new satyrs are a far better addition (and still fit with the whole Nature town idea). I really hope HotA team will finally release or share the upgraded version as well.

As for level 4th dwelling, I thought it would be nice to keep the Planeswalkers and Elementalists as a reference to the old town which you can revisit in the campaigns. In my previous mods 4th level dwelling had all the Elements which upgraded to Elementalists. I thought it was time to change that. The function will still apply by the way, because it's the only elegant way to use the spare Elementals that will surely be found in external dwellings when you play with Conflux.

And now, let's go to the original Conflux.



In Masters of the Elements and Armageddon's Blade you will be able to play this lineup. Original Heroes portraits (and specialties) have also been restored accordingly. The only thing changed here is that the upgraded Elementals have taken the place of the Messengers.

Why is that? The reason is that Conflux town was always used as an Armageddon town. I solved this problem with Haven, as only two creatures have Armunity. Now that the Elements are upgraded to messengers Armunity cannot be used with the upgrades, and If you want to play with this tactic you have to stick with the non upgrades. On the other hand, having the messengers renders them better in defense. That means their immunity may be replaced with just a protection but their vulnerability is discarded entirely.

For instance, Air Elementals have lightning vulnerability. Enemy always stroke them with Lightning bolt and was done with them. Storm Elementals have protection from Air, which reduces damage from Lightning instead of doubling it. Their immunity is gone though too.

And finally, having all the messengers replaced with the original Conflux Elementals has given a new and fun WoG object that can be used properly, namingly the Natural Calamity. This is what you'll get when you visit it:



Along with the Elemental Conflux dwelling that sells all four Elements, the Natural Calamity sells their upgraded version as well, further increasing their population.

So that's it for now. I hope you enjoyed this little update and be sure to tune in for any further updates in the future. I await your comments and suggestions and as always... stay tuned for more!
____________
Not idly do the leaves of Lorien fall.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 12, 2015 10:03 AM

Finally a Conflux I can like!
Nice touch to have original lineup for campaigns, great job
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 12, 2015 05:34 PM
Edited by Hero_Of_Light at 19:42, 26 Mar 2016.

It's been a long while since I last updated my thread with new content. It almost seem like necroposting but still


After much consideration (and a whole lot of work If I may say so myself) I managed to replace a lot of outdated WoG options and objects and reorganize (partly) the WoG interface and game. Thanks to HotA and Fred's works (as well as other HC members) I managed to get rid of the poorly made WoG objects and replace them with some that actually fit in with Heroes III. In addition, I managed to edit a few WoG options and add some new aspects of the game.

First of let's start with Conflux.

As I stated over and over again, in GoW mod (as in my previous mods) Conflux lineup has been changed. Conflux is now a Nature town and has nearly completely new lineup. However, in the campaigns, the original lineup will be restored (along with original heroes and buildings etc).

In the new version of GoW, you'll be able to switch between Conflux lineups at will, even in single scenarios. A new WoG option is added that makes this possible:



So, both new and original Conflux lineups will be available to enjoy!

There are news concerning map objects as well. By adding and editing more than a hundred objects the past months, I was able to add them to the game and replace all the crudely made WoG ones. I think the end result is rather promising (large image ahead):



All the working and usable WoG objects that had really poor animations were replaced with new and better ones. This will enrich the map making possibilities of my mod, as the objects placed in maps are easier in the eye. These new objects will feature in my campaigns as well.

Last but not least, I added a few new artifacts (apart for the ones that I already added in GoWv1.1). These artifacts replaced the odd commander artifacts and gave them new abilities.

I always thought it was a shame that the commander artifacts couldn't be worn by the hero. There was a WoG option that enabled that, but gave the artifacts random properties and wasn't that creative as a thought. That's why I replaced the animations with better ones and made the artifacts wearable by the hero as well (the Warlord's Banner included).



These new artifacts were used to create 2 new combination artifacts as well (pushing the total of combination artifacts in my mod to 24).

2 of them give -1 morale to enemy hero
2 of them give -1 Luck to enemy hero

These four artifacts combine to give a total -3 Luck and Morale to enemy and +3 Luck and Morale to your hero.

In addition, I made 4 artifacts that can be combined to make the Legendary Sword of Frost (introduced in Tarnum campaigns) that will freeze enemy's creatures for 3 turns.

Note that all these commander artifacts are still transferable to commanders and work OK (I merely added a fixed ability for the hero as well and so you can choose which you would prefer).

Last but not least comes the Banner. I changed it to a ring (shown in previous image) and named it Ring of Loyalty. It will give +1 attack/defense on hero but can still be transferred to creatures to bestow a fixed bonus.


So this is it for now... A new version of my mod may be available soon. It is currently fully functional but not ready to release yet, as many animations need still some tweaking. As always stay tuned for more!
____________
Not idly do the leaves of Lorien fall.

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bushez
bushez


Hired Hero
posted April 08, 2016 07:55 PM

Hero_Of_Light said:
It's been a long while since I last updated my thread with new content. It almost seem like necroposting but still


After much consideration (and a whole lot of work If I may say so myself) I managed to replace a lot of outdated WoG options and objects and reorganize (partly) the WoG interface and game. Thanks to HotA and Fred's works (as well as other HC members) I managed to get rid of the poorly made WoG objects and replace them with some that actually fit in with Heroes III. In addition, I managed to edit a few WoG options and add some new aspects of the game.

First of let's start with Conflux.

As I stated over and over again, in GoW mod (as in my previous mods) Conflux lineup has been changed. Conflux is now a Nature town and has nearly completely new lineup. However, in the campaigns, the original lineup will be restored (along with original heroes and buildings etc).

In the new version of GoW, you'll be able to switch between Conflux lineups at will, even in single scenarios. A new WoG option is added that makes this possible:



So, both new and original Conflux lineups will be available to enjoy!

There are news concerning map objects as well. By adding and editing more than a hundred objects the past months, I was able to add them to the game and replace all the crudely made WoG ones. I think the end result is rather promising (large image ahead):



All the working and usable WoG objects that had really poor animations were replaced with new and better ones. This will enrich the map making possibilities of my mod, as the objects placed in maps are easier in the eye. These new objects will feature in my campaigns as well.

Last but not least, I added a few new artifacts (apart for the ones that I already added in GoWv1.1). These artifacts replaced the odd commander artifacts and gave them new abilities.

I always thought it was a shame that the commander artifacts couldn't be worn by the hero. There was a WoG option that enabled that, but gave the artifacts random properties and wasn't that creative as a thought. That's why I replaced the animations with better ones and made the artifacts wearable by the hero as well (the Warlord's Banner included).



These new artifacts were used to create 2 new combination artifacts as well (pushing the total of combination artifacts in my mod to 24).

2 of them give -1 morale to enemy hero
2 of them give -1 Luck to enemy hero

These four artifacts combine to give a total -3 Luck and Morale to enemy and +3 Luck and Morale to your hero.

In addition, I made 4 artifacts that can be combined to make the Legendary Sword of Frost (introduced in Tarnum campaigns) that will freeze enemy's creatures for 3 turns.

Note that all these commander artifacts are still transferable to commanders and work OK (I merely added a fixed ability for the hero as well and so you can choose which you would prefer).

Last but not least comes the Banner. I changed it to a ring (shown in previous image) and named it Ring of Loyalty. It will give +1 attack/defense on hero but can still be transferred to creatures to bestow a fixed bonus.


So this is it for now... A new version of my mod may be available soon. It is currently fully functional but not ready to release yet, as many animations need still some tweaking. As always stay tuned for
more!



hero you need to return the lvl 3 upgrade for the boss in the towns it was really fun

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 08, 2016 08:02 PM

Dude, you know there is a POST REPLY button, not having to quote 3 pics + tons of text just to say 3 words.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 08, 2016 08:16 PM

bushez said:
hero you need to return the lvl 3 upgrade for the boss in the towns it was really fun


What boss? You mean level 7 creatures?

The mod has a few third upgrades but I don't think that adding more would do much for gameplay.
____________
Not idly do the leaves of Lorien fall.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted April 17, 2016 08:30 PM

LVL 7 Creatures should get second upgrades but not be overpowered. A Stronger version of ArchDevil or Faster Hydra with Rust Dragon Acid/Wyvern Poinson etc.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 17, 2016 09:18 PM

There are third upgrades for 7th level creatures in WoG, there is a WoG option that allows them so I didn't add this feature in my mod.

What I did was just tone them down a bit (original WoG ones were way too powerful) and make them have just more abilities than level 7 creatures (instead of doubled attributes).


____________
Not idly do the leaves of Lorien fall.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted April 17, 2016 10:29 PM

Change Hell Barons Damage to 40-50 and HP to 250, so Inferno get more buff. Or even set Hell Baron damage to be constant.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 17, 2016 10:34 PM

Actually Hell Baron's Soultaking is pretty powerful, half the times target is petrified, so I don't think it needs more damage or anything.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 17, 2016 10:35 PM

HB are already incredibly OP because their ability, it happens like every 2-3 attacks.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted April 18, 2016 02:33 PM

Ok. So it is like Stone Gaze?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 18, 2016 02:56 PM

Yep, that's actually an original WoG feature, not added by me.
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Not idly do the leaves of Lorien fall.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted April 18, 2016 03:08 PM

Do I need New Objects Patch to work?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 18, 2016 05:42 PM

No, current (and any further) version does not need New Objects Patch to play. Just read first post of this thread, all you need to know to make it work is in there.
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