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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 ... 12 13 14 15 16 ... 20 21 · «PREV / NEXT»
davide
davide

Tavern Dweller
posted February 06, 2017 08:47 PM
Edited by davide at 00:28, 07 Feb 2017.

Hero_Of_Light said:
As for HoLv3,22 it's been like 5 years since I stoped updating it.


I download HoLv3,22 from 4shared.
It contains six campaigns:
Tales of Sir Christian 1-4
Crimson Tides
Tales of Amadar

How may I play it ?
I have to use old mod Holv3.22 or I can use GOW1.1 ?
Thanks

----
PS:
I tried EraHD on HoLv3.22 and it work very well at the beginning of two campaign

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Baronus
Baronus


Legendary Hero
posted February 07, 2017 12:08 PM

Tarnum story continuation is good idea. Tarnum was in 5 personalties from 12 good and neutral heroes. 7 are empty. If you know other Tarnum maps or campaigns just tell.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 07, 2017 03:36 PM

The campaigns from HoLv3.2 were designed for that mod. Since GoWv1.1 has new creatures, heroes etc it is unlikely for these campaigns to be playable.

In GoWv1.1 I made two great leaps in campaign playing.

1) I edited the original H3 campaigns and made them playable for my mod. Furthermore, I allowed difficult settings to be user selectable and so you can play the RoE and AB campaigns in Expert difficulty if you want (it is a nice re-experience trust me)

2) I also included the Heroes Chronicles campaigns, enriched with some of my own maps to a total of 9 campaigns (one for each town) with 8 scenarios each. I also included the original Cinematics).
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Not idly do the leaves of Lorien fall.

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Baronus
Baronus


Legendary Hero
posted February 08, 2017 11:53 AM

I saw it yesterday. All Tarnum campaign have 8 maps. As I see old 8 maps are modded to. Are you ballanced gameplay? Eg. Tarnum on latest maps has to big power, and enemies are weak? You boost opponents?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 10, 2017 03:46 PM

Heroes Chronicles Campaigns were pretty easy to start with, they were meant to introduce / advertise the original H3 game.

I didn't change much as gameplay goes, because I think they are nice and interesting campaigns, not because they are difficult and engaging, but because they have a nice story and fun scenarios.
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Not idly do the leaves of Lorien fall.

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Urgat
Urgat

Tavern Dweller
posted March 20, 2017 04:45 PM

Hi, Hero of Light

First of all I want to thank you for your great work on this extraordinary mod! It really enhances, the HoMM3 and WoG experience but not altering the gameplay as such!
I can't wait for your new update so I can finally play the AB-Campaigns with all the great features of this mod, but with the initial Conflux-Layout (that seem to be crucial to the campaign-flow).

On that topic: Can you estimate when this update may be ready ? Or maybe give us a quick info on what you want to finish before you upload it?

Many Thanks!!

____________

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 21, 2017 09:23 AM

It is difficult to pinpoint the day of my next release. I am currently swarmed with other projects and real life obligations so I don't think it will be any time soon. I am currently working on some prototypes on the board game industry at the time and so I don't really have the time for modding. However, I expect things to lighten up a bit when Summer comes, so I think I will release my new version then (July - August).

The new release is pretty much complete as it is. The only thing left is some small graphical alterations and campaign scenarios tweaking. If you're interrested in the mod's progress feel free to scroll through the pages of this thread, I always post any new features that I work on.
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Not idly do the leaves of Lorien fall.

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avatar
avatar


Promising
Supreme Hero
posted May 01, 2018 09:57 PM
Edited by avatar at 21:58, 01 May 2018.

Can't enable GoW custom scripts in WoG option panel (ERA 2.7.x). What did I do wrong?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 03, 2018 09:16 PM

I don't know. Have you tried enabling them from the single scenario menu? That's how I always used WoG options and it works for me.
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Not idly do the leaves of Lorien fall.

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Promising
Supreme Hero
posted May 03, 2018 10:04 PM

The same. But I loaded hoLmod.dat settings and all seems to work fine. I've finished two scenarios in Tarnum's campaign and only one monolith didn't work and one object was empty object. But keep playing!
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 07, 2018 06:30 PM

Which scenarios are you referring to? Some monoliths have deliberately no second in the map. If you can point the problems I may fix them in a future update.
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Not idly do the leaves of Lorien fall.

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Promising
Supreme Hero
posted May 07, 2018 06:39 PM
Edited by avatar at 18:40, 07 May 2018.

Tarnum's Glory of War campaign second scenario.

1. Non working monolith


2. Empty object

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 08, 2018 04:30 PM

The Monolith worked fine when I tried it... As for the object, I think it was indeed impassable and I erased it. It wasn't an obligatory object anyway.
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Not idly do the leaves of Lorien fall.

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DuDi
DuDi


Hired Hero
The Strider
posted August 15, 2018 07:36 PM

Hello,

I've just downloaded and installed your awesome mod and have some issue.

I can't recruit some creatures in castles. For example I can't recruit Bandits in Dungeon or Peasants in Castle.

How do you think, it could be problem of Wogification problem (some scripts), HD mod, or something else ?
____________
From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2018 11:38 AM

I don't think you have a problem, the trailer is outdated (it's been more than 5 years from the original release). The v1.1 is the most recent one and it has a lot of changes.
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Not idly do the leaves of Lorien fall.

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Milendriel
Milendriel

Tavern Dweller
posted November 01, 2018 11:19 AM

Hello,

I'm enjoying this mod a lot, thanks for making it! A few questions:

1) I haven't seen any of the new artifacts appear on random maps. Is there a specific template I need to use to get them to spawn, or are they only used in your campaigns?

2) One of WoG's biggest strengths is all the options that allow the mod to be customized. I like 95% of your mod but just wish the level 8 creatures weren't reduced in power. I play with the "Level 8 dwellings function as normal" WoG option which means without a hill fort I can usually only get 1 per week. They're not very useful with the reduced stats. I don't know if you're still planning to release an update at some point but any chance you could include an option to keep the original level 8 creature stats?

3) It looks like you changed some of the hero specializations. I noticed Edric no longer specializes in Griffins but instead gives a "5% bonus per level to Leadership". Why the change? This doesn't seem very useful. I also wish Styg still had Sorcery specialization.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted November 01, 2018 11:43 AM

The WOG artifacts in order to spawn must be checked in WOG options, that has always been like that. They replace original artifacts though, so you might wanna cancel these options on campaigns.

As for the 8th level creatures, the original WOG ones were too powerful so I decided to decrease their stats. There's no plans on changing that.

And finally, yes, some specializations were altered, it is one of the key features of this mod.
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Not idly do the leaves of Lorien fall.

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Milendriel
Milendriel

Tavern Dweller
posted November 01, 2018 01:42 PM
Edited by Milendriel at 13:49, 01 Nov 2018.

Hmm... I have "New artifacts" in the "Objects and Artifacts" tab checked. I normally ban Magic Wand, Monster's Power, Warlord's Banner, and Gate Key, but all the other artifacts are enabled. So if I unban these, I should see your GoW artifacts appear in random maps? I can see them spawned in your tutorial map.

As for the other stuff, I thought it wouldn't hurt to ask

Thanks!
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted November 02, 2018 07:11 PM

Have you enabled the "replace objects during wogification" option? Enabling the new objects will not change anything on the map. You need to enable the new objects AND allow them to replace the old ones.
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Not idly do the leaves of Lorien fall.

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ExalyThor
ExalyThor

Tavern Dweller
posted December 25, 2018 10:15 PM

Hi! In earlier versions of this mod you had new creatures like the dark queen. Are they still in?
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HEIL HYDRA!

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