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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»
mislavcro
mislavcro

Tavern Dweller
posted December 24, 2019 10:16 AM

Okay, I have tried a new complete reinstall with ERA II v2.7.5 (my previous version was v2.9.2) and I think that it's working correctly now. I can recruit the new creatures now!

I will post a reply later when I test it more. Thanks for your help!
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 04, 2020 10:30 PM

Will Glory of War be updated to latest ERA?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 05, 2020 02:21 PM

I don't know why it doesn't work on new version of ERA II, it probably has something to do with the third upgrades script. Will look into it if I ever have the time. There is a new update on the works, so I want to make it work on the new version of ERA II as well.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 05, 2020 03:16 PM

the pikemen glitch comes from battery.dll
it is incompatible with newest ERA. Use !!DW instead

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 05, 2020 04:51 PM

Isn't there a way to have a new plugin that is compatible with the new ERA II update? Because if changing the script would make it incompatible with previous versions then there's no much point on doing so. I for one haven't updated ERA II from v7.5 or something and it works just fine, so I don't really see a reason to constantly update the ERA II version.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 05, 2020 11:59 PM

Hero_of_Light said:
Isn't there a way to have a new plugin that is compatible with the new ERA II update? Because if changing the script would make it incompatible with previous versions then there's no much point on doing so. I for one haven't updated ERA II from v7.5 or something and it works just fine, so I don't really see a reason to constantly update the ERA II version.


there could be possible a way to do middleware between ERA and script interface packed as alternate Batterry.dll but we need to wait for something like version 2.9.4 of era and someone volountary to do the plugin.

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Phoenix1x52
Phoenix1x52

Tavern Dweller
posted January 26, 2020 07:26 PM

majaczek said:
the pikemen glitch comes from battery.dll
it is incompatible with newest ERA. Use !!DW instead


ok. same problem here. tried era 2.9.5 and shows creatures but cannot recruit only if i press the castle icon to recruit everything.
tried 2.7.5 and still not working. suppose it is because era revised.
So, what is !!DW? how can i make it run?
thanks
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 26, 2020 10:40 PM

There's still no solution on this problem. My mod uses a plugin that is incombatible with the newest version of ERA II. On v2.7 should work fine, maybe you should try installing it over a clean Heroes III installation (instead of replacing the V2.9 one).
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 12, 2020 11:10 AM
Edited by Hero_of_Light at 12:54, 07 Jun 2020.

Hello everyone!

I have some new and exciting news regarding my newest version of my mod, The Glory of War v1.3! This new version just got a release date:

1st of June!

After two years passed from the previous update, this new version has a lot of new features, small corrections here and there and most importantly a lot of new creatures and objects. With the rise of such excelent mods as The Tides of War and HotA, the Community is now filled with great new creature concept and animations, so I added them on my mod. Full credits go to the teams that made these great graphics!

So, there are a lot to expect on this new version of my mod, like:

1) New Gods concept and a new The Glory of War campaign:





As you can see the 4 God creatures from WoG are now fully functional creatures that can actually participate in the battle. I made them work and look like Forge creatures, since I thought that the Ancients and aliens is part of the lore afteral, so adding even just these 4 new technologically themed creatures would be a nice touch. I also edited the Glory of War campaign to side along this change, where Tarnum will become technologically enhanced for a few scenario maps!

2) New Combination Artifacts:



There are 4 new combination artifacts in this update, pushing the grand total to 28! Most of the same-themed artifacts will now combine in new ones!

3) New Creatures and Hero Commanders:



A brand new feature of my mod is a complete new set of Commander creatures that are actually playable as normal creatures as well, with unique abilities and stats! These creatures were added to the list of already over 30 new creatures found in my mod!

There's a lot more going on in my mod and even the small details are too many to actually list them (though I might try it in the future). For now, I decided to make a new mini-series of youtube videos which will demonstrate as many of the new features I will encounter, on a custom-made map (that will be available with my mod)!

Here's the first episode, I hope you like it!



The Ninth Kingdom - Month One - Sharpshooters in the Pantry!
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Liso1
Liso1


Known Hero
posted May 12, 2020 11:42 AM

Hi Hero_of_Light,

could you upload new screenshots in full 800x600 resolution?

I would need them for an article about your mod. Thanks.

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Heroes 3 Wake of Gods Portal

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Archer30
Archer30


Adventuring Hero
posted May 12, 2020 05:32 PM

Finally, the new update of GoW is announced! Love those mechanic gods :3

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 12, 2020 08:18 PM

@Liso1

Here's a link to my newest album:

GoW v1.3 album

Thanks for the article! Make sure you mention my youtube channel and the link to the 9th Kingdom mini-series were I will be exploring all the new aspects of my mod.
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robizeratul
robizeratul


Known Hero
posted May 13, 2020 03:49 PM

Is there a limit on how many creatures you can add?

There are so many creatures from different WOG mods/VCMI...really was hoping someone would pull them all in once place. The more the better

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VMaiko
VMaiko


Known Hero
posted May 13, 2020 03:55 PM
Edited by VMaiko at 15:55, 13 May 2020.

robizeratul To add more creatures without replacing he would need to use Typhon from Puppet Master or Amethyst from feanor

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 13, 2020 07:57 PM

I was tempted to use the Typhon mod, but honestly:

1stly) I don't know if it works 100% smoothly (and I do need 100%)

2ndly and most important) I am not in favor of quantity before quality

My mod as it is now has some really improved graphics and I think it's safe to say that it is quite homogenous. The only thing I would like to change in any future updates would be the 8th level creatures from WoG (Supreme Archangels etc) that are mere recolorings of the original 7th level creatures from every town. But it's not that important as they are decent enough (though not great).
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VMaiko
VMaiko


Known Hero
posted May 13, 2020 08:28 PM

Hero_of_Light said:

1stly) I don't know if it works 100% smoothly (and I do need 100%)



It works 100% with all the main features, but if you want something more advanced or complex you can ask me and I can help you.

Hero_of_Light said:
2ndly and most important) I am not in favor of quantity before quality


My main mod (Third Upgrades) is the maximum representation that the quantity and quality if you put them together balanced you can give even more life to a game, do not limit yourself, maximize the variety of a game

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 13, 2020 08:59 PM

What I don't like about Typhon is that it overrides zcrtrait.txt and others and thus needs to work on its own set of rules. I didn't look much into it anyway (so I may be wrong) but I didn't have to either because as I said, I don't think quantity is what the game needs.

For instance, I could implement all the HotA creatures (instead of a select few) as they all have really great animations. I didn't though, because adding creatures with no regard for proportion and measure is not my philosophy and I don't think it does the game any good. But anyway that's my opinion.

As for The Third Upgrades mod (and don't get this the wrong way as I mean it with every respect to your work) it is a mod that goes the exact opposite direction of my philosophy. I don't see the point on giving a third upgrade on EVERY single creature in the game. It's pluralism for pluralism's shake and I couldn't play a mod like that. Not to mention that the animations for most of the third upgrades are not that great either (or they don't match at all with the original creature lineups). 10 years ago, when I started modding Heroes, I could play mods with creature animations that hurt my eyes (my own mods had them), but now I honestly cannot anymore.

These Guys are close on making third upgrades with a nice creature animation, but again I don't really see the point on that either. It's too great of a project to make 7x9=63 new creatures that have a passing resemblance on the original towns' lineups and I don't see the reason why. For me it would be way better if they made like 10 new and ORIGINAL creatures designs and concepts (like Tides of War, Bastion and Forge mods do). Again that's just my opinion.
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VMaiko
VMaiko


Known Hero
posted May 13, 2020 09:49 PM
Edited by VMaiko at 21:55, 13 May 2020.

Hero_of_Light said:
What I don't like about Typhon is that it overrides zcrtrait.txt and others and thus needs to work on its own set of rules. I didn't look much into it anyway (so I may be wrong) but I didn't have to either because as I said, I don't think quantity is what the game needs.


So the alternative is amethyst that you can modify from there zctrait.txt

-----------------------------------------------

The reason for a third upgrade for each creature is to stoke the excitement of seeing how you have much better creatures than the previous ones or to fight against these superior creatures, there are many other games that are based on upgrades, in Heroes 3 they had the excellent idea of ​​implementing that and for that reason the game is the best in the franchise, not to mention its graphics and soundtrack.
Third Upgrades has a main goal, what is it? Adding superior creatures based on the original ones, adding new creatures is not always welcome, it has to have the same aesthetics and the same atmosphere to the original game, if they don't fit they can be uncomfortable. Tides of War triumphed only because it had a main goal similar to Third Upgrades, what is it? Add alternative creatures, but with a base that is faithful to the original game. In WOG it is very difficult to add new creatures without a main goal, it would be acceptable to add new creatures to the game if new cities could also be added as VCMI, but it is not the case, adding neutral creatures outside of the Heroes 3 scheme would not make sense , because it doesn't have a real reason to be in the game.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 15, 2020 08:28 PM
Edited by Hero_of_Light at 12:54, 07 Jun 2020.

The new version of my mod will be released in 15 days, but there is still room for last-minute improvements! Thanks to Hawaiing, I was able to edit the Skeleton Transformer of the Necropolis town into something that (in my opinion) should be the case of the original Heroes 3 version too. These are the new Skeleton Transformer rules:

1) All Dragon types and Hydras transform to Bone Dragons. Additionally, Bone Dragons do not transform into anything anymore, as they are already in Dragon shape. Dracoliches, Blood and Ghost Dragons all transform on Bone Dragons as well (this option allows for Bone Dragon hoarding if you want).

2) Gargoyles, Golems, Machines and Elementals do not transform at all. This is a logical change, as there are no skeletons to transform in these cases. This also diminishes the importance of the Skeleton Transformer a little bit, as it is indeed a very powerful building for an already powerful town.

3) On a personal note, Pirates are transformed into Dread Pirates. This is a change that is more on the fun side, as it does make sense. Dread Pirates are more powerful than Pirates, but the latter can only be obtained by WoG external dwellings anyway, so this isn't that much of an exploitable bonus. It does make for a nice custom-made map though, with Pirates and undead pirates on islands!



But that's not all of it! Once again, thanks to Hawaiing, I got the four Mechanical God creatures to have their own Forge background instead of the Neutral one! This does not add anything to the gameplay, but it sure looks really cool, as these 4 creatures are the only ones in the game with that background!



This is it for now. Make sure you stay tuned on this thread for more, and especially on my Youtube channel, where I will post new videos with the various new features of my mod!
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VMaiko
VMaiko


Known Hero
posted May 16, 2020 10:48 PM

For which version of ERA will that version be released?

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