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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 ... 14 15 16 17 18 ... 20 21 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 02, 2019 11:10 AM
Edited by RerryR at 11:14, 02 Mar 2019.

Hi,

maybe you can check two things I noticed.

When I use your Mod with the newer Mod Manager the Icon and Name is wrong, it says Morns Battlefield, check the .json file.

Second the artifact Ancient Parchment of Lore cannot be equipped thus the double cast does not work?

Keep up the modding work

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 04, 2019 07:28 PM
Edited by Hero_of_Light at 22:11, 12 Aug 2019.

It's been a while since I updated the work on my mod and there were some changes worth noting.

I am currently working on a new version of this mod, GoW v1.3, and there has been some development in it that I wanted to share with you!

First of all, I started making videos about Heroes 3 (and more) on my youtube channel, check it out here

In the videos of my channel, I am making a walkthrough of all the campaigns included in my mod (original and new) and I use the changes of the new version of my mod (GoWv1.3) which will be released when it is 100% ready. The changes so far are these:

1) In Stronghold, Boars are upgraded to Boar Riders and in Haven Satyrs to Fawns. With this, all the interchangeable upgrades are now a thing of the past and the mod is closer to what Heroes III was about.

2) All Emissaries of Gods have been reworked and work completely as creatures now! This was partially present in GoWv1.2

3) Thanks to Igrik and Salamandre, I changed the effect of the Deity of Fire, Inferno's grail. The original effect of that grail was making every week work as a week of the imps. I always disliked that effect, for various reasons. Firstly, I liked how every week was of a different event and having every week be of an imp was really boring. I know that the imps could be used for Demon Harvesting, but to be fair, so can any other creature, and the grail already increases the imp growth.

So I got the idea, to have the Fire Deity increase the stats of the Devils and Arch Devils and make them the same with Angels and Arch Angels. I think it is fitting since the grail is a large Arch Devil in the sky to give such a bonus. Not only that, but if you play with Inferno you would have Arch Devils in your army, so having their stats increased (while their cost remains the same) is a really powerful thing and I think it is now tempting to build the grail on an Inferno.



So anyway, that's it for now. I hope you like the changes I made and as always, stay tuned for more!
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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 13, 2019 11:03 AM
Edited by Maurice at 11:03, 13 Aug 2019.

Maybe also give ArchDevils the Sacrifice ability once per battle, like ArchAngels have Resurrection?

Anyway, I'm curious how this will turn out with respect to game balance. Of course, having a Grail is already a massive boost towards your chances for victory, but boosting (Arch)Devils is quite a lot more powerful than increasing Imp growth.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 13, 2019 11:24 AM

Well, don't forget that this is a universal change and not just for the player that built the Grail. So, if your opponents have also Inferno towns then the bonus is pretty much set to nothing.

However, since that would rarely be the case, I think I like it better that way for the reasons stated in my previous post. I think it is fitting as well, as it is kinda odd that a giant Devil in the sky would improve your imps and not your devils  
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omegaghost
omegaghost

Tavern Dweller
posted September 02, 2019 12:42 AM

Hey. When I use the mighty conflux option it doesn't revert anything in menus, only in game. So there's no way of knowing which character I'm actually choosing. And in the game itself conflux just doesn't work anymore, all dwellings give me 4x pikemen. Is it me or is it actually broken?

Btw, what's that song playing in the menu?
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 02, 2019 07:27 PM

You're right the changes in this option happen in-game and not in the game's interface. There's nothing you can do about it. As for the heroes specialities, they are the same except for the heroes that specialize on creatures, who will specialize on Conflux creatures if the option is on.

As for the 4x pikemen, yeah that shouldn't be there in any case. Are you sure the Hero of Light mod option is enabled? This option must always be enabled as I state in the first post of this thread.

As for the music, it was taken from Heroes 4.
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Not idly do the leaves of Lorien fall.

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omegaghost
omegaghost

Tavern Dweller
posted September 02, 2019 07:59 PM

If you mean the "Glory of War" then yes, it is also rutned on.

The problem with heroes is portraits are changed so I don't know who that is originally until I start the game, and they still have their strating army from revised heroes.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 02, 2019 09:40 PM
Edited by Hero_of_Light at 21:41, 02 Sep 2019.

Well, most of the heroes specialties have been tweaked in my mod. To actually spot them all you need to play a few games. However, here is a list of the Conflux changes:

Diane -> Halcyons / Pasis -> Psychic Elementals
Justine -> Estates / Thunar -> SAME
Odette -> Pixies / Ignissa -> Fire Elementals
Aurora -> +1 Wood and Ore / Lacus -> SAME
Gawain -> Logistics / Monere -> SAME
Balian -> Halflings / Erdamon -> Earth Elementals
William -> First Aid / Fiur -> SAME
Nathaniel -> Learning / Kalt -> SAME
Rose -> Fire Wall / Luna -> SAME
Marianne -> Air Magic / Brissa -> SAME
Ciele -> Magic Arrow / Vatawna -> SAME
Darla -> Planeswalkers / Astra -> Water Elementals
Inteus -> Fire Spells / Thundax -> SAME
Alastor -> Water Elemental spell / Aenain -> SAME
Gelare -> Water Magic / Barok -> SAME
Grindan -> +350 gold / Tyro -> SAME

As I said, the only heroes with changed specialties are the ones that specialize on creatures. Other than that, only the portrait and bio is changed. Starting armies are not changed either way, as in Haven you can upgrade all elementals to Elementalists. I hope this helps!
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Not idly do the leaves of Lorien fall.

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omegaghost
omegaghost

Tavern Dweller
posted September 03, 2019 11:25 PM

The "glory of war" option occupies the same spot as "neutral town" option in WoG. This leads to conflicts. "Mighty conflux" option in turn occupies the same spot as "rampart faerie dragon" option. You might want to look into it.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 04, 2019 06:00 PM

This was deliberately so. I changed these scripts so that they do not conflict with my mod. As it is stated in the first post of this thread, my mod has to be on the top priority on the mod manager. It doesn't work if it's set otherwise.
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Not idly do the leaves of Lorien fall.

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omegaghost
omegaghost

Tavern Dweller
posted September 04, 2019 07:15 PM

Yes, it is on the top. They're still in conflict for me for some reason. No other mods are enabled.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 04, 2019 07:17 PM

How do you know there is conflict? Post some screens.

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Klinsk
Klinsk


Hired Hero
posted September 22, 2019 05:31 PM

Is it possible to not have the Conflux line-up change when installing this mod?
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 22, 2019 08:40 PM

Not exactly, but there's an WoG option that allows you to have the old Conflux back. The option is called "The Mighty Conflux" and it pretty much restores Conflux (instead of Haven). It's still not exactly the same, so expect some balancing changes (as with everything else in my mod).
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Not idly do the leaves of Lorien fall.

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Klinsk
Klinsk


Hired Hero
posted September 22, 2019 08:41 PM

Alright, thanks, buddy
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 14, 2019 10:33 AM
Edited by NimoStar at 10:39, 14 Oct 2019.

So, does this mod install over WoG, over ERA, over ERA with WoG, or what?

Also, I like baing able to make Faerie Dragons so if they are disabled in this mod that will give me The Big Sad.
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Never changing = never improving

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avatar
avatar


Promising
Supreme Hero
posted October 14, 2019 11:08 AM

First post tells everything. This mod is campatible only with Era II only.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 14, 2019 03:13 PM

Fairy Dragons are no longer available in Conflux, you need HoLv3.2 for that. And yes, you need ERA II, there's a link on the first page of this thread.
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Not idly do the leaves of Lorien fall.

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mislavcro
mislavcro

Tavern Dweller
posted December 23, 2019 03:18 PM
Edited by mislavcro at 15:22, 23 Dec 2019.

I can't for the life of me figure out how to correctly install this mod.

I've tried everything, and I still can't get it to work.

On my latest try, I've done the following things:
- completley reinstalled the HOMM3 Gog Complete Edition
- reinstalled the ERA 2 platform
- configured the ERA mod manager so that GoW is on the top of the enabled mods.

And still it's not working correctly.

I can see the sprites of the mod on units, but I can't recruit anything. Everytime I try to recruit a creature from ANY faction, I always get the only option to recruit ONLY pikemen.

Here is the picture of what's happening:

(here's the link to the picutre if you can't see it: https://imgur.com/a/k3F3wt3)

As you can see, I'm in a stronghold city. And whenever I click on a dwelling, I always see a screen like this one. There is no way to recruit the new creatures. And you can see in the visiting hero army that there is a berserker present.

I have tried everything I could think of and it still doesn't work. I have tried with all kinds of different WoG options and it's still the same. I even tried turning off ALL of the wog options and only left "The Glory of War" option enabled and it still doesn't work. I have tried millions of enabled mod combinations (with WoG, WoG Revised, HoL, new objects patch, etc...) I've done everything the instructions said dozens of tries with fresh, clean reinstalls to no avail.

Can someone please help me and guide me on how to correctly configurate this? I would be very grateful for that. Thanks.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 23, 2019 07:07 PM

I've never seen this happen.

OK, I can see that the creatures have been changed successfully and If you've enabled "The Glory of War" WOG option it should work.

Here are some tips that you may find helpful:

1) Are you sure the map has been properly Wogifyed? The map's Wogification must take place and not be skipped.

2) Try disabling and enabling the mod in Mod Manager. I've found it helpful sometimes.

3) Have you tried HD mod? I can see you play on vanilla Heroes. I find that the HD mod is a lot more stable and you should definitely try it out. I myself was reluctant at first, but now I cannot imagine playing the game without it. My mod runs a lot more smoothly on HD mod.

4) If you downloaded the new version of ERA II (I think it came out a few days back) maybe there's a problem with that. I've personally not tried it myself, but I found that I've had some problems with past versions and so I stuck with the one that worked out for me the best. Maybe try out older versions of ERA II (I think I have ERA 2.7 and it works great on my PC).

Hope that these will help.
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Not idly do the leaves of Lorien fall.

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