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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 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV
bloodsucker
bloodsucker


Legendary Hero
posted August 09, 2020 11:01 PM

Liso1 said:
I hope the authors of HotA won't be upset...
You are totally aware they will...
And I'm not even saying they're right, they did the same to NWC, but don't be an hypocritical.
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The only reason i argue with you people is because i don't want the bullsnow you all spout to be so easily spread to the impressionable without another sane voice challenging you.  -  Fred79

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 09, 2020 11:28 PM
Edited by Hero_of_Light at 00:17, 01 Sep 2020.

RerryR said:
Now that is something cool Thanks man

You're welcome! Make sure you join the competition!

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1st Place: Erin Georginha
2nd Place: James Sawyer
3rd Place: Raka Nishu

Runner-Up: John Kerrigan

The Winners can go to my Channel, on the Discussion section, where they will give me their contact information and what prizes do they want me to send them (TOTALLY FREE)!

It's the 1st of September and the new Contest begins! Remember, all you have to do to join the contest is:

SUBSCRIBE
LIKE
COMMENT

As much as you can, and you can win some fabulous prizes as these three Youtubers have just won! Join the Race now! Visit my eBay and check out all the cool Merch that can be yours!

You can go to the Official video and start from there!
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DarkAtom
DarkAtom


Adventuring Hero
posted September 05, 2020 12:32 PM

Not sure if I got it working perfectly, but I removed battery.dll without modifying any script and the dwelling problem (4 slots with 0 pikemen) went away on ERA 2.9.14 and even ERA 3. The game complained about not finding some sprites, but even this seems to go away when using HD mod. I don't know if I introduced bugs by doing this, but the game seems fine.

Btw, are all Haven heroes supposed to start with sprites and elementals? Seems weird, since the low level creatures have been changed in the town.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

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Hero_of_Light
Hero_of_Light


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

DarkAtom said:
Not sure if I got it working perfectly, but I removed battery.dll without modifying any script and the dwelling problem (4 slots with 0 pikemen) went away on ERA 2.9.14 and even ERA 3. The game complained about not finding some sprites, but even this seems to go away when using HD mod. I don't know if I introduced bugs by doing this, but the game seems fine.

Btw, are all Haven heroes supposed to start with sprites and elementals? Seems weird, since the low level creatures have been changed in the town.


Are you sure that the third and 4th slots work as they should though? By which I mean retain growth week after week etc? If so I have to check it out and update the first post.

Secondly, Haven's heroes are supposed to work this way for two reasons. You can switch to the original Conflux in my mod (there's an option that allows that) and so the heroes should have elementals in their armies. But even if you play with the changed Conflux (Haven) you can always upgrade the elementals to elementalists. This adds a nice new feature, where you can get additional elementalists each week with every new hero, and since Elementalists are the second best-useful creature in town (besides Phoenix), I think it is a nice feature. First 3 level creatures in the new Haven are way too weak to be starting troops.
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DarkAtom
DarkAtom


Adventuring Hero
posted September 10, 2020 09:20 PM
Edited by DarkAtom at 22:48, 10 Sep 2020.

Hero_of_Light said:
DarkAtom said:
Not sure if I got it working perfectly, but I removed battery.dll without modifying any script and the dwelling problem (4 slots with 0 pikemen) went away on ERA 2.9.14 and even ERA 3. The game complained about not finding some sprites, but even this seems to go away when using HD mod. I don't know if I introduced bugs by doing this, but the game seems fine.

Btw, are all Haven heroes supposed to start with sprites and elementals? Seems weird, since the low level creatures have been changed in the town.


Are you sure that the third and 4th slots work as they should though? By which I mean retain growth week after week etc? If so I have to check it out and update the first post.

Secondly, Haven's heroes are supposed to work this way for two reasons. You can switch to the original Conflux in my mod (there's an option that allows that) and so the heroes should have elementals in their armies. But even if you play with the changed Conflux (Haven) you can always upgrade the elementals to elementalists. This adds a nice new feature, where you can get additional elementalists each week with every new hero, and since Elementalists are the second best-useful creature in town (besides Phoenix), I think it is a nice feature. First 3 level creatures in the new Haven are way too weak to be starting troops.


Well, you are right, I can confirm that the third and fourth slots don't even appear without battery.dll (you get some ERM errors when clicking the dwelling and then only the first 2 slots are available). Removing a dll never has good consequences But this looks promising. It has a nice wrapper API over !!RD that makes it easy to set dwellings in towns. It also has a function !!FU(dex_CA_D) that has almost the same interface as !!CA: D for compatibility so it should be pretty easy to replace in the script. I will try to do it and see if it works.

UPDATE: Here it is 11 wog - neutral town.erm. Tried it on ERA 3.0.3 after replacing script and removing battery.dll. For me it works, at least from the few tests I made.
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"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 10, 2020 11:33 PM

Thanks! I will test it thoroughly and if it works, I will create a link for ERA III as well.
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Typhoomn
Typhoomn

Tavern Dweller
posted October 09, 2020 08:26 PM

Hello HoL! I don't know if you accept suggestions or not, but I was thinking that wouldn't the chasteners from the Cathedral mod make a better commander model for the Necropolis?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 09, 2020 11:32 PM
Edited by Hero_of_Light at 17:32, 17 Oct 2020.

To be honest, I don't play with the Commanders at all. I do agree that there are better options for the Necropolis Commander, but the fact of the matter is that I wanted to add an Undead Pirate creature as a guard for the shipwreck. Additionally, Pirates in the Skeleton Transformer are now transformed into Dread Pirates, which is a nice feature.

So, in short, yes there might be better options, but I went with this one because I wanted to use the creature as it is found in the adventure map, rather than a hero's commander.

**EDIT**

Thanks to DarkAtom, my mod is now compatible with ERA III as well! The first post of this thread has been updated. All versions of this mod can be played with ERA 2.7.5 but the latest (v1.3) can also be played in ERA III (there's an alternative link).
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Not idly do the leaves of Lorien fall.

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DarkAtom
DarkAtom


Adventuring Hero
posted October 26, 2020 10:22 PM

Hero_of_Light said:
Thanks to DarkAtom, my mod is now compatible with ERA III as well! The first post of this thread has been updated. All versions of this mod can be played with ERA 2.7.5 but the latest (v1.3) can also be played in ERA III (there's an alternative link).


I'm glad it worked out!
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"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

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PaintingPeter
PaintingPeter

Tavern Dweller
posted November 08, 2020 05:46 PM

Hey!

Thanks for the mod! I've been getting some trouble running it. Are there any more elaborate instructions on how to install it and the best wog settings to use to ensure it runs stable?

Thanks!

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted November 09, 2020 06:55 PM

There are no obligatory WOG options in my mod except the option with the same name (The Gloyr of War). And even that is always ON in the latest version. I don't think there's an easier way to describe the instalation.

Maybe what you're doing wrong is have the wrong files. If you read the instructions, there's a version of my mod that works with ERA 2.7.5 and the newest one that works with ERA III. Maybe there's your problem. Read the first post of this thread more carefully.
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PaintingPeter
PaintingPeter

Tavern Dweller
posted November 10, 2020 07:48 PM

Thanks for the response! I have followed the instructions carefully - however, I still get errors like pixie sprite missing during the loading screen of a new game, or a total freeze of the game when clicking on commander button for a conflux hero.

Im wondering if there is an optimal wog scripts setting combination that can be used to avoid these bugs.
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avatar


Promising
Supreme Hero
posted November 10, 2020 08:44 PM

It's best to load WoG setting from hoLmod.dat file. This file disabled "bad" options and script and leave "good" ones.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted November 11, 2020 08:36 PM

@PaintingPeter

The thing you're describing is missing files. I would suggest a clean ERA installation, followed up by the installation of my mod. Then make sure that you go to modmanager and get my mod on top of the priority list.
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Promising
Supreme Hero
posted November 18, 2020 07:05 PM
Edited by avatar at 19:25, 18 Nov 2020.

Some screens from furthcoming Glory of War - 9th Heroes Chronicle (version 2.7.5) polish translation.

Launcher by VIP, chief of the project


Main menu screen by Khemiel


Scenario selection screen by Kuririn


Load scenario screen by Blaza


Thanks HoL for this great story!





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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted November 20, 2020 07:19 PM
Edited by Hero_of_Light at 19:22, 20 Nov 2020.

Truly an honor!

Did they use the new refined version of the campaign (in version 1.3) with the Forge units or the old one?

They should do an english version as well, this looks really nice!
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avatar


Promising
Supreme Hero
posted November 20, 2020 11:15 PM

Hm.. First attempts for translation was made, when version 1.2 was the newest. And Forge/sci-fi elements are still bone of contention between fandom
So the idea is to translate old version with Tarnum Death Knight story and later ver 1.3. To please two sides

English version was not planned, but I've talked to VIP and yes, it's possible to create english GoW Chronicle standalone pack.  
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted November 21, 2020 02:52 PM

The thing is that the version found in 1.3 is more refined and it also features Tarnum as a Cyborg as well, so I think it is best. The story was re-writen and made better as well.

I am no fan of Forge either, but I think that ignoring the Sci-Fi part of Might and Magic altogether is wrong. Adding 4 non-recruitable creatures in my mod and acknowledging the lore was, in my opinion, a good solution. The Glory of War story has a better structure in v1.3 and I personally think it's the best one. Besides, the creatures used in v1.3 as a whole are much better than the ones used in v1.2. There's a lot of improvement that took place.
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Not idly do the leaves of Lorien fall.

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