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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 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
Macron1
Macron1


Supreme Hero
posted August 20, 2013 01:39 AM

Hero_Of_Light said:
So this is it for now. The mod is practically playable but there is a lot of work still to be done before its final release. I have some graphical features to attend to before it's done. There will be further updates. Stay tuned for more!

What's about PAvissieri/Cranequiniers?
Are they done also?

PS I wanted to ask also on previous mods.
I found musketeer in your shared folder:
http://www.4shared.com/rar/d2Zil3IT/musketeer.html

Is it alone? Or it has some degrade/upgrade not shared?

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted August 20, 2013 11:14 AM

The Cranequiniers need some editing still so that their animation while riding the horse can be normalized. As for the musketeers it is just an old def I made. You can download it and see.
____________
Not idly do the leaves of Lorien fall.

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Lord_Immortal
Lord_Immortal


Famous Hero
posted August 20, 2013 11:39 AM
Edited by Lord_Immortal at 11:46, 20 Aug 2013.

Ok. I like your new system, but:
-An upgraded building like Guardhouse that trains both Halberdiers and Peasants, a stronger and a weaker unit than the basic one, makes no sense, because all players would choose the Strongest unit.
-Interchangeable Nomads/Boars still makes no sense because Nomads are human while Boars are Orcs. Similiarly for the Sorceress->Enchanter upgrade:Sorceresses are Female, Enchanters are Male.

However, I remember the Abode and Cove towns had 3 buildings upgrades. You could do the same thing. And even 4 building upgrades(Golem Factory).

And for the new Conflux, continue your "Nature lineup" Rampart being a purely Elf Faction, while Conflux is still Elemental, but with more variety.

Rampart:
Pixie->Sprite
Centaur->Centaur Captain->Sylvan Centaur
Elf->Grand Elf->Sharpshooter
Pegasus->Silver Pegasus
Dendroid Soldier->Dendroid Guardian**
Druid->Arch Druid OR Unicorn->War Unicorn ***
Firebird->Phoenix->Sacred Phoenix
(Basically Rampart has no new unit)

Conflux:
Halfling->Slinger->Burglar****
Wolf->Direwolf
Nomad->?Nomad Upgrade?
Air/Earth/Water/Fire Elem.->Storm/Lava/Ice/Energy Elem.
Troll->War Troll(M&M 8 def with Ram Club for War Trolls)
Psychic Elemental->Magic Elemental
Green Dragon->Gold Dragon->Faerie Dragon(is still LV.8)

Final words:
Assuming you are going to replace the:
-4 Messengers, 4 Unused Slots, 2 Sharpshooters and 16 Commanders(8x2) you get 26 new unit slots. Maybe replace Blood, Diamond and Darkness Dragons would open 29 slots with few changes from the original game. Make Dracoliches(weaker version), upgrade of the Ghost Dragon, Diamond Dragon is needless as the upgrade of Gold is Faerie, and Darkness is needless, as Rust can be an of Black. Crystal and Azure are too strong to be in any faction. Keep them Neutral.
-You can make the Henchmen function like commanders,maybe even with the ability to give them a name, so, no new units.
-Rogues, you can make them recruitable in any tavern in towns. I.e. Den of Thieves upgrade, that allows you to use Den of Thieves function too.
-As for replacing empty slots, I found somewhere this:
Quote:

1) BAD # - def without the animation monster in battle. Put in h3sprite.lod or h3custom.lod. Ported the best SimpleLod-th from Sergey - wog-archives can make mistakes, and generally on the ResEdit is not capable.

2) File X.def card - for a residence permit in the monster object lyricist (X - an arbitrary name). Edited files and ZEOBJTS.txt ZOBJCTS.txt.

3) BAD # ATTK.82M, BAD # DFND.82M, BAD # KILL.82M, BAD # MOVE.82M, BAD # WNCE.82M. - Voice files. If you are at the disposal of wav-sounds - they change the extension to 82M.

4) Portraits of monsters to TWCRPORT.def and CPRSMALL.def.

5) Portraits of monsters to AVWATTAK.def. The file is used to display the monsters that are attacking. In principle, not really sure of his change, but if you do not want to attack a monster at the time displayed on the map as a spear - of course, change.

6) Fill in the column NOT USED-in ZCRTRAIT.TXT (name, specifications, description).

7) If you play with the experience - to fill the column and CREXPMOD.TXT CREXPBON.TXT. It is better to break the first column in the CREXPBON.TXT (-8 - for all the monsters) for seven similar (-1, -2, and so on up to 7). This is due to the fact that a new monster turns bezurovnevym, and the string "Health" in his words, but shifted away into the tail abilities, and ability to look like the rest unspecified. However, the abilities much easier to set the script.

Then you can use the new monsters. Some special properties (like the three-headed Cerberus attack or accidental witchcraft conclude with Master Jinn) they have, of course, will not, but with a different combat management (ERM) can achieve a unique unit. You can also set the level of the script.




*Principalites are the strongest Angels of the first Sphere, where Angels and Archangels make part. A more logical upgrade than the Seraphs, which belong to the Third Sphere.
**Guardian sounds better than Guard
***Druids use Hierophant Def., Archdruids are renamed Enchanters. Also, I suggested Unicorns have the same dwelling as them, because, in M&M8 Clerics of Light/Druids had lived near the stonehenge with the unicorns.
****Halflings are your melee guys with Knife and no sling, Slingers are normal H3 Halflings and Burglars are your very old hooded guys with sling.

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Macron1
Macron1


Supreme Hero
posted August 20, 2013 11:53 AM
Edited by Macron1 at 15:43, 20 Aug 2013.

Lord_Immortal said:
Similiarly for the Sorceress->Enchanter upgrade:Sorceresses are Female, Enchanters are Male.


That's normal. It's only convention. More weak units/more stronger units are females or males (matter of concrete unit).
This is same as Driada upgrades to Grove Keeper in Grove.
In classic Heroes 3 there is also same example:
female Genie upgrades to male Genie Master.

Lord_Immortal said:
Nomad->?Nomad Upgrade?



By the way, from long time ago (when I wasn't yet modding) I remember, that in some H3 modification there was Nomad upgrade (it had Gold Hat and a gold Sabre. Anyone still has this DEF?

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted August 20, 2013 12:18 PM

The idea of my previous mods was that these creatures were interchanged and not upgraded. It's not like the Sorceresses transformed to Magi. It was just a feature where you could change back and forth to these creatures according to the gameplay you wanted to use. Not a lot of people get what I did with the interchangeable creatures I am afraid.

For example in this current version the 2nd level building of Stronghold is named mercenary camp and it sells Nomads and Boars. The idea is that you can give your Boars back to the camp and get Nomads instead. That's why they have the same cost. This idea was used a lot in my previous mods but unfortunately a lot of people didn't get it and posted things like, this isn't a logical upgrade etc.
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Macron1
Macron1


Supreme Hero
posted August 20, 2013 01:34 PM

Hero_Of_Light said:
The idea of my previous mods was that these creatures were interchanged and not upgraded. It's not like the Sorceresses transformed to Magi. It was just a feature where you could change back and forth to these creatures according to the gameplay you wanted to use. Not a lot of people get what I did with the interchangeable creatures I am afraid.

For example in this current version the 2nd level building of Stronghold is named mercenary camp and it sells Nomads and Boars. The idea is that you can give your Boars back to the camp and get Nomads instead. That's why they have the same cost. This idea was used a lot in my previous mods but unfortunately a lot of people didn't get it and posted things like, this isn't a logical upgrade etc.


I don't really like ideas of interchange altrough, so in some my mods I use idea of alternatives. For example, in level 3 degrade unit is leopard (fast unit, with low defence), level 3 upgrade is bear (slow unit with big defence and hit points). And they are not interchanged nor upgraded. So player can choose for what purpose he needs units. If he needs units for rush or exploration, he will take leopard. If enemy army is near a town, it's better to buy bears, cause they are good in siege.

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Terminator775
Terminator775


Hired Hero
posted August 20, 2013 08:56 PM
Edited by Terminator775 at 21:00, 20 Aug 2013.

Wow this is AWESOME!!!

I love HOMM 3 upgrades and patches SO MUCH! Every patch, wether it is bad or good I just LOVE IT! This is absolutely amazing thank you so much for this! Is there a link to download soon?
Btw: I have one critic about this.
Rampart is known as a "Good town" so why are "Demon hunters" there? Shouldn't they be in inferno? Or dungeon for example?

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Macron1
Macron1


Supreme Hero
posted August 20, 2013 09:36 PM

Terminator775 said:
why are "Demon hunters" there? Shouldn't they be in inferno? Or dungeon for example?

Cause they hunt demons, not feed them. It's elves.

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Terminator775
Terminator775


Hired Hero
posted August 20, 2013 09:55 PM

Macron1 said:
Terminator775 said:
why are "Demon hunters" there? Shouldn't they be in inferno? Or dungeon for example?

Cause they hunt demons, not feed them. It's elves.

Yes but still, why is there a hell hound? Oh well, I'll leave this to the scripters.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted August 20, 2013 10:03 PM
Edited by Hero_Of_Light at 22:05, 20 Aug 2013.

They capture and train the Hell Hounds to hunt down the demons.

End of Story!
____________
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Terminator775
Terminator775


Hired Hero
posted August 20, 2013 10:44 PM

Alright alright I got it!
Why is everyone here so nervous? If I don't understand something you should try to explain nicely...

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted August 25, 2013 06:46 PM

I've been recently working on replacing the old God Emissaries from WoG. As with most of the new WoG creatures I find their animations and concept really poorly done. While I like the idea of the attribute bonuses, I don't really like the hardcoded specialties of these creatures, namely: They can't attack.

That's why I've been working on a solution for these creatures (both in adding new animations and attributes). The original concept remains pretty much the same: These creatures are still representatives of higher forces. I added mythological creatures of two areas that seem quite neglected in the original Heroes III: The Sea and the Desert.

The emissaries of and Peace and Lore are representatives of Good and they represent the Good Sea and Sand Gods. The new creatures are Nix Lords and the Ra Messengers. On the other hand, the emissaries of War and Mana are now the Evil representatives of these factions. The new creatures are the Leviathans and the Anubis Warriors. These creatures represent riving forces and so they attack with hatred damage.

As I said, the God Emissaries are hardcoded and they can't attack. They can shoot though (I guess this little bug never occurred to the original moders of WoG). So, I made all of them close range shooters with unlimited ammunition. I also gave them new attributes (attack, damage, flying etc). You can see them here:  



There probably may be some changes in the little details in the future but I think the basic principal will remain the same. The mod is really on its way to completion and I think it is safe to say that at least the half work is done. There are a lot of things to do still of course. I will be posting any progress as usual. As always, stay tuned for more!
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Not idly do the leaves of Lorien fall.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted August 25, 2013 07:11 PM

Hero_Of_Light said:
I've been recently working on replacing the old God Emissaries from WoG. As with most of the new WoG creatures I find their animations and concept really poorly done. While I like the idea of the attribute bonuses, I don't really like the hardcoded specialties of these creatures, namely: They can't attack.

That's why I've been working on a solution for these creatures (both in adding new animations and attributes). The original concept remains pretty much the same: These creatures are still representatives of higher forces. I added mythological creatures of two areas that seem quite neglected in the original Heroes III: The Sea and the Desert.

The emissaries of and Peace and Lore are representatives of Good and they represent the Good Sea and Sand Gods. The new creatures are Nix Lords and the Ra Messengers. On the other hand, the emissaries of War and Mana are now the Evil representatives of these factions. The new creatures are the Leviathans and the Anubis Warriors. These creatures represent riving forces and so they attack with hatred damage.

As I said, the God Emissaries are hardcoded and they can't attack. They can shoot though (I guess this little bug never occurred to the original moders of WoG). So, I made all of them close range shooters with unlimited ammunition. I also gave them new attributes (attack, damage, flying etc). You can see them here:  



There probably may be some changes in the little details in the future but I think the basic principal will remain the same. The mod is really on its way to completion and I think it is safe to say that at least the half work is done. There are a lot of things to do still of course. I will be posting any progress as usual. As always, stay tuned for more!


Nice! I think they should be more powerful. They are god emissaries!!  The Ra messenger looks to weak. I have one evolution for him in my MOD HWL. I call him Kebehsenuef the eagle-man egyptian god. Where can I find this anubis?

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted August 25, 2013 07:21 PM
Edited by Hero_Of_Light at 18:05, 13 Sep 2013.

There is a pretty big update on the progress of my upcoming mod. I've been working on editing/replacing most of the original WoG map objects which most of the times were really poorly made and damaged the aesthetics of the game. I used new objects made by me, Astaroth and the HotA crew.

To get a small idea of the new mapmaking potentials here is a pic showing all the new objects, some new creatures and the new artifacts that are installed in my mod (they're the same as HoLv3.2).



I could say that the mod is practically (more or less) finished. There are of course a lot of small details that need my attention and of course there is a lot of testing in order before its release.

It is high time to set (as usual) a release date for my mod. So, I am pleased to announce that there will be at least a playable beta version (without the new campaigns and maps) released in 26th of October this year (it is the date of my Name Day celebration in my country).

So, this is it for now. As always stay tuned for more... You may also expect a trailer when the mod is almost done
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Not idly do the leaves of Lorien fall.

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Chagoux
Chagoux


Hired Hero
posted September 13, 2013 07:21 PM

Great stuff

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted September 13, 2013 07:31 PM

ye,looks really nice

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krs
krs


Famous Hero
posted September 14, 2013 03:21 PM

Looks beautiful!

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted September 14, 2013 04:27 PM
Edited by Hero_Of_Light at 12:48, 26 Sep 2013.

I am pleased to announce that my mod is practically done! All the scripting, planning and graphics are done. This means that the mod is actually playable at its fullest right now and the only thing left is to test it and prepare the new scenarios and campaigns that I want to include in this mod.

I would like to share some of this information regarding the campaigns. First of all, I installed a new look for the Haven's heroes. I used HotA's female pirate hero def for that (I edited so that it looks less piratey). Here are Haven's two hero classes along with upgraded and non upgraded creatures:



As for the campaigns, I intend to add 5 campaigns in this mod. The three of them were already used in my previous mods. They will be heavily edited of course (so that the new features of my mod will be explored at their fullest). Here is an overview of the new and "old" campaigns:

Crimson Tides: Will feature the exploits of William the Pirate Lord in his struggle to overthrow the Infernal forces that try to scorch the Seven Seas with fire and blood.
Factions: Castle, Inferno

Salvation: Narrating the tale of three lost souls on their road to redemption.
Factions: Rampart, Dungeon, Necropolis

Sibling Rivalry: Will feature the struggle of Lamentia the Demoniac to reconcile with her only living relatives.
Factions: Inferno, Fortress

Tales of Amadar: A selection of 8 tales of how this nation was born, featuring also the War of Independence fought by Amadar's Queen, Emilia.
Factions: Haven, Tower

The Glory of War: Will be a Heroes Chronicles based story of Tarnum. The Necromancers of Deyja have captured Tarnum's body and reanimated his corpse, so that they may use him and defeat his former countrymen, the Krewlodians.
Factions: Necropolis, Stronghold

Here is an overview of the new Haven heroes and the campaign heroes of my new mod:



Last but not least, I prepared a little teaser trailer to share a glimpse of all the new features of my mod. You can watch it HERE.

So, this is it for now. As I said, the mod has a valid release date: October the 26th. I am pretty optimistic on delivering the mod AND the campaigns in time. Even If that doesn't happen, it is sure that a playable version of my mod will be released by then (since it is already playable right now). I will also make a trailer in the near future. So, as always, stay tuned for more!
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Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Responsible
Supreme Hero
posted September 26, 2013 05:54 PM

Looks amazing, thank you for the work!

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 27, 2013 02:05 PM

Really impressive job HoL!

Skeleton-Magi are a nice idea, lol level shooter for Necropolis yay!

And the Lizard Warrior...just great
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