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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Hero of Light mod v3.0 (DOWNLOADABLE)
Thread: Hero of Light mod v3.0 (DOWNLOADABLE) This thread is 51 pages long: 1 ... 6 7 8 9 10 ... 20 30 40 50 51 · «PREV / NEXT»
exodustpa
exodustpa


Adventuring Hero
posted February 23, 2011 12:59 PM

I dont know im having problems downloading this mod. The links in the first post which lead to 4share end up giving me some weird rap lyrics document. Multiupload that salamandre kindly posted has only megaupload with the file left. And i unfortunately cannot seem to get it off megaupload either.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 23, 2011 02:21 PM

The 4shared links in the first page were checked, they both work fine. There is a download button, maybe you missed it.

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exodustpa
exodustpa


Adventuring Hero
posted February 23, 2011 05:09 PM

Well i use the blue download button on the page that opens up after the link is clicked. It then brings me to another page that asks me to wait for the download link but after waiting and clicking the link a random trash file is available instead.
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exodustpa
exodustpa


Adventuring Hero
posted February 23, 2011 06:07 PM

Well thankfully after a long time of trying i managed to get megaupload to cooperate with me and successfully got the file. Thanks for the reply though.
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Conan09
Conan09

Tavern Dweller
posted February 24, 2011 01:05 AM

Beyond Frustrated

Hero O' Light,

Your MOD looks absolutely amazing...unfortunately I have been unsuccessful installing it.  I have tried just about every possible combination.  3.58f, +1.8 ERA, auto installer, winrar and h3wupd.exe, and nothing seems to work.  Here is what happens:

Some of the creatures make it into the game.  Some do not.  For the ones that do make it into the game....some of them are in the wrong place.  Lizard marksmen is in dungeon, peasant is in dungeon, minotaur is in inferno, druid in castle, etc.  The game runs fine, but as you can see it is all sorts of discombobulated (say that five times fast).

Has anyone had an issue like this?  BTW I am running Heroes Complete from GoG.com (good old games)

Any help would be appreciated.  I read all eight pages of this thread, your other threads, and some modding threads before I resorted to this...so peeps don't blast me saying the answers are out there
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 24, 2011 02:26 AM

Quote:
Some of the creatures make it into the game.  Some do not.  For the ones that do make it into the game....some of them are in the wrong place.  Lizard marksmen is in dungeon, peasant is in dungeon, minotaur is in inferno, druid in castle, etc.  The game runs fine, but as you can see it is all sorts of discombobulated (say that five times fast)


Well, it is quite obvious what happened. You installed it correctly but you didn't check the obligatory WOG options. In the installation instructions (in the first page) ther is a list of the obligatory WOG options in order for this mod to work (without them it obviously doesn't). The most crucial of all is that the Neutral Town is enabled. However all of the options are needed. As I stated in the first post:

"I recommend loading the WoGSetupEx.dat provided in the installation pack (which already has the proper options) and then adjust as you like..."

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Astaroth
Astaroth


Adventuring Hero
I draw my life myself...
posted February 25, 2011 04:21 PM

Friend, this is fantastic!!! Really, it's cool water town

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted February 25, 2011 05:38 PM
Edited by Lord_Immortal at 18:00, 25 Feb 2011.

Great to see The Adding of new Creatures will be implemented in Hero of Light!!!
And since your new version of the mod is about Regnan Pirates and Water monsters,here a cup of Ideas:
Revampened Fortress
Serpent Fly->Dragon Fly OR Poisionous Spider->Death Spider
Gnoll->Gnoll Marauder OR Lizard Swordsman
Lizard Archer(current lizardman)->Lizard Marksman(current lizard warrior)->Lizard Sharpshooter(Blue version of your pink lizard,as in Erathia Lizardmen are blue/dark teal).
Basilisk->Greater Basilisk OR Lizard Shaman->Lizard High Priest
Gorgon->Brass Gorgon(that yellow M&M 8 Gorgon)->Catobelpas(Current Mighty Gorgon) OR Velociraptor
Wyvern->Wyvern Monarch-> Fell Wyvern(Dark teal Wyvern Monarch that with head helmet that looks like LotR Fellbeasts)
Deep Hydra(Normal Hydra with Protection from water)->Chaos Hydra
OR
Air Hydra(Grey Gorynych that does not breath fire)->Storm Hydra(Light Blue 6 headed Gorynych that has Thunderbird Ability)
OR
Fire Hydra(orange Hydra version,breathes fire)->Hell Hydra(Crimson version)
(HYDRAS ARE MADE TO FIT THE WORLD OF MIGHT AND MAGIC)

Revampened Castle Town
Peasant->Militia OR Outlaw(your black peasant)->Rogue
Crossbowman(Archer)->Marksman OR Bowman(Black Haired,blue clothed Elf)->Longbowman(Blue Sharpshooter)
Griffin->Royal Griffin OR Pikeman->Haldberder
Swordsman->Master of the Sword(Former Crusader,so that it fits M&M 7)
Monk->Zealot->Inquisitor(Renamed War Zealot) OR Musketeer(with sword)
Cavalier->Champion OR Crusader(The 2 handed swordsman with full plate)->Paladin(Golden Crusader version)
Angel->Archangel->Principalite(MM7 Archangel replaces Supreme Archangel)

EDIT:
Revampened Rampart Town
Centaur->Centaur Captain
Dwarf->Battle Dwarf OR Halfling->Halfling Burglar(yours)
Elf Archer(Renamed Wood Elf)->Elf Deadeye(Renamed Grand Elf)
Pegasus->Silver Pegasus OR Druid(Green monk)->Archdruid(White clothed zealot)
Dendroid Soldier->Dendroid Guard
Unicorn->Battle Unicorn OR Sharpshooters
Green Dragon->Gold Dragon->Faerie Dragon(No more the meaningless Diamond Dragon)
Commander:Grandmaster Druid(Blue clothed Hierophant with white hair and beard)

Sea town thing:
Siren->Mermaid
Wench->Sea Seeress(The Second:)
Pirate(one of those white shirted in HotA the first one)->Captain(Yours)
Triton->Triton Crusader(Triton with green skin and a helmet)
Halycon->Cliff Halycon(Black and Orange Halycon)
Scylla(Light Blue Hydra with Water Elem. Tail no legs)->Abyssal Scylla(Deep Blue Chaos Hydra with Ice Elem. Tail no legs)
Leviathan(Yours->Poisoned Leviathan(GREEN SERPENT:)->Great Leviathan

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 26, 2011 02:05 AM
Edited by Hero_of_Light at 02:07, 26 Feb 2011.

@Astaroth

Thanks, but actually, it ain't a town. It's just the neutral faction (which is now a Sea-oriented faction). That means that these creatures will only be recruitable in dwellings.

@Lord_Immortal

Actually, I won't be using the "adding new creatures" any time soon, because I see on the same titled thread that many users have problems with it. I think it's not the time to do so...yet

As for the Town lineups I have stated that they will have a new twist:

Every town's interchangeable creature can be changed back and forth at any time in the game. In addition, I made it so that most towns can change back to their original recruits at any time. Take Rampart for example.



As you can see the lineup is diferent than the one in HoLv3.0. Furthermore the original lineup is available (up row) but the player can switch at any time of the game to completely diferent one (down row). I think this will be interesting strategically, because you can change the creatures according the battle you have to fight. For instance when defending a castle you might want to change to archer creatures (in order to attack the besiegers from a safe place). In open battlefield you might consider decreasing the number of archers (and have them replaced with stronger and quicker creatures).

As for the Sea creatures, they won't have upgrades. And the HotA pics you posted are really old. I don't have any association or any other defs from HotA anyway.

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exodustpa
exodustpa


Adventuring Hero
posted February 26, 2011 04:51 AM

Another question. How come after i run the auto installer i do not see the correct defs appear for some creatures like halcyons and peasants. Do I need to download the def packs and if so how do i install them?
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 26, 2011 09:38 AM

No, the def packs are just some creatures I put together...

As for the auto installer, it wasn't made by me so I wouldn't know what went wrong or not. Maybe you didn't have the right Wog options installed, like Conan09.  

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted February 26, 2011 09:53 AM

Great Idea,but change Sharpshooters back to T6(so that it fits M&M world) and find something new for T4.

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un_notas
un_notas


Hired Hero
posted March 06, 2011 08:50 AM

Hi, I installed the mod yesterday and I played an 'L' map. The mod is awesome, I like it, I would make another kind of 'Town lineup' in most of them, but it's your decission, good job anyway.

I have a question. How can we get the third upgrade in some units? For example, I couldn't hire 'anciente minotaurs'.

And I discovered a bug, the Halcyons can't fly

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 06, 2011 12:44 PM

Once again, these bugs you are refering to are due to the fact that you don't give any attention to the WOG options that are OBLIGATORY for this mod to work. I'll post them again here.

The obligatory WOG options are:
1)Neutral Town should be ON
2)Rampart/Faerie Dragon option should be ON
3)Troop stack experience should be ON (Note that Experience stack MUST BE ON but doesn't really work, it gives standard bonuses)
4)Universal creature upgrades should be ON
5)Extended creature upgrades should be OFF
6)Ban all WOG artifacts (because they are combination artifacts now)
7)Rebalanced hero abilities and anything else concerning heroes should be OFF because they will mix with the changes I've made.

You don't get the third upgrade because you don't have the 4th and 5th options ON. Halcyons don't fly because you don't have the 3rd option ON. As I stated many times, there is I provided a WoGSetupEx.dat in the installation pack which you can LOAD in Wog Options and then adjust.

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un_notas
un_notas


Hired Hero
posted March 06, 2011 01:07 PM

Oh, right, thanks for the info
I read it before, but I forgot modify the wog options. I will try it again for my next game.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 18, 2011 12:26 AM

It's been a while I shared any progress concerning the Crimson Tides expansion so I thought I'd post a few lines...

Firstly, the Fortress town has been changed a bit. A new keyword is installed:

SHAMAN: Shamans are adept in Air magic and are protected from Air (and are enchanted with some other air magic spells as well).

With the introduction of Oceanids (Prot. from Water) I thought a "protection from air" keyword was in order. And anyway the Fortress commander is a Shaman that casts haste...

The new lineup is:

1) Gnoll Marauders or Witch Doctors
2) Lizardmen -> Lizard Archers -> Lizard Warriors
3) Serpent Flies -> Dragon Flies
4) Basilisks -> Greater Basilisks
5) Sages or Gorgons
6) Draconians or Wyverns
7) Hydras -> Chaos Hydras -> Hell Hydras

In addition, I have finished a new Haven (Conflux). However this may change in time because I'm not completely happy with the lineup. Anyway, here it is:

1) Pixies -> Sprites
2) Satyrs or Leprechauns
3) Hippogryphs -> Griffins
4) Elementalists or Astral Spirits
5) Shapeshifters or Rainbow Dragons
6) Firebirds -> Phoenixes -> Sacred Phoenixes
7) Azure Dragons or Faerie Dragons



I'm not completely happy with the Astral Spirits, the Shapeshifters and the Rainbow Dragons. I DO think they fit in the whole Nature town concept but I would be happier with some alternatives (any suggestions will be appreciated). Actually, I really would like to include the Alconost from THIS Town project, however I don't suppose there are any defs for other modders to use (more's the pity).

Anyways, this is i for now. I await any comments-responses.

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un_notas
un_notas


Hired Hero
posted March 19, 2011 05:44 AM

(Firstly, Sorry if if I canīt explain good my ideas, I don't speak english very well)

Well,I like a lot your mod but I will type about some ideas and my opinions.

I like the main idea of your new lineups. Some creatures still remain  upgradeable while there are new levels as interchangeables. But I disagree in many of your choices for the upgradeable/interchangeable creature.

My opinion about which creatures should be upgradeables come from HoMM2. Most of their upgradeable creatures had strong differences between each version. There are a gap between giants and titans, so I would keep this creature as an upgradeable creature, not an interchangeable creature. Some strong differences could be new skills (gremlins and titans can attack, magogs use a fireball instead a normal shot, sprites have a no retaliation attack, several upgraded creatures attack twice...) but there are some upgrade creatures with the same skills but a strong change in stats and can make a different tactic, most of this important changes in stats affects to speed and/or health points (red dragon and black dragons have a big gap, dwarfs too...).

So, there are differences between demon and horned demon, medusa and medusa queen, pikemen and halberdier... but not many difference. I would focus in these creatures without great changes and I will modify it to interchangeable creatures.

I think the game can improve tactically if the mod keep some of the previous upgradeable creatures. I understand crystal dragons are a nice creature for Castle/magicians, but I think the previous choice giants/titan was pretty nice.

I have some different ideas about the lineup because I have another point of view, but I understand that you may dislike them, so it's your mod and you have all the right to do all the things you like, in fact, we are very grateful because you share it with us.

I will type some of my ideas, maybe you want to read another point of view:
* In Erathia, Trolls live in Erathia, I think the right castle for them is the Fortress. Yeah, I understand most of people would put them in Stronghold with goblins, orcs, ogres... but there is another reason to believe their correct castle is Fortress. In Stronghold there is a very similar creature, the ogres, so, why put them there? In Fortress the tactic could increase. I would put them interchangeable with basilisk, with different stats. Basilisk faster than trolls, can petrify... and trolls slower, more defence, I would increase their hp to 50...
* In Stronghold I would keep wolf riders/raiders as level 2 creature. In level 3 I would put orcs and boars as interchangeable creature (and boars should improve their stats).
* I don't agree with hobbits in Dungeon, I would put them at Rampart. Interchangeable with centaurs (slower centaurs than centaur captains)
* Now, there are some armies like Castle or Tower with a lot of shooters. I would put in Fortress a strong Hydra and a fast Gorynyche.
* There is a .def for a giant skeleton golem avaible, right? I would use it interchangeable with Lich.

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itsjustme
itsjustme


Promising
Known Hero
posted March 19, 2011 06:46 AM

Quote:
I'm not completely happy with the Astral Spirits, the Shapeshifters and the Rainbow Dragons. I DO think they fit in the whole Nature town concept but I would be happier with some alternatives (any suggestions will be appreciated). Actually, I really would like to include the Alconost from THIS Town project, however I don't suppose there are any defs for other modders to use (more's the pity).
Hero of Light, I don't know what you want. Write more detail (in thread or on PM), maybe I can help you.
Just one example.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 19, 2011 10:19 AM

Un_notas

I think in most of the cases I DID made interchangeable the creatures of which the upgraded version has no big changes in abilities. Moreover, creatures that have only stats changed when they are upgraded (like Demons, Minotaurs, Hydras etc) I've given them a third upgrade (thus giving them new abilities as well). As for Giants, they still exist and upgrade to Titans. In the expansion I'm currently working they will be recruitable in Tower as well.

As for the changes you've listed, the town lineups have been rearranged many times by me as well. I like Stronghold lineup as it is and I like halflings and Rogues as bandits in Dungeon. My guess is that everyone would have a different opinion about town lineups so I don't think I can find a pleasing solution for all of you.

itsjustme

i was refering to the Kremlin Alconost in the Heroes Towns site. I know there are other Alconost defs (Salamandre posted two of them) but as you've might noticed I preffer defs that are closer to the original Heroes III defs, so I can't use those.

What I wanted, is suggestions for some creatures and defs that would fit in my Nature town.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 19, 2011 10:49 AM

The Valley town project you borrowed the Rainbow Dragon uses also some better models for hippogryphs.

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