Black Knight Mod

Mods and development for mods. Including WoG & Equilibris (RU) subforums.
User avatar
DaemianLucifer
Round Table Hero
Round Table Hero
Posts: 11282
Joined: 06 Jan 2006
Location: City 17

Unread postby DaemianLucifer » 23 May 2006, 13:08

Dublex wrote:Admittedly I haven't seen the unit graphics yet, but how bad could they be?
Extremly!If you have played WCIII:The frozen throne,imagine if those destroyers(or whatever those dumb statues were called)could fly without morphing :vomit:

And djinns should follow.Squeee their hands so their heads can pop up again,please!

User avatar
Dublex
Pixie
Pixie
Posts: 137
Joined: 20 May 2006
Location: Hertfordshire, United Kingdom

Unread postby Dublex » 23 May 2006, 13:09

Aah, those.

Ouch.

Tristan-IJB
Leprechaun
Leprechaun
Posts: 21
Joined: 06 Jan 2006

Unread postby Tristan-IJB » 23 May 2006, 13:54

Replacing the treants to the old ones would be a good idea!

User avatar
Marzhin
Pit Lord
Pit Lord
Posts: 1207
Joined: 06 Jan 2006
Location: Montreuil, France
Contact:

Unread postby Marzhin » 23 May 2006, 13:57

Dublex wrote:True, but weren't the Chaos Warriors in Hero Quest as well, which was D&Dish?
Hero Quest was a Games Workshop game (like Warhammer)

User avatar
Lord Zeus
Peasant
Peasant
Posts: 72
Joined: 10 Apr 2006
Location: Romania

Re: Black Knight Mod

Unread postby Lord Zeus » 23 May 2006, 14:28

Arstahd wrote:I whipped up a little mod that replaces the necro's Wights and Wraiths with Black Knights and Death Knights. The BK has the stats of a vanilla DK and costs 1400. The new DK is a bit beefier and costs 1800.

Here is a screenshot:
Image

And a DL link:
Black knight Mod

Unzip the contents into the Data folder to use.
There is a bug: the black knight is considered a tier 1 unit therefor every necropolis hero gets a couple of them instead of skeletons.

User avatar
Wolfshanze
Marksman
Marksman
Posts: 407
Joined: 06 Jan 2006
Location: Florida, USA

Unread postby Wolfshanze » 23 May 2006, 15:56

Well, I think it's cool, and I'm going to try it out.

One question... in the Necro campaign, the main hero automatically recruits Undead to his side... but NOT Death Knights.

How does this mod effect that?

Does it remove Wraiths/Wights from the game all-together (replacing them with DKs), or only in the Necro castle (in other words, if there's a neutral stack of Wights on the adventure map, are the replaced with Death Knights, or are they still Wights?).

If you run into Death Knights in the Necro campaign with the mod, will you be able to recruit them?

User avatar
Arstahd
Leprechaun
Leprechaun
Posts: 48
Joined: 20 May 2006

Re: Black Knight Mod

Unread postby Arstahd » 23 May 2006, 16:09

There is a bug: the black knight is considered a tier 1 unit therefor every necropolis hero gets a couple of them instead of skeletons.
Oops, I must have uploaded the wrong file. I had them replacing skellies for testing. I'll fix it when I get home.

Quick fix would be to edit the two stat files (in the Game-something folder) and change them to tier 6.

Sorry for the inconvienience, I should know better than to upload files at 3 am.

User avatar
Wolfshanze
Marksman
Marksman
Posts: 407
Joined: 06 Jan 2006
Location: Florida, USA

Unread postby Wolfshanze » 23 May 2006, 16:13

Please let us know when the upload is fixed... also any answers on how this mod effects wandering adventure map monsters and the necro-campaigns "auto-recruit" function would be nice.

Thanks for the effort(s)... I for one (as a fellow modder in other games) appreciates the work.

User avatar
Arstahd
Leprechaun
Leprechaun
Posts: 48
Joined: 20 May 2006

Unread postby Arstahd » 23 May 2006, 16:16

Wolfshanze wrote:Well, I think it's cool, and I'm going to try it out.

One question... in the Necro campaign, the main hero automatically recruits Undead to his side... but NOT Death Knights.

How does this mod effect that?

Does it remove Wraiths/Wights from the game all-together (replacing them with DKs), or only in the Necro castle (in other words, if there's a neutral stack of Wights on the adventure map, are the replaced with Death Knights, or are they still Wights?).

If you run into Death Knights in the Necro campaign with the mod, will you be able to recruit them?
To be honest, I don't know, I haven't got to the Necro campaign yet. They were changed to be Necro creatures, so if the free recruiting is based on town type they should join, otherwise probably not.

Wights/Wraiths were unchanged, I only edited thier building to produce the knights instead.

User avatar
Zamolxis
Archangel
Archangel
Posts: 1406
Joined: 06 Jan 2006
Location: still too foggy to tell

Unread postby Zamolxis » 23 May 2006, 17:19

ThunderTitan wrote:
Dublex wrote:Well, the red one looks sort of Chaos Warrior ish, which is more Dungeons and Dragons than Heroes... maybe the red could be changed to a deep purple?
Don't you mean Warhammerish?
Either way, it's the same think. Nival knows like two fantasy games only, and whatever they did "original" in H5, is copied from those games.

User avatar
Orfinn
Round Table Hero
Round Table Hero
Posts: 3325
Joined: 06 Jan 2006
Location: Norway

Unread postby Orfinn » 23 May 2006, 17:34

I just noticed that the Black Knight has bat wings on the helmet instead of horns, seriously can you really adjust such details? If so thats just great, time for some extreme makeover for certain creatures :devious:

User avatar
LongDarkBlues
Pixie
Pixie
Posts: 103
Joined: 06 Jan 2006

Unread postby LongDarkBlues » 23 May 2006, 17:51

Dublex wrote:
True, but weren't the Chaos Warriors in Hero Quest as well, which was D&Dish?

They were in Fighting Fantasy game books as well, but they were drawn in monochrome so don't count.
Hero Quest was made by Games Workshop in the Warhammer world, though - anyone ever get Advanced Hero Quest?

User avatar
Campaigner
Vampire
Vampire
Posts: 917
Joined: 06 Jan 2006
Location: Campaigner

Unread postby Campaigner » 23 May 2006, 20:14

Cool change. Time to make a priority list for creatures that must change.

1. Treant (I want a T-R-E-A-N-T! Not a wooden stick!)
2. Speed of units. (Slow units rush forward like it was a race)

User avatar
Arstahd
Leprechaun
Leprechaun
Posts: 48
Joined: 20 May 2006

Unread postby Arstahd » 23 May 2006, 21:31

I fixed the creature tier problem and re-uploaded the file, use the link from the first post.

I also increased thier cost by 200 each since they are a bit better than what they were replacing.

User avatar
Kalah
Retired Admin
Retired Admin
Posts: 20078
Joined: 24 Nov 2005

Unread postby Kalah » 24 May 2006, 00:13

Thank you. I'll make this available for download from the main site if that's OK with you?
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

User avatar
Angelspit
CH Founder
CH Founder
Posts: 6746
Joined: 18 Nov 2005
Location: Angelspit
Contact:

Unread postby Angelspit » 24 May 2006, 00:28

We talked about it earlier today and he said he was fine with the idea. I'll get to it now.
I'm on Steam and Xbox Live.

User avatar
asandir
Round Table Hero
Round Table Hero
Posts: 15481
Joined: 06 Jan 2006
Location: The campfire .... mostly

Unread postby asandir » 24 May 2006, 00:40

just to clarify, my "it starts ...." post was not meant as a criticism, just a statement of fact
Last edited by asandir on 24 May 2006, 02:14, edited 1 time in total.

User avatar
Angelspit
CH Founder
CH Founder
Posts: 6746
Joined: 18 Nov 2005
Location: Angelspit
Contact:

Unread postby Angelspit » 24 May 2006, 01:47

The mod is now hosted on the new mod page at Celestial Heavens. I will post something in the news tomorrow.
I'm on Steam and Xbox Live.

Tristan-IJB
Leprechaun
Leprechaun
Posts: 21
Joined: 06 Jan 2006

Unread postby Tristan-IJB » 24 May 2006, 15:24

Arstahd is there any chance to make a treant mod? Please you are my only hope!

User avatar
Dublex
Pixie
Pixie
Posts: 137
Joined: 20 May 2006
Location: Hertfordshire, United Kingdom

Unread postby Dublex » 24 May 2006, 15:33

That might be more complex, as the Black Knight is already in game as a neutral creautre along with the elementals.

A Trenant would mean a reskinning job, which looks like it is possible (as the black knight replacement shows) but would probably take longer to do.


Return to “Modcrafting Guild”

Who is online

Users browsing this forum: No registered users and 0 guests