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103.5 version 4! Download Link

#1 User is offline   Ahatch Icon

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Posted 29 July 2008 - 03:54 AM

Good day all:
As the MOD is being updated on a regular basis I would recommend user always check http://www.warlordsforever.ca to get the latest update. I don't always visit the boards and update this thread.
June 27/2011
Today I added a new 1.03 executional for fans of this mod. It is basically the original game (16 races etc) BUT has the addition portrait slots, terrain limit etc so fans of the original game can still have fun. Hope everyone likes it. Just remember though you will have to start a new Herodata.xcr file in your MyDocuments/Warlords Battlecry 3 folder.
Get it Here!
Febuary 17/2011
I did a small update fixing the Spellbook button
October 8 2010
I did a an update that includes a new building set for the Dragons.
August 20/2010
The archive was updated adding some more icons for the editor and a small mini campaign Dwarflands was added to my site just visit the home page.
March 26/2010
The main archive was updated to include all the below fixes as well a new unit was added to the Goblin Race.
March 21/2010
Today I updated the Boats.xcr with hopes of stopping the crashes that occur on some maps.
March 12/2010
Today I updated the Goblins.xcr with some more reworked graphics.
March 06/2010
The original archive was updated with all the latest graphics and some AI tweeks to the Dragons.
OLDER STUFF
Feb 04/2010
Today the original archive was updated as I noticed the Ice balls missile was working properly (XCR tool error) so I updated the Effects1.xcr.
Feb 09/2010
Today I updated the Dragonz.xcr file with updated graphics for the elvan units.
Feb 25/2010
I recently finished updating the unit graphics fo the Draglings and Land Dragons and the main archive is not at the momnent up to date. So just get the Dragons side pack.
OLD NEWS
Today November 17/2009 I updated the archive to add some new features to the 1035 MOD. This latest update is the most code work I've done in 8 months so it's a nice update. The new version has 3 new spheres of magic.
- Light Magic which includes the classic Common spells we used to love in
Warlords Battlecy I & II. This sphere is available in a new Wizard Class and there is lots of items to be found for it as well.
-Dwarf Magic is a new sphere for Dwarves they are included in the new class Dwarfmaster and there is a +5 item as well.
-Goblin Magic a new sphere which takes the place of Poison Magic for the Goblin Race
Other notable goodies
2 new Skills available only in items (2 rare and 1 common)

Goblin Cannon now works as it original intended no more critter class stuff :). The two executionals are exactly the same (Battlecry1035 , Battlecry10352)

All code , new avators, item graphics and new spell effects done by myself hope you like.

December 29/2009
Archive was updated to include additional avator and new menus. Plus now AI heros may get one of 3 avators rather than just the default avator.


Download the MOD HERE: http://www.warlordsf...r.ca/wbc3v4.zip

When overwriting the old version 3 you will have to delete or rename your old Herodata35.xcr file in the mydocuments\wbc3 folder




MOD includes the following features

New playable side : Dragons
Contains 9 new units and 2 returning units
Race has playable AI so you can do battle versus them as well
Building graphics are done by myself hope you like.

Goblins:
Improved armour stats on Zeppelins & Goblin Cannon

New Powerup to increase Range for above
Better Goblin AI
Ogres:
AI Now works! So this means on can play random races without worrying about the crash that used to exist.
OgreKeeps now have side colours and improved graphics.

Support for additional terrain packs! So now when you load up Kharnpak1 terrain tile set you can scroll to the bottom of and select water tiles at the bottom.

A few minor new features items and a new lair type

22 new hero Avators (1 Orc, 2 Goblins, 2 Ogre, 1 Dragon, 1 Daemen, 3 Undead, 2 Wood Elf,1 Dark Elf,2 Minotaur,1 Swarm, 1 SSrathi,1 Barbarian, 1 Knight and 3 Dwarf)
4 hero voice packs including classic Gront voice pack

Again the MOD plays alongside your regular version of the game.


REAL REAL OLD NEWS

March 3/2009
Hello:

Today I have updated the archive to include some new stuff I have been working on. Most notably ships
for all races. Included with Boats is a small terrain pack and features pack and some new boat
maps too. Boats though are to be used on custom maps only using the dock terrain. Simple set your shipyard down on land terrain first then replace terrain with dock terrain. There is a small 2X2 grid you can place an Ogre tower(will change to race default tower outside of editor) on the dock terrain on the top right tile this also allows for a land general cast if you wish to convert it. What I always do is place the dock terrain down then put the Ogre Tower in then put the land terrain then the shipyard and then put the dock terrain back.
Also included:
-another Hero class Hordemaster.
-one new lair type

Other changes include:
-No more generals in the setup menu for Ogres,Dragons,& Goblins
-Shortcuts for new buttons working now.
-I worked on the help file and made changes in the code allowing display of the morph cost for Draglings to appear correctly

Note New maps require Kharn Pac terrain set if you haven't got it:
Get it <a href="http://www.the-battlefield.com/forum/index.php?showtopic=3249" target="_blank">here</a>

HOW TO INSTALL MOD
Simply copy wbc3v4zip to Program Files/enlight/i2/warlordsbattlecry3 unzip archive there. It will prompt you to overwrite files say yes(portraits.xcr, graphics.xcr & soundfx.xcr all have new stuff added in them)
Archive has subdirectories and will copy nessasary files into their proper folders.
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#2 User is offline   Someone Icon

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Posted 29 July 2008 - 11:11 PM

QUOTE (Ahatch @ Jul 29 2008, 05:54 AM) <{POST_SNAPBACK}>
Well folks Version 2 of my mod is almost ready for release. I am just working out a couple things and a download will be available likely by weeks end. I put some screens up on my fan page Warlords Forever if you want a quick peek.
Have a good one.



I have taken a look at the site, but didn't have much time to look around. Is there any chance you could give more information about "Dragons race"?
Actually, I wanted to add another Dragon, little different than those in the game, but I can't seem to get into anim8or. This dragon would be different by the fact it will walk on ground in stead of flying. You will hear more about it when I have more skill in anim8or.
Make way for the Moon King!
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#3 User is offline   Ahatch Icon

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Posted 30 July 2008 - 04:00 AM

Well those who played Warlords IV are fimiliar with the Dragons Race in that game so I guess a similar race for Battlecry 3 is always considered and like the Dragon you are talking about where they would start out as land dragons then morph up into airbourne dragons. But of course some other troop types along with it would be a must. Ipictured a race who's economy is more based on plundering etc. I would like to tackle a bit more in adding the next playable side though as I want to try to do the buildings as well so it will be bigger project than these last two sides.
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#4 User is offline   WBC3Enthusiast Icon

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Post icon  Posted 30 July 2008 - 01:26 PM

QUOTE (Ahatch @ Jul 29 2008, 11:00 PM) <{POST_SNAPBACK}>
... I pictured a race who's economy is more based on plundering etc. I would like to tackle a bit more in adding the next playable side though as I want to try to do the buildings as well so it will be bigger project than these last two sides...


An entirely new economy system would be a real challenge, not to mention a huge leap in the direction of stirring up the pot a little bit more. Ahatch, I'd kiss you if I could!
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Posted 08 August 2008 - 04:50 AM

WOW, there are giant rats in there, thats great.... if you just could do an entire race of Ratmen.... like the skavens rolleyes.gif ... naaa, keep going, you are doing a great work with this great game wink.gif
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Posted 30 August 2008 - 04:58 AM

Nice work I especially like the goblin zeppelin reminds me of a magic card "Goblin Balloon Brigade". But I have had a couple problems the big one is that goblins (the unit with the club) none of my units auto attack them it seems to be the worst with liar goblins, the Ogre Mage's lighting is light up even when you don't have enough manna to use it and I can walk through the corners of some of the new Ogre and Goblin buildings but it's still great cheers on the effort it to make it.

Edit: Couple other things the drop down box for selecting the map type in a random game is broken Caven and a few others are missing and when you click on your selection it appears as a different map and when you start a game with Ogre as your opponents the game crash I know there not meant to be opponents but it makes it impossible to play a random game because if they are selected it crashes.
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#7 User is offline   Ahatch Icon

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Posted 31 August 2008 - 03:36 AM

Ok A couple things:

Goblins: Are now classed as critters so when dealing with you need to set your Mellee Troops on the new attitude with the MOD called Assertive. Ranged troops like archers can also use Assertive or better yet Stand Ground. So when facing Goblins you will need to keep some missile and or mellee troops back as your towers will not auto target them. You can select your tower and manually select the tower and kill them that way but that is too distracting so I just keep some troops back to deal with them.

Buildings - units hiding
Just a building grid issue as I'm using an older version of an inhouse tool that is the cause of this and until I get the updated version working properly we'll have to live with it.

Ogres - AI
Sorry about this one I haven't got the Ogre AI to work although they are coded exactly the same as the other races including the new Goblins. It's basically a stumper for me. They work ok when the No Building option is selected as an option so I know it has something to do with that.

Ogre Mage
I updated the Ogre.xcr so get the lastest version HERE
I improved thier armor to 12 so they won't get eaten alive anymore.

Random Map
Until the Ogre AI is fixed there's not much to do about this.
Terrain
This is the first I heard of this bug I have not made any new maps lately. It is actually my hope than in Version 3 that I can add MORE terrain types and remove the old cap on them.

Anyway give the new attitude a spin and crush the Goblin AI.
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#8 User is offline   Ahatch Icon

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Posted 05 September 2008 - 04:42 AM

I saw on here a thread regarding people wanting tougher AI well I did some work with the code and have a new AI type Grand Warlord. So here is a version of 103.5 that has the experimental AI. Get it HERE it is a stand alone version and won't overwrite the standard version.
Have a good one


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#9 User is offline   Ahatch Icon

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Posted 27 December 2008 - 12:21 AM

Good day all:

Recently I released the latest version of my Mod. There is alot of changes from the last version. Amung other things:

New playable side : Dragons
Contains 9 new units and 2 returning units
Race has playable AI so you can do battle versus them as well
Building graphics are done by myself hope you like.

Goblins:
Improved armour stats on Zeppelins & Goblin Cannon

New Powerup to increase Range for above
Goblin critter class is unchaged but I included a second Battlecry10352.exe in which it is disabled.
Better Goblin AI
Ogres:
AI Now works! So this means on can play random races without worrying about the crash that used to exist.
OgreKeeps now have side colours and improved graphics.

Support for additional terrain packs! So now when you load up Kharnpak1 terrain tile set you can scroll to the bottom of and select water tiles at the bottom.

A few minor new features items and a new lair type

Again the MOD plays alongside your regular version of the game.

Download the MOD HERE: http://warlordsforever.ca/wbc3v3.zip

Mod has been updated Dec 29/08 with revamped ressistance stats for all new units.



HOW TO INSTALL MOD
Simply copy wbc3v3.zip to Program Files/enlight/i2/warlordsbattlecry3 unzip archive there. It will prompt you to overwrite files say yes(portraits.xcr, graphics.xcr & soundfx.xcr all have new stuff added in them)
Archive has subdirectories and will copy nessasary files into their proper folders.
NEXT Unzip Update.zip into the Program Files/enlight/i2/warlordsbattlecry3 and overwrite all. This just updates the 2 executional files
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#10 User is offline   Ahatch Icon

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Posted 01 January 2009 - 12:47 AM

Hello all
Just wanted to imform you of some more work has been done to tweek the playable sides I added. The latest is some graphics work done. So rather than make everyone have to redownload the whole archive I've split the changes as simply changes to the XCR's for each race:
OGRES:
Updated December 31/2008 Orges.XCR http://warlordsforever.ca/Ogres.zip
-Fixes effect point for Troll Cave & Ogre Arena
DRAGONS:
Updated December 31/2008 Dragonz.XCR http://warlordsforever.ca/Dragonz.zip
-Fixes origin of Land Dragon & updates Dragon Cave Grid
GOBLINS:
Updated December 31/2008 Goblins.XCR http://warlordsforever.ca/Goblins.zip
-Fixes origin of Giant Rat, Sneek,

The above XCR's will be updated if any more tweeking is required.

Have a good day
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