The Protectors of Etheria is a stand-alone mod of the game Warlords Battlecry 3 (i.e. it can be run without having the original game installed - 100% free full game). It is an improved RTS/RPG game with new campaigns, quests, terrain, units, items, heroes, modding features and more. Beta versions available for download!
Dear warlords and warladies, rejoice! 'Tis the time to celebrate the release of the newest version of The Protectors. After almost one year of development, enjoy the over a thousand changes we brought to your favorite game!
Great gift ! :)
Now I'm really happy :)
The best Christmas Gift, thanks very much!!!
I don't know why but with new version the game just crashes at startup.
Same requirements as the older versions: admin, compatibility mode and delete my docs/TheProtectors.
Runs perfectly if you do this.
Crash at Startup. Running on win xp sp3. Deleted docs/The Protector also did not solve the problem.
did you replace any files? How did you instal this?
I did not replace anything. I installed using the exe provided after extracting all content of the zip file to a folder.
What's the OS?
@JoeTheBartender Windows XP SP3
I have two way for you, the first is press the Alt+enter when as fast as the picture become black, you might enter, and change the resolution for your computer.
The second is completely delete the 0.86, and use the Regedit.exe to delete the old 'The protectors' file. GOOD luck to you^^
I'm not sure what is wrong at his end, because I've got WBC1 (1999 version), WBC3 1.03, TPC 0.8.6, TPC 0.8.7 dev (experimental), TPC 0.8.7 (this one, the public version) and current development version. All of them work just fine in win 10 and 7.
I have also 0.8.7 and 0.8.6 in a very old pc with 1024 res and both work with win xp. So... Bad installation maybe?
Try looking at the Startup.log generated in my doc/the protectors folder.
For anyone experiencing this issue,
I solved it on W7 64bit by changing the installation directory, do not use the default.
Dashing through the snow
In a one horse open murder
O'er the fields we go
Killing all the way
Bells on bob tails ring
Making spirits summons
What fun it is to slaughter things
A sleighing song tonight
Killing hells, killing hells
Killing all the way
Oh, what fun it is to ride
In a one horse open slaughter, oh!
But i dont have snow ;(
only mud
For those of you who are having problems downloading from moddb, i have setup a torrent on the pirate bay: The-protectors.webs.com
Wow.This time I really appriciate you guys. A lot balance and bug fixes, new textures, new victory screens, new classes, new magic even great type of gameplay for ssrathi and plaguelord based on their racial abilities which makes me feel kinda excited when I think how should I play with them. I always thought the poison and disease is very boring and slow now they are a lot usefull. Just three little things ı want to mention for now:Firstly undead guardian skull is imbalanced because it is strong, low cost and very early availability. Secondly you can't get dread knights before doom knights(only a building differs so it is negligble) these two are avaible at the same time which makes dread knights a bit useless (My personal opinion let dread Knight and new great guy(cultist) available when main building is at level three, lich and doom knight at level four). Thirdly (I know this one might be a hard one but ı want to tell) vampire's vamprism should level up as he level ups. For example +1 vamprism for each 2 levels starting from 10 as before so it will be cool and balanced.
Of course these are just little things your job is magnificient really like it.
I really like your vampirism idea and it will be easy to implement. Added on the TO DO list.
I would like every unit's abilities to increase as they level up. Something I and Jodwin said years ago was how useful a builder would be from your retinue if their build skill increased as they leveled up.
So adding an Ancient Wisp to your retinue would then have bonuses for leveling it up, as apposed to now where you only get penalties since it only costs more ASP and brings nothing more to the battle.
Would be very cool.
I think Doom Knights were supposed to require the T5 deathkeep along with the Liche? Might've been something that was lost in the dev doc.
That would be better of course but they are acessible at same time as dread knights at level four keep
According to building.cfg, Liches require Black Library and a level 5 Deathkeep (T5), while Cultists require only the Black Library (T4).
Doom Knights require Cages, Black Library, Altar of Shadows and Barrow (T4) while Dreadknights require just the Cages (T4).
Hmmm - Dreadknights and Doom Knights do indeed appear in the same tier.
Morphing dependencies are defined in the source code not in buildings.cfg! Ah well, future patches.
It is unevitable ^_^
YES! I CAN'T BELIEVE IT!
I will play this with my school buddies :3
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(Taken from changelog):
*Units now regenerate 1 mana per 20 seconds & -0.1s per level (was 1 mana per 3 seconds & -0.1s per level and Daemon units double that)
*Heroes over level 50 now give +unitlevel% chance to units to resist any harmful spell
*Freeze Magic now causes all spellcasts to fail (was stopping mana regen)
Why are you nerfing spellcasters so much? I don't understand why this was necessary, hero spellcasters in particular have a much higher skill point usage for what they do compared to a plain fighting-type hero or bard-esque hero, and all it takes to put a full-stop to a spellcaster is using freeze magic, facing a warlock hero (if you rely on damage spells), or just getting rushed early by a fighting-type hero.
And from what i can tell, the unit mana regeneration nerf seems to affect heroes as well, either that or the mana regeneration from intellect points was further nerfed in an earlier patch or just not listed. I mean, it really took a specialized build with items included to get 1 mana per second before.. now i'm not even sure if it's possible without doing 60/70+ intellect, which would imply sacrificing nearly all other stats and skills if you want to stay at level 50 or below.
I mean i could probably make do with 1 mana per 2 or 3 seconds too, but even this seems hard to achieve if i also want to have level 4 spells in a single spell sphere, and frankly if i can't have level 4 on a single spell sphere with a decent mana regeneration too, then why even bother when i could be using items that cast spells for free on a high attack speed fighting-type hero?
Don't get me wrong though, the rest of the patch changes aswell as previous patches are overall all really nice, and i appreciate your work. :)
Both spellcasters and warriors regenerate less HP/MP. It's harder to regenerate in general. In the next version, we will be tweaking it and making it a bit easier to regenerate. As MP is many times more powerful than HP, I would not expect to see 1MP per second except on particularly high level heroes. MP regeneration will never have as high a rate as HP regeneration. TPC doesn't have the same level scaling as vanilla WBC3. TPC hero level 30 is about equal to a vanilla hero level 50. All skills become accessed by level 20, and the XP requirement has changed a bit too (it's a little harder at higher levels and then after ~lvl 20 it becomes much harder. However, the hero gains a lot more XP each game, especially when killing titans).
Spell level 4 is considered top level by hero level 20. Most heroes around or under that level are at spell level 3. Access to spells will most likely change in future versions too. Atm it requires a point in the previous spell to get the same level of the next spell. This will probably change, so that spellcasters only get the spells they want to build with (rather than having to waste points on what are almost 'dud' spells). Along with that change, spellcaster point investment will likely decrease a little.
Spellcasters requiring more points to perform their spells is generally true, but do not forget the spells' effects or the Summon Mana research. They can be used extremely efficiently, such as group healing, buff or debuff spells. They also have loads of spells this version which all completely destroy warriors, warlocks and even armies. They just need a little support to do so.
We are coming up with a fix for early game warrior rushes for new versions. Freeze Magic cannot be cast except by an item (Frozen Key), which will likely become rarer, more valuable and a bit weaker due to its combo with fighters. Some races get more access to hero spellcasting research in this version, which does put bias into the hero creation system. This will also be fixed next version.
The regen rates change doesn't appear to be listed... it's a changelog bug! Thanks for your input, this has been logged in the dev doc.
Not to mention that spellcasters can attack from a distance too with the magery stuff (I usually change weapons when necessary and my summoner level 30 kills enormous amounts of units with random items!).
Just installed the new version and it crashes right on startup.
Tried compatibility and run as admin, also deleted my doc/the protectors
My os is Win 10
Change your desktop resolution lower and display to 16 bit.
Hi devs
I think I found a bug. The game crashed on startup, so I replaced the video "logo.bik" with another random video... and now it works.
if you replace the one with the blue wolf, it also fixes another crash in the menu. Other than that I cannot crash in 0.8.7 and have played 100's of hours. There might be a problem with higher AI's (not considering items or nature spell) but that is something I am trying to catch for years now.
Thanks for the heads up!
I've just had this one at a lan party! Yikes!
It's not too bad though, so long as a menu option is chosen before a random video is run.
A little tip for people who have NVIDIA uncheck the TV Resolution checkbox!
My Healing spells or skills don´t work :(
Have you got the original WBC3 campaign installed? I've heard this bug triggers when you fight a battle in the wastes.
Why not release the source code on github ? It could be so much more.
It can't be released legally. It requires an NDA to view the code.
hi and thanks for the hard work ! i follow your mod for some years now :)
I just have a question about the installation ; when i extract the first big file , i get 4 others files to extract. ok i understand and i start to extract them on the row but when i want to extract the TPC_B2 or B3 after the TPC_B1 file it asks me if i want to replace the files ..so i don't get it ? should i replace all of them ? what's the point in replacing all the files i just extracted a mn ago in the first big zip file?
thanks for your future answers =)
hi there , me again . i installed the game with the installer without extracting the 4 TPC_b1/2/3/4 zip files and changed the repertory for programme files not*86 and when i start the game with xp compatibility , 16 bits and run as administrator i get this error : "WoodElvesVoicesEn.xcr"..?
also i can't go on the forum because of a dns issue?
please help i'm trying to play this game for years without any success and yet i can run WBC2 -_-
There is no need to unzip the .cab files! Just run the installer (msi or exe) and follow the steps on screen.
silly me...thank you Patrick ! the game starts properly now ( i had to re download the file though ) run as administrator , 16 bits color , xp compatibility SP3 just as you said and.. it works !
Now i have another question if you don't mind , there is a "patcher" application which i don't know if have to run it or not , because when i tried to run it , it was so fast that i didn't see anything but a glimpse of a new window?
Thank you again for the hard work !
There is no need to use the patcher. It is an old file from the unofficial version. You can always check the version of The Protectors either by looking in the properties of The Protectors.exe or by entering the game and looking in the bottom-left corner of the main menu, where the version will be displayed.
alright thank you again !