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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II Mods/Maps
Thread: Era II Mods/Maps This thread is 38 pages long: 1 ... 9 10 11 12 13 ... 20 30 38 · «PREV / NEXT»
italo_calvino
italo_calvino


Hired Hero
posted September 06, 2012 07:52 PM

Yeah, I know about that (thank you though) ... I just want specifically the Portrait Manager functionality, including the ability to switch in game that it provides.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 10, 2012 03:07 AM
Edited by artu at 03:08, 10 Sep 2012.

This file works both under classical wog and era 2, it's not a mod yet, you put it in your h3 data file and it darkens the interface/player color of Heroes 3 screen. The reason i upload this in this thread is because it might be nice to turn it into a mod being turned on/off through mods manager according to some other mod of your choice. You may like to play some mods with darker interface and some normally.

http://www.filedropper.com/players

This file was created by someone named Sergey Rozhenko aka GrayFace.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 16, 2012 10:15 AM

Made a tiny mod, because I was always annoyed by the fact we can drop creatures but never war machines, thus usage of blind and force field are screwed. Right-click on them, it will ask you to keep or not.

Drop_War_Machines
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Era II mods and utilities

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Magissia
Magissia


Adventuring Hero
posted September 17, 2012 12:40 AM

Hello

I've been somewhat away, and now i'm back, and... WOW, awesome work !
____________

My works

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2012 01:26 AM
Edited by Salamandre at 20:06, 23 Sep 2012.

The Empire of the World III (9 MB)
(Author: Valery. Big big battles, as we like them)
Thread

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Era II mods and utilities

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted September 18, 2012 01:42 AM

Ok downloaded from M4H. I like a object. Hm Darklord

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Pollo2002
Pollo2002


Famous Hero
posted September 22, 2012 09:31 AM

Is there a mod to add the the easy army managment of TE? I know with Heroes HD you can do it but only runs SOD like that, I want to play era but i really miss the TE easy to micro tools and I want to implement them

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 22, 2012 02:32 PM
Edited by artu at 14:33, 22 Sep 2012.

i wanna ask about some things about object patches on era 2. Now with fred79's soon to come patch (http://heroescommunity.com/viewthread.php3?TID=38091), there will be four of these loaded in my mods folder. The ones already loaded are:

Composed objects and NPC
Alpha_objects (and Alpha as a separate mod)
New Objects Patch v1.9


My questions are:

1- Does any of the objects within these mods overwrite each other on the editor or do they just stack?
2- Can't they simply be combined as a unified single mod? You know, something called "New objects Patch v.2.0" or something? As of now, it's getting quite crowded.
3- Can a search function be added to the map editor, not for placed objects but this time for objects on the menu. With so many new objects it's sometimes getting really hard to find what you're looking for.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 22, 2012 03:20 PM
Edited by Salamandre at 15:23, 22 Sep 2012.

So far we have only three mods adding objects (1.09, Gnollking and composed). I doubt Fred's mod is installing on Era, and alpha mod not sure will be available publicly.
You don't really have to unify them, as when enabling, all objects show in editor as it was one mod.

Not sure it is a good idea to unify, as every of those mods adds very different layouts. Is unlikely someone will make a map using all of them.

Objects do not overlap, but are not functional and need scripting.
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 22, 2012 03:50 PM

Even if you don't script you can still use them by selecting already scripted stuff from advanced properties. So they also serve esthetic purpose.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 23, 2012 04:14 AM
Edited by fred79 at 04:16, 23 Sep 2012.

the stuff i have uploaded, as i said, are mainly reworked defs. the other stuff was extracted, altered, and converted from diablo 1. as for scripting, i don't work with that yet, so my stuff is useable by anyone, on any h3 platform. you can configure them however you want using "Object TXT files Editor". that's what i do. i have deleted a ton of stuff from the 2000 object patch, as well as the h2 object patch. the reason i didn't take the time to compile my stuff that way, was because i understand that someone might want only a few of my objects, and not overburden their lod file. i keep mine nice and trim, and i go about it one object at a time. i don't really care for the "lets force everything in there" method.

oh, and i AM running era. just not era 2, because you cannot edit objects however you want to in map editor with it. that is a huge loss, in my opinion.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 23, 2012 06:40 AM
Edited by Salamandre at 06:48, 23 Sep 2012.

You can.

Quote:

Latest changes.

Version 2.4  August, 31.
------------------------
[+] GrayFace's patch for editor was updated. Passability editing dialog now understands mod system.


Put all your objects into a single *pac with MMarchive, then create a list from the zeobjts.txt you already made, upload the whole thing and I will show you how to make a functional mod which every player can install without having to dig into technical issues. It is rather easy.

And install Era 2.4 if you want it to work. Or create a *wog file for 3.58 if you don't want era. Anyway, the "patch", to be a patch, needs correct install, whatever your platform is.
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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 23, 2012 12:14 PM
Edited by fred79 at 14:19, 23 Sep 2012.

i wasn't uploading it as a patch. if you guys really want my stuff as a patch tho, then i will make one. if i do it now, i guess it'll be easier later on...

(edit: the era version has been uploaded in my thread-

a link to the link

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wog_edn
wog_edn

Promising

The Nothingness
posted September 24, 2012 07:13 AM

Trying to install some of these mods and I get the message that I do not have the Tools/installmod.exe file ... where can I find this file I am lacking?
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Bersy
Bersy


Honorable
Supreme Hero
posted September 24, 2012 05:49 PM

You are lacking Era installation.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 03:10 PM
Edited by Salamandre at 13:31, 28 Sep 2012.

Link: removed. Script was revised and will be released under other name.



This mod removes or fixes all bugged scripts from Era and replaces them with other options. A few ones were replaced because (IMO) they were decorative only and without any improvement to the game-play.

Changes in WoG 3.58 scripts:

[+] Henchman was modified by Berserker.
[+] First money script fixed (redraw status bar)
[+] Artificer will also purchase your artefacts for either mithril or gold.
[+] Fnord 3.59 script "Monsters will drop resources when defeated"
[+] Fnord 3.59 script "Monsters will drop artefacts"
[+] Secondary skills script was fixed (tactics again) BR->BF
[+] "Disable autosave" was replaced by Fnord 3.59 script "Swap troops between Heroes"
[+] Hints added to scripts which may not be compatible between or create impossible gameplay, ie random hero + enhanced warmachines + karmic battles, good luck
[+] Mithril enhancements fixed (AI will not receive negative gold after mithril conversion)
[+] Swap Troops between Heroes by Fnord
[+] Call to Arms by Berserker
[+] Town Treasuries by Fnord
[-] Sabotage buildings was removed from Espionage III script.
[-] "Passable terrain" removed
[-] "Split decision"  removed

Custom Scripts added
(Author: Berserker)

[+] Fast troops placement
[+] Gnolls marauders first strike
[+] Distant Death Stare
[+] The grand manoeuvre

New scripts:

Swap troops between Heroes
You can swap or transfer troops when left-clicking on the upper middle arrow in heroes meeting screen.

Monsters drop resources
All monster stacks on the map have gold and possibly either wood or ore or a precious resource (or sometimes wood/ore + a precious resource) that you can claim if you defeat them in combat.

Gathering up the resources uses 500 movement points, or the hero's remaining movement, whichever is less.
Crystal Dragons have extra crystal, Red, Black, Darkness and Rust Dragons have extra Sulfur, Diamond Golems and Diamond Dragons have extra gems,
Stone and Iron Golems have extra ore, Dwarves, Gold Golems and all Dragons have extra gold, Dendroids have extra Wood, Magi, Arch Magi, Genies,  Master Genies, Enchanters, Sorceresses, Faerie Dragons, Psychic and Magic Elementals have extra Mithril, Efreet, Efreet Sultans, Firebirds,  Phoenix and Sacred Phoenix have extra Mercury. Monsters that have more of a resource always have that resource.
Resource specialist heroes have a 70% chance of getting their specialist resource unless the monster has its own specialty. If a resource specialist does get their specialty resource, they get one additional resource +20% (rounded down). Gold specialist heroes always get 1/3 more gold.
If the monsters flee, you get half the treasure (they only have time to flee with half of it).
If a monster stack has an artifact, it won't have any resources.

Monsters drop artefacts
Approximately 25% of Monster Stacks will have artifacts unless the stack is set to always join or already has an artifact. The artifact class depends on the initial gold value of the stack as follows:

   »under 1000 = none

   »1000-2999 = Treasure

   »3000-11999 = Minor

   »12000-39999 = Major

   »40000+      = Relic

Only enabled artifacts will be given (meaning no assembled combos unless specifically enabled) and WoG Artifacts may be given if they're not banned.
Boots of Speed, Equestrian Gloves, Boosts of Levitation and Angel Wings will never be given, even if not banned.

The Grand manoeuvre
Grand Elves can now carry out a manoeuvre: make a 1 hex move and then shoot with a singular shot

Town Treasuries
When you capture another player's town, you gain a portion of that player's resources, including gold (or all resources if you capture their last town).

The percentage of resources depends on the level of town hall in the captured town and the total number of towns (and their town hall levels) owned by the same player as follows:
Capitol      = 4 shares

City Hall    = 3 shares

Town Hall    = 2 shares

Village Hall = 1 share

Example: the Blue player has 3 towns with Village Halls, 2 towns with Town Halls, 2 towns with City Halls and 1 town with a Capitol. This is a total of 17 shares.

Each resource would be divided by 17 and then multiplied by the number of shares for the town captured. If the Red player captures a town with a City Hall, each of Blue's resources would be divided by 17 and then multiplied by 3. This amount would be subtracted from the Blue player's resources and added to the Red player's, e.g., 15000 gold divided by 17 equals 882 (fractions are dropped), multiplied by 3 equals 2646 gold.

Call to Arms

Allows to instantly hire creatures from dwellings into town garrison.
Press 1..7 keys to hire creatures of specified level and current town type.
For instance, pressing 1 in Castle will collect all pikemen/halberdiers.
If player has not enough gold/resources, some creature remain not collected.

Fast troops placement

Allows to instantly place troops with mouse in tactics phase. Left-click on friendly stack to select it. Left-click on empty hex to place it.

Gnolls marauders first strike

Gnolls marauders block the incoming attack, retaliate and receive damage from remaining enemies only.

Distant Death Stare

Use ESCAPE to switch between ordinary and ranged attack.
Distant attack has Gorgons' speed range.
Gorgons kill 3.6/2.2/1.1/0.8/0.6/0.4/0.2 * Gorgons number, depending on target level.
Death Stare does not affect undead and war machines.
Note: Human only.
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 03:47 PM

Can't there be another mod for the new scripts to be added to the custom scripts list, instead of replacing existing ones? And can you also include the fnord script in which the School of War gives experience to the stacks?

Also:
[+] "Replace several monsters with ghosts" was changed with Fnord 3.59 script "Monsters will drop resources when defeated"

This is already in the custom scripts, so why cancel a wog option for something we already have?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 03:58 PM

I see no point to keep scripts in which generate thousand bugs reports. Adding new ones but keep the not working ones will not do any good.
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 26, 2012 04:05 PM

Quote:
I see no point to keep scripts in which generate thousand bugs reports. Adding new ones but keep the not working ones will not do any good.


Well, your mod, your call. Btw, Town Treasuries is not spelled with a capitol T in the menu (it is Town treasuries), while every other wog option is.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 04:21 PM
Edited by Salamandre at 16:55, 26 Sep 2012.

In fact you lost 6 scripts, 3 of them being lethal to gameplay:

*Split decision - does not work, will crash the game, ALWAYS
*Passable terrain - will crash and slow the game considerably.
*Sabotage removed from Espionage - it caused demolition of the village hall, thus you could not more build anything, as you need to click on to trigger new dwellings.

The next three were replaced because they hardly added anything good

*Replace a few monsters with ghosts- I really doubt it was any interesting, as another script enables them in mines anyway
*Disable autosave- frankly, playing without autosave is suicide, it was there just to fill space.
*Place a few special terrains - purely decorative, while new script does something.

Of course, one can enable old scripts again, pleasing everyone is god task, not human

@Updated: added mithril enhancements fix and reverted scripts names to original.
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