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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 10 ... 11 12 13 14 15 ... 20 30 38 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2012 11:59 PM
Edited by Salamandre at 00:41, 27 Sep 2012.



____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 27, 2012 12:05 AM

well, that was stupid to miss! Guess i got tired of trying all this new stuff. Thanks again salamandre.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 27, 2012 02:38 PM
Edited by artu at 16:04, 27 Sep 2012.

i've been testing the henchmen and so far it seems flawless, no bugs. the info indicating the henchmen may offer one last retaliation before dying should be changed though, since the displayed amount of the henchmen on the battlefield is now always one, when he dies he dies like the rest of the creatures, no last retaliation.

This and the small t of Town treasuries are the only polishings missing as far as i tested. The other scripts works perfect, no bugs, no crashes.

Edit: I just noticed the new "monster drop resources" option is the only option in the menu that ends with a dot.  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 27, 2012 03:20 PM
Edited by Salamandre at 16:30, 27 Sep 2012.

Glad to hear. The "monsters drop resources"  offer option to disable then re-enable from system options but is not linked to in 53.erm obviously. So if we disable it in game, there is no way to re-enable again. I am afraid linking it to 53.erm is too complicate for me, only JimV could fix it, if any interest for him.

@Updated

Typos. I don't know where is henchman description, this will have to wait.
____________
Era II mods and utilities

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The_Horn
The_Horn


Hired Hero
posted September 28, 2012 01:04 AM

Quote:


I decided to share with you my unfinished "mod" - Realistic Terrains. It doesn't mean that I stopped working on it. I thought that maybe someone could help with it. Nonetheless grass is ready. Dirt and sand (rather it is now desert) are almost ready.


As Era Mod - [url=http://www.sendspace.com/file/4rujtu]http://www.sendspace.com/file/4rujtu[/url]

SoD/HotA(put files in H3sprite.lod)- [url=http://www.sendspace.com/file/2chr47]http://www.sendspace.com/file/2chr47[/url]


maybe a dumb question, but how to opet H3sprite.lod or how to put it in as Era Mod?

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ChaosHydra
ChaosHydra


Famous Hero
posted September 28, 2012 12:18 PM

Download MMarchive, and open your h3sprite.lod with it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2012 12:27 PM

Don't do it that way, mod is not finished and graphics not yet correct.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted September 28, 2012 02:01 PM

A pity. What is not finished?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2012 02:03 PM

the new terrains mod.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted September 28, 2012 02:07 PM

Captain )
I meant in the mod, now I see. Hope author will finish such a nice thing.

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Bersy
Bersy


Honorable
Supreme Hero
posted September 28, 2012 06:49 PM
Edited by Bersy at 19:04, 28 Sep 2012.

WoG Revised (211 KB)
(Authors: Valery & Berserker. Buggy 3.58f scripts removed or fixed, introduced useful hints and notes, added new interesting scripts)


This mod removes or fixes all bugged scripts from WoG mod 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. Four new options were added to custom scripts.

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
[+] Ranged Death Stare
[+] The grand manoeuvre

Changes in henchman script:
[*] Henchman obtains levels fluently. It means that fractional level value is used when calculating henchman parameters. For instance, level "2.34".

[*] Henchman has experience: hero level * 10 + current day ordinal number + battle experience.
[*] Battle experience: 6..10 points per each battle.
[*] Every 250 exp points give +1 to basic defense and attack.
[*] Every 25 exp points give +1% to basic defense and attack after applying the previous bonus.
[*] Every 1000 exp points give +1 to speed.
[*] Every 100 exp points give +1% to basic speed after applying the previous bonus.
[*] Leveling-up speed (next level status) is inversely as henchman fight value. It means that lower level and weaker creatures level-up faster than the high level ones.
[*] Health and damage grows proportionally to fractional level value.


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.

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.

THE GRAND MANOEUVRE

Option 997 by Berserker (bers pack.erm)

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


FAST TROOPS PLACEMENT

Option 998 by Berserker (bers pack.erm)

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

Option 996 by Berserker (bers pack.erm)

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


RANGED DEATH STARE

Option 995 by Berserker (bers pack.erm)

Use ESC 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.


CALL TO ARMS

Option 994 by Berserker (bers pack.erm)

Allows to instantly hire creatures from dwellings into town garrison.
Press 1..7 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.

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gnollking
gnollking


Supreme Hero
posted September 28, 2012 06:59 PM
Edited by gnollking at 19:57, 28 Sep 2012.

Nice job, as always, I see some great new scripts

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

I see they've learned my lessons
____________

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Bersy
Bersy


Honorable
Supreme Hero
posted September 28, 2012 07:06 PM

Quote:
I see they've learned my lessons

Ha, the king of gnolls

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 28, 2012 07:31 PM
Edited by artu at 20:08, 28 Sep 2012.

Nice touch on gnoll marauders. It would be even better if the new feature was displayed in the creature info window.

Edit: Btw it should be Gnoll Marauders not gnolls, gnollS marauderS is a double plural.

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The_Horn
The_Horn


Hired Hero
posted September 28, 2012 07:35 PM

Quote:
Don't do it that way, mod is not finished and graphics not yet correct.


So, the best thing is to do nothing and wait for a complete mod :/
One more question, I have wog and Era 1.8.
Is Era 2 unstable? I mean, should I update it to Era 2 or keep Era 1.8, because I'm not doing any modding and stuff, just use some options from WoG?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2012 08:00 PM

Artu, of course this mod replaces my safe wogify mod. Be sure to delete that one, or they will conflict.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted September 28, 2012 08:01 PM

Update to 2.4. There is a great difference between 1.x and 2.x series.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 28, 2012 08:01 PM

Yeah, done that already. Thanks anyway.

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Bersy
Bersy


Honorable
Supreme Hero
posted September 28, 2012 08:08 PM

The Empire of the World III (5.70 MB)
(Author: Valery. Big big battles, as we like them)
Thread


XXL (95.8 KB)
(Author: AlexSpl & Algor. Adds XXL maps support)
Algor added many XXL templates. Have a fun.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 28, 2012 08:17 PM

An idea, while you're at it, why don't you add Salamandre's drop war machines mod to the custom scripts. it's too small to be a mod by itself and in time it will get buried in the forum.Yet it's very practical.

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