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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 ... 19 20 21 22 23 ... 30 38 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 24, 2012 12:10 AM

Well, I needed exactly that screen so I can identify the function cloned, if any. I cannot find anything if you are vague.
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Era II mods and utilities

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qoty
qoty


Adventuring Hero
wandering hero
posted November 25, 2012 10:22 PM
Edited by qoty at 22:27, 25 Nov 2012.

I ment this:

http://postimage.org/image/mwfhzmoqd/

And this one shows at least 10 times.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 25, 2012 10:56 PM
Edited by Salamandre at 22:58, 25 Nov 2012.

Please upload a save with this error, I can't find any cloned function in regular scripts. Also open mod manager, save your list of mods in a txt file then upload that file too (will be in modmanager/presets.)
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Era II mods and utilities

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qoty
qoty


Adventuring Hero
wandering hero
posted November 26, 2012 08:53 AM
Edited by qoty at 09:05, 26 Nov 2012.

http://www.4shared.com/file/1-YH1DyW/Autosave.html
http://www.4shared.com/office/KhsmNfZS/Mods_list.html

Here you go, Salamandre and thanks for your time!

BTW, during loading game it will show some scripts errors , for ex. with wog revised - town treasuries.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 26, 2012 12:12 PM

Sagamosa mod is enabled, cannot help you. I need a save without Sagamosa, only wog revised and wog.
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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 November 26, 2012 12:45 PM

Bersy, if you have the time, can you please check why this portrait manager only works in Wog but not Era 2. It's a very small software to create and compare hero portraits, very practical too. It would be very good to have this for Era 2 also and judging by the size, it may take only a few minutes to modify:
Portraits Manager

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qoty
qoty


Adventuring Hero
wandering hero
posted November 26, 2012 06:35 PM
Edited by qoty at 19:59, 26 Nov 2012.

http://www.4shared.com/file/uLA-nTAM/Autosave_2.html

@ Salamandre, here you go. Only wog and revised.

I also found that all special creature abilities dissapeared (those they acquire after exping). Every creature now have only one - extra ammo .
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Bersy
Bersy


Honorable
Supreme Hero
posted November 26, 2012 07:01 PM

Does not work here at all.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 26, 2012 08:42 PM
Edited by Salamandre at 20:49, 26 Nov 2012.

qoty, you use script87.erm and script116.erm which use same functions as artificer. Those scripts are NOT part of wog revised nor wog and will not even work with 3.58 because different syntax.

If you use your own custom scripts, don't come complain about wog revised. WoG revised is tested and retested. Use clean mods and you will not have problems.
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Era II mods and utilities

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 27, 2012 03:26 AM

Were do I click to activate "Find Me!"?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 27, 2012 03:56 AM

Quote:
Were do I click to activate "Find Me!"?


Inside mod folder there's a read me file with all details. Use latest mod manager to read from mods menu:
mod manager

While replacing mod manager be careful to get rid of folder within folder (mod manager/mod manager) first after decompressing or start menu wont recognize the software.

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qoty
qoty


Adventuring Hero
wandering hero
posted November 27, 2012 02:40 PM

Quote:
qoty, you use script87.erm and script116.erm which use same functions as artificer. Those scripts are NOT part of wog revised nor wog and will not even work with 3.58 because different syntax.

If you use your own custom scripts, don't come complain about wog revised. WoG revised is tested and retested. Use clean mods and you will not have problems.


I delete script 87.erm so I will see if it helps.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 27, 2012 06:01 PM
Edited by Salamandre at 18:04, 27 Nov 2012.

Or you can modify them to work with wog revised. Both scripts were made by Fnord for 3.59 and had unknown syntax for 3.58. Just don't use them without modifications, they will screw all scripts around.

Quote:
Were do I click to activate "Find Me!"?


Right-click on hero portrait in the right bottom part of map adventure script. Will be either hero portrait or town. Find me was updated long time ago, Bersy did not updated links yet.
Download.
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Era II mods and utilities

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qoty
qoty


Adventuring Hero
wandering hero
posted November 27, 2012 06:15 PM

Quote:
Or you can modify them to work with wog revised. Both scripts were made by Fnord for 3.59 and had unknown syntax for 3.58. Just don't use them without modifications, they will screw all scripts around.


Actually, I deleted all useless parts (most of script) and no problem .
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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 27, 2012 08:36 PM

Thanks!
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 28, 2012 05:54 AM
Edited by artu at 10:33, 30 Dec 2012.

Grayface's Darkened Players repacked for Era 2. Place in your Mods folder for it to take effect:
Darkened Players



It simply darkens the team colors in gameplay. Especially looks better if you play purple necromancer:

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 30, 2012 01:50 AM
Edited by artu at 10:48, 30 Dec 2012.

Upgraded Troops, Fnord's script repacked for Era:
Upgraded Troops


Only upgraded creatures will be available for Heroes to recruit at town and external dwellings, and all heroes will start with upgraded troops.
Furthermore, Creature Banks, Pandora's Boxes and local events that give free troops when captured will always give upgraded troops.

Non-upgraded units placed by the map maker will remain as they are and you won't be able to upgrade them if they join you.
Necromancers will produce normal skeletons if there's any empty slot as usual.

Edit: I modified the script so that Gelu can turn Marksmen, Grand Elves into Sharpshooters and Dracon can turn Zealots and Arch Mage into Enchanters. Wood Elves, Archers, Monks and Mages stay as they are like any other non-upgraded map creature.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 13, 2012 11:13 AM
Edited by artu at 10:31, 30 Dec 2012.

Wog Revised update suggestion:
Wog Revised

1- i corrected a few typos and turned all artEfacts into artifacts for consistency. Also new players, especially if their mother tongue isn't english could have thought they are two different things.

2- i added two lines to gnoll marauders first strike script. if selected, the new specialty is also shown in creature info box. i checked if the zText number was claimed or used anywhere else, no conflicts.

3- ReadMe file that automatically displays in mods manager info box.

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CrimsonW
CrimsonW


Hired Hero
posted December 14, 2012 10:41 AM
Edited by CrimsonW at 11:02, 14 Dec 2012.

Link for BETTER AI is not working, from where I could get this ?

For mithril mine I was using a script ( that I found on this forum few years ago) that I put in time events. When I use the Mithril Smelter mod and capture a Mithril Smelter ( object 27 ) that I use for my maps I get a message where it say that I captured a mithril smelter but I dont get any mithril.
The script I used it until now was :



ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!

ERMS_PoweredBy=ERM Scripter v. 2003.6.27.105
*Mithril mine
*uses vars v1800-v1807
*uses functions FU1800-FU1802
!#TM83:S1/999/2/255;        //(gives resource on day 2 every week)set up timer for 7 daily(replace 7 with 1 for daily,with 2 for two daily and so on...)
!#VRz100:S^Mithril Smelter^;
!#HT63/27:T100;
!#VRv1800:S0; //player 0
!#VRv1801:S0; //player 1
!#VRv1802:S0; //player 2
!#VRv1803:S0; //player 3
!#VRv1804:S0; //player 4
!#VRv1805:S0; //player 5
!#VRv1806:S0; //player 6
!#VRv1807:S0; //player 7

!?OB63/27;    //If visited
!!PO998?i;                  //get owner
!!HE-1?j;                   //get hero owner
!!FU1800&i<>ji/j;           //if not owner then change owner

!?FU1800;
!!PO998x2;                  //set new owner
!!IF&1000:M^You gain control of a Mithril Smelter!^;
!!FU1801j;                   //Hint text
!!VRy1:S8;                     //default is no owner(y1=8)
!!VRy1&x1>-1/x1<8:S1800 +x1;   //if previous owner was a player then index to his var is y1
!!VRy2:S1800 +x2;              //index to visiting hero's var is y2
!!VRvy1&y1<>8:-1;              //decrease previous owner's var
!!VRvy2:+1;                    //increase visitor's var

!?FU1801;
!!VRz100:S^Mithril Smelter (^; //calc hint text into z100
!!VRz100&x1=0:+^Red)^;
!!VRz100&x1=1:+^Blue)^;
!!VRz100&x1=2:+^Tan)^;
!!VRz100&x1=3:+^Green)^;
!!VRz100&x1=4:+^Orange)^;
!!VRz100&x1=5:+^Purple)^;
!!VRz100&x1=6:+^Teal)^;
!!VRz100&x1=7:+^Pink)^;
!!OB998:H100;    //set hint text

!?TM83;                      //timer trigger
!!DO1802/0/7/1;            //Give Mithril

!?FU1802;
!!VRi:Sx16;                 //calc index
!!VRi:+1800;                //calc index
!!VRj:Svi;                  //store in j for easier reference
!!OW:Rx16/7/dj;             //give Mithril
*!OW:Rx16/7/?k;              //? current Mithril
*!VRk:+j;                    //? new Mithril
*!OW:Rx16/7/j;               //store new Mithril

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 14, 2012 10:52 AM
Edited by artu at 10:53, 14 Dec 2012.

Quote:
Link for BETTER AI is not working, from where I could get this ?


Here you go, decompress and put in mods folder:
Better AI

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