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Heroes Community > Heroes 5 - Modders Workshop > Thread: Reanimation mod (Town Conversion, Area of Control, etc.)
Thread: Reanimation mod (Town Conversion, Area of Control, etc.) This thread is 2 pages long: 1 2 · NEXT»
PROME7HEUS
PROME7HEUS

Tavern Dweller
posted January 02, 2013 10:59 PM bonus applied by VOKIALBG on 11 Jan 2013.
Edited by PROME7HEUS at 18:56, 21 Feb 2013.

Reanimation mod (Town Conversion, Area of Control, etc.)

Reanimation mod

Hi everyone!

This mod adds some new features to the game via lua scripting.

Requirements: Heroes of Might and Magic V - Tribes of The East v3.1
(v3.0 does not supported)

Current version: 1.2 (21/02/2013)

Features:
Team Setup - you can set up teams in-game without the map's restrictions
Town Conversion - now it's possible to convert towns to your race
Dwelling Conversion – now you can convert exterior dwellings
Area of Control - if a building is in a town's area and controlled by the owner of the town, the other players have to capture the town to own the building
Town Gate - teleports your army to a selected town
Disable Tavern Races - this feature can disable every race in every town's tavern, and enable the owner's race (where it is possible)
Customization files - the mod supports customized configuration files

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IMPORTANT:

The mod may increases hardware requirements of the game.
If areas are active, the game freezes for a few seconds when you're launching a new map, it depends on your hardware, the size of the areas and the area mode.
The mod may causes problems with other mods and scripts.
The mod only works in multiplayer if the selected map supports map script. If it doesn't, use Reanimation Patcher or MapScriptPatcher.

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HOW TO USE:

Launch a new map, and check the messages (if there is any).
After the script is fully loaded, you can control the mod from your heroes' spellbooks with “Reanimation Control”.



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Team Setup

Self-explanatory



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Town Conversion

This script makes it possible to convert towns to your race.
It converts every building in town as well as dwelling creatures.
Race specific buildings will be converted on first level, and on higher levels if a player from the same race previously built them to higher levels.
The conversion level of the Hall of Trial depends on the Magic Guild’s level and vice versa.



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Dwelling Conversion

It is possible to convert exterior dwellings to your race.



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Area of Control

The script generates areas for towns, and links controllable buildings in the area to the town. To permanently bind a building to the town, the player who owns the town have to capture the building, after that the only way to control the building is to capture the town.



---------------------------------------------------------------------

Town Gate

Transports the hero to a selected town. It requires “Town Gate Orbs” from the town in default.
Every town generates and stores (maximum 2 orbs per town in default) them separately from other towns. If you spent all of them, you have to wait until the next reinforcements, to use this function. Also, every player can only launch a town gate once per week (in default).



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Disable Tavern Races

With this feature, every player can only hire heroes from his own race at town taverns (where it is possible).

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Customization files

You can use customized configuration files to customize the mod.
For further information about how to use and change these files see the manuals.



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Improved menu system in v1.2

However, maybe it’s better if you double-click on the options, instead of using the “OK” button, but it’s your choice.



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Reanimation Patcher

Activates map script on selected maps. Multiple selection allowed.
Requirements: Microsoft .NET Framework 4.0, 64-bit Windows



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Multiplayer ( Non-Hot Seat )

Multiplayer mode requires fast and stable connection between the computers.
I’ve only tested the mod on LAN, so I don’t have any information about online gaming.
Ghost Mode doesn't supported.
As far as I know, it is possible to use the mod with Simultaneous Turns, however the in-game lua scripting originally designed to make map scripts for single player mode, so I can’t guarantee anything.
Players have to install the same version of the mod with the same customized files.
Any difference between the files causes the script to fail.
Furthermore, the mod may not be able to manage more than 3 or 4 players.
Also, the area creation process of the script can take a long time in multiplayer.

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To Map Makers

The mod provides further options for configuration with mapscripts. If you are interested in see the readme file in “MapMakingKit” folder.

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Known bugs:

Game mechanics:

Town conversion:
If a hero is at the town's gate during the conversion, the hero won't be appearing in townscreen, to fix this you have to revisit the town.
If there is any academy creature in the town's garrison with creature artifact and no hero with it during the conversion, the artifact will be removed.

Dwelling conversion:
Shield Barracks and snowy fortress dwellings cannot be converted. Fortress players cannot convert dwellings to Shield Barracks.

Area of Control:
Dwarven Warren cannot be linked to an area.

------------------

Visuals:

The mod is only compatible with default player colors.

Town conversion:
Some visual issues in towns due to different city plans.
Town icon may not update immediately after conversion.

Areas:
Area border effects and totems only update in player's turn.

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You can quickly test the mod with included test maps (they're in MapMakingKit/TestMaps).

---------------------------------------------------------------------

Release Notes

Version 1.2

New feature:
Town Gate

Changes:
Improved menu system.
Reanimation Patcher.
Area mode selection message.

Fixed:
Players can no longer interact with attached dwellings.
Some various problems with area generating, town scanning, etc.

---------------------------------------------------------------------

INSTALLATION:

Copy the following files from "ReanimationMod" into your game's "userMODs" folder:

1. ReanimationMod.h5u
2. [Optional] One or more customized configuration files (rea_config1.h5u, rea_config2.h5u...)
3. [Optional] ActivateMapScriptsOnDefaultMaps.h5u (for multiplayer)
4. [Optional] background.h5u

------------------

DOWNLOAD

Mod + Config files + Reanimation Patcher (<1 MB)

Full package (~11 MB)

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SirLoccOtHaN
SirLoccOtHaN


Hired Hero
ProGamer
posted January 03, 2013 01:05 AM

So generally is something like in Heroes 6 ? that Area control stuff?
I think i leave my H5 like it suppose to be ! but thx for u're work ;-)
____________
*********************
Ne01_LoccOtHaN

http://loccothan.blogspot.com/

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TristanIJB
TristanIJB


Hired Hero
posted January 07, 2013 10:34 AM

WOW!!

It seems like a great mod!
Great job!

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 07, 2013 01:17 PM

Trying to mix some HVI ideas in Heroes V....looks promising
____________

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zaio-baio
zaio-baio


Promising
Famous Hero
posted January 07, 2013 02:05 PM

Kinda late for such mod but great job anyways, Town conversion seems to be the best feat, great for RMG maps.
BTW will be nice if you make something like h3 WoG for h5.

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prome7heus
prome7heus

Tavern Dweller
posted January 09, 2013 05:22 PM

New version available!

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted January 12, 2013 05:36 AM

Prometheus Design :)

That's a heck of a great effort there to do that, qp well deserved.
Wasn't so easy to get the creature/town selection & conversion execution to work within the game as there was confusion between "OK" & "Close" buttons - but I eventually worked it out & you even put in some animations

PROME7THEUS, do you normally post in another H5 forum? Because I doubt this would be your first time modding since the work is so complex that many thought couldn't be done.

It has even more modding options & is better thought-out than what the H6 developer could do (eg. town conversion takes a number of days instead of instant & you can customise it!).

The later years of H5TotE certainly has resulted in a number of extremely good, complex mods:
* Quantomas's AdvAI mod
* Magnomagus's Role-Playing Edition mod
* This Reanimation mod (Although the content is not the same as above two mods, it's interesting due to its ability to do things many thought couldn't be done & can definitely add more options for those designing maps or campaigns.)

The above & Crispy_Critter's creatures mod all can add so much to the gameplay options.

It's sad these have mostly arrived when most of the players have left H5.

Also a pity that it doesn't work with Quantomas's AdvAI mod, maybe probably due to some TotE 3.1 scripts that don't work in AdvAI exe/mod.
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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PROME7HEUS
PROME7HEUS

Tavern Dweller
posted January 12, 2013 03:24 PM

Hi SKPRIMUS!

Quote:
Wasn't so easy to get the creature/town selection & conversion execution to work within the game as there was confusion between "OK" & "Close" buttons - but I eventually worked it out & you even put in some animations


Yes, I should put back the "Continue" option to the selection menus. I thought this version will be better, but it's a bit chaotic (for myself too when I write the script )

Quote:
PROME7THEUS, do you normally post in another H5 forum?


Not at all.
I originally started this project because I wanted to learn some lua scripting, and I thought that, H5 will be an ideal test subject (although it has an older lua version).

Quote:
Because I doubt this would be your first time modding since the work is so complex that many thought couldn't be done.


It's complex compared with H5 mapscripts, however the first version of the script couldn't be used as a mod, it was a simple mapscript, and worked in a very different way. Actually this is the fourth version of the script.

Quote:
Also a pity that it doesn't work with Quantomas's AdvAI mod, maybe probably due to some TotE 3.1 scripts that don't work in AdvAI exe/mod.


Yep, this is the situation.

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E1ChuRich
E1ChuRich

Tavern Dweller
posted January 17, 2013 06:59 PM

Awesome mod mate, tnx

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted January 28, 2013 05:10 AM

@PROME7THEUS, sorry for really late reply but my first thought was "Yeah right... as if you'd just do that when learning lua scripting"...ofc you could have spent a LOT of time & effort on it (well you said it was 4th version) plus look up where & how to do it (the know-how of where to change & what to change to does not seem easy at all - speaking totally without any knowledge of course - seems like inside information)...anyway, mapmakers could have designed maps around this!  I'll try out some of the customisation some day too.

========
Quote:

Quote:
PROME7THEUS, do you normally post in another H5 forum?


Not at all.
I originally started this project because I wanted to learn some lua scripting, and I thought that, H5 will be an ideal test subject (although it has an older lua version).

Quote:
Because I doubt this would be your first time modding since the work is so complex that many thought couldn't be done.


It's complex compared with H5 mapscripts, however the first version of the script couldn't be used as a mod, it was a simple mapscript, and worked in a very different way. Actually this is the fourth version of the script.


____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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morthi
morthi


Adventuring Hero
posted February 07, 2013 10:40 AM

Great mod
It's fabulous that you've got this idea to add this features to game.

Wonder why till your mod no one made mod with town conversion - was ot difficult to develop it ?

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PROME7HEUS
PROME7HEUS

Tavern Dweller
posted February 07, 2013 12:43 PM

Quote:
Great mod
It's fabulous that you've got this idea to add this features to game.

Wonder why till your mod no one made mod with town conversion - was ot difficult to develop it ?


Hi! Well, it was way easier than the area stuff, however I fought a lot with race specific buildings.

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morthi
morthi


Adventuring Hero
posted February 07, 2013 02:42 PM

Are you planning future development of this mod (ie. compatibility with Quantomas's AdvAI mod) or you are happy with your work?

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PROME7HEUS
PROME7HEUS

Tavern Dweller
posted February 07, 2013 04:18 PM

Quote:
Are you planning future development of this mod (ie. compatibility with Quantomas's AdvAI mod) or you are happy with your work?


I'm planning to develop it in the next 2 or 3 years, but not with frequent updates. I want to add some more H6
feats (maybe some WoG contents as well, if I can do it), and a few own ideas. However do not expect a huge mod as WoG, due to I'm working with the limits of the game's lua scripting language.

Maybe someday this mod will be compatible with EE 5.5, but I cannot do anything about it, sorry.

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morthi
morthi


Adventuring Hero
posted February 07, 2013 05:48 PM

Quote:
(...) I want to add some more H6 (...)


This sounds really interesting - are you planning to add some textures from H6 (like in this mods - 1, 2) for ground and buildings?

Or you are thinking about adding bosses ?

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PROME7HEUS
PROME7HEUS

Tavern Dweller
posted February 07, 2013 09:59 PM

Quote:
Quote:
(...) I want to add some more H6 (...)


This sounds really interesting - are you planning to add some textures from H6 (like in this mods - 1, 2) for ground and buildings?

Or you are thinking about adding bosses ?


Nope, I'm not interested in retexturing , and it's not possible to add new contents to the battlefield via lua scripting, so no bosses.

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TristanIJB
TristanIJB


Hired Hero
posted February 08, 2013 03:13 PM

Anyway keep up the good work!
I'm waiting for new features:-)

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted February 08, 2013 04:29 PM

Wow, one day when I return to Heroes 5 I will definately play with this

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PROME7HEUS
PROME7HEUS

Tavern Dweller
posted February 21, 2013 07:16 PM

Town Gate added to the mod.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 6 Heroes games
posted March 01, 2013 09:52 PM

Well, downloaded your Mod. Prome7heus, installed it, tested it.

And, works like a charm.

It will be a getting used to when it comes to take the time at converting the ex-enemy towns to your own faction's one.

This is, a major upgrade for my game and its overall gameplay experience. For my part anyway.

Had 3 previous mods installed and, absolutely no conflicts of functionality what-so-ever.

A million kudos to you Prome7heus! The true modder that makes sense since W.o.G., so far.


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