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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERA: 100+ mods available, links and previews
Thread: ERA: 100+ mods available, links and previews This thread is 72 pages long: 1 10 ... 20 21 22 23 24 ... 30 40 50 60 70 72 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2014 10:27 PM
Edited by Salamandre at 22:30, 17 Oct 2014.

Siegfried, maybe your antivirus/firewall is blocking the link. Box.com is one of the safest hosts.

Wakeofgods.org link

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Siegfried
Siegfried


Famous Hero
posted October 17, 2014 10:32 PM

That link worked! Thanks.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 17, 2014 11:11 PM

Siegfried said:
That was not meant as a complaint Just ideas for maybe improvement.

The idea to leave them blank so they could be scripted has its pros. I personally think that giving them a default behaviour (at least for those where it makes sense) is better. But that may be a matter of taste. In the editor you could change any of these objects to any other object. With one exception: You can not change them to new object types. I'm not really sure if new types are possible. But as far as i remember it is possible. So for your special terrain patches i would recommend new types. So they can be scripted differently. Currently you can't distinguish them with erm. And that's the problem. You cant' f.ex. distinguish the green toxic gas from the high grass. But obviously both should have a very different impact on battle (and maybe movement).

For example i thought for these 2 of:

Toxic gas: Decrease HP for any living creature on both sides. Decrease less if hero has first aid tent and/or skill.

High grass: Decrease speed of all creatures except rampart by 1 and give +1HP to centaures and unicorns.

Well, things like that. Currently this is not possible, because they all have the same type.


i see what you mean. i have not learned scripting; indeed, i have been far too busy with graphics, to script what's needed myself. and i'm always coming up with more objects that need scripting. i have been churning out graphic work nearly every day; that has been my primary focus for a year or so. i haven't kept track of what needs scripted, or how things should be scripted, as i've gone along. so, i'm open to ideas, certainly. and help scripting, as well. i have 3 maps that i want to release along with my continually updated objects, and all of them need scripting work done to them, before they can be released as intended.

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bloodsucker
bloodsucker


Legendary Hero
posted October 18, 2014 03:43 AM
Edited by bloodsucker at 00:07, 21 Oct 2014.

This is like reporting that bug on Sacrifice that let you sacrifice enemy units... I'm RICH, I found a spellbook and MoC let's me craft it over and over for 4000, I've better then Capitol first week and I'm reporting it :(


P.S.: I'm sorry, this is not right. What really append was that I accidentaly add an empty A4 (!!HE:A4/A4/70;) and that put a spellbook in my backpack,  a fake artifact that can now be crafted for 4000k gold forever.

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Siegfried
Siegfried


Famous Hero
posted October 19, 2014 06:10 PM

Freds Objects

Hi,

i just made a test. Renumbered some of the objects and tried them in the editor. The numbers are new. I used f.ex. object type 240 for that high grass patch. On placing it the editor shows an error message, obviously because object type 240 has no name, but still places it. Checking advanced properties give the right type. So it should be possible to check this with erm. Placing it would be possible, too.

Other objects i renumbered to already existing types (Firey Fields and Magic Clouds). That seems to work without any problem.

Is it possible to add names to objnames.txt? I put a copy of it into FREDOBJS/Data, and the editor recognized it, but complained about an error. So there seems to be a maximum object number somewhere. Unfortunately not in this file.

But even if this would be not possible, these objects could still be used, with a small glitch in the editor.
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VodnikzWesce
VodnikzWesce

Tavern Dweller
posted October 24, 2014 06:29 AM

Hello,

i need some help. I have install WoG many months ago. running quite OK.
then i have installed HoL 3.2 ( latest version ) together with ERA.
i can not play the game any more, because the game srashes immidiately, i will encounter :

Ice messenger ( now some another blue monster)
Ra messenger ( titan?)

and some other.
every time the access violation comes, that e.g. angelshot.81M is missing.

can someone help me pls?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 24, 2014 09:51 AM

So, I wanted to try this new level up mod, so I started my comp from Windows since ages and while I'm at it, I wanna update Era mods and add the new ones that have been written during the last year or so, is everything in the main page recently updated or should I start mining for mod links in these previous pages?

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Bersy
Bersy


Honorable
Supreme Hero
posted October 24, 2014 06:52 PM

VodnikzWesce, install Shadow of Death or Heroes Complete on D: drive. Then install Era 2.46 in the same folder.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 24, 2014 08:59 PM

Sal, are your links in the main page updated?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 24, 2014 09:15 PM

I can't update main post (> 1 year) but some of the newest mods are HERE.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 24, 2014 09:22 PM

Ok, thanks. I got Conquistador 1.0, I'm guessing Conquistador 3 - Leaders is the improved version and I should delete old?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 24, 2014 09:24 PM

They both use same mechanics. But I released "3 leaders" because in former, AI bought 8 heroes and turns lasted forever middle game. In "3 leaders" AI can only use 3 heroes maximum, so it is playable middle and late game.
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Era II mods and utilities

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VodnikzWesce
VodnikzWesce

Tavern Dweller
posted October 25, 2014 01:34 PM

Bersy said:
VodnikzWesce, install Shadow of Death or Heroes Complete on D: drive. Then install Era 2.46 in the same folder.


i dont have D: drive,

everything i have in C:..../ downloads/ A/ Heroes ....

but still sometimes it crashes :-(

maybe because i dont have installed original version, but only copied as a folder? maybe something missing in registers?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 25, 2014 02:32 PM
Edited by Salamandre at 14:34, 25 Oct 2014.

Install SoD or Heroes complete edition. If you have other drives except C:, is better to install there. If not, C: then. But NOT in program files, if using win 7+.

Then install Era 246, specify your Heroes game. Then  install mods. Depending on your OS (win xp/7 etc), you may have to disable DEP (google if don't know what is) and/or set compatibilities. Is useless asking for help if you do weird manipulations, as moving Heroes games from one drive to another, nobody can fix that.

Do things correctly and it will work.
____________
Era II mods and utilities

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 30, 2014 12:04 AM

Select your Battlefield (4.8 Mb)
Author: Valery
Special thanks: Gamecreator

In battle, press F1 to display dialog with special terrains choice. Clicking on dices button will exit the dialog and a random battlefield will be selected. The KEY choice can be changed in Battlefields.ini (F1-F4). F1 is enabled by default.
The new battlefield will display in game as soon as your creatures moves, or your hero casts spell.

Warning: this mod allows cheating. If you change battlefields in custom maps, you may experience game-play dead ends or destroy challenges.

____________
Era II mods and utilities

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 30, 2014 05:40 PM

Another mod I made for myself, since win7 has the bad habit to crash 10 times more than xp, and era quick savings are not very user friendly.

Daily quick saves (200 kb)

This is the era quick save script, modified to perform a daily save, which will be kept until manual erase.
Originally, Era quick save script saved every day of the week, then overwrite corresponding saves on next week and so on. If game crashed, it was rather tedious to find which game to reload, other than comparing each save time values.

This mod will:

1) Save each day and add the day of the game in name
2) Keep each day save until you manually erase them
3) Add game day at manual saved games names (key F5)
4) Add game day at quick-saved games names (key S)

Save name structure:

Day of the game, Day of the week, Player color,
ex: Day 01, 1_Red_End.GM1


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Khadras
Khadras


Famous Hero
posted October 31, 2014 07:47 AM

Is it compatible with resolve battle? Because old version of quick saving was not compatible, and i must choose wich of them to enable.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 08:17 AM

Is stand alone, no matter other scripts/mods.

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Khadras
Khadras


Famous Hero
posted October 31, 2014 08:22 AM

Salamandre said:
Is stand alone, no matter other scripts/mods.

Yes, i know. But if i enable resolve battle script interfere with quick saving mod and quick saving not working. I was thinking that you use diferent function from old version, but it is the same and not working with resolve battle script enable. I made just an observation.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 08:25 AM

No, I removed check for option, so if enabled will not interfere with anything, thrust me, is safe.
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Era II mods and utilities

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