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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 ... 23 24 25 26 27 ... 30 40 50 60 70 72 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2014 08:51 PM

Why release several mods in one? Why not enable each one as stand alone?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 10, 2014 12:04 AM

I remember the SU patch, there were new additions in the Wog menu such as ban Resurrection etc but none of them actually worked.

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Khadras
Khadras


Famous Hero
posted December 10, 2014 07:32 AM

ERA Scripts 1.14 translation

Hi! Can anyone translate ERA Scripts 1.14 into english? I made a translation with google translator, but i guess nobody wants that kind of translation. Someone translated version 1.13 into english perfectly. Maybe there is someone who knows russian language wel, and can do a good translation.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 10, 2014 08:54 PM
Edited by majaczek at 20:56, 10 Dec 2014.

because some mods change wogify script and some change zsetup01.txt
I merged the changes. Perhaps some mods should remain separate and I overdoed it

SU_patch bans were changed in wogify script, but another scripts may ignore it. If i wish to loose some time on it I may investigate it. Notify that there's more changes to wogify in SU_Patch than only bans. the changes includes some library functions (some were updated and some were new)

@Artu
are you sure you  didn't enabled any mod changing wogify script after SU_Patch?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 10, 2014 10:20 PM
Edited by artu at 22:20, 10 Dec 2014.

Yes. I dont remembet the details since it's been over a year or two now but I specifically remember testing the SU patch alone and finding out some new features on the menu has no effect whatsoever, they are just meaningless buttons.

My plan was to add the new features to Wog Revised and combine SU and Wog Revised as Wog Revised 2.0 but since conflicts werent tested, the idea didnt catch on.

Btw, Sal is right on this one. Merging many mods is a terrible idea, it prevents the player from selecting them on or off seperately. The point of Era is to be able to choose your game settings precisely, making a combo package is against that. Why would I want it when I can have all of them as a seperate mod that I can independently switch off only with a click. What's the advantage, none.
____________
Are you pretty? This is my occasion. - Ghost

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 10, 2014 11:28 PM

majaczek said:
because some mods change wogify script and some change zsetup01.txt


Maybe we can work around this condition? My mithril smelter requires zsetup01.txt but it was early mod, I can redo it without this requirement, and then every mod could remain stand alone. Using several mods packed together is terrible idea when a conflict arises, you have no way to know which mod is guilty.
____________
Era II mods and utilities

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hcl
hcl


Adventuring Hero
posted December 11, 2014 12:58 AM

btw, Sal



I changed the manual save to contain the quicksavecounter in filename, why you may ask?

When loading a manual game (though any game with save script active at that time), the QS-Counter is loaded too. So when you do a quicksave after manual load, and u had already newer quicksaves, the newer ones are overwritten since the counter doesnt know about them.

so i included the counter in filename so you know that games can be (unintentionally) overwritten.

thinking about adding a loadgame detector/flag. quite sure theres some (undocumented)FU thing for that and .. will see


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hcl
hcl


Adventuring Hero
posted December 12, 2014 10:25 AM
Edited by hcl at 14:30, 12 Dec 2014.

maybe this is the more suited place. so here we go again:

Made some changes to the commander witch huts Script:

Link: Download

Picture: Screenshot


- Player is now able to decline the offered "Extra Skill" if it
doesnt suit. (Remember one of your not yet fixed 6 Skill Choices
may be overwritten with an unwanted one.
Just klick the cancel button and your commander skip the lesson,
everything else keeps untouched.
Dialogue for basic skill upgrade remains untouched.



- Changed the Dialogue to offer easier regocnition of offered
"Extra Skill", since not every icon is known.
e.g: what the heck is swordsmanship or pressure points?
Better to know befor accepting


edit: in case you change your mind, just visit the hut again.
All once offered Skills are offered again until finally taken.


feel free to try it! ^^

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xevolution
xevolution

Tavern Dweller
posted December 12, 2014 12:20 PM
Edited by xevolution at 12:42, 12 Dec 2014.

Two new mods

hcl said:
maybe this is the more suited place. so here we go again:

Made some changes to the commander witch huts Script:

Link: [url=https://www.dropbox.com/s/5i3r5yxcwxuo4r0/12%20wog%20-%20commander%20witch%20huts_new.zip?dl=0]Download[/url]




Hi, tried it and liked it! Thanks!

I, also, have 2 mods to share with you, guys.
I tested, played with them, so far, so good.

1. Damage related to health

Main code: stripped and modified snippets from Sagamosa's Advanced Levels script
Creature's damage is related to its health.
The remaining creatures in stack take into consideration their comrades suffered loss and act consequently.
The more health the creature stack loses, the less damage it further deals to enemy stacks.
Also, the more creatures are killed in the stack, the less damage the remaining creatures in stack deal to enemy stacks.

Please note that, for info purpuses, the message reffers to the amount the original damage is reduced "with", not the amount the original damage is reduced "to"... the message can be changed to suit your info needs...

Download link : [url=http://www.xevolution.org/wog-era-mods/Damage-related-to-health.zip]Damage related to health [/url]

Ingame screens links : [url=http://postimg.org/image/vfff78ezl/]Damage related to health - photo 1 [/url]

2. Mines taken by creatures

Main code: Jim Vogan, JHV, Feb. 2013
Uses also the "abandoned mine" wog script resources
Mines are periodically taken over by random creatures. To restore production, players must attack the creatures in the mines.
The "taking over" period is chosen by the map maker, at the begining of wogification
The longer you choose to keep the mine production period, the stronger will be the creatures that will occupy the mine
If player choses "no limit", mines produce resources the normal way.

Download link : [url=http://www.xevolution.org/wog-era-mods/Mines-taken-by-creatures.zip]Mines periodically taken over by creatures[/url]

Ingame screen link : [url=http://postimg.org/image/c1sql849r/]Mines periodically taken over by creatures - photo 1 [/url]

Ingame screen link : [url=http://postimg.org/image/58br6cfgb/]Mines periodically taken over by creatures - photo 3 [/url]

Enjoy!

Any script improvement appreciated...

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bloodsucker
bloodsucker


Legendary Hero
posted December 12, 2014 06:27 PM
Edited by bloodsucker at 20:18, 12 Dec 2014.

hcl said:

-  (Remember one of your not yet fixed 6 Skill Choices
may be overwritten with an unwanted one.
Just klick the cancel button and your commander skip the lesson,
everything else keeps untouched.
Dialogue for basic skill upgrade remains untouched.




You completed the changes without testing the fact that even if there is no picture showing an hability you can learn it anyway? But your mod can be extremely usefull other way (I hope): if you find a basic skill you can refuse it until you have some other four and learn it after. If you learn five basic skills your possible range of habilities increases from 6 to 10, if you learn all six all 16 habilities are available.

I am absolutly sure of this. You can see your heroes attacking all around, turning enemies to stone or regenerating without the picture of the hability showing on the main commander screen.
But I think the letter will appear on the small screen. Not sure if has space for all the 16 letters, though.

xevolution said:

Mines are periodically taken over by random creatures. To restore production, players must attack the creatures in the mines.
The "taking over" period is chosen by the map maker, at the begining of wogification
The longer you choose to keep the mine production period, the stronger will be the creatures that will occupy the mine
If player choses "no limit", mines produce resources the normal way.


Looks interesting but: what happens if you put creatures guarding the mine?
I think the obvious choice would be a pre-battle but the funny would send a message to player saying "The troops enslaved to guard the mine rebelled and took it over." in this case the neutral army would be of creatures of that kind.

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hcl
hcl


Adventuring Hero
posted December 12, 2014 09:59 PM
Edited by hcl at 22:20, 12 Dec 2014.

bloodsucker said:

You completed the changes without testing the fact that even if there is no picture showing an hability you can learn it anyway? But your mod can be extremely usefull other way (I hope): if you find a basic skill you can refuse it until you have some other four and learn it after. If you learn five basic skills your possible range of habilities increases from 6 to 10, if you learn all six all 16 habilities are available.

I am absolutly sure of this. You can see your heroes attacking all around, turning enemies to stone or regenerating without the picture of the hability showing on the main commander screen.
But I think the letter will appear on the small screen. Not sure if has space for all the 16 letters, though.



i was quite sure having read somewhere, that commanders stick to the max 6 skills. But yea - now that you mention it .. ERM manual stating it kinda:

B#/$1/$2; Special Bonus # - Type of set
               0 - All spec bonuses at once


And nowhere a word about restriction. so im misleaded i guess.

hm there may be a use for

a) a Commander Skill scrolling mod. (at least displaying all skills in a Dlg on keypress sounds quite easy)

b) And _maybe_ add an option to only allow the 6/15 Bonus Skills, regardless how many basic skills the commander has. Limiting is fun, isnt it?

ill add the cancel ability to the basic skill window as well, now you mentioned it. Didnt think abiout that "exploit"  


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bloodsucker
bloodsucker


Legendary Hero
posted December 12, 2014 10:39 PM

hcl said:


hm there may be a use for

a) a Commander Skill scrolling mod. (at least displaying all skills in a Dlg on keypress sounds quite easy)

b) And _maybe_ add an option to only allow the 6/15 Bonus Skills, regardless how many basic skills the commander has. Limiting is fun, isnt it?

ill add the cancel ability to the basic skill window as well, now you mentioned it. Didnt think abiout that "exploit"  




You're right, there are just 15 habilities, not 16.
Of course to have a way to see all habilities would be great.
On the other hand, limit habilities to 6 could be a pain in the ass cause you would have to choose them very carefully, like heroes secondary skills on Vanilla. With six basic skills and without the desired hability witch hut at range you could be forced to pick an hability you didn't want. So, to be fair, you would have to provide a way to forget it.
And are you prepared to deal with two or tree threads a year discussing what's the best set of habilities for a commander? Cause I'm not.

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hcl
hcl


Adventuring Hero
posted December 12, 2014 11:32 PM
Edited by hcl at 23:37, 12 Dec 2014.

bloodsucker said:
On the other hand, limit habilities to 6 could be a pain in the ass cause you would have to choose them very carefully, like heroes secondary skills on Vanilla. With six basic skills and without the desired hability witch hut at range you could be forced to pick an hability you didn't want.


exactly thats the reason why i thought a cancel button (to reject the skill) would be a great thing


bloodsucker said:

And are you prepared to deal with two or tree threads a year discussing what's the best set of habilities for a commander? Cause I'm not.


thought 6/15 Bonus Skills for commanders have been the norm unless ppl use the commander witch hut script or other cheating/means that breaks the normal limit.Would really wonder, if there havent been yet those discussiions. At least i was naive/hardcore enough to play with only 6/15 and therefor i indeed chosed my commander skills wisely.

no clue thoiigh if id be prepared, forum action = good, isnt it?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 12, 2014 11:47 PM

In Knightmare commander there is a bin patch to unlock 6 grandmasters/15 abilities, you may borrow it
I always feeled such limits sucks (I also have 27 hero SS unlocker from ERA as must-have in my gaming )

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hcl
hcl


Adventuring Hero
posted December 17, 2014 05:45 PM
Edited by hcl at 17:49, 17 Dec 2014.

Changed the commander witch huts script now to do the following:

1) cancel offered commander primary/bonus skill boosts if wanted (and be able to get em still later)

2) allow only a maximum of 4 primary skills, you can get new primaries or boost those you have until max level and /or max number is reached.

3) allow only a maximum of 6 bonus skills


this is made to match the commander screen abilities* and doesnt make the game and era looking crappy. i like the commander witch huts but dont like a limitless gain. think wog crew had made some thoughts why they designed it with max 4/6 from 6/15

*until someone updates the commander screen to cope with the engine.

providing a dl link later for testing and for anyone whos interested


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 20, 2014 04:45 PM

Neutrals split mod added.
____________
Era II mods and utilities

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 20, 2014 07:13 PM
Edited by Galaad at 21:32, 20 Dec 2014.

Hah just noticed Sagamosa has been remade. Just played a game with Castle, Might hero, working great.
Edit : Arf false joice then, I will still play more games to see.
Edit 2 : Alas you were right.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 20, 2014 07:35 PM

Doubt. The author only removed big chunks of code if what he thought isn't working. This is like cutting ill leg and then say "hey now you are healthy". Some of factions don't even work now.

That mod needs Sagamosa's return, nobody else can plaster it.

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hcl
hcl


Adventuring Hero
posted December 22, 2014 05:37 PM

Salamandre said:
Neutrals split mod added.


on the one hand - really cool. though it removes some of the chill too when facing them. Angel and devil on shoulder having an argue about it either to use or not to use

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 23, 2014 10:28 PM

Btw the Background image for Siege battlefield of NIM Rampart is missing from the mod.
Here it is.
____________

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