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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 54 pages long: 1 10 20 30 40 ... 47 48 49 50 51 ... 54 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 24, 2016 06:05 PM

How would we know? Need screen with mods installed and order, then a screen of what you think is "half installed". No crystal ball here.

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Galaad
Galaad


Honorable
Undefeatable Hero
Forge activist
posted September 24, 2016 06:15 PM

ChaosHydra said:
When instaling the New Interface mod, it only installs half of it (in-game), it's almost at the top of my load order. How do I fix this?


Err, did you try to put it at the very top?
____________
"Corribus is a teddy bear" - Blizzardboy

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ChaosHydra
ChaosHydra


Famous Hero
posted September 25, 2016 06:23 PM

It's fixed, I rearranged the load order a bit.

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Famous Hero
posted October 06, 2016 06:11 PM

Where can I fing working link for Terry's Pratchet mod?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 06, 2016 07:00 PM

It doesn't exist, was for 3.58 and never ported to Era.

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Famous Hero
posted October 06, 2016 08:40 PM

I have standalone WoG too Still can't find working link
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 06, 2016 09:29 PM

There is a whole subforum in df2 forums but all links are dead and last post is from 2014. Guess is gone and buried.

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Famous Hero
posted October 06, 2016 09:37 PM

I guess so. I wrote this post hoping that someone has a copy ino old hard drive and re-upload this mod.
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Famous Hero
posted October 13, 2016 09:03 AM

Someone from russian community made (known from vcmi) Abyss town mod for ERA2. Town replace Dungeon. Has quite beautiful puzzle map, commander and 8 level monster!
Unfortunatelly, it's in russian language. When english version?

http://www.vault.acidcave.net/file.php?id=542
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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted October 17, 2016 05:00 PM

Is there a mod to count map items? I've found references but never a link. Could help me with current SoD map decoration process

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2016 08:07 PM

What you mean by items? "Find me" mod will tell you how many of each ID you use, but not how many objects or decorations are on map, this require manual script.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted October 17, 2016 09:24 PM

Salamandre said:
What you mean by items? "Find me" mod will tell you how many of each ID you use, but not how many objects or decorations are on map, this require manual script.


Decorations and objects are the main issue I believe, I've had to delete quite a bit... so existing script is not a mod?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2016 09:39 PM

Then you can try to add this in the instructions:

ZVSE

!#UN:C4892718/1/183;

!?GM0;
!#UN:C4892718/1/183;  

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted October 17, 2016 10:15 PM

Yes, that would work but it's meant to be a SoD map
Hence my trying to figure out how much stuff I've put on the map...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2016 10:21 PM

I don't know a way to count that because counting ID's requires objects with yellow squares -entrance. And if your map is 252x252 then if it has tons of objects, you will run in trouble, as I did.

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bloodsucker
bloodsucker


Supreme Hero
posted October 17, 2016 10:29 PM
Edited by bloodsucker at 22:30, 17 Oct 2016.

Salamandre said:
I don't know a way to count that because counting ID's requires objects with yellow squares -entrance.
So, monsters count as objects (to that limit) but mountains and trees don't? I tought everything you picked from the editor counted.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted October 17, 2016 10:49 PM

There is definitely a counter for decorations; be they red, yellow or empty it counts.

Thanks Sal, as always. I suppose I will keep using trial and error and make more empty sections and less deco. Thankfully map is "only" 144x144

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted October 19, 2016 07:14 PM

@Salamandre

I think I found another bug with the Spells Uncovered mod.

A hero that uses the Animate Dead and Resurrection spells does not need Earth Magic to keep the creatures that are resurrected.

Don't get me wrong, I am not complaining

I think it is better that way. I think the resurrection without Earth was bugged anyway. For intsance, Say you lost 10 Pikemen and then resurrected them (without Earth) and then you lost 10 more. When the battle was ended you would have lost 20 pikemen. I think this was quite unfair, since you resurrected 10 of them, you should only loose 10 (since you don't have Earth and you don't get to keep them).

I think it is better this way and it makes the Earth skill less important in a way (which is good as a balance measure).

Anyway, I thought I'd share. Maybe I am wrong about it, you might want to test it. This is what happens to my game though
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Not idly do the leaves of Lorien fall.

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AlHazin
AlHazin


Famous Hero
Tutto possibile
posted October 19, 2016 07:19 PM

Hero_Of_Light said:


A hero that uses the Animate Dead and Resurrection spells does not need Earth Magic to keep the creatures that are resurrected.




Actually animate dead does not require earth magic in order to keep re-animated undeads alive, it's only resurrection that required it. So I guess the bug concerns only on resurrection.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2016 07:44 PM

Check your test conditions, this mod only displays the values which are originally hidden, it changes nothing to mechanics. Without earth advanced, resurrected units will not be kept.

Raise undead is different.

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