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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI] Andruids Expansion Mods
Thread: [VCMI] Andruids Expansion Mods This thread is 2 pages long: 1 2 · «PREV
Liso1
Liso1


Known Hero
posted October 25, 2018 02:03 PM

Furious Cyclopes

How this actually works? Cyclop was blinded, he attacked another cyclop, but only melee, without eye beam attack.

Other modifications work
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Heroes 3 Wake of Gods Portal

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AncientDruids
AncientDruids


Known Hero
BEware THe DRuids
posted October 25, 2018 04:03 PM

This ability is only unlocked for Cyclops Kings. Unupgraded Cyclops don't have eye-beam animations.

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Liso1
Liso1


Known Hero
posted October 25, 2018 04:27 PM

AncientDruids said:
This ability is only unlocked for Cyclops Kings. Unupgraded Cyclops don't have eye-beam animations.


Hi, it's the same with Cyclops King. I'll try it tomorrow...
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LordHawk
LordHawk

Tavern Dweller
posted October 26, 2018 02:55 PM


I recommend to make your own map with this combination of units, unicorns at your home, at your opponent ul. Cyclops, of course, additionally a blind spell.
Acting in short, when they have a blindness and there is a unit standing next to them, they turn on the "eye laser" instead of standing motionless until the blind disappears / someone hits.

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AncientDruids
AncientDruids


Known Hero
BEware THe DRuids
posted January 18, 2021 07:04 AM
Edited by AncientDruids at 00:31, 19 Jan 2021.

I made another thingie...

Reworked Commanders for VCMI

Reworked_Commanders.rar




Due to Commanders being very limited in VCMI, I decided to do something about it. With Reworked Commanders, every Commander from the original faction will have its unique ability (like in WoG).

To make thing a bit weirder, not all unlocked abilities have the same effect for every Commander - e.g. Enchanted Attack, enabled by Grandmaster Attack and Damage Skills, will grant the Souleater a double melee strike, but Shaman will be able to attack two hexes instead (dragon breath attack).

Some names, abilities and graphics also got shifted around, taking into the account VCMI limitations, the fact that Paladins and Succubi are regular units via MDT's Alternative Creatures Mod, and that 'Temple Guardian' and 'Ogre Leader' names suck.

All in all, check the manual before you dive headfirst. It might be a read, but I tried to make it informative and palpable:
Reworked_Commanders_Manual.pdf

Oh yeah, that's not all! With this extra submod, Scouts from the Neutral Heroes Mod will be able to join the fray and match the potential of the Reworked Commanders (too bad for the other fan projects, I guess):
Reworked_Commanders_Scouts.rar
(DO NOT install this if you don't have Neutral Heroes Mod. No, simply disabling this submod in the launcher won't do.)

You can also use this set of Skill icons if you prefer crisp clear look of Heroes 6 icons, instead of flashy color-coded ones from Heroes 7 that I used:
Reworked_Commanders_Gray_set.rar


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