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Reuploaded 3 mods:

Map Advanced infos

Added prisons, shipwreck survivors and garrisons (interesting, control word gives artifact ID for survivors)

Neutrals split

Added option in *ini file, neutrals who will always join are displayed in green, neutrals which are set as "never join and can't escape" display in red

Seers uncovered

Fixed bug when hero was on seer thus program didn't like it
Nice update.
Someone asked in HC for it, and I found the idea not bad. Here is the mod.

Upgradable Silos

Interesting your idea is.
Seer huts uncovered mod reuploaded. Added complete infos on right-click seer or quest guards. Quest, reward and time limit, if any.

Seer huts at box.com
Seer huts at wakeofgods.org

New gorgeous map converted from 3.58 to Era + some script changes and fixes.

ICE ARROW

Authors: Doc Sumann and Jim Vogan (scripts)

"After conquering southern Erathia, Hell Zealot plans to invade the northern kingdom. The only one who can stop him is Blue Baron - the legendary lord of Ice Tower, leader of the snow shooters. But first, he has to restore order in his own rebellious neighborhood."


Well, here it is, we also can see them now, not only Hota47

Spells Uncovered

Displays damage or effect for fire wall, land mine, summon elementals, hypnotize, animate dead, resurrection and cure.

That was really good, but missing feature, thanks.
New mod, a bit of this and that.

Masters of Summoning
Author: Valery
Requires: Era II 2.46 or higher
Thx to Algor for help.

Download from wakeofgods.org (1.48 Mb)

Allows your heroes to summon any creature, depending on their magic schools expertise, their spell power, their class and their artefacts.

Rules:

Summon elementals is removed from game and replaced by Master Summoning. It is a level 1 spell and has a 100% chance to appear in mage guilds.

Without any magic school, the hero can summon level 1-2 creatures
With 1 magic school he can summon level 1-3 creatures.
With 2 magic schools he can summon level 1-4 creatures.
With 3 magic schools he can summon level 1-5 creatures.
With 4 magic schools he can summon level 1-7 creatures.

The summoning spell will always depend on your best magic school expertise, it is a 4 schools spell (like magic arrow).

To get the HP of summoned creatures, spell power is multiplied by 50 if no magic expertise or only basic, by 75 if advanced and by 100 if expert.

The cost is 5 mana for basic/none, 10 for advanced and 20 for expert. Better the quality of summoning spell is, more mana it costs.

Every magic school you know adds +5 to mana cost

Each magical orb your hero is equipped with adds +%25 to summoned creatures total.

Magic heroes get a 50% bonus to their summoning spell.


AI:

AI heroes, if they cast the spell, will always summon level 6-7 creatures, within a 10 mana cost only. They do not benefit from bonuses as class or artefacts but nonetheless they will summon better than you in most situations. When they fight against neutrals, they will use the fire elemental regular spell, if have.


Compatibility:

With all mods except those having their own custom SPTRAITS.txt. Or those altering spells, obviously.

Previews:
Share your thoughts, I didn't test it much in-game so it may be too strong, anyway is going to cheats category.
Reuploaded at same link, added ini file where you can choose a) summon single stack so at each cast creatures are added to initial stack, or b) summon the regular way, each cast a new stack. Also added 2 choices to learn the spell, a) timer giving it if hero doesn't have, or play your chance and have it from mage guilds (10% chance/town)

Was interesting coding summon unique stacks, I found that is a nightmare to keep track of a dead summoned stack. Scratched my head for 2 hours.
Valery, в объектах от Fred:
Image: 7550926.jpg
Возможно он нашёл картинку этих объектов, которую я где-то выкладывал. Таких объектов много в игре Cossacks Back to War, может вы будете собирать новый архив, то можно вырвать оттуда много новых объектов. Ab Знаете про эту игру? Многие wog объекты оттуда.
Safe Sod reuploaded, added feature "toggle events ON/OFF", configurable key in ini file.
Thanks: gamecreator

After I made the video I added IF:L message informing about option status ON/OFF
Really nice feature! Sometimes it's quite boring to find those events by visiting each plot...
I kinda hate maps where you did some long battle, then take one step left and there were 9999 azure dragons in hidden event and you didn't save.

I think this is stupid mapmaking so now I have cure. ))

But must admit that was way harder to implement than I would have thought first.
Anyway, you are ultimate winner, as always. Gamecreator is nice too )))
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