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Era II Mods/Maps - Valery - 08.04.2012 16:51 Categories of mods in this THREAD [PLATFORMS] [GRAPHICS] [SCENARIOS] [TOWNS] [INTERFACE] For other categories, check HERE. All mods direct links. Mod Manager Download Author: Sydr. Has updating features. Has categories and screen folders. Has automated packing (7z) feature. WOG REVISED Alternative Link (Authors: Valery & Berserker. Buggy 3.58f scripts removed or fixed, introduced useful hints and notes, added new interesting scripts). Typos correction by Artu. The top mod to have if you play wogified maps). Safe SoD (2.2 MB) Alternative Link (Author: Valery. The mod purpose is to allow SoD maps to be played in safe WoG environment, within limited and selectable wog options. It also can be used to fast test and apply changes on the fly for both WoG/SoD maps). SoD campaigns are now available from Campaigns menu. Alpha mod (10 MB) Alternative Link THREAD (Authors: Itsjustme and totkotoriy (any others?). Objects from replace folder gain transparency in game.) Warning: fog does not work with this plugin. Composed objects and NPC (61.8 MB) Alternative Link (Author: Valery. Brings 1876 nice objects for adventure map) Darkened Players (300 KB) Alternative link (Author: Grayface, Era repack) Fred Objects Patch (21 MB) Alternative Link THREAD (Author: Fred. Contains 1,788 original and beautiful objects for the map editor) Giant Titan (600 KB) Alternative Link Author: exx Heroes 2 Objects (2.1 MB) Alternative Link (Author: Gnollking. Beautiful objects for map editor from legendary Heroes 2) Thread Heroes II messengers (1.2 MB) Alternative Link (Author: geNNadiy. Replaces messengers with the ones from Heroes II) HotA Editor Objects (2.4 MB) Alternative Link (Extracted by Valery. The best of them, uncover the mapmaker beast in you.) Morn Battlefields (31 MB) Alternative Link THREAD (Author: Valery. Adds ~130 beautiful battlefields made by Morn, matching terrain and battle special location. Uses universal timer 2.) New Commanders Pack (4.19 MB) Alternative Link (Author: itsjustme & Valery. Replaces all commanders with new outstanding models) Thread New difficulty buttons (246 KB) Alternative Link (Author:geNNadiy.) New Interface Mod (12 MB) Alternative Link (Author: FCst1 and NI team. New-style interface) Thread New Objects Patch v1.9 (15.5 MB) Alternative link (Author: Black Phantom, FCst1, Valery and others. More than 2400 objects for map editor) Thread New Terrains (2 MB) Alternative Link Author: Etoprostoya (Itsjustme). New terrain graphics. Random Skins 1.02 (27 MB) Alternative Link Author: Ivorrus, Bes. Plugin by Bersy. Mod changes backgrounds in select map window (renew every time you restart Heroes), load screen (renew every time you load game) and minimap shield. Tavern Videos (23 MB) Alternative Link Author: OxFea. Adds new videos to taverns. ONLY RUSSIAN. Ultima game Objects (600 KB) Alternative Link Author: Etoprostoya/Itsjustme. Adds empty objects from the game Ultima. Unhotify (1.86 MB) Alternative Link (Author: Berserker. Removes Hota's elements from Era. Fix by Draker) Unmounted Heroes (1.13 MB) Alternative Link (Author: Valery. All heroes now move on foot!) Thread Animated WoG trees fixed (2.5 Mo) Alternative Link Authors: hippox89 THREAD The flashing frame in wog trees animation is fixed, for a more consistent looking, non-flashing Dtnmang portraits (1.7 MB) Alternative Link Author: Dtnmang. New Portraits. Portraits Manager NEW fonts (0.97 MB) Alternative Link Portraits Manager ORIGINAL fonts Alternative Link (Author: Bes. Left click on hero portrait to change the portrait. Free collection of more than 100 portraits. Has new fonts!) STRIKERX Portraits (1.81 MB) Alternative Link [red][/font] Vallex Portraits (1.12 MB) Alternative Link (Author: vallex. All heroes obtain new beautiful portraits) Thread 300 Spartans (32 MB) Alternative Link (Author: Valery. Complex role playing map, a tribute to the bravery of a few men) Era thread Thread [/b] The Dragon Slaughter (4 MB) Alternative Link (Author: Woodmelon and Yunings. Translated by: Jim Vogan and Valery. Complex map with a lot of new features) Thread Alexander The Great (5 MB) Alternative Link THREAD (Author: Valery. Revive Alexander the Great legendary battles and make them kneel and bow in front of you) All for One and One for All (14 MB) Alternative Link Author: Jim Vogan. Artillery Artefacts (7.9 MB) Alternative Link (Author: Jim Vogan. Adds five new, artillery artifacts.) THREAD Battle Poker II (751 KB) Alternative Link THREAD (Author: Jim Vogan. The general idea of the map is to simulate a game of 5-card Draw Poker, with five players, four of whom can be humans. In Battle Poker, there is a deck of 52 playing cards in which the cards are creatures, and at the "showdown" (see rules link) the human players and the top computer player must battle in an arena to see whose "hand" wins the "pot".) Crozius Arcanum (2.1 MB) Alternative Link Author: Jim Vogan Dream Quest of Lost Kadath (16 MB) Alternative Link Author: Jim Vogan Eisenhorn (16 MB) Alternative Link Author: Jim Vogan The Empire of the World III (7 MB) Alternative link (Author: Valery. Big big battles, as we like them) Thread Heroes Chronicles (RUS, 4.77 MB) Alternative Link (Author: AKUHAK. Official 3DO campaignes, ONLY RUSSIAN) The King In Yellow (5.2 MB) Alternative Link (Author: Jim Vogan. An RPG fantasy map, based somewhat on the "King in Yellow" stories by Robert Chambers, with influences from Lord Dunsany also) New Year mod (7.2 MB) Alternative Link (Author: russian team. Language: Russian. One campaign + 2 maps on the new year theme) Retirement (568 KB) Alternative Link Author: Unknown. Road to Victory I - New Horizon for Hero (60,5 MB) Alternative link (Author: Shizue Karyan) Era map with very original design, requires NEW OBJECTS PATCH v1.9 MOD to run. A pity that all new objects are not scripted but that's it, enjoy the view. Has custom music tracks. Star Gates: Atlantis (135 MB) Alternative link (Author: Valery and Jim Vogan. XXL rpg map/mod on Star Gates thematics with totally new world/towns/heroes and abilities, recreating the atmosphere of original series) Era thread Thread Sword of Fury (7.1 MB) Alternative link Author: Jim Vogan The EMPIRE of the WORLD IV (17 MB) Alternative link (Author: Valery. The first and the only first-class ERM-driven XXL map) Thread The Swords of Night and Day (5MB) Alternative link Author: Jim Vogan Warcraft Tribute (800 KB) Alternative link (Author: Onurb. This map is a tribute to the fabulous game Warcraft II made by Blizzard Entertainment. New heroes, new castles, new boats, new monsters, new objects and new dwellings...) Time of Prophecy (893 Kb) Alternative link ORIGINAL THREAD (Author: Valery. With the help of witches, Morgane la Fee is driving personal vengeance against the Skorpion King) Another Rampart (6MB) Alternative link Author: chinese mod. Replaces rampart town. Covenant Town (21.7 MB) Alternative link (Author: Kegolo. Introduces new town from Halo series as the optional replacement for Conflux) Thread Dragon Peaks (6MB) Alternative link Author: Jim Vogan. Dragons town. Fairy Town (3MB) Alternative link Author: Buchazaraus. Replaces necro town. No new creatures. GROVE town Alternative link (Author: Grove team. Introduces new town with unique creatures, heroes and abilities. Replaces Fortress.) Thread Halflings (202 KB) Alternative link (Author: Vlaad. Replaced rampart creatures and heroes. The heroes got new specialties) Thread Human Castle (5.69 MB) Alternative link (Author: Bisik. Modified Castle town) New Interface Mod: Rampart (3.92 MB) Alternative link (Author: FCst1, Morn and NI team. Modified Rampart screens, heroes and 1 creature) Sand Tower (2 MB) Alternative link (Author: totkotoriy. Winter was late this year...) Snow Castle (1.35 MB) Alternative link (Author: Nein. It is cold out there) Advanced Battle hints (421 KB) Alternative link Author: Valery. Displays all spells affecting one stack, also its state (retaliated, casts, defending). Advanced Estates (427 KB) Alternative link Author: Valery. Displays your real income from Estates II script. Allows to setup all your heroes at once. Bigger Spellbook (533 KB) Alternative link Author: MoP. Bigger spellbook, more spells per page, more spells per row. HmS (Heroes improved meeting screen-1Mo) Alternative link Authors: Igrik, JimV, Berserker, MoP, Baratorch, Valery. THREAD (24 additional custom buttons in Heroes meeting screen. Allow move artifacts left/right/switch, move armies left/right/switch/move specific slots, move all backpack between heroes, see backpack in special dialog.) Needs special setup if HD mod enabled! Overflow fix (466KB) Alternative link Author: Valery. Allows to fix hero stats overflow, also it detects automatically if your creatures experience is negative and sets it to rank 10 (ACE). Rename Towns (288 KB) Alternative link Author: Valery. Adds 8 colorful buttons allowing to give 8 colors to your towns names. Secondary Skills scrolling Alternative link Authors: Bes, Berserker. Allows scrolling secondary skills in hero screen. Upgrade All (450 KB) Alternative link Author: Valery. Adds one button in town screens, allows upgrading all creatures at once. Yona (488 KB) Alternative link Author: Bersy. Displays complete infos about damage and casualties in battle log. Compatible with everything. Check previous page for other categories of mods. RE: Era II Mods/Maps - Berserker - 28.06.2012 19:45 Added: New Commanders Pack (4.19 MB) New Music Pack (68.5 MB) New Sounds Pack (6.29 MB) Unmounted Heroes (1.13 MB) RE: Era II Mods/Maps - Berserker - 29.06.2012 18:03 Added: New Upgrades (6.63 MB) (Author: Acid Dragon. Each town will have one extra building allowing to have 3 additional upgrades per town. Look at Mods\New Upgrades\readme.txt for details) Vallex Portraits (1.12 MB) (Author: vallex. All heroes obtain new beautiful portraits) RE: Era II Mods/Maps - Berserker - 29.06.2012 19:47 Added: Composed objects and NPC (61.8 MB) (Author: Valery. Brings 1876 nice objects for adventure map) RE: Era II Mods/Maps - Bes - 06.07.2012 23:54 Berserker, refresh 1st list (add PM3.63) RE: Era II Mods/Maps - Berserker - 07.07.2012 01:24 Only English mods there. RE: Era II Mods/Maps - Bes - 07.07.2012 02:22 i see sorry RE: Era II Mods/Maps - Berserker - 09.07.2012 14:42 Added: XXL (93.2 KB) (Author: AlexSpl. Adds XXL maps support) RE: Era II Mods/Maps - Berserker - 09.07.2012 17:21 Added: 300 Spartans (32 MB) (Author: Valery. Complex role playing map, a tribute to the bravery of a few men) RE: Era II Mods/Maps - Heroesmaster - 10.07.2012 16:43 I didn´t find Heroes 2 objects (by Gnollking) for Heroes 3 era 2 here, so I add them! https://rapidshare.com/files/2775427970/Heroes2.exe RE: Era II Mods/Maps - Heroesmaster - 10.07.2012 16:54 Sorry for asking in this forum, but does New objects patch 1.9 and composed objects and NPC work together for you and why is there a lot of defs inside pacs that haven´t listed in txt´s and vice versa. I removed the double defs from those pacs and rearranged pacs so they could work together but I don´t know if those mysterious defs had a point???? If you want I will upload them here soon, but I´m on my vacation in Australia and don´t get very much internet time. RE: Era II Mods/Maps - Valery - 10.07.2012 19:06 1.09 takes everything from 1.08 made by Phantom + adds objects. I know Phantom did not list all the objects from pac in txt, probably he thought modders will fix it. It is possible that composed objects use some objects from 1.09, so compiling mods will create doubles. Those mods are more of a database, each modder should pick from what he likes, then create his own pac. If I have time this summer, I will try to remove the clones from both mods. RE: Era II Mods/Maps - Berserker - 10.07.2012 20:31 Heroesmaster, thanks, updated the first post. You found a bug in Era, I will check box packages and fix it as soon as possible. RE: Era II Mods/Maps - Berserker - 12.07.2012 15:27 Updated EraMap.dll: 7-days link RE: Era II Mods/Maps - Heroesmaster - 15.07.2012 16:00 Hi again guys! If you´re interested Valery I uploaded my attempt to clean those pacs! https://rapidshare.com/files/3385686974/Extra.exe https://rapidshare.com/files/554145764/Npc.exe https://rapidshare.com/files/1220931129/Newobj.exe There is 1 set of def,msg,msk more in Npc than there are objects in the Npc text file, but the rest should be fine! It´s far from perfect, but it´s just maybe worth of looking. In extra pac I put some objects by Astaroth, but I think some of them are also in Npc but with a different def name. I clean them one def at time and don´t know if I deleted all the right things, just needed them to work with each other. Hope you´ll find something helpful from them. RE: Era II Mods/Maps - Heroesmaster - 15.07.2012 16:11 Just 1 quick question about adding boats. If I add boats then the game doesn´t show my boats but the editor does. Also the game crashes when I try to enter my invisible boat. Do I have to put them to h3sprite lod or ... I´m doing something else wrong. Also is there a way to add artifacts to the game. RE: Era II Mods/Maps - Berserker - 15.07.2012 16:51 Afair, you cannot add more boat types. Or you mean replacing the default ones? RE: Era II Mods/Maps - Heroesmaster - 15.07.2012 17:22 No I meant adding them, that´s a pity. What about artifacts. RE: Era II Mods/Maps - Berserker - 15.07.2012 18:03 This mod by Feanor adds a lot of artifacts, afair. http://wikisend.com/download/341606/Emerald.exe Check Mods\Emerald\Data\emerald.pac with MMArchive. RE: Era II Mods/Maps - Heroesmaster - 15.07.2012 18:19 Ok, thanks! RE: Era II Mods/Maps - Berserker - 19.07.2012 19:37 Added by Valery: Heroines (8.7 MB) (Author: Zbigniew. Beautiful commanders from Heroes 4) Snow Castle (1.35 MB) (Author: Nein. It is cold out there) RE: Era II Mods/Maps - Berserker - 20.07.2012 20:24 Added: The King In Yellow (4.2 MB) (Author: Jim Vogan. An RPG fantasy map, based somewhat on the "King in Yellow" stories by Robert Chambers, with influences from Lord Dunsany also) RE: Era II Mods/Maps - Berserker - 22.07.2012 15:09 It works for me. Run mods manager, check if it has the highest priority. RE: Era II Mods/Maps - Berserker - 22.07.2012 19:15 Heroesmaster, you definitely has duplicate emerald.dll or perhaps some mods using it. Try to turn off anything except default Era mods. RE: Era II Mods/Maps - Berserker - 27.07.2012 19:15 Heroesmaster, the error says that Era cannot load library emerald.era. Please change heroes3.ini, Debug=1, run the game and upload file eralog.txt afterwards. RE: Era II Mods/Maps - Berserker - 27.07.2012 22:06 Heroesmaster, ah, sorry. Place it in the Mods\Emerald folder: Patcher RE: Era II Mods/Maps - Heroesmaster - 27.07.2012 22:21 Thank you, now it works, superb! I deleted my long messages to save space! RE: Era II Mods/Maps - Berserker - 27.07.2012 22:25 Welcome Added: HoL v3.2: Tales of Amadar Expansion (49.3 MB) (Author: Hero_of_Light. New creatures, artifacts, rebalanced towns, heroes specialties, etc.) RE: Era II Mods/Maps - Berserker - 27.07.2012 23:49 Added: The Grand Manoeuvre.exe (89.3 KB) (Author: Berserker. Grand Elves can now carry out a manoeuvre: make a 1 hex move and then shoot with a singular shot) RE: Era II Mods/Maps - Heroesmaster - 28.07.2012 19:09 Hi! Sry for asking so much, but why are there these teal surroundings on my objects, after I made them into defs and viewed them with defpreview and how can I remove them? RE: Era II Mods/Maps - Valery - 29.07.2012 19:33 Upload one to see. RE: Era II Mods/Maps - Heroesmaster - 29.07.2012 20:04 Ok! http://www24.zippyshare.com/v/61510269/file.html I made like 500 of these and I´m afraid I have to change them all manually, pixel by pixel. RE: Era II Mods/Maps - Valery - 29.07.2012 22:08 Let me guess, you set cyan background then resized the frames, thus transparency is corrupted. I am afraid you have to process each one manually now, they are all bad. If you still have the sources, it is faster to redo them from scratch. Tip: when experimenting something new it would be a good idea to test first, not make 500 before testing. Sorry for you, had same issues years ago and suffered. RE: Era II Mods/Maps - Bes - 29.07.2012 23:53 (27.07.2012 22:25)Berserker Wrote: Added:this version Requires New Objects Patch also? RE: Era II Mods/Maps - Berserker - 30.07.2012 01:57 Nope. RE: Era II Mods/Maps - Heroesmaster - 30.07.2012 08:04 Thanks, gonna do them from scratch again. RE: Era II Mods/Maps - Berserker - 31.07.2012 17:38 Updated: New Upgrades (Fixed porting bug) Added: Grove (9.07 MB) (Author: Grove team. Introduces new town with unique creatures, heroes and abilities. Replaces Fortress.) Thread RE: Era II Mods/Maps - UksusoFF - 08.08.2012 19:04 а можно этот фордж в качестве мода собрать? RE: Era II Mods/Maps - Berserker - 08.08.2012 19:06 Попробую. RE: Era II Mods/Maps - Berserker - 28.09.2012 23:16 WoG Revised (211 KB) (Authors: Valery & Berserker. Buggy 3.58f scripts removed or fixed, introduced useful hints and notes, added new interesting scripts) This mod removes or fixes all bugged scripts from WoG mod and replaces them with other options. A few ones were replaced because (IMO) they were decorative only and without any improvement to the game-play. Four new options were added to custom scripts. Changes in WoG 3.58 scripts: [+] Henchman was modified by Berserker. [+] First money script fixed (redraw status bar) [+] Artificer will also purchase your artefacts for either mithril or gold. [+] Fnord 3.59 script "Monsters will drop resources when defeated" [+] Fnord 3.59 script "Monsters will drop artefacts" [+] Secondary skills script was fixed (tactics again) BR->BF [+] "Disable autosave" was replaced by Fnord 3.59 script "Swap troops between Heroes" [+] Hints added to scripts which may not be compatible between or create impossible gameplay, ie random hero + enhanced warmachines + karmic battles, good luck [+] Mithril enhancements fixed (AI will not receive negative gold after mithril conversion) [+] Swap Troops between Heroes by Fnord [+] Call to Arms by Berserker [+] Town Treasuries by Fnord [-] Sabotage buildings was removed from Espionage III script. [-] "Passable terrain" removed [-] "Split decision" removed Custom Scripts added (Author: Berserker) [+] Fast troops placement [+] Gnolls marauders first strike [+] Ranged Death Stare [+] The grand manoeuvre Changes in henchman script:
New scripts: Swap troops between Heroes You can swap or transfer troops when left-clicking on the upper middle arrow in heroes meeting screen. Monsters drop resources All monster stacks on the map have gold and possibly either wood or ore or a precious resource (or sometimes wood/ore + a precious resource) that you can claim if you defeat them in combat. Gathering up the resources uses 500 movement points, or the hero's remaining movement, whichever is less. Crystal Dragons have extra crystal, Red, Black, Darkness and Rust Dragons have extra Sulfur, Diamond Golems and Diamond Dragons have extra gems, Stone and Iron Golems have extra ore, Dwarves, Gold Golems and all Dragons have extra gold, Dendroids have extra Wood, Magi, Arch Magi, Genies, Master Genies, Enchanters, Sorceresses, Faerie Dragons, Psychic and Magic Elementals have extra Mithril, Efreet, Efreet Sultans, Firebirds, Phoenix and Sacred Phoenix have extra Mercury. Monsters that have more of a resource always have that resource. Resource specialist heroes have a 70% chance of getting their specialist resource unless the monster has its own specialty. If a resource specialist does get their specialty resource, they get one additional resource +20% (rounded down). Gold specialist heroes always get 1/3 more gold. If the monsters flee, you get half the treasure (they only have time to flee with half of it). If a monster stack has an artifact, it won't have any resources. Monsters drop artefacts Approximately 25% of Monster Stacks will have artifacts unless the stack is set to always join or already has an artifact. The artifact class depends on the initial gold value of the stack as follows: »under 1000 = none »1000-2999 = Treasure »3000-11999 = Minor »12000-39999 = Major »40000+ = Relic Only enabled artifacts will be given (meaning no assembled combos unless specifically enabled) and WoG Artifacts may be given if they're not banned. Boots of Speed, Equestrian Gloves, Boosts of Levitation and Angel Wings will never be given, even if not banned. Town Treasuries When you capture another player's town, you gain a portion of that player's resources, including gold (or all resources if you capture their last town). The percentage of resources depends on the level of town hall in the captured town and the total number of towns (and their town hall levels) owned by the same player as follows: Capitol = 4 shares City Hall = 3 shares Town Hall = 2 shares Village Hall = 1 share Example: the Blue player has 3 towns with Village Halls, 2 towns with Town Halls, 2 towns with City Halls and 1 town with a Capitol. This is a total of 17 shares. Each resource would be divided by 17 and then multiplied by the number of shares for the town captured. If the Red player captures a town with a City Hall, each of Blue's resources would be divided by 17 and then multiplied by 3. This amount would be subtracted from the Blue player's resources and added to the Red player's, e.g., 15000 gold divided by 17 equals 882 (fractions are dropped), multiplied by 3 equals 2646 gold. THE GRAND MANOEUVRE Option 997 by Berserker (bers pack.erm) Grand Elves can now carry out a manoeuvre: make a 1 hex move and then shoot with a singular shot. FAST TROOPS PLACEMENT Option 998 by Berserker (bers pack.erm) Allows to instantly place troops with mouse in tactics phase. Left-click on friendly stack to select it. Left-click on empty hex to place it. GNOLLS MARAUDERS FIRST STRIKE Option 996 by Berserker (bers pack.erm) Gnolls marauders block the incoming attack, retaliate and receive damage from remaining enemies only. RANGED DEATH STARE Option 995 by Berserker (bers pack.erm) Use ESC to switch between ordinary and ranged attack. Distant attack has Gorgons' speed range. Gorgons kill 3.6/2.2/1.1/0.8/0.6/0.4/0.2 * Gorgons number, depending on target level. Death Stare does not affect undead and war machines. Note: Human only. CALL TO ARMS Option 994 by Berserker (bers pack.erm) Allows to instantly hire creatures from dwellings into town garrison. Press 1..7 to hire creatures of specified level and current town type. For instance, pressing 1 in Castle will collect all pikemen/halberdiers. If player has not enough gold/resources, some creature remain not collected. The Empire of the World III (5.70 MB) (Author: Valery. Big big battles, as we like them) Thread XXL (95.8 KB) (Author: AlexSpl & Algor. Adds XXL maps support) Algor added many XXL templates. Have a fun. RE: Era II Mods/Maps - UksusoFF - 30.09.2012 00:53 фиксы будут на русском? RE: Era II Mods/Maps - Berserker - 30.09.2012 01:26 No. RE: Era II Mods/Maps - UksusoFF - 02.10.2012 22:04 (30.09.2012 01:26)Berserker Wrote: No.why not? RE: Era II Mods/Maps - Berserker - 02.10.2012 22:23 By obvious reasons. Someone has to translate them. RE: Era II Mods/Maps - Berserker - 09.10.2012 01:20 Added: Bubble Arrows (90.8 KB) (Author: FallenAngel. New-style movement arrows) Find me! (94.2 KB) (Author: Valery. Uses advanced Era satelitte to find any object on map) Fast AI (90.5 KB) (Author: Valery. Several bonuses awarded to AI for better challenge) RE: Era II Mods/Maps - Necromaxer - 20.10.2012 07:56 "New upgrades" doesn't work. New building doesn't appear in a town menu to built. Maybe i'm doing something wrong? Any suggestions? Even when just Wog and this mod activated. Upd: "New creature upgrades" checked, 'Extended... Universal upgrades, Methamorphs ' etc. unchecked. Still not working. Could it be something else with Wog settings? RE: Era II Mods/Maps - Valery - 20.10.2012 10:14 Quote:Maybe i'm doing something wrong? Yes, you don't read instructions. 5.1. New buliding details Now every town can have a new building that is used as a general 'upgrade guild'. Thanks to this the player will be able to upgrade 3 creatures in the town to their new forms. Each town type has a different builiding, a different description, a different animation and a different cost. To try to build the new building RIGHT-click on your Town Hall (or Village Hall, City Hall, or Capitol). You have always olny one prerequisite to build - you must have a Castle. And of course, you have to have the right resources: for the Heavenly Tower (Castle) you need: 22000 gold, 30 gems and 30 ore for the Order of The Sun (Rampart) you need: 20000 gold, 25 crystal and 40 wood for the Cloud Castle (Tower) you need: 25000 gold, 30 gems and 15 mercury for the Kreegans' Gate (Inferno) you need: 19000 gold, 30 mercury and 15 sulfur for the Hall of The Pit (Necropolis) you need: 21000 gold, 25 mercury and 35 wood for the Underworld Entrance (Dungeon) you need: 23000 gold, 30 sulfur and 35 ore for the Barbarian Citadel (Stronghold) you need: 19000 gold, 60 ore and 15 crystal for the Temple of The Snake (Fortress) you need: 18000 gold, 50 wood and 20 sulfur for the Escaton's Crystal (Conflux) you need: 20000 gold, 30 crystal and 15 gems Note that when they say "new buildings", it is a metaphor. You won't see any. RE: Era II Mods/Maps - Heroesmaster - 20.10.2012 18:34 Hi guys,what program do you use to reduce images to smaller ones with preserving clear edges? I use photoshop nearest neighbor, but it still screws up very small images? RE: Era II Mods/Maps - Berserker - 20.10.2012 20:11 Irfan View, resizing method: slowest, after that effect - sharper - 10. RE: Era II Mods/Maps - Necromaxer - 20.10.2012 20:28 Thanx, Valery! It works! And I have one more question. How to enable color text in dialogs in Era? RE: Era II Mods/Maps - Valery - 20.10.2012 20:39 Mod manager/Era manual, get color name, for instance: !!IF:M^{~Cyan}My amazing colored text{~}^; Will show cyan color. RE: Era II Mods/Maps - Valery - 23.10.2012 19:30 Mithril Smelter RE: Era II Mods/Maps - gamecreator - 23.10.2012 20:42 readme.txt Wrote:Requires WoG Revised mod and priority over it. Replaces forgotten shrines option with mithril mine. Gives daily 1/2/3 mithril bars, according to the difficulty selected. Has its own mithril.dat which you can modify. RE: Era II Mods/Maps - Valery - 30.10.2012 16:33 Morn Battlefields (30 Mb) Adds 125 beautiful battlefields made by Morn, matching terrain and battle special location. (Author: Valery) Better AI (114 Kb) AI is provided with several bonuses (Author: Valery) Find me! (104 Kb) Finds any object or hero in your sight or outside (Author: Valery) Mithril Smelter (161 Kb) Replaces forgotten shrines by mithril smelter. (Author: Valery) Resolve Battle (97 Kb) Allows resolving instantly the battle. (Author: Valery and Berserker) Turbo WoG (1 Mb) Greatly increase adventure map and battle game play speed. (Plugin by Sav, modified sounds by Valery) RE: Era II Mods/Maps - Heroesmaster - 04.11.2012 13:50 Hi! I don´t know what I did, but now my editor says INVALID EDITOR OBJECTS FILE : "ZEOBJTS.TXT" when I use obstacle tool. It says it almost every terrain, I only haven´t seen it saying it on grass. Does anyone know what could be wrong, I´ve tried removing all mods, but still the same thing. RE: Era II Mods/Maps - Heroesmaster - 04.11.2012 15:43 I finally got it working by placing zeobjts.txt to data folder, but I wonder how did it worked for me before, I must have deleted it by mistake or something. RE: Era II Mods/Maps - Berserker - 04.11.2012 17:44 Mostly, there are clone items in zeobjects or invalid number of lines, etc. The one in lods/pacs I mean. RE: Era II Mods/Maps - Necromaxer - 04.11.2012 23:48 Are in this topic english mods only? I have a russian version of New upgrades by Acid Dragon. Did it for private use, but could share, if someone needs. RE: Era II Mods/Maps - Berserker - 05.11.2012 00:20 You can create same topic in Russian subforum, we will appreciate. RE: Era II Mods/Maps - Necromaxer - 05.11.2012 00:33 Ok, I will do so soon. RE: Era II Mods/Maps - Bes - 10.02.2013 20:53 Посланники стихий release v.1.0 /2005/ Посланники из WoG заменяются на новые (из Heroes2) модельки репак под ERA скачать 1.2MB Автор: geNNadiy RE: Era II Mods/Maps - Valery - 13.03.2013 17:51 @Bes, please make a mod for us if you get some time to spare: use Phoenix specific script to split troops (hero screen) in any map or mod (ctr+click on slot), we would really need such mod. I tried myself to find it in phoenix.erm, but no way... RE: Era II Mods/Maps - Bes - 13.03.2013 18:05 Valery, уточню... вытащить из Феникс-Мода реализацию "объединить отряды" ? или же целиком функционал, который имеется в меню "управление отрядом"? (то, что есть в PM3.63?) RE: Era II Mods/Maps - Valery - 13.03.2013 18:10 This: When ctrl+click on a slot, bring this dialog. Probably "downgrade" makes no sense for other mods, but the other options are very nice. RE: Era II Mods/Maps - Bes - 13.03.2013 18:23 Valery, можно конечно это всё вычленить, тут нет проблем... Но, есть же всё это и в HD-мод, или вам та реализация не удобна? Цитирую со страницы описания HD-mod: ' Wrote:*Быстрое управление армией (SoD/Complete/HotA ) RE: Era II Mods/Maps - Sav - 13.03.2013 18:27 Эти опции же только для SoD. RE: Era II Mods/Maps - Berserker - 13.03.2013 18:30 Bes, нужно просто скопировать Валерию кусок кода из TE, отвечающий за быстрые комбинации. Там это неплохо сделано. RE: Era II Mods/Maps - Bes - 13.03.2013 18:48 Berserker, там опыт отрядов не учитывается... будет не ахти Sav, , точняк, я всё время про это забываю, спасибо RE: Era II Mods/Maps - Bes - 03.04.2013 13:58 Автор - geNNadiy RE: Era II Mods/Maps - Saruman - 04.04.2013 00:13 Перезалей скрипт Fast AI пожалуйста. RE: Era II Mods/Maps - Valery - 04.04.2013 00:26 Better AI RE: Era II Mods/Maps - Saruman - 04.04.2013 07:41 thank! RE: Era II Mods/Maps - igrik - 22.04.2013 17:38 Valery, Morn Battlefields link has been removed. Upload please again. RE: Era II Mods/Maps - Valery - 22.04.2013 18:57 Morn Battlefields RE: Era II Mods/Maps - igrik - 22.04.2013 22:23 Wonderful landscapes! Thanks, Valery. RE: Era II Mods/Maps - Valery - 12.05.2013 00:08 CONQUISTADOR (203 kb) Contains 2 previously made mods: "Better AI", "Find me" + a new mod, "Builder". Conquistador mod is optimal for random maps game (single or MP), all mods inside are optional and will not conflict with WoG mod. Spoiler (Click to View) BETTER AI: * Gives 30k gold on first day to every AI. * Set all obelisks to "visited" for every AI. * AI movement will increase daily by half tile, but no more than 40-60 tiles (4000-6000 mvm points), depending on the difficulty selected. Late recruited AI heroes will start with the bonus, to help leveling faster * AI heroes are marked, human can't hire them if dead. * Every day 1 of the week, it places extra creatures in all built dwellings, builds guild up to 2nd level and first three upgraded dwellings in all AI towns (if not build yet). Extra resources too. * Every AI hero gains a random +1 stat every day and a bonus to his overall experience of 10%-40% (depending on difficulty selected), until level 50. He is given Air, Earth, Archery, Intelligence and Resistance at expert level, all his mana is refueled daily too. He also receives slow, haste and shield. * At level 15/25 an AI hero is automatically granted with town portal. At 50-60 with Fly. * All junk AI creatures (joiners etc) are removed from AI garrisons on every day 1. * Every town AI conquers will be changed to its faction type. * Altair of transformation was disabled for AI, having negative impact on his expansion. * Every day 1 of the week, every AI player having at least one level 15 hero is given a chance* (depends on the number of AI players in the game) to expand by receiving a free town, randomly picked from available neutral towns. Human player will receive a warning message and a view over the new town acquired: One AI player: 100% chance Two AI players: 50% chance Three AI players: 33% chance Four AI players: 25% chance And so on. WARNING: Better AI is VERY hard on maps < than XL or XXL. FIND ME: First option: Enter type then subtype to find all corresponding objects that are within your faction sight. For subtype you have two options: * Enter the subtype (for example specific mines, artefacts or towns) * Leave empty (will be considered as -1 and will process any object of that type) Example: Type 98, subtype 2, will show all towers within sight Type 98, no subtype entered, will show all towns within sight Second option: Enter type then subtype (leave empty for any) to find all corresponding objects that are outside your faction sight. Each object uncovered will require a 1000 gold fee, satellites are expensive Third option: Activate ID search: right-click on any object to find type/subtype. Fourth option: Deactivate ID search. Fifth option: FIND ME was combined with mines status mod also. It will show all your mines and if upgraded or not. Sixth option: ADVANCED SEARCH: (will locate various objects if not visited yet) * Obelisks * Utopias * Creature banks * Not flagged mines * Not flagged creature dwellings * Emerald towers * Death chambers * Artefacts * Enemy Heroes in sight * Neutral towns BUILDER: After x battles (all your heroes counted) you will be offered the option of building a town of your choice, if there are less than 48 towns already on map. After building new town, battles counter will be reset and start again. Spoiler (Click to View) RE: Era II Mods/Maps - Algor - 12.05.2013 01:00 (12.05.2013 00:08)Valery Wrote: BETTER AI...OMG, Valery! Rename "BETTER AI" to "CHEATER AI", it will be true. This completely kills the S/M/L maps on 160+ difficulty. IMHO, of course. You - the author, you - the rights... RE: Era II Mods/Maps - Valery - 12.05.2013 01:10 heh, I thought of giving him this title, indeed now it cheats even more. :D But that's it, for me game is hard now and that's I want. Anyway every mod out, including Phoenix, makes AI cheater more or less, how could him compete without? RE: Era II Mods/Maps - Berserker - 12.05.2013 01:53 The goal is to make a smart cheater, deep level cheater and perhaps realistic cheater. RE: Era II Mods/Maps - Valery - 12.05.2013 03:00 Sure. The goal is to make him ignore loopholes in his code as well and then do same actions as us. AI loses time to visit obelisks, we don't. AI loses time to visit wells very often, we visit them only once. AI loses time to get back in town to recruit, we use chain. AI picks bad abilities, we pick the useful ones. Those are things "Better AI" seeks for, after a long game play test to see what is slows him and prevents giving a challenge. Is not about giving all free things as a whole, but giving the right ones and in sufficient quantity. As every mod out, some will rumble, others will play, that's it, we got used to. It is a small and simple mod which preserves game mechanics, I don't have any ambitions with it. RE: Era II Mods/Maps - Algor - 13.06.2013 19:56 ERA Scripts 1.05 Eng Screenshots (Click to View) The first English (mostly "Googlish") release. RE: Era II Mods/Maps - Bes - 16.02.2014 23:15 Valery Wrote:As requested by Artu:самое интересное, что эту идею с новой областью для "подшивки свитка" я делал для ФМ в декабре 2013, дабы уйти от неявного действия со свитком... которое лишь в справке описано выдержка и справки ФМ Wrote:Ввиду ограниченного числа дополнительных слотов у героя, куда помещаются Свитки с заклинаниями, была реализована возможность "вклеивать" Свитки в магическую Книгу героя. При этом Свиток исчезает, как артефакт, а его заклинание навсегда остаётся в Книге Заклинаний. ))) у кого там мысли сходятся?! P.S. я лишь не определился как эту область под свитки достойно обрисовать RE: Era II Mods/Maps - Valery - 17.02.2014 01:42 I did the mod for Artu, he asked to get rid of all features except spells from School of Wizardy but it was faster for me to create a new script without cuts through original ert/erm. Is a very tiny mod, just one button and a few script lines. I had not much time those days but also re-released Conquistador with options, so now you can select the internal difficulty at your taste. Uses SN.W vars so should be compatible with everything. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 18.02.2014 19:03 Valery, beatiful interface, as always! RE: Era II Mods/Maps - Valery - 18.02.2014 21:58 Thanks Alex, it is compatible with everything I hope so if you need a more spiced AI, give it a try RE: Era II Mods/Maps - Bes - 08.03.2014 16:02 Valery, found bug in TEW III... We have this: And this... So. !#HE152:A1/162/3; must be change on !#HE152:A162; Guess why? RE: Era II Mods/Maps - Valery - 08.03.2014 17:20 Ah, old codes. Didn't look closer, he doesn't gets the +2 if artifact is directly equipped in right hand? Thanks for noticing it. RE: Era II Mods/Maps - Bes - 08.03.2014 18:37 (08.03.2014 17:20)Valery Wrote: he doesn't gets the +2 if artifact is directly equipped in right hand?exactly Quote:в итоге, снимая артефакт герой теряет 2 Атаки, увы, не получив их изначально RE: Era II Mods/Maps - Valery - 08.03.2014 22:00 Well is not a bug, its an old code and map was tested with, so it should be kept. If you fix it, then the hero will have a bonus of +2 at start which was not tested. Right now it works fine. RE: Era II Mods/Maps - gamecreator - 09.03.2014 04:50 This is the most bizarre bug made feature I've ever seen. RE: Era II Mods/Maps - Bes - 09.03.2014 14:52 gamecreator, sarcasm? RE: Era II Mods/Maps - gamecreator - 09.03.2014 15:54 No, astonishment. RE: Era II Mods/Maps - Mordino - 12.03.2014 16:38 Conquistador , Download not available but i have a little bug, i used Conquistador. i have NOT checked better AI, but the ai creature has allways ACE experience. now i have alle the code for better ai cut in source and builder works fine without AI cheats another problem i can't sell artfiact and scrolls in my city, wenn i this will do, the game crash to desktop without crashlog sry my bad english, i'm german RE: Era II Mods/Maps - Bes - 16.03.2014 15:33 Валерий удалИл все свои моды, или же просто закрыл доступ к ним на Box.com ?
есть инфа об этом достоверная у кого-нить? RE: Era II Mods/Maps - Berserker - 16.03.2014 23:16 Удалил. RE: Era II Mods/Maps - Algor - 17.03.2014 09:26 (16.03.2014 23:16)Berserker Wrote: Удалил.Valery, why? RE: Era II Mods/Maps - Valery - 17.03.2014 15:20 Sorry for trouble, just saw it. I didn't remove any links, only suspended my payement to box.com as my Heroes activity is over. Next day I received from box.com email that my items will be unrecheable unless I reorder premium account (10$/month). Weird box.com policy, premium account can't be downgraded to regular. I will try next days to make a package with the missing mods and upload them at once. RE: Era II Mods/Maps - Bes - 17.03.2014 20:08 Valery, oh, I see, thanx for good news. RE: Era II Mods/Maps - Berserker - 18.03.2014 00:59 It would be a disaster to lost the heritage you left. RE: Era II Mods/Maps - Valery - 01.04.2014 23:49 Re-uploaded the missing mods. If someone can copy/paste it into HC 60 era mods thread, then maybe a moderator will take care of replacing main post, thanks. Adventure Pillars (2.1 Mb) Alpha (204 kb) Alpha objects (9.8 Mb) Alexander the Great (2.8 Mb) Animated Trees (2.2 Mb) Composed Objects and Npc (62 Mb) Conquistador (400 kb) Disposable spell scrolls (125 kb) HMS improved Interface (850 kb) Hota Objects (2.4 Mb) Master of Craft (100 kb) Mithril Smelter (400 kb) Morn Battlefields (32 Mb) Random Skins (26 Mb) Resolve Battle (100 kb) Road to Victory (67 Mb) SoD (1 Mb) StrikerX Portraits (2 Mb) TEW IV (14 Mb) Time of Prophecy (1 mb) Turbo WoG (1 Mb) Unhotify (2 Mb) WoG Revised (267 kb) Attached Heroes Improved Interface to both Tew 4 and Alexander the Great, as their txt file prohibits loading any other mod. Now that I think, Bersy also could slightly modify HMS into a special version compatible with Phoenix mod (needs only repositioning of one button). RE: Era II Mods/Maps - Berserker - 02.04.2014 00:33 Thank you very much! Posted in HC topic. RE: Era II Mods/Maps - Valery - 24.05.2014 03:15 I don't know what's going with box.com but links were deleted again and my account deactivated. Any know where I could upload else? This is very annoying. RE: Era II Mods/Maps - Bes - 24.05.2014 11:12 dropbox.com mega.co.nz drive.google.com terrible, what happend this your data ((( what box-support wrote to you?
RE: Era II Mods/Maps - Berserker - 24.05.2014 17:03 Yep, seems that they disliked your 100 downloads for free account RE: Era II Mods/Maps - Bes - 24.05.2014 20:16 (24.05.2014 03:15)Valery Wrote: I don't know what's going with box.com but links were deleted again and my account deactivated.again working... RE: Era II Mods/Maps - Valery - 24.05.2014 23:05 Yeah today was back. Foolish. RE: Era II Mods/Maps - Bes - 12.06.2014 13:00 Quote:New Interface Mod: Rampart (3.9 MB) P.S. почему-то в описании мода не указан, что боевая анимация всех дендройдов и снайпера малость изменена Дендройды все с крашенными бровями, а снайпер почернел RE: Era II Mods/Maps - Bes - 12.06.2014 17:54 P.P.S. ещё раз обновил... 4. исправил пропорции фона мини-картинки Оплота для окон статистики монстров... RE: Era II Mods/Maps - Valery - 14.06.2014 09:51 Upgrade ALL (103 kb) Adds custom button in town screen. Upgrades all creatures from town garrison/hero visitor/hero garrison if the corresponding dwelling is built and enough money/resources. Works with any custom line-up upgrades (mod searches for current town creatures ID instead of reading from default list) Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 15.06.2014 02:51 Yep, there is almost no free space for static buttons. RE: Era II Mods/Maps - Bes - 15.06.2014 12:09 why hint-area is not using you? RE: Era II Mods/Maps - Bes - 15.06.2014 16:05 (14.06.2014 09:51)Valery Wrote: what about that? or that Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 15.06.2014 23:27 very good idea, thanks. Will work on a button for that area. RE: Era II Mods/Maps - Valery - 16.06.2014 02:39 Mod updated same link. Changed Town screen pcx to fit the new button. Fixed one stupid error about level 7 resource Spoiler (Click to View) RE: Era II Mods/Maps - Bes - 16.06.2014 19:22 imho, зря правил Town screen pcx чтобы спрятать полосы фона... ведь, вспоминая HD, такая модификация фона города приведёт к неприятным казусам отображения. ( не знаю как Валерий эту писанину переведёт, но я такие предложения могу только на русском сочинять )
RE: Era II Mods/Maps - gamecreator - 16.06.2014 20:08 Он же за тобой и повторил. RE: Era II Mods/Maps - Berserker - 16.06.2014 20:35 Bes says that changing pcx background will possibly cause glitches for HD users. RE: Era II Mods/Maps - Valery - 17.06.2014 01:41 No, HD mod pcx have priority so user will get normal pcx. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 17.06.2014 01:57 So tiny town screen, sweeet RE: Era II Mods/Maps - Bes - 17.06.2014 20:02 So expansive adventure map view, great HD-mod RE: Era II Mods/Maps - Valery - 17.06.2014 23:01 Funny, I much dislike HD mod. Changes all movement and view parameters for me, impossible to play with. RE: Era II Mods/Maps - Valery - 22.06.2014 20:02 Sometimes, on long and complex maps I find awkward we can't have our own journal, write things for next day, then forget and so on. So I made this little mod, Adventure map Reminder (150 ko) The reminder is animated-so it can be easily spotted-, passable (no yellow trigger), rewritable and removable. Ctrl+left click to place one, then right click-on its shadow- to get extra options. The reminder is a sign, so it has its own z$ storage. Spoiler (Click to View) RE: Era II Mods/Maps - Bes - 22.06.2014 20:38 (16.06.2014 02:39)Valery Wrote: Mod updated same link. Changed Town screen pcx to fit the new button. Fixed one stupid error about level 7 resourceValery,sorry, but i made russian version of this mod and published it in ERA-group people like russian text in game.. RE: Era II Mods/Maps - Berserker - 23.06.2014 05:13 Valery, why z-var? !!SN:W^Note%Y1/%Y2/%Y3^ where y1-y3 = x, y, z would be ok. RE: Era II Mods/Maps - Valery - 23.06.2014 13:29 What mod we talk about, where? RE: Era II Mods/Maps - gamecreator - 23.06.2014 15:02 I believe Berserker is refering to this: (22.06.2014 20:02)Valery Wrote: The reminder is a sign, so it has its own z$ storage. RE: Era II Mods/Maps - Berserker - 23.06.2014 17:07 Yep.Adventure map Reminder (150 ko) RE: Era II Mods/Maps - Valery - 23.06.2014 23:26 No, is local variable, but I perhaps badly explained. The reminder is an invisible sign, and signs have their own storage, you know better: So you can have as many reminder as you want (well, perhaps not, I don 't know how signs memory is setup). But I am playing a map right now and I have about 10 reminders, each with some long text, and display ok. RE: Era II Mods/Maps - Berserker - 24.06.2014 02:09 Ah, ok then. No bad. RE: Era II Mods/Maps - Valery - 24.06.2014 03:42 It is basically Fnord script "rewritable signs" from wogify 78.erm, but enhanced: sign is not blocking the way and can be deleted, placed anywhere etc. I think about adding two more options: set a day when sign is singing (for example, you need day 74 to visit a seer hut, sign will make a sound then), and also set the sign to sing something every day $ of the week (for example, you need to equip statue of legion every day 7 then discard next day, sign will make a sound every day 7 to recall). Also personally I would like a third option: advertise when clock reached time x. Something like: at 2:00 pm, advertise player if he asked for. Feanor had some plugin displaying internal clock, but not sure can be adapted to erm? Such options could be stored in PO settings then processed via universal daily timer 2. RE: Era II Mods/Maps - Berserker - 24.06.2014 17:51 Any small program like Alarm will be better for such things ) RE: Era II Mods/Maps - Valery - 24.06.2014 18:08 Nah I wanted it in Heroes because I play too much:D Can we redirect wav files as well? I can't find the code for redirect, please gimme if you have it somewhere, would be nice to have it in the manual. RE: Era II Mods/Maps - Algor - 24.06.2014 19:33 4Valery RE: Era II Mods/Maps - Bes - 24.06.2014 19:36 (20.07.2013 17:46)Berserker Wrote: История изменений. RedirectFile (СтароеИмяДефа, НовоеИмяДефа) RE: Era II Mods/Maps - Valery - 24.06.2014 19:52 Algor, big thanks, exactly what I wanted. Tried redirect wav files, does not work during game Mod updated to same link ;Basic Options: 1) Write your own reminder 2) Rewrite reminder 3) Delete reminder (will reset all advanced options) ;Advanced options 1) Set alarm on every day $ of the week 2) Set alarm on day $ of the game 3) Enable internal clock warning (will not quit game, just warn and display time) 4) Disable internal clock warning RE: Era II Mods/Maps - Bes - 25.06.2014 00:27 Giant Titan made by exx Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 28.06.2014 18:40 For maps with tons of towns to town portal to, a little funny mod. Rename Town Give 8 various colors to your town name when renaming. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 28.06.2014 23:22 Wow! You fantasy is infinite. RE: Era II Mods/Maps - Bes - 29.06.2014 12:26 Valery, can you fix it... Display Time like 23:4 isn't nice Here example how more correctly, imho RE: Era II Mods/Maps - Valery - 29.06.2014 16:19 Excellent Bes, I had no idea how to solve it. Mod link updated, thanks. @edit: uploaded a last time again, had to fix day of the week error, when day 7 the Sc%7 returns 0 RE: Era II Mods/Maps - Chaomen - 01.07.2014 20:13 Valery, I'm using your mod to rename towns using colors, but I can't make out how to use it. I tried clicking on colors, rename then click on color, click on color then rename, nothing happens, same white color. Can you explain me how to use it or map I play doesn't allow it (TEW IV)? Or shoud I start new game in order for this mod to work (I started to play it way earlier you made this mod)? RE: Era II Mods/Maps - Valery - 01.07.2014 21:44 Yeah, Tew4 does not allow other mods, because there are few chances anything is compatible with. If you want "rename towns" mod to work with TEw 4, go in Tew4/data/s/load only these scripts.txt, open it then add at the end of the list: rename.erm Save, activate both mods and it will work. You must do same thing if you want "upgrade all", or "heroes improved interface", or "morn battle fields" to work with TEW4, must add their erm ID to TEW list. Also, if you activate mod then reload an old save, you must press F12 to refresh scripts, or will not work. RE: Era II Mods/Maps - Chaomen - 01.07.2014 23:20 Thank you, working! This mod indeed decreases time to find needed town, previously I could only rename inferno towns with their name inside {}, now more color choices. Wish there was more color panels, had to manually input black and green colors, for necro and elf towns respectively. RE: Era II Mods/Maps - Valery - 01.07.2014 23:26 Mod manager/era manual/standard colors section gives you the ID for tons of colors (255?) . Not sure how many of them will be visible when used but you can manually do it yourself. When standard script (wog) proposes you to rename, enter in dialog: {~Colorname}Town name{~} *color name* from standard colors list, eg:cyan That's all. RE: Era II Mods/Maps - Valery - 22.07.2014 15:45 There is something very annoying about Heroes improved interface mod: if we accidentally click on a "swap troops" button while holding one artifact with mouse (happens easily when we move helms/hats) the artifact vanishes. Is there any solution to identify when mouse is dragging artifact and disable buttons in that specific case? Which is curious. Also if I click on "display backpack" while holding one artifact, artifact is still there afterwards. But when I click on "transfer artifacts" button, is gone. RE: Era II Mods/Maps - gamecreator - 22.07.2014 19:14 My guess would be that "swap troops" button changes the type of mouse cursor. RE: Era II Mods/Maps - Valery - 28.07.2014 11:01 Giving to Alexander Era 2.46 outfit: Wog 3.58 Spoiler (Click to View) Spoiler (Click to View) (hope Mop wouldn't mind if I use two of his buttons, slightly modified) RE: Era II Mods/Maps - igrik - 28.07.2014 22:16 (22.07.2014 15:45)Valery Wrote: Is there any solution to identify when mouse is dragging artifact and disable buttons in that specific case? RE: Era II Mods/Maps - gamecreator - 28.07.2014 23:42 igrik, а почему !!UN:R5/?y1/?y2; не сработает? Должно вернуть у1=4 если там артефакт. RE: Era II Mods/Maps - Valery - 28.07.2014 23:58 Tried Action is blocked indeed, but artifact still vanishes when pressing those buttons. No idea how to solve. RE: Era II Mods/Maps - igrik - 29.07.2014 00:13 Пишу по русски - с английским я ещё в ссоре Чтобы взятые в руку арты не пропадали при нажатии кнопок нужно добавить следующие строки: и всё будет чики-пуки... Переобновил у себя в моде (28.07.2014 23:42)gamecreator Wrote: igrik, а почему !!UN:R5/?y1/?y2; не сработает? Должно вернуть у1=4 если там артефакт.Хм.. чёт не додумался я до этого. RE: Era II Mods/Maps - Berserker - 29.07.2014 02:45 Nice screens, Val! RE: Era II Mods/Maps - Valery - 29.07.2014 07:25 Igrik, excellent I uploaded Heroes Improved Interface at same link DOWNLOAD HMS As we want the mod to be compatible with every other mod, let's use SN:W vars instead of global, ok? Spoiler (Click to View) RE: Era II Mods/Maps - igrik - 29.07.2014 21:27 Valery, here is not cured Spoiler (Click to View) Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 29.07.2014 22:24 Ok, thanks, I uploaded it at same box link. This is the 100% fixed version, right? RE: Era II Mods/Maps - igrik - 29.07.2014 23:06 yes RE: Era II Mods/Maps - Valery - 03.08.2014 11:53 Ok, this is mainly a mod to use on my maps, as I still get endless complaints about primary skills overflow, then have to fix the saves. Overflow_Fix (102 kb) Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 04.08.2014 22:05 Nice solution. RE: Era II Mods/Maps - Valery - 08.08.2014 22:09 As I just found out in Algor's BH how to bring a dialog without OK button, here is a very useful mod (at least for me), which is inspired -and also uses material- from Algor Battle Heroes. Display enchantments x10 (213 Kb) In battle, Ctrl + left-click on any stack to show up to 10 enchantments it has, + duration of each. Spoiler (Click to View) Display retaliations mod was reuploaded and action now is done on Alt+left click, to avoid conflict. RE: Era II Mods/Maps - Berserker - 08.08.2014 23:18 Why no to display detailed statistics on CTRL+Click? 20 spells + retaliations + defense and wait states + moved state (spent turn)? RE: Era II Mods/Maps - Valery - 08.08.2014 23:24 Aaaaa Indeed, good idea. But I will have to think at display design, to avoid text/images cluttered. Spells, retals left, spells to cast left, mode (is done/ not yet), and what else? 20 spells is not needed, I play like mad but I never saw someone using 10+ enchantments. I fear too big dialog. Just counted, there are 30 enchantments possible, both penalties and bonuses. That's a lot. RE: Era II Mods/Maps - Chaomen - 08.08.2014 23:44 Valery, I see no point in separating all mods that increase heroes 3 convenience: Rename Town, HMS improved interface, overflow fix etc., maybe it's worth combining them into one? RE: Era II Mods/Maps - Valery - 08.08.2014 23:54 Well, thats the good side of Era, you can activate 100 mods instead of having one big which may conflict. I don't want to mix potatoes with bananas, why not let the player select what he likes. With mod manager you can now create your own list of mods, so it takes 1 click to load. But display all infos about a stack in same dialog is good idea. I will think about, mostly about design. RE: Era II Mods/Maps - Valery - 09.08.2014 03:20 What about this then? Advanced Battle Hints Spoiler (Click to View) RE: Era II Mods/Maps - Algor - 09.08.2014 09:29 Retal >100 = "Unlim"/"Endless" "+3" = "3" RE: Era II Mods/Maps - Bes - 09.08.2014 10:21 imho, right value must have Small.fnt, not Middle so and cell are smaller after RE: Era II Mods/Maps - Valery - 09.08.2014 11:26 Algor and Bes Yes, and yes. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 10.08.2014 02:19 Nice. Probably images instead of words would eliminate the need in translation at all, but is ok even now. RE: Era II Mods/Maps - Valery - 10.08.2014 02:36 The thing is that you can not have hints. This DL goes off when you release the mouse, so if images are not 100% suggestive for everyone it will fail. IMO is better to have words in such case. RE: Era II Mods/Maps - Bes - 17.08.2014 16:42 (22.06.2014 20:02)Valery Wrote: Sometimes, on long and complex maps I find awkward we can't have our own journal, write things for next day, then forget and so on.Valery, I have made ERTification on this mod check this work, and if all right, update your mod link https://app.box.com/s/vv5ki8jrqcw4o2xahmwq and I later do russian version of Reminder RE: Era II Mods/Maps - Valery - 17.08.2014 17:05 Looks ok to me, link updated. Thanks. For translation, you can make your own jokes for random messages. RE: Era II Mods/Maps - Bes - 17.08.2014 17:15 Valery, how redo or remove reminder on map? RE: Era II Mods/Maps - Valery - 17.08.2014 17:16 right click on its shadow. meh, readme.txt is wrong, will update. it says ctrl+left click but this is to create the reminder. right click for change/remove. Ok, updated the readme and link RE: Era II Mods/Maps - Bes - 17.08.2014 17:17 that's diffrent thing, thx RE: Era II Mods/Maps - Bes - 17.08.2014 17:30 Valery, some bad thing... than we using Advanced option menu Spoiler (Click to View) Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 17.08.2014 17:36 here: Link updated. RE: Era II Mods/Maps - Bes - 17.08.2014 17:55 Valery, one thing else maybe edit hint for each player reminder Spoiler (Click to View) just add this... anyway,look for your opinion on this moment (на твоё усмотрение, короче) RE: Era II Mods/Maps - Valery - 17.08.2014 18:22 (17.08.2014 17:55)Bes Wrote: Good idea. Also my initial idea was to have a different chat.wav sound when reminder pops, but I couldn't redirect wav file, no effect. Maybe you can? RE: Era II Mods/Maps - Bes - 17.08.2014 19:33 Quote:!!IF:D25/2/3/0/0/0/0/0/0/0/0/0/0/0/0/0;Valery, what happend, if we have FLAG 5 FALSE?! i guess, need also !!OBy3/y4/y5&5:H1 or Spoiler (Click to View) (17.08.2014 18:22)Valery Wrote: Also my initial idea was to have a different chat.wav sound when reminder pops, but I couldn't redirect wav file, no effect. Maybe you can?for what pops you want different wav? tell more detail info RE: Era II Mods/Maps - Valery - 17.08.2014 19:39 yes, right, needs flag 5 condition. Updated link. Change chat.wav when hour/day of the week/game pops (to make different from simple chat message). I tried to redirect but no effect, guess wavs are loaded when game starts. Just to know: can we redirect wavs during then game or no? RE: Era II Mods/Maps - Bes - 17.08.2014 20:16 i don't know, but Berserker told that redirect file oneway of it,how i can understand а почему нельзя сделать запуск разных wav файлов для различных событий мода через таймер TM ? RE: Era II Mods/Maps - Berserker - 17.08.2014 23:41 Afair, I made redirection only for lods and later for mp3. No redirection support for snd/vid still. RE: Era II Mods/Maps - Valery - 18.08.2014 00:13 ok, this explains then, no problem. RE: Era II Mods/Maps - Valery - 18.08.2014 08:23 Bes, don't release yet adventure reminder. I found a possible bug. Looks like those -1 values can change to 0 late game, after reloads and such. Will fix today, wait please. RE: Era II Mods/Maps - Bes - 18.08.2014 11:19 Valery, you foggot trigger !?GM to repeat this code don't worry, i still no translate on russian... RE: Era II Mods/Maps - Valery - 18.08.2014 15:51 no, GM trigger will not help. I fixed it, mod uploaded at SAME LINK. Only changes to the erm, includes all the fixes we talked about too. About translation of z198801-z198811, you don't need to translate them, just make your own russian jokes. Invited Tavern-en mod was also updated today. Our chinese author friend placed inside a SN:Q command which disabled all other mouse clicks about town screen (rename towns, upgrade all mods). Removed as no need, now mod compatible with all others. RE: Era II Mods/Maps - Bes - 18.08.2014 21:20 (18.08.2014 15:51)Valery Wrote: About translation of z198801-z198811, you don't need to translate them, just make your own russian jokes.i like your humor RE: Era II Mods/Maps - Valery - 21.08.2014 15:52 Several mods were updated both with content and, most noticeable, with a ini file. The ini file now allows the player to specify his own values and will keep them for each game. Many thanks to Bersy, Bes and Algor. Adventure map reminder Several small interface changes Conquistador ini file, neutral growth much improved. Adventure Pillars ini file, Heroes from prisons are now correctly reset, the custom pillars search got a new outfit, more practical. Invite Tavern A fix in the code, now other town screen mods will work correctly with. Master of Craft ini file added Mithril Smelter Now 100% compatible with latest wog revised mod. Turbo Wog new sounds added New mod: Usain Bolt has ini file, offers increased mobility for victorious heroes. RE: Era II Mods/Maps - Valery - 30.08.2014 03:47 Master of Craft reuploaded. I was not satisfied with the resources randomizer (too long, too many clicks) so I worked it to be now cyclical or static, depending if player agrees or not. Also major change, shift-left click will allow you to change between resources and mana outcome. Spoiler (Click to View) Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 06.09.2014 10:21 Delete prisons (112 kb) Authors: Valery, Igrik It will delete all prisons on first day, replace them with windmills then reset all prisoners to initial level, experience, stats, skills and movement. RE: Era II Mods/Maps - Папаган - 06.09.2014 13:16 Original decision! No prisons - no problems! RE: Era II Mods/Maps - Valery - 07.09.2014 10:00 Please redownload. Delete prisons bug fixed and reuploaded same link. RE: Era II Mods/Maps - Bes - 07.09.2014 11:35 on play with mod main hero not increase his level, always stay 1 level... RE: Era II Mods/Maps - Valery - 07.09.2014 13:08 Yes, read previous post. Mod re uploaded with this bug fixed. Replace: !?FU32456133; !!HEx16:E?y1/?y2; !!FU&y1<200:E; don't bother if level 1 with: !?FU32456133; !!HEx16:O?v1; check if on map !!FU&v1>-1:E; !!HEx16:E?y1/?y2; !!FU&y1<200:E; don't bother if level 1 Sorry, was focused on heroes not available and forgot such elementary check. RE: Era II Mods/Maps - Katarina - 10.09.2014 09:27 Valery, Conquistador's towns building mod has limit of X faction wins to get an ability to build a town. Mines building script allows to build mines for gathering X wins per hero. I don't know how to put into words but let's say, I've set 30 wins limit in Conquistador and 20 in Mines; I won 24 fights with a single hero and built a mine, then when I try to place a new mine it says I have 4 wins on that hero. But if I won 37 fights overall on all heroes, then build a town, all my wins disappear and counter goes from zero (though I've set limit of 30). Any way to make it taking only 30 but not all the wins? Not to zero amount of wins but only to take amount I've set when game started. RE: Era II Mods/Maps - Valery - 10.09.2014 12:23 The mining script is not in Conquistator I don't know how the mining script calculates hero/faction battles, but it looks from your description that both scripts conflict each other. RE: Era II Mods/Maps - gamecreator - 10.09.2014 12:52 Valery, you misunderstood the problem. There is no conflict whatsoever. Katarina wants for Conquistador script not to waste excessive wins when building a town, similar to how the mining script works. RE: Era II Mods/Maps - Valery - 10.09.2014 14:01 When you win the x required, you are allowed to build a town. Until you build it, battles counter stops. This is because I didn't want the player to "store" somehow the towns to build and then spawn 5 of them in a precise area. So, when you reach x battles and receive message, build it asap. It would require a lot of changes to script to have this modified. RE: Era II Mods/Maps - Katarina - 10.09.2014 19:57 Ah, so that was a feature, not a bug. RE: Era II Mods/Maps - Algor - 03.10.2014 22:28 ReMagic Eng 1.2 Special thanks to: reader12 Description: (Click to View) Spell distribution: (Click to View) RE: Era II Mods/Maps - gamecreator - 03.10.2014 23:28 Слишком много артиклей. Не нужны перед мн. ч., именами собственными и названиями пунктов описания. RE: Era II Mods/Maps - Algor - 04.10.2014 09:54 Моя готовый пример понимать лучше и принимать с благодарностью. RE: Era II Mods/Maps - Bes - 04.10.2014 10:35 Algor, речь идёт про артикль "the" RE: Era II Mods/Maps - gamecreator - 04.10.2014 12:55 Algor, я понимаю, что тебе совершенно не хочется разбираться в английском, но когда-то же надо начинать. Bes, и не только: (03.10.2014 22:28)Algor (gamecreator edition) Wrote: ReMagic Eng 1.2 RE: Era II Mods/Maps - k : / - 04.10.2014 13:36 much more logical ― корявая фраза, вроде. Может, A lot more logical. aims ― objectives? damaging spell ― offensive spell? RE: Era II Mods/Maps - gamecreator - 04.10.2014 13:39 Нет, без разницы и нет. RE: Era II Mods/Maps - Algor - 04.10.2014 14:30 gamecreator Wrote:Algor, я понимаю, что тебе совершенно не хочется разбираться в английском, но когда-то же надо начинать.В школе учил другой язык, поэтому базы нет. Да, начинать когда-то надо, но по работе я с этим практически не связан, какой-либо еще языковой практики нет, так что смысл и мотивация - минимальны... Но за ликбез спасибо, за исправленный вариант, как и обещал, отдельное спасибо. Поправил. Кто б теперь еще флуд потер? И то мало того, что у нас в последнее время русский раздел пестрит английским, так теперь еще и английский активно "русифицируется". А может их (разделы) просто пора слить воедино? RE: Era II Mods/Maps - Bes - 04.10.2014 15:25 вот с последним согласен на 100% а то выходит непонятка... как буд-то наши в отдельную касту себ выдввинули... мол, мы тут модим, скриптим, а в ы в своей песочнице тот же велосипед придумывайте и обсуждайте... уж коли сайт официальный по WoG/ERA, то пусть и будет интернационален полностью... гугл вошёл в каждый дом буквально практически, и поможет читать любой язык более-менее RE: Era II Mods/Maps - Valery - 04.10.2014 15:39 I am also surprised how fast Internet became essentially english, but finally is an easier option to communicate each other. Paradoxically, if you go in an english forum and start writing russian, romanian or else, you will get very likely banned. And as a side note, on essentially American forums, you will be mocked for your english grammar, while those uneducated rednecks are the most often unable to write or even read other languages, as we do. ***** At work, every year I have more and more of foreign students. This year I have 2 from Holland, 7 from Asia (China, Japan, Korea), 1 from Cuba, 3 from Russia, 2 from Poland, 1 from Spanish. As most of them don't yet speak french, I must constantly switch from english to italian/spanish, then back to french. At the end of the day, come here and start to use google to learn the russian threads. RE: Era II Mods/Maps - SyDr - 04.10.2014 16:47 1) Belarus 2) Japanese professor (http://neuro.bstu.by/ai/akira.html ) 3) Korean student 4) English http://wforum.heroes35.net/showthread.php?tid=1455&pid=86021#pid86021 RE: Era II Mods/Maps - Valery - 30.10.2014 04:11 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. If someone finds out how to enable it instantly, become my hero. Warning: this mod allows cheating. If you change battlefields in custom maps, you may experience game-play dead ends or destroy challenges. Click to see (Click to View) RE: Era II Mods/Maps - Berserker - 30.10.2014 14:57 Great mod! RE: Era II Mods/Maps - Valery - 30.10.2014 21:42 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 add day of the game to all saves (quick/manual and regular) Save name structure: Day of the game, Day of the week, Player color, ex: Day 01, 1_Red_End.GM1 Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 31.10.2014 11:19 When you run the game and select LOAD, the latest saved game is highlighted, isn't it? RE: Era II Mods/Maps - Valery - 31.10.2014 12:24 I never noticed but is true. Anyway, personally I need it, because the 1-7 day of the week saves are always time scattered: some may be from previous week, others from current week. With the game day, is more precise to me. RE: Era II Mods/Maps - Berserker - 31.10.2014 16:34 Quote:I never noticed but is trueEra's feature. Yep, in H4 there is date column for each save game, h3 lacks it But generating over 100 saved games for average player is also a hell. RE: Era II Mods/Maps - Valery - 31.10.2014 17:41 Well, now he has the choice (autosave/7 per week/all game). Some difficult maps require each day save, then you upload all saves for viewers. I also asked Feanor if he can display seconds in his time code. This way I can create multiple quicksaves each turn. PS: is annoying that all mods having 53.wog in will disable quick saves/autosave (if player selects resolve battle). I added additional UN:J1 code to quick saves to take over/ RE: Era II Mods/Maps - Berserker - 31.10.2014 19:49 53.wog? You mean you repliced the option in WoG Revised? RE: Era II Mods/Maps - Valery - 31.10.2014 20:05 No, we replaced autosave by resolve battle in wog revised. So people activate wog revised, click resolve battle, then activate for example New upgrades with its own 53.wog(which is the original one) so now script reads UN:P184=1 from wog revised and sets UN:J0 in new upgrades, pof! autosave and any quick save scripts are now disabled. Just fixed this for Khadras. I mean, seriously, this autosave ban script should not even exist. With wog so instable, why would anyone ban autosave and potentially destroy his game. RE: Era II Mods/Maps - Berserker - 01.11.2014 00:09 Players should better have separate settings.dat for each global mod set. RE: Era II Mods/Maps - Kamazok - 05.11.2014 02:55 WoG Revised будет на ВЕЛИКОМ И МОГУЧЕМ РУССКОМ ЯЗЫКЕ?! RE: Era II Mods/Maps - Valery - 05.11.2014 03:52 Sure, if you translate. RE: Era II Mods/Maps - Algor - 05.11.2014 18:18 (05.11.2014 02:55)Kamazok Wrote: WoG Revised будет на ВЕЛИКОМ И МОГУЧЕМ РУССКОМ ЯЗЫКЕ?!Все интересное из WoG Revised давно уже есть в Era Scripts на великом и могучем. RE: Era II Mods/Maps - Valery - 07.11.2014 07:30 This is advanced trainer for Era. Allows basically anything concerning your heroes, commanders, resources. Useful for testing maps or cheating TRAINER (1.84 Mb) Gives to your hero any spell, skill, stats, creatures, change commanders type, give commanders stats, artifacts, reveal map, give mana, movement, reset hero and such things. Spoiler (Click to View) RE: Era II Mods/Maps - Bes - 07.11.2014 11:13 Valery, измени sfx-интерфейс на английский... сейчас там французский установлен (( и укажи в описании на форуме как вызывать диалог тренировки.. RE: Era II Mods/Maps - Bes - 07.11.2014 12:00 пара колмментариев по моду Тренер - не нашёл возможности получить книгу заклинаний.. - при использовании кнопки "Нанять сущест" для слота, где уже были существа, происходит не складывание численности, а подмена числа монстров на указанное в окне найма... имхо, удобнее сделать функционал суммирования текущего числа существ в отряде с указанным в диалоге найма. - был баг с изучением заклинаний... изучал любое заклинание из школы огня, а вместе с ним изучалось и заклинание школы воды для той же самой ячейки списка заклинаний диалога... дважды баг этот наблюдал, но повторить систематически не удалось (при каких-то манипуляциях это активируется ))) ), буду тестировать (хотя по хорошему, проще код глянуть, вдруг причина будет видна) - нет возможности нанять коммандира, если он изначально запрещён.. раз уж это диалог для тестирования, то это ограничение не логично - не совсем понимаю, зачем в Тренере возможность получать ресурсы... мы же и без них сможем нанять любое существо. имхо, этот функционал не вяжется с назначением самого Тренера.. - не понравилось, что при повышении уровня используется ЕРМ код с увеличением и опыта... что в итоге активирует игровое окно повышения уровня.. Я бы предпочёл просто повышение уровня, для тестинга карт... а если я повышу через Тренер уровень на 20? я устану нажимать навыки в появляющихся окнах повышения уровня героя (при закрытии Тренера).. - не хватает, имхо, возможности прокачивать вторичные навыки - хотелось бы иметь функцию изучить все заклинания разом, нажав на одну кнопку в диалоге - Тренер не закрыть никак с клавиатуры, ни Enter ни ESC это не делают RE: Era II Mods/Maps - Valery - 07.11.2014 23:09 Mod reuploaded and fixed (stupid typo). Commander is revived if dead, when open its dialog. Some tweaks in options, now if enter 0 it removes the stack + some others suggested. RE: Era II Mods/Maps - Bes - 08.11.2014 00:06 (07.11.2014 15:21)Valery Wrote: I don't understand much of what you say, google is rather bad for technical words.select, which part not understand for you? RE: Era II Mods/Maps - Valery - 08.11.2014 00:16 new version reuploaded HERE. Fixed everything (I hope) [+]Added TL triggers from Jim Vogan, redraw function now is working [+]Now you can type hero name or leave blank to display current hero Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 09.11.2014 01:15 I'm really impressed by the level of mastering skills you achieved. Complex dialogs and functionality implemented so fast...Taking off my hat. RE: Era II Mods/Maps - Valery - 09.11.2014 04:46 Select battlefields reuploaded. Jim Vogan provided Xfiles plugin (TL trigger), for instant redraw. Little flash effect, but is much better (or less worse, depends how we see it) than delayed redraw. RE: Era II Mods/Maps - Bes - 09.11.2014 15:13 Valery, interface of Trainer sfx-container is still french change it to english, please RE: Era II Mods/Maps - Valery - 09.11.2014 16:59 Done, same link. Trainer RE: Era II Mods/Maps - igrik - 09.11.2014 23:01 (09.11.2014 04:46)Valery Wrote: Select battlefields reuploaded. Jim Vogan provided Xfiles plugin (TL trigger), for instant redraw. Little flash effect, but is much better (or less worse, depends how we see it) than delayed redraw.Под HD вылетает! Походу при перерисовке поля битвы RE: Era II Mods/Maps - Valery - 11.11.2014 23:14 hmm, I just tested with latest version of HD and have never crash in this mod. All ok. RE: Era II Mods/Maps - Valery - 12.11.2014 07:29 Just found this in chinese wog forums. No idea if graphics are original or not, but it's nice. Author: Skull Summoner Another Rampart (6 Mb) Spoiler (Click to View) RE: Era II Mods/Maps - Bes - 12.11.2014 17:19 Valery, give original url on chines forum RE: Era II Mods/Maps - Valery - 12.11.2014 18:37 http://bbs.wakeofgods.com/forum.php?mod=viewthread&tid=45912&extra=page%3D1 RE: Era II Mods/Maps - Valery - 20.12.2014 22:09 Neutrals split 1.0 (205 ko) Right click on neutrals to find: 1) if there is upgraded stack 2) how they will split according to your army size 3) each stack # *works with customized factions Thanks to: AlexSpl and Kicferk Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 21.12.2014 00:50 Nice ) Though mixed neutrals are still better than ordinary ones )) RE: Era II Mods/Maps - Valery - 21.12.2014 02:00 True, I like that one. If wasn't the army upkeep cost, I would play it every time but I am not so comfortable to pay for army. I am russian in soul, I don't pay people, I order them, they execute! RE: Era II Mods/Maps - Algor - 21.12.2014 12:00 (21.12.2014 02:00)Valery Wrote: I am russian in soul, I don't pay people, I order them, they execute! RE: Era II Mods/Maps - Valery - 21.12.2014 21:55 Added a short video showing trainer's applications on Unleashing the Bloodthirsty map. Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 26.12.2014 09:12 So I started to play one of my preferred SoD maps, Empire I by Darklord. With sod mod, naturally. So I see a wagon there, a skeleton here, a lean to north, visit all three, all empty. So I say wtf, this was fun 15 years ago when every dragon chilled me, now I just want to play and not lose my time. So I sit down and wrote a script, which will give me all infos I need about every object in game, so I don't waste my energy to visit it then back if empty. It works as sorcery script, but much more complete. If sorcery script is activated, mod will auto disable. The purpose is to enable it as stand alone on sod maps, without going into fancy wog options. Gameplay advanced infos (200 ko) Description: Right-click on map adventure will provide complete informations about that object, will show resources and artefacts amount and guards, creature banks guards and rewards, etc. Objects processed: Scholar Treasure Chest Warrior Tomb Tree of Knowledge Camp Fire Lean to Wagon Skeleton Water Wheel Mystical garden Windmill Witch hut Magic Shrine x 3 University Sign Bottle Pyramid Resource piles Artifacts Scrolls All Creature Banks Crypts Utopias Spoiler (Click to View) now would be just fun if someone found a way to code the IF:N dialog (up to 8 pics) to show only when push. And Happy Birthday to Gamecreator, 24 yo, I wish I was there again. Then Merry Christmas to all russian heroes and modders. Without you this game wouldn't exist any more. RE: Era II Mods/Maps - Algor - 26.12.2014 11:29 Хорошее расширение для навыка "Разведка" RE: Era II Mods/Maps - igrik - 26.12.2014 15:44 я бы даже сказал, что великолепная идея для расширения "Разведки" RE: Era II Mods/Maps - Algor - 26.12.2014 16:02 Valery, можно позаимствовать в ERA Scripts в качестве расширения Разведки? А то моя "Ночная разведка" меня не вполне устраивает. RE: Era II Mods/Maps - Valery - 26.12.2014 16:32 I don't understand what google gives from Algor comment. Can someone translate please? RE: Era II Mods/Maps - Algor - 26.12.2014 18:08 (26.12.2014 16:32)Valery Wrote: I don't understand what google gives from Algor comment. Can someone translate please?Can I use your code for new ERA Scripts option? RE: Era II Mods/Maps - Valery - 26.12.2014 18:22 Sure. RE: Era II Mods/Maps - Algor - 26.12.2014 18:24 Ok, thx. RE: Era II Mods/Maps - Berserker - 27.12.2014 00:16 Val, the idea is even better implemented than we did in Phoenix. Same direction, though. RE: Era II Mods/Maps - Valery - 27.12.2014 01:53 Ok just a suggestion: if any of you can find a way (like with DL) to open IF:N 8 pics dialog on push, that would be just perfect (for many other mods too). Too many features require clicking. RE: Era II Mods/Maps - Valery - 02.01.2015 22:57 Categories displayed in this thread: [GAMEPLAY] [CHEATS] [UTILITIES] [WITHOUT CATEGORY] Adventure Map Reminder (400 KB) Alternative link Author: Valery. Adds an custom sign which can store a reminder you write your self. Ctrl + left click on adventure map to create one, then right-click on its shadow to see the options. The reminder is passable, rewritable and removable. Advanced Levels | Sagamosa (19.4 MB) Alternative link (Author: Sagamosa. Requires: Era 2.21+. Outstanding mod which implements 4 unique advanced levels per every class of heroes. Tons of code and new features. Left click on hero portrait to activate AL menu). Incompatible with most of other mods. Adventure Pillars (4 MB) Alternative link [green]THREAD[/font] Author: Valery. Adds adventure pillars to the map. They trigger up to 40 helpful events. Check ini file for setup. Battle Heroes (3MB) Alternative link Author: Algor. Card game with endless outcomes. English translation: Valery [green]THREAD[/font] Battle Heroes Extras (9MB) Alternative link Author: Valery. Adds 20 random commanders to Algor's mod Battle Heroes Command Points (101 KB) Alternative link (Author: Fnord, repacked for Era by artu. This mod limits the number of troops that a single hero can take into battle. The main goal is to require players to spread out their army rather than using the tried-and-true (but somewhat boring) "superhero" strategy. Right-Click on sleep-wake hero icon to enable the dialog) CONQUISTADOR Alternative link (Author: Valery. For Random maps. Allows boosting AI players up to 1000%. Contains 3 selectable mods, Better AI, Find me and Builder, check ini file to enable them.) Better AI: Ai is boosted to maximum and will provide great challenge. You can fine tune your own difficulty settings Builder: you can build new towns on adventure map, depends on your number of wins Find me: easy way to find any object on map [green]THREAD[/font] Custom daily saves (400 KB) Alternative link Author: Bersy, Valery. Autosaves and quick saves are now ordered upon game day, week and month. Delete prisons Alternative link Author: Valery. For random maps. Prisons will be deleted on first day then the prisoners levels and skills will be reset. Disable Autosave Alternative link What it says: Disables autosave, you only need this if you're using Wog Revised and you are enough delusional to believe wog never crashes. Era scripts 1.13 (263 KB) Alternative link Author: Algor. New scripts for Era with their own column. Google translated from russian, you are warned. Fast battle animations Alternative link Author: Berserker. Battle animations are much faster. Glory of War (66 MB) Alternative link Author: Hero of Light. Outstanding mod with original creatures graphics + other goodies. [green]THREAD[/font] Heroes Renovated Alternative link Author: artu. Alternatives to heroes specialties. [green]THREAD[/font] Heroes without limits (138 MB) Alternative link Author: Felipe. New creatures, new heroes, new bugs. [green]THREAD[/font] HoL v3.2: Tales of Amadar Expansion (49.3 MB) Alternative link (Author: Hero_of_Light. New creatures, artifacts, rebalanced towns, heroes specialties, etc.) MIithril Smelter(161 Ko) Alternative link (Author: Valery. Requires WoG Revised mod and priority over it. Replaces forgotten shrines option with mithril mine. Gives daily 1/2/3 mithril bars, depending on the difficulty selected. Has its own mithril.dat which you can modify.) New Upgrades (6.63 MB) Alternative link (Author: Acid Dragon. Each town will have one extra building allowing to have 3 additional upgrades per town. Look at ModsNew Upgradesreadme.txt for details) Original Interface (89 KB) Alternative link (Author: AKUHAK. Brings back SoD/Complete original interface and campaignes). Use SoD mod if you want a more complete restoration. Original Wog Chests (99 KB) Alternative link (Author: artu. Chests now propose the wog 3.58f original choice, between resource and primary skills) Phoenix Mod 3.61 (17.1 MB) Alternative link (Author: Berserker and Bes. Complex mod with a lot of gameplay changes) [green]Thread[/font] Random Neutral Heroes (513 KB) Alternative link Authors: Algor, Iv. 10/20/30/40/50% of neutral monsters get random neutral hero who will fight against human player.Neutral hero depends on the difficulty level. Neutral hero does fight against AI. Resolve Battle Alternative link Author: Valery, Berserker. Click on autocombat to instantly finish the battle without any mana spent. Smugglers Hideout (random maps) Other than random (Author: Solitaire) [green]Thread[/green] Lets you trade creatures with artifacts and vice versa. H2 Succession WARS (236 MB) (Authors: Kegolo, Kivo, Orzie and Kalu. Recreates the amazing atmosphere of the legendary Heroes II). Work in progress, visit thread for surprises. [green]THREAD[/green] Turbo WoG Alternative link Authors: Valery, Sav. Map adventure and battle speeds and sounds are almost instant. Usain Bolt Alternative link Author: Valery. All your heroes gain extra mobility after being victorious. Useful to end long maps before the bugged 12 months limit. XXL (95.8 KB) Alternative link (Author: AlexSpl. Adds XXL 252x252 maps support) Disposable spell scrolls (300 KB) Alternative link Author: Valery. Allows copying spells to your magic book. Drop war machines Alternative link Author: Valery. You can drop war machines now. Hero advanced level up Alternative link Author: igrik. On level up, you can choose both primary and secondary skills. Invite hero Alternative link Author: hzworld. You can recruit any hero. Map advanced infos Alternative link Author: Valery. What you always wanted to know but you couldn't. Just right-click. Master of Craft Alternative link Author: Valery. Allows crafting artifacts for skills, mana or resources. Neutrals split Alternative link Authors: Valery, Alexspl, Kickferk. Right-click on any neutral stack to find out if upgrades and which split pattern will use when fighting your army. Reinforcements spell Alternative link Authors: MoP and Algor. Summon creatures from your towns. Revisitable cartographers Alternative link Author: Valery. You can revisit cartographers and reveal again the map. Select your battlefield Alternative link Author: Valery. You can choose your battlefield and change it. TRAINER Alternative link [green]THREAD[/font] Author: Valery. The ultimate cheating trainer. Type hero name, do whatever you want with. Training Facility Alternative link Author: Fnord. Schools of war offer training to your troops. Undead Ghosts Alternative link Author: tell me who you are. When enabled ghosts become undead creatures.You can cast Animate Dead on them (not if they suck life first and reproduce) and they lower the morale of friendly alive units. Upgraded troops Alternative link Author: Fnord. Only upgraded creatures will be available for Heroes to recruit at town and external dwellings, and all heroes will start with upgraded troops. Furthermore, Creature Banks, Pandora's Boxes and local events that give free troops when captured will always give upgraded troops. Various Pandora boxes. Alternative link Author: Feanor (OxFea). based on what it contains, every box will have different graphics. The following are not mods but are packed as mods. They contain various utilities mod makers or mapmakers may considerate. Axolotl 100 creatures defs Author: Axolotl. Contains 100 new creatures, both original and extracted from various games. Itsjustme 500 creatures (190 MB) Author: itsjustme. 500+ creatures from other games. Valery 160 creatures Author: Valery. 160 extracted creatures. Your custom skin Author: Bes. Psd file with all you need for creating your custom skins. RE: Era II Mods/Maps - Berserker - 05.01.2015 01:30 Really nice. RE: Era II Mods/Maps - Valery - 02.02.2015 00:33 Post moved to first page. RE: Era II Mods/Maps - Berserker - 02.02.2015 13:47 That's simply brilliant work! I see new maps by JimV, wow! ) Val, you are my hero. Glad that forum is back again. RE: Era II Mods/Maps - Bes - 02.02.2015 14:04 Valery 1) this forun not supported bb-cod like "[green][/green]", so you post was edit and fix by me 2) Delete please my nickname from this mods. It is not true, believe me Quote:Random Skins 1.02 (27 MB)and Quote:Secondary Skills scrolling RE: Era II Mods/Maps - Valery - 02.02.2015 16:12 Ok Bes, wikll do it. Somehow those two posts should replace the first page now, looks like merged in one is too long for forum technical limits. But anyway should not stay on page 20 or so, those are the new links. RE: Era II Mods/Maps - Algor - 02.02.2015 17:22 Valery, Can you make structure like this? А то совсем дохрена скринов и простыня просто не в меру огромная...(не хватило языковых навыков на перевод). Category 1 (Click to View) Category 2 (Click to View) ... Category n (Click to View) RE: Era II Mods/Maps - Valery - 02.02.2015 17:49 Algor, I just pasted the post I made in HC, as they do not have spoiler feature. That would be a lot of work to change for this forum, but if someone can edit both posts and add screens as spoilers, I have nothing against. I just won't spend more hours on it. RE: Era II Mods/Maps - Berserker - 02.02.2015 19:12 Valery, you are the author of the first post, update it then ) RE: Era II Mods/Maps - Valery - 05.02.2015 00:41 ok I have a problem with a few remaining mods. When heroes35 was down, I just waited to be back to get bers heroes.net located mods, but now I see they are just no longer available. Can anyone see if you can upload: New Music Pack (68.5 MB) (Author: DANZA. Replaces all Heroes3 mp3 music with samples from other games) New Sounds Pack (6.29 MB) (Author: DANZA. Replaces many interface and battle sounds) Heroines (8.7 MB) (Author: Zbigniew. Beautiful commanders from Heroes 4) The Grand Manoeuvre (89.3 KB) (Author: Berserker. Grand Elves can now carry out a manoeuvre: make a 1 hex move and then shoot with a singular shot) Bubble Arrows (90.8 KB) (Author: FallenAngel. New-style movement arrows) Thanks. RE: Era II Mods/Maps - Berserker - 05.02.2015 01:13 C:\WINDOWS\system32\drivers\etc\hosts Or search for "hosts" in C: Edit with notepad: 78.47.177.183 bers.heroes35.net Now all links work or wait a little while dns is updated, I fixed. RE: Era II Mods/Maps - Bes - 05.02.2015 01:17 i have only The Grand Manoeuvre https://app.box.com/s/rpcylvsi3nne6h61g28nd4b1515giupy RE: Era II Mods/Maps - Valery - 05.02.2015 01:27 Thanks both, my etc/host file has no data inside and do not know how to add, will wait for dns update. RE: Era II Mods/Maps - Berserker - 05.02.2015 12:41 Working already. RE: Era II Mods/Maps - Valery - 12.02.2015 20:40 So, here is my beta, please discuss. Seers Uncovered (1.3 MB) Authors: gamecreator (heroes35.net), Valery Based on a VCMI idea, which is still an idea. Description: tired about searching for Rex asking a goblin on some XXL map? The mod displays complete infos about all seer huts, quest guards, border guards, border gates and key-master tents. Will also offer to show target location, ex when quest is about killing a hero or a monster stack. Uses new receiver QU. When a quest is completed, the seer descriptions changes accordingly. Quest guards will be deleted from dialog once you complete their quest. Instructions: right-click on quest icon. Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 15.02.2015 23:59 As I was overwhelmed by the sparkling enthusiasm toward the previous mod using a new receiver, here is another, this time a bit more classical. Basically this is an idea inspired from Heroes V. I have no time to test its outcomes in long games so for instance I rated it as [CHEATS] in mods list/tags. My purpose is to allow a more fluid experience chain between human player's heroes and allow to new recruits to keep up with higher ranks. There are both penalties and bonuses which will not exactly permit a "walk in the park", but both are modifiable in mentor.ini file. So you can either keep the default values, or delete the penalties and in that case, game will be indeed very easy. Up to the player. Mentoring (1 MB) Spoiler (Click to View) 1) if HD mod activated, quest log in left hero screen 2) if no HD mod, new button near left hero shield location 3) To bring mentors screen, press F8 key. The mentors dialog is limited top 24 heroes. If you have more, you must find them manually. Rules: Mentoring: the amount of experience the mentor loses when mentoring (-1 level) is entirely given to the student. Example: Orrin is level 17 and Adelaide is level 1. When mentoring he will lose one level and become level 16. The amount of experience points between level 16 and 17 is ~9433 (depends also on how much he is advanced through the level). Adelaide will receive 9433 experience and will instantly become level 7. a) to be able to mentor, one hero must be 5 levels higher than his student b) A hero which mentored will not be able to mentor again in the following 7 days (modifiable through mentor.ini file) c) A hero who mentored will receive a movement penalty of 7 tiles. Each day this penalty diminishes by 1 tile (modifiable through mentor.ini file) d) A hero receives +1 permanent movement tile for every time he/she mentored someone (modifiable through mentor.ini file) e) A hero who is mentored receives instantly +7 tiles movement for one week (modifiable through mentor.ini file). This bonus is cumulative, with each mentor. When a hero is free for mentoring, the dialog item about bonuses an penalties will be empty. Once he is mentored, no matter how many mentors teach him and when, during that week, all the movement bonuses will stay only for one week, then fade away. Example: Orrin is mentored first time on monday. He receives 7 extra tiles until next monday. Orrin is again mentored on friday and will receive +7 extra tiles again. As he is under the effect of mentoring already, the 14 extra tiles movement will fade away on next monday, and so on. f) Each time a hero mentors, he/she will permanently lose one random primary skill. g) A hero who is mentored will receive one extra primary skill for each level he was mentored with. This skill is random but depends also on the class of the mentor. From a magic mentor, he will receive either knowledge or spellpower, from a might mentor he will receive either attack or defense. h) A hero who is under the effect of mentoring can't mentor another hero until the mentoring effect is gone. i) Custom portraits will not be displayed in dialog. j) Mentoring display dialog is limited to 24 heroes. If you have more, you will have to search them manually. k) Clicking on heroes heads in mentoring dialog will allow to find them. l) All values for bonuses and penalties are modifiable from mentor.ini file. If good ideas are suggested, I might change the system of mentoring, so don't be shy ) RE: Era II Mods/Maps - Berserker - 16.02.2015 00:11 Two great mods, Val, you're a real master. mod making machine And always with nice dialogs, pretty hints and messages. Highest quality. I rarely played with witch huts, but I know how it's is difficult to remember them even on average size map. Mentoring is also nice. RE: Era II Mods/Maps - Valery - 16.02.2015 00:14 Not really machine, is that I am a fortunate citizen of French Republic. So it's again holidays, which means more time to mod. (every 2 months we have 2 weeks holidays, now hate me.) RE: Era II Mods/Maps - Berserker - 16.02.2015 20:53 Lucky you )) RE: Era II Mods/Maps - Valery - 18.02.2015 23:35 Reuploaded Seerhuts uncovered, version 1.3. Seer huts in visible area for current player display in Chartreuse color. Not in visible area display in Green. Seer huts with quests completed display in red. I will try later to find also same trick for quest guards but not much place in existing interface, will see. Spoiler (Click to View) RE: Era II Mods/Maps - gamecreator - 19.02.2015 00:31 Make green and red lighter. RE: Era II Mods/Maps - Valery - 19.02.2015 00:42 The light green (chartreuse) is used for seers in visible area, the green for not visible. if I make the green lighter, will be similar. RE: Era II Mods/Maps - gamecreator - 19.02.2015 05:07 Then make it another color and after that make it lighter. Right now it clashes with the background. RE: Era II Mods/Maps - Valery - 19.02.2015 09:33 I think the best I could come is this, then I don't know. Spoiler (Click to View) RE: Era II Mods/Maps - Algor - 19.02.2015 11:05 Valery Wrote:I think the best I could come is this, then I don't know.Good. But can you make different seer huts icons (as on the map)? RE: Era II Mods/Maps - Valery - 19.02.2015 11:10 Graphics on map are random, I can't make them match. Ands then if one hut has one graphic in dialog then another graphic on map, the players will ask why. RE: Era II Mods/Maps - gamecreator - 19.02.2015 11:52 Isn't seer hut's subtype determines its appearance? (19.02.2015 09:33)Valery Wrote: I think the best I could come is this, then I don't know.Not bad. RE: Era II Mods/Maps - Valery - 19.02.2015 21:37 Right, subtype. Ok, here is how it looks with the seer hut matching the one on the map. But I had to change buttons to defs so I am able to proceed the frames. Personally I prefer the classical view, where all huts look same and can be clicked. What you think? Spoiler (Click to View) RE: Era II Mods/Maps - Algor - 19.02.2015 23:43 (19.02.2015 21:37)Valery Wrote: What you think?Align left for text would be better, imho. And can you leave the original background instead of black area? RE: Era II Mods/Maps - Valery - 20.02.2015 00:04 But I don't like it with 3 seer huts graphics, it looks confusing How do we align text? In dialog editor I have align option set to 1 and no clue what to change to. (ok found, must set to 0) Spoiler (Click to View) RE: Era II Mods/Maps - gamecreator - 20.02.2015 00:52 It would help to have in-game images of huts. Would simplify navigation through the dialog even more. Doesn't look bad either if you are concerned about that. RE: Era II Mods/Maps - Valery - 20.02.2015 01:09 I think that uni buttons about huts are easier to navigate, because we just click then look at text. If I change buttons with defs frames, clicking must be more precise and 2 of huts graphics look bad imo on this background, would need a lighter one. DL does not let us to choose between 3 buttons, as it does with def frames, so is either button-one hut or def-3 huts frames. Ok, I will make two screens then submit to vote, the majority wins. RE: Era II Mods/Maps - Valery - 20.02.2015 02:50 Meh problems, I destroyed the DL. I opened it in text edit and changed buttons references to defs, easy. But it looks like some internal memory keeps old values, on 42 defs 6 act like buttons, while I READ everywhere defs. + seer huts mod modifies some high vars (1975+) while I NEVER use global vars in, only SN:W and v1-v10 max. No Svv and other things. I am confused. Will see later whats about. RE: Era II Mods/Maps - gamecreator - 20.02.2015 03:21 (20.02.2015 01:09)Valery Wrote: I think that uni buttons about huts are easier to navigate, because we just click then look at text. If I change buttons with defs frames, clicking must be more preciseYou already know what I think about hut selection. You should be able to click anywhere in the hut's field and select that hut. (20.02.2015 02:50)Valery Wrote: + seer huts mod modifies some high vars (1975+)Are they the same vars every time? If so, might be a bug in my receiver (though unlikely, I use only v1-v10 and I just checked the code). RE: Era II Mods/Maps - Valery - 20.02.2015 03:56 Edit: solved. Stupid me, having race selection in tew4 as ID=210 then seer huts dialog as ID=210. Really coincidence,a s TEW dialog I made it 2 years ago. RE: Era II Mods/Maps - Berserker - 20.02.2015 18:45 I like multiple hut images, much more easy to filter and find the target one. RE: Era II Mods/Maps - Valery - 20.02.2015 21:17 Ok then. Seer huts match the map ones-worked a bit on images to make them more visible-, text aligned, seer hut name area clickable. Quest guards also got two graphics, visible and not visible area. Keymaster tents dialog visually improved. Dialog ID modified to unused one. Spoiler (Click to View) RE: Era II Mods/Maps - gamecreator - 20.02.2015 21:38 I just noticed, you better not integrate Pandora's API into your mod. Makes more sense when updating. RE: Era II Mods/Maps - Valery - 20.02.2015 21:42 So I remove only plugin pandora api? All the others I let in, ok? Sources, SDK? RE: Era II Mods/Maps - gamecreator - 20.02.2015 21:46 Not plugin, entire mod. All the files that you added from my mod. Make it a dependency. But if you want to include it so badly, then at least don't do it in such a lamely weird way. Just adding EraPlugins is enough, no need to add info for modmakers. RE: Era II Mods/Maps - Valery - 20.02.2015 22:05 Done, let only the 3 plugins and I don't want to make dependencies, this is the faster way to have people raging why it does not work, nobody reads requirements. I didn't remove other folders because I was not sure: a) there will be next era with infos/help about receivers b) you wouldn't go berserk that all the files aren't in. So is easier before saying is lame just to tell what you want to be in and what not. RE: Era II Mods/Maps - gamecreator - 20.02.2015 22:49 (20.02.2015 22:05)Valery Wrote: Done, let only the 3 plugins and I don't want to make dependencies, this is the faster way to have people raging why it does not work, nobody reads requirements.Then they very much deserve to be raging. Besides, doing things your way would make them rage in future if they happen to install two mods that have different versions of Pandora's API integrated. And this would affect even normal innocent people. But luckily for you I just invented a solution in case you want to appease those illiterate jerks: your file already contains Mods folder, you can include several mods into it. This way you would be able to provide your mods with all their dependencies. If you end up doing this, I would like you to include my mod as is, untruncated. (20.02.2015 22:05)Valery Wrote: I didn't remove other folders because I was not sure:a) I don't understand what you wanted to say here b) while I'm used to my work being ignored, I take offence when it is used improperly. I consider what you are doing to be improper, so I would have gone berserk either way. (20.02.2015 22:05)Valery Wrote: So is easier before saying is lame just to tell what you want to be in and what not.All those files are info for modmakers and scriptmakers. You don't target these people with your mod. No wonder I have found it weird and lame. RE: Era II Mods/Maps - Valery - 20.02.2015 23:08 What's wrong with you man? I made this mod in my free time and worked my ass off to improve it because YOU messaged me about using Pandora api. As there is no mod yet including your receives, and actual era does not support them neither, I considered adding all package then updating later if situation changes. And now you bicker me about taking offense, improper usage and so on? As I said you could just ask me in a polite way to remove files, without adjectives as lame and weird. Well fuck off then, I will use this "improper" mod for my gaming only, link removed. RE: Era II Mods/Maps - gamecreator - 20.02.2015 23:49 Damn, should have quoted your post. I'm being hostile, not arrogant. Wouldn't you be if you were offended? Not to mention that I was still trying to compromise with you despite that. Shouldn't have informed you about that receiver in the first place... Now to answer your edited post. (20.02.2015 23:08)Valery Wrote: And now you bicker me about taking offense, improper usage and so on? As I said you could just ask me in a polite way to remove files, without adjectives as lame and weird.That's what I asked the first time. RE: Era II Mods/Maps - Algor - 21.02.2015 12:03 Афигеть, блин, доброе утро. Лучше б вы вчера бухали, как я... gamecreator, оформи свою часть в виде отдельного официального мода. Да, я в курсе, что выше ты это предложил, но ведь так и не сделал? Valery, include this mod into your pack as seperate mod И хорош уже сраться как в детском саду , во всяком случае на паблике. Valery, sorry for the confusing for you Russian fragments, but my vocabulary is not enough for the English interpretation. RE: Era II Mods/Maps - gamecreator - 21.02.2015 14:01 (21.02.2015 12:03)Algor Wrote: gamecreator, оформи свою часть в виде отдельного официального мода. Да, я в курсе, что выше ты это предложил, но ведь так и не сделал?Куда ещё официальнее-то? Написать мод инфо и запаковать в самораспаковывающийся архив что ли? Ты хоть проверил что именно я сделал перед тем как говорить? (21.02.2015 12:03)Algor Wrote: Valery, include this mod into your pack as seperate modКстати я такое решение и предложил несколькими постами выше. RE: Era II Mods/Maps - Berserker - 21.02.2015 17:05 Странно, игродела таким грубым не видел никогда. Что происходит? И альфа и феаноровские библиотеки поставляются с модами, которые их используют. Модов раз-два и обчёлся. Без мода Валерия вообще использований библиотеки будет 0. К чему эти формальности и принципиальность? Вы что, парни? RE: Era II Mods/Maps - gamecreator - 21.02.2015 17:53 (21.02.2015 17:05)Berserker Wrote: И альфа и феаноровские библиотеки поставляются с модами, которые их используют.Какие в этом преимущества перед выделением их в отдельный мод? RE: Era II Mods/Maps - Berserker - 21.02.2015 17:58 Ровно такие, как написал Валерий. Без менеджера пакетов с разрешением зависимостей загрузка и установка одного мода вместо десяти позволяет хоть кому-то в него играть и полноценно использовать. То есть это компромисс, соотнесённый с реальностью, а не идеальным миром, который нам, разработчикам, хотелось бы видеть. RE: Era II Mods/Maps - gamecreator - 21.02.2015 18:04 (21.02.2015 17:58)Berserker Wrote: Ровно такие, как написал Валерий. Без менеджера пакетов с разрешением зависимостей загрузка и установка одного мода вместо десяти позволяет хоть кому-то в него играть и полноценно использовать.И я, и Алгор уже предложили как это решать. Запаковывать все зависимости вместе с целевым модом. Почему это не подходит? (21.02.2015 17:58)Berserker Wrote: То есть это компромисс, соотнесённый с реальностью, а не идеальным миром, который нам, разработчикам, хотелось бы видеть.Ну оно и понятно, если ничего не делать как ты предлагаешь, то ничего близкого к тому что хотелось и не получишь никогда. RE: Era II Mods/Maps - Berserker - 21.02.2015 19:49 Эм, а разве с модом не шли все файлы Пандоры? RE: Era II Mods/Maps - gamecreator - 21.02.2015 21:00 В один архив запаковать можно несколько модов, об этом речь. RE: Era II Mods/Maps - Berserker - 21.02.2015 21:42 Понял уже. Только все отсылки к личностям и фразы с lame/illiterate являются, как ни крути, оскорбительными. Можно донести (навязать нельзя) свою точку зрения и культурным способом. Даже не можно, нужно. RE: Era II Mods/Maps - gamecreator - 21.02.2015 21:57 (21.02.2015 21:42)Berserker Wrote: фразы с illiterate являются, как ни крути, оскорбительными.Для тех кто никогда ничего не читает, а потом жалуется что у них ничего не работает? Несомненно, я на это и расчитывал. (21.02.2015 21:42)Berserker Wrote: Только все отсылки к личностям и фразы с lame являются, как ни крути, оскорбительными.В сторону Валерия никаких отсылок и переходов на личности я не делал, если я правильно тебя понимаю. А полное копирование всего без разбора и правда выглядит тупо. Если для него так важно было моё мнение по поводу наличия/отсутствия файлов, то мог бы и спросить. Тогда и разговор шёл бы в другом тоне. RE: Era II Mods/Maps - Berserker - 22.02.2015 00:08 Quote:then at least don't do it in such a lamely weird way.Я про эти Не делай это таким странным ламерским способом. RE: Era II Mods/Maps - gamecreator - 22.02.2015 00:52 Т.е. ты не согласен с этим? (21.02.2015 21:57)gamecreator Wrote: А полное копирование всего без разбора и правда выглядит тупо. RE: Era II Mods/Maps - Ivor - 22.02.2015 02:47 Продублирую More magic well Tiny patch. RMG generates more magic well (5..10 in zone) bin-file for Era II. Place it in \EraPlugins\AfterWoG\ folder of any mod RE: Era II Mods/Maps - Berserker - 22.02.2015 05:29 gamecreator, когда я использовал слова вроде «тупо», «ламерский», «идиотизм», я обижал людей, разрывал связи и контакты. Со временем меня стало больше интересовать состояние моих собеседников и их покой, я стал больше ценить друзей и просто окружающих. Наконец, исключительно прагматичный метод удаления из сообщения основных отрицательных слов и фраз нередко приводил к тому, что вместо срача мои слова были восприняты как хотя бы нейтральный комментарий. Более того, важно помнить, зачем мы вообще пишем что-либо. Затем, чтобы развивалась игра, были использованы плоды нашего Творчества, они приносили радость людям. А в такой обстановке крайне важен каждый участник, так что сохранять дружелюбный тон в общении — вполне себе стратегическое и прагматичное решение. Извиняй за многословие И я только сейчас заметил, что мы пишем в английской части форума. RE: Era II Mods/Maps - gamecreator - 22.02.2015 11:45 Хм, у нас разные цели и ценности. RE: Era II Mods/Maps - Valery - 30.03.2015 22:38 Two more mods, one from me, one from Woodmelon (China) but reworked by me for era, as they use a different IF:M pattern. Remember Janice the Clerk from Town Hall in New Sorpigal? Spoiler (Click to View) If you already played and enjoyed The Dragon Slaughter, then you will enjoy Chaser as well. Remarkable Woodmelon's pinnacle artwork, full of facetious and comical situations supported by both genius scripting and strategical puzzles, high challenges but always doable, this chinese map will literally bind you while waiting the next turn. CHASER (3.0 MB) Author: Woodmelon (China) 2005 English translation (sorta): EMPShockwave Era conversion, scripts fixing and various ideas: Valery The dialogs are very folkloric, it sounds more chinese than english but they are so charming that I let them untouched, except situations when it was really incomprehensible and harmful to game play. Originally the map was intended to be played with ghosts, therefore the difficulty level was extremely high if ghosts not used. This version proposes a different challenge, due to various ideas implemented, for a less linear outcome. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 30.03.2015 23:23 Houdini is Robin Hood avatar from portraits manager ))))))))))))))))) Oh mine God, the battles... RE: Era II Mods/Maps - Valery - 30.03.2015 23:39 Overflow fix mod necessary, after each battle middle and late game, experience goes negative. Poor heroes torture. RE: Era II Mods/Maps - Berserker - 31.03.2015 00:43 I prefer tiny armies and battles, like in one of WoG default campaignes. RE: Era II Mods/Maps - Valery - 31.03.2015 01:02 Is chinese. In original version, you can get ghosts, then raise them up to several hundred millions then brag around about. Thats how they like it. I removed ghosts so now battles are 1000 times tinner. But still it remains a chinese map, you know, Spoiler (Click to View) RE: Era II Mods/Maps - Algor - 31.03.2015 01:06 Berserker Wrote:I prefer tiny armies and battles...И это неспроста: многочисленность отрядов и заоблачные параметры героев убивают целый ряд аспектов игры - обесценивают заклинания, нейтралов, героев-помощников, лечение и боевые машины. Меня тоже коробит от первичных параметров >31 и численности отряда >1023. Видимо, где-то переполнение случается и overflow fix не помогает... RE: Era II Mods/Maps - Valery - 31.03.2015 01:28 Well, there are 900 threads in Chinese forum about Dragon Slaughter map, 500+ about Chaser so there is a fact: people like playing huge and epic maps with big battles, over powered until ridiculous and such. That's it. You can try to logically say it makes no sense, but when see the passion players have for such maps, there is not much to explain. Question of taste. RE: Era II Mods/Maps - Berserker - 31.03.2015 01:40 Valery, you bastard! )))) RE: Era II Mods/Maps - Valery - 06.04.2015 05:14 Here is a mod I wanted long time, HD mod has it but I have problems with HD mod, so now will work in era. Still I am not able (or too lazy) to calculate the exact percentage of experience when reunite multiple stacks (for now stack clicked experience is shared), so if anyone wants to brag about and improve, be my guest. Army Management Hold Shift + right-click on stack to divide that stack in equal parts Hold Control + right-click to divide that stack in 1 creature stacks Hold Alt + LEFT-click to unite all creatures of same ID in one stack Note: Only a max of 4 warlord banners can be stacked on one stack, therefore when you unite mutiple stacks having multiple banners, all banners except one will be given to hero backpack. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 06.04.2015 12:28 Yep, something similar there is in TE and Phoenix, nice. RE: Era II Mods/Maps - Valery - 06.04.2015 19:18 Ok I solved the shared experience issue when combining several stacks in one. Mod reuploaded. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 06.04.2015 20:40 Omg! Why ALT+LEFT is checked using WINAPI, not CM:F=1? RE: Era II Mods/Maps - Valery - 06.04.2015 20:53 Thats because I only copied the code used initially for shift/right-click and control/right click, to alt/left click too. But I can remove for alt/left-click, is there any problem with? RE: Era II Mods/Maps - Berserker - 06.04.2015 21:33 Em, no problem, just a tiny bit simpler ) RE: Era II Mods/Maps - Valery - 16.04.2015 17:17 Updated The Empire of the World III and Overflow fix mod. TEW3 gets 3 internal difficulty levels + a shield matching hero evolution + some other minor goals, overflow fix is now checking both hero screen open (FU774...) and post battle experience stacks (BA1). Lately I had a LOT of negative experience bugs after battles, very strange. TEW III at box.com TEW III at wakeofgods.org Overflow fix updated Shield for tew3 Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 16.04.2015 22:11 Now overflows are overcomed? ) Congrats. RE: Era II Mods/Maps - Valery - 16.04.2015 22:20 Previously overflow checked post battle stacks for negative experience. But now I also saw that moving big stacks around can cause negative experience, like 18000 creatures from garrison to hero and back. So I set it also to fix bug when open hero screen, now it covers all possible actions. RE: Era II Mods/Maps - Berserker - 16.04.2015 23:13 Right, moving can. RE: Era II Mods/Maps - Valery - 27.04.2015 13:39 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 RE: Era II Mods/Maps - Berserker - 27.04.2015 18:37 Nice update. RE: Era II Mods/Maps - Valery - 28.04.2015 02:51 Someone asked in HC for it, and I found the idea not bad. Here is the mod. Upgradable Silos Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 28.04.2015 03:07 Interesting your idea is. RE: Era II Mods/Maps - Valery - 03.05.2015 00:36 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 Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 15.05.2015 01:47 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." Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 23.05.2015 01:15 Well, here it is, we also can see them now, not only Hota Spells Uncovered Displays damage or effect for fire wall, land mine, summon elementals, hypnotize, animate dead, resurrection and cure. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 23.05.2015 23:31 That was really good, but missing feature, thanks. RE: Era II Mods/Maps - Valery - 30.08.2015 16:52 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: Spoiler (Click to View) RE: Era II Mods/Maps - Valery - 06.09.2015 03:17 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. RE: Era II Mods/Maps - Barin - 14.01.2016 20:14 Valery, в объектах от Fred: 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. Знаете про эту игру? Многие wog объекты оттуда. RE: Era II Mods/Maps - Valery - 14.05.2016 03:05 Safe Sod reuploaded, added feature "toggle events ON/OFF", configurable key in ini file. Thanks: gamecreator Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 16.05.2016 19:44 Really nice feature! Sometimes it's quite boring to find those events by visiting each plot... RE: Era II Mods/Maps - Valery - 17.05.2016 01:56 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. RE: Era II Mods/Maps - Berserker - 17.05.2016 20:19 Anyway, you are ultimate winner, as always. Gamecreator is nice too ))) RE: Era II Mods/Maps - Valery - 17.05.2016 22:57 he did all the work, I get the money. RE: Era II Mods/Maps - Berserker - 19.05.2016 16:24 Welcome to reality, haha ))) Era II Mods/Maps - Keitay - 23.05.2016 10:34 Ни где не могу скачать мод "Fast Ai" автор мода - "Valery", может у кого завалялся, поделитесь ссылкой плиз! RE: Era II Mods/Maps - Valery - 23.05.2016 13:21 Named Conquistador now RE: Era II Mods/Maps - Valery - 12.06.2016 22:01 new plugin: View mage guild Author: Igrik Thanks: potmdehex Removes the feature which blocks the display of guild spells if your hero doesn't have book or gold for the book. Place it in Wog/Era Plugins/AfterWog then activate from mod manager. RE: Era II Mods/Maps - Valery - 02.07.2016 16:54 New mod-scenario is out, Deadlift Author: Doc Sumann, Size: XL, 2 teams, AI vs human Description: This will be a long hard journey. Long as a centennial war and hard as a DEADLIFT ! Spoiler (Click to View) Thanks to igrik for providing safe code which makes the map experience bug free. RE: Era II Mods/Maps - Valery - 06.07.2016 02:15 I am a bit of picky when playing a map and using all objects to optimize movement, stats, income and such, so here is a new mod which, hopefully, will make any quick search a cake walk. Find me (700 ko) Requires: Era 2.46 or higher From read me file: adds a new button near map adventure minimap, which will open a search selection dialog. After selecting the object you look for, press "1" key (upper left side of your keyboard) to display all objects of that type/subtype. Each key press will display next object, so you can check for additional info in map. Once all objects all that type&subtype are processed, you will get a "loop end" message and will restart from first if you continue pressing. In dialog you also have a on/off button which will switch between "show ALL objects on map" or not. If you choose to see all objects while you did not visit the respective areas, loop will remove 1 square of fog of war around the objects selected. Custom Search icon will allow you to enter the type and subtype you desire. Spoiler (Click to View) if you have any idea how to apply one key press search for Heroes, please help. RE: Era II Mods/Maps - Berserker - 06.07.2016 15:09 RE: Era II Mods/Maps - Valery - 06.07.2016 22:48 When you write ;loop it means I must do a !!DO loop from 0 to 155? What to put in function? RE: Era II Mods/Maps - Valery - 06.07.2016 23:04 Doesn' t matter, I think I solved it: Thanks RE: Era II Mods/Maps - Valery - 09.07.2016 19:18 Two mods finished or updated: Display Events (511 ko). Now standalone. Authors: gamecreator and Valery Description: press F6 (or selected key in ini file) during game to toggle events ON/OFF. Not compatible with Safe Sod mod (it offers same feature) Spoiler (Click to View) Find me (655 ko) . Updated with proper heroes search. Author: Valery Description: use custom dialog to locate all objects of the type/subtype you selected. Has additional options (see in your range or all ranges and type custom type/subtype). Press "1" key to initiate the search, each key press will show location of next object in the list. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 11.07.2016 04:44 Great work, Val, nice ))) RE: Era II Mods/Maps - Valery - 27.07.2016 01:06 I spent a few weeks to convert to Era and fine tune one if the best maps ever, Empire of the World II by Darklord. Maps was great, but way to easy (2001!) Now I think it is more challenging. The Empire of the World II Era Edition Author: Stephan Kispalko (Darklord) Need Era 2.46 or more. Spoiler (Click to View) Maps4Heroes link RE: Era II Mods/Maps - Valery - 12.09.2016 11:32 Seer Huts uncovered updated and the end of a long story of false bug. The executable previously uploaded had no pac file in, somehow this file was ignored when made mod package. So people sent me error message as graphics didn't show and I was sure is a win 10 problem. Now all ok. RE: Era II Mods/Maps - Valery - 05.01.2018 04:45 Updated TRAINER to 1.3 + removed the 30k creatures restriction, as gamebugfixes.dll fixes the overflow bug. Spoiler (Click to View) RE: Era II Mods/Maps - Berserker - 05.01.2018 05:04 Val, your mods look superior!!! RE: Era II Mods/Maps - Ivor - 21.08.2020 20:02 Does anyone still have "Spell uncovered" mod? RE: Era II Mods/Maps - daemon_n - 21.08.2020 20:20 Ivor, This one У тебя в подписи его нет разве? Ещё есть версия от igrik'a с описанием не только заклинаний, но и урона при на наведении на существ. RE: Era II Mods/Maps - Ivor - 21.08.2020 20:31 О, точно. Там такая свалка, что искать в инете проще RE: Era II Mods/Maps - Valery - 02.06.2021 23:18 I restored access to my google drive, unfortunately two of my mods are missing : Find me and Show Events. If anyone has them in some older archive, please upload, thanks RE: Era II Mods/Maps - Berserker - 02.06.2021 23:26 Here you are: https://dropmefiles.com/42tHT RE: Era II Mods/Maps - Valery - 02.06.2021 23:38 Thanks a bunch! RE: Era II Mods/Maps - V.Vejlivy - 08.02.2023 21:58 Valery, greetings, dear namesake! Can you give me a working link to Trainer v1.3? Preferably not on Google Drive, because I started having problems with it because of using Win Xp. I only play in the 2.9.14 Era and everything is specially for the sake of a full set of your mods)) RE: Era II Mods/Maps - ArKan - 13.02.2023 23:51 Все новые существа канули в лету? RE: Era II Mods/Maps - ArKan - 15.02.2023 00:33 Я имею ввиду Axolotl 100 creatures defs Itsjustme 500 creatures (190 MB) Valery 160 creatures RE: Era II Mods/Maps - XEPOMAHT - 15.02.2023 02:24 (15.02.2023 00:33)ArKan Wrote: Axolotl 100 creatures defs Почти все def-ы от Axolotl собраны в соответствующем моде для VCMI, откуда их можно забирать в любые моды для ЭРА. Остальное - мусор всяческий. Из мусорной корзины можно подоставать что-либо, если у кого-то оно ещё сохранилось (у меня вроде валялось что-то). RE: Era II Mods/Maps - ArKan - 15.02.2023 04:45 Точно мусор? RE: Era II Mods/Maps - V.Vejlivy - 18.02.2023 04:23 (15.02.2023 00:33)ArKan Wrote: Я имею ввиду Да пожалста) https://disk.yandex.ru/d/DgImIhSbOUkDoA RE: Era II Mods/Maps - ArKan - 19.02.2023 06:35 Спасибо! |