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Era II Mods/Maps
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Valery Offline

Posts: 2196
Post: #331

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
27.04.2015 13:39
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Berserker Offline
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Posts: 16449
Post: #332

Nice update.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
27.04.2015 18:37
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Valery Offline

Posts: 2196
Post: #333

Someone asked in HC for it, and I found the idea not bad. Here is the mod.

Upgradable Silos

28.04.2015 02:51
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Berserker Offline
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Posts: 16449
Post: #334

Interesting your idea is.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
28.04.2015 03:07
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Valery Offline

Posts: 2196
Post: #335

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

03.05.2015 00:36
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Valery Offline

Posts: 2196
Post: #336

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."


(This post was last modified: 15.05.2015 01:48 by Valery.)
15.05.2015 01:47
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Valery Offline

Posts: 2196
Post: #337

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

Spells Uncovered

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

(This post was last modified: 23.05.2015 01:18 by Valery.)
23.05.2015 01:15
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Berserker Offline
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Posts: 16449
Post: #338

That was really good, but missing feature, thanks.
23.05.2015 23:31
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Valery Offline

Posts: 2196
Post: #339

New mod, a bit of this and that.

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

Download from wakeofgods.org (1.48 Mb)

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

Rules:

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

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

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

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

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

Every magic school you know adds +5 to mana cost

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

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


AI:

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


Compatibility:

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

Previews:
Share your thoughts, I didn't test it much in-game so it may be too strong, anyway is going to cheats category.
30.08.2015 16:52
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Valery Offline

Posts: 2196
Post: #340

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.
06.09.2015 03:17
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Barin Offline

Posts: 803
Post: #341

Valery, в объектах от Fred:
Image: 7550926.jpg
Возможно он нашёл картинку этих объектов, которую я где-то выкладывал. Таких объектов много в игре Cossacks Back to War, может вы будете собирать новый архив, то можно вырвать оттуда много новых объектов. Ab Знаете про эту игру? Многие wog объекты оттуда.
(This post was last modified: 14.01.2016 20:16 by Barin.)
14.01.2016 20:14
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Valery Offline

Posts: 2196
Post: #342

Safe Sod reuploaded, added feature "toggle events ON/OFF", configurable key in ini file.
Thanks: gamecreator

After I made the video I added IF:L message informing about option status ON/OFF
(This post was last modified: 14.05.2016 03:11 by Valery.)
14.05.2016 03:05
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Berserker Offline
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Posts: 16449
Post: #343

Really nice feature! Sometimes it's quite boring to find those events by visiting each plot...
16.05.2016 19:44
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Valery Offline

Posts: 2196
Post: #344

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.
(This post was last modified: 17.05.2016 01:59 by Valery.)
17.05.2016 01:56
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Berserker Offline
Administrators

Posts: 16449
Post: #345

Anyway, you are ultimate winner, as always. Gamecreator is nice too )))
17.05.2016 20:19
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