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Epic War Age (EWA) - Adapted Mod Collection

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SRD
Since the build uses the NCF core which allows adding new creatures, it is theoretically possible to add new buildings to the game, add these buildings to the GSK generation list, and then assign hireable creatures to these buildings — this way we can at least add some lore units (nagas and the rabble from free cities) to the game; I actually already suggested this here: /topic/at/1014552/
and someone supported the idea) /topic/at/1014612/

And how difficult is this to implement?

Added after 13 minutes
atlant108
... Continuation

24) Creature Strengthening - an author's collection of various mods
Note: if all mods from the collection are installed, conflicts with some EWA mods may occur
/topic/11789/

25) Super Ability (SA) A mod that shortens the path to the super ability; now it requires upgrading all three racial perks, as well as one third-level perk:
To upgrade Relentless Force, the Empathy perk will be needed.
To upgrade Urgash's Call, the Surprise Attack perk will be needed.
To upgrade Terror Cry, the Lord of the Dead perk will be needed.
To upgrade True Luck, the Elven Luck perk will be needed.
To upgrade Absolute Defense, the Readiness perk will be needed.
To upgrade Sorcerous Omniscience, the Secret Advantage perk will be needed
To upgrade Elemental Fury, the Lucky Wizard perk will be needed.
To upgrade Pure Rage, the Inspiration perk will be needed.
Also, for upgrading Inspiration, Orcs will no longer need to take Stunning Blow.

26) LBE - minimal balance changes for HeroesV The goal of the mod: to make a minimum number of mechanic changes for acceptable balance.
Skills and abilities:
- "Mentorship" now gives 5% experience (was 25%);
- "Fight to the Last" remains only for Barbarian, Demon, Ranger, and Knight;
- Knight's super ability strengthened - "Relentless Force": now all squads under the hero's command deal an additional strike when attacking in melee (the triple damage effect from the "Supervision" ability remains), idea by RedHeavenHero

Creature abilities:
- Invisibility of Prowlers and Mistresses of the Night now lasts for 2 turns (was 3)

Spells:
- "Raise Dead" now costs 11 mana (instead of 9);
- "Regeneration" now costs 16 mana (instead of 8) and has a guild level 3 (instead of 2).

Town buildings:

- The cost of the Castle in the horde town is now 8000 gold, 10 wood, 10 ore, 10 mercury (instead of 5000 gold, 10 wood, 15 ore).

Hero specializations:

- Wingael's spec is weakened by 2 times: the starting position of creatures increases by 0.5% per hero level (was 1%).

War machines:
- Base health of the ballista reduced by 2 times;
- Base health of the tent increased by 2 times;

27) Balanced Units - A minimal balance mod for units.
Balanced Units is a balance mini-mod that fixes serious creature balance errors that lead to an absolute choice of one grade over another. Differences from other balance mods:
1) absence of penny-ante tweaks, only significant and fundamental changes in those pairs where there are obvious imbalances; the goal is practical leveling of grades, not ideal
2) absence of controversial or voluminous complex changes; the goal is balance through minimal, targeted edits
3) absence of radical creature redesigns and other creativity adding new abilities (except for rakshas with agility), only balance tweaks.

28) Absolute charge The mod strengthens the knight's super ability: all squads under the hero's command deal an additional strike when attacking in melee. The triple damage effect from the "Supervision" ability remains.

29) AllCreatureInBattle - A complex balance mod.
1) 3rd upgrade creatures are strengthened balancedly.
2) All races now have NEW unique abilities
3) All shooters and casters have initiative 8, but the speed of ALL creatures is initially limited to 5.
4) All shooters and casters have a return shot, so there is no temptation to quickly kill the opponent's shooting units at the start of battle!

30) Resources - Change in creature hire costs.
/topic/10674/

31) "Justice" Mod - a fair and logical balance of creatures. Levels the grades so that the choice is not so obvious, strengthens very weak creatures and weakens imba ones, also makes them more logical.
Installation:
Move Justice.pak from the archive to the data folder in the game's root directory. Acknowledgements - Nargott, Dyrman, Frozensoull, Sashager, black-hat, psatkha, SRD and others
Download: URL="https://yadi.sk/d/SAcDMHIo3MjRfj"]https://yadi.sk/d/SAcDMHIo3MjRfj[/URL]

32) Small mods for visual changes. Download from here:
/topic/at/999034/

33) Classic AI Classic AI changes the difficulty levels in the game. The mod is perfect for those who find playing on Warrior too easy, but Veteran too hard, or already find Veteran easy, but are still a bit afraid to move to Hero level. The mod author made it so that on
"Warrior" the AI (artificial intelligence) behaves smarter than before (it is now called "Apprentice").
He did the same with "Veteran", which now has two gradations - "Master" behaves smarter than before, but does not use cheat codes; "Magister" on the other hand behaves no stupider than "Master", but does not shy away from cheating (harder than Veteran)
On the final difficulty level, "Champion", stronger neutrals are generated using cheat codes, and the AI behaves smarter. Essentially, this is God level — for the most experienced players
It has also been noted that the AI with this mod makes moves slightly faster
Attention! There are two mods in the archive.
Use ClassicAI-PerformanceXL on huge maps with a large number of players. In all other cases, use ClassicAI.

34) Snd - A mod for interaction sounds with objects, like in the third game. The mod plays sounds when visiting any object on the map
Download: https://yadi.sk/d/MxxDUfLT3Kcm3L

24) decided not to install the Creature Strengthening mod due to poor balance and conflicts with Eva

25) SA mod - just an excellent mod! Definitely installing

26) as an option

27) this mod cannot be installed correctly — it partially conflicts with Eva

28, 29 - good, successful mods

30 - very controversial mod

31 - a good balance mod

32 - a good mod, but for some. No arguing over tastes

33 - Classic AI mod, changing the difficulty levels in the game.
Definitely adding — it's simply a masterpiece. With this mod, on Magister and Champion difficulty levels, the AI plays at the level of an experienced player playing Heroes at a high level

34 - a mod for some

Added after 6 minutes
As far as I know, they tried to add the Naga town mod to the modification, but declined because the mod is unfinished — skills, abilities and schools of magic are incorrectly drawn, but regarding dwellings for nagas — they haven't tried, and in my opinion, it's quite interesting. I see 2 points here:
1. Can someone upload this mod?
2. How to bring Denis (the build author) back into action? And the second question is much more important.
Denis is exactly the kind of person who can, in 2-3 working days, not only add Naga dwellings to the build, but also add mods such as NAF (new artifacts) and NHF version 0 86. Moreover, he'll add them so that everything works correctly and without errors! He sometimes writes in the VK group, but rarely. Recently he wrote that he might return to development.

The last time he worked on the modification was in February — he wrote that he managed to influence the game's exe files using special 64-bit editors, thereby making significant changes to the game core itself. Also, he was able to add a creature almanac and a portal mod; after that, he disappeared from the world of Heroes. But I hope he returns to development

Yes, it would be nice if the author returned. I still hope for his return to the world of heroes
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!