Skip to content

AllCampaignsRemastered - Updated mod for all Campaigns

User Avatar
#194
Auto-translated
sork96

Yes, the 3rd tier is not a problem in the "OldCampaign" mod, not the remaster, there is also a 3rd tier. I just always ignored it, it's not difficult. And the fact that units from ToE are on the map... well, let's consider this a "reasonable price to pay for the ability to play the original and Hammers of Fate campaigns in the Tribes of the East". Let's assume we understand the logic behind it; in general, it does sound logical. But I would like to remove the enhanced original battles with many enemy heroes and the transfer of artifacts if possible. I understand that this is your mod and you want it to be this way, so I'm not asking you to change anything in your mod for me. Rather, I would like to ask you, if it's not difficult, to tell me what exactly and where I need to change in the mod files to remove these innovations? At least briefly, I'll figure out the rest myself.

And regarding the "third tier in the original and Hammers of Fate", it's not just about it. I even made a text file for myself with a reminder of what exactly was not in Heroes 5 original and Hammers of Fate, and what should not be used. If needed, here is the list:
You can play the mod for the campaigns from the "original" + "Hammers of Fate (HoF)" either using all the innovations of the "Tribes of the East (ToE)" add-on, or
limit yourself and not use the new mechanics that can give a clear advantage. If you need to know what exactly was not
before "Tribes of the East ToE" or before "Hammers of Fate (HoF)", here is a list of the most important (not all) changes that can seriously affect
the balance:
1) New race - Stronghold (before ToE), Fortress (before HoF). And accordingly, the heroes of these factions and all their units.
2) New alternative tier of creatures (before ToE), 3rd option (2nd improved).
3) The ability to hire a caravan to transport creatures from buildings on the map to your city (before HoF).
4) New spells (before ToE): magic of light - regeneration (2nd level), divine vengeance (4th level); magic of darkness - sorrow (1st level), vampirism (5th level);
magic of chaos - stopping chill (5th level); magic of summoning - crystal secret (2nd level), wall of swords (3rd level), summon hive (4th level).
5) Selling artifacts on the market in the city (before ToE).
6) New buildings on the map (before ToE) - mentor, sacrificial altar, library of spells, astrologer's tower.
Conclusion: I only included the biggest changes that can significantly change/make the game easier, and which are easy to avoid during the game. Of course,
there were many more changes in the add-ons, but I considered the others to be either not important enough, or something that is extremely difficult (and in some places
even stupid or impossible) to avoid.

To remove the transfer of artifacts and enhanced battles, you need to remove the necessary lines in the Lua file of each mission. It's too long to describe; it's easier to compare the files with a regular mod for the campaigns. Mainly the lines about artifacts: the very first line and the very last one, GiveArtefact and SaveHeroAllSetArtifacts.

Statistics

Welcome our newest member: artem

Users Online 1 users 1577 guests