Skip to content

Epic War Age (EWA) - Adapted Mod Collection

User Avatar
#273
Auto-translated
So, it is time to draw up a plan for further work. First of all, I would like to note that the main goal of refining the EWA modification is to turn the game into a masterpiece that will completely absorb you and IMMERSE YOU IN THE ATMOSPHERE OF THE WORLD OF HEROES. This is only possible thanks to the joint efforts and cooperation of many mod authors and map makers, as well as active forum participants acting as testing specialists. The participation of all forum members (advice, ideas, recommendations, modding, testing, design, programming) is also important. In order to create a worthy sequel to Heroes 5 that would interest the majority, it is necessary to introduce global changes, which can be achieved through:

- improving graphics,
- the visual component of units and surrounding terrain,
- improving the game interface. Key points: convenience, simplicity, practicality, clarity
- selecting optimal musical themes,
- improving game balance towards optimization
- improving AI so that it plays at a professional level,
- increasing the dynamics of the game by speeding up turns (both in multiplayer and single-player),
- increasing skill slots from 6 to 8
- adding new Heroes and new creatures,
- adding new buildings, items, locations, arenas
- adding new artifacts as well as new sets
- adding the ability to teleport to any city you need, thanks to an improved city portal
- adding a new function to the game - Governor.
- transforming cities and dwellings based on Heroes VI, but much better and more balanced.
- adding new, interesting, and most balanced maps, scenarios, and campaigns to the game,
- improving the role of war machines in the game by strengthening them and introducing additional artifacts and sets for machines
- increasing game replayability by adding an expanded RMG that fixes the shortcomings of large maps.
- improving game mechanics by changing battle mechanics
- strategic changes used in modification 5.5
- your ideas, suggestions, and options

Now, in more detail:

1) Improving graphics and the visual component of the game

This never hurts. In particular, we can add:
- WGE-Visual (sharper textures)
- some graphic mods from here (at the author's discretion)
/topic/11909/
If you have your own options, bring them up for discussion. Which graphic and visual mods would you like to see in the build?

2) improving the game interface. Key points: convenience, simplicity, practicality, clarity
- it is advisable to add Tactical Interface 1.0 -
a tactical super-interface (a useful thing) for HD monitors with a long ATB scale (up to 20 elements) and other goodies
If you have your own vision regarding the interface, please suggest your options. Which interface would be most convenient for you?

3) New music and new musical themes;
Personally, I am satisfied with everything, but many group and forum members have requested the inclusion of several new themes from Heroes 2, 3, and 4. Perhaps there are some good musical themes in parts 6 and 7. Do you have any ideas regarding music? Perhaps some specific musical compositions?

4) Improving game balance towards optimization by adding mods such as:

- UNIT mod - Creature Balance + visual changes. I really like this mod. Many group members want to see it in the build. Currently, the mod is compatible with EWA. /topic/11902/ However, perhaps this mod should be refined. Are there any comments on the mod?

- HoF Renegades mod It is included in some maps and does not conflict with the modification. This mod restores lost abilities to red imperials that they lost when transitioning from Hammers of Fate to Tribes of the East; full list of changes:
Adepts receive the "Blind" spell
Seraphs receive the "Dehydration" ability
Are there any comments on the mod?

Also, 3 small balance mods have been developed that correct the growth of the Dungeon army base and Stronghold elite assassins in accordance with the classics:

a) Mod changing the growth of beasts, furies, and megere from 5 to 6:
Download https://yadi.sk/d/CPFp9FYGs7aKd

b)Mod changing the growth of scouts, assassins, and trackers from 7 to 8:
Download https://yadi.sk/d/3tws4ej5s7XW5

c) Mod changes the growth of killers, executioners, and leaders from 5 to 4: I note that the characteristics of these units will be slightly changed to remove the imbalance
Download https://yadi.sk/d/nPx8J231sCdkJ
Are there any comments on these mods?

- LBE mod - minimal balance changes for Heroes 3.1. A decent mod, few changes, but they are effective. The main thing is that this mod does not conflict with EE and the Unit mod.
/topic/11956/
Are there any suggestions or useful comments on the LBE mod?

- Mod: Necropolis V.1.1.2 (good mod, many changes)
/topic/10598/
Are there any suggestions or useful comments on the mod?

- AnotherGame - modification for ToE 3.1
/topic/8830/
A decent modification - adds the ability to upgrade standard mines and convert cities. The number of heroes available for each race has been increased to 10. It primarily stands out for changing starting heroes and their specializations.
Are there any suggestions or useful comments on the modification?

5) improving AI so that it plays at a professional level, increasing game dynamics by speeding up turns (both in multiplayer and single-player) + increasing game dynamics by speeding up turns (both in multiplayer and single-player),
as well as increasing skill slots from 6 to 8

- for this, the popular Eternal Essence mod is needed. No comments here. This mod must be in the build regardless. Discussion and comments on this mod are held here:
/topic/7746/

6) adding new Heroes and new creatures:
The NHF mod is planned for inclusion in the build, provided it does not conflict with other mods, particularly EE
/topic/9337/
Are there any suggestions or useful comments on this matter?

7) adding new buildings, items, locations, arenas

Dwells - Unique creature dwellings on the map of level 4-7
/topic/9247/
They are already in the build, but they must be manually placed in the editor every time. I would like to automate this process.
+ 30 new items can be added. Treasuries and dungeons, new locations (which are partially implemented in modification 5.5)
/topic/11565/
Are there any questions on this topic?

8) adding new artifacts as well as new sets
As far as I know, this issue has already been implemented in 5.5
/topic/11565/
Currently, 34 new artifacts and 6 sets have been added. Furthermore, some artifacts will be able to work from the backpack, which will increase the number of effective slots to the same volume as in Heroes 3(4)
Generally, there is an idea regarding artifacts:
is it possible to make it so that a composite artifact can be assembled not only on the hero but also in the inventory, and still function?
Are there any ideas or suggestions for adding new artifacts to the game? Which artifacts would you like to see?

9) adding the ability to teleport to any city you need, thanks to an improved city portal
(this mod has been awaited by everyone for a long time) It already exists; it just needs to be added:
http://heroescommunity.com/viewthread.php3?TID=38410
Are there any interesting ideas on this matter?

10) adding a new function to the game - Governor.
This is a new additional function introduced in mod version RC4 that allows players to use secondary players to manage cities and gain experience points, skill points, and other bonuses. The mod already exists. This function is also implemented in 5.5
/topic/11565/
If there are questions, let's discuss them together

11) transforming cities and dwellings based on Heroes VI, but much better and more balanced.
This function is implemented in 5.5
/topic/11565/
Are there any suggestions or useful comments on this matter?

12) adding new, interesting, and most balanced maps, scenarios, and campaigns to the game.
Maps, scenarios, and campaigns already exist. All that's left is to choose the best of them. /forum/section/159/

At the same time, the wishes of all categories of players will be taken into account:
a) for lovers of fast duel matches (resolution occurs within 2 weeks), small maps will be presented
b) for lovers of the classic version (resolution occurs from 1 month to 3), small and medium maps will be presented
c) for lovers of long games (resolution occurs from 3 months to 2 years), large, huge, and incredible maps will be presented.
Maps will be both single-player and Multiplayer
Are there any questions about the maps? Which maps and scenarios would you like to see in the build?

13) improving the role of war machines in the game by strengthening them and introducing additional artifacts and sets for machines

In version 5, the war machines skill is not a priority; moreover, it is very rarely developed, with players preferring to focus on Luck, Attack, Defense, Magic, etc. This skill was essentially made weak and unnecessary compared to others.
Although there are slots for war machines - four of them + special abilities (about 11)
Question: can this skill be strengthened so that it is interesting to level up?
Is it possible to create a mod or change the characteristics of the War Machines skill?
Furthermore, there is only 1 artifact for war machines:
Ring of Machine Affinity (Ring of Machine Affinity)
This artifact is extremely rare.
Can new artifacts for machines be added to the game?
Is it possible to change the value of characteristics of some artifacts, thus turning them from useless into useful?

For example, there are quite useless artifacts in the game:

1) Crown of All-Seeing (increases visibility by 4 movement units); it can be changed to a Crown of Machine Lord with its own parameters;
2) Flesh Tunic (+3 to Spellcasting, but -1 to Hero Morale; primarily valuable for a mage, unpopular for others as it reduces morale. It can be changed to: siege engineer's cloak, which increases the combat parameters of machines.
3) Ring of Sinners. Grants immunity to the "Holy Word" spell. But not everyone has this spell; most often, such an artifact is simply sold. It can be changed to: engineer's necklace
As an example, I want to suggest my own version of skill strengthening:
Basic War Machine Management: basic characteristics + 2 HP to all units, + 1 Defense

Advanced War Machine Management: basic characteristics + 4 HP to all units, + 2 Attack, + 2 Defense + 2% Initiative

Expert War Machine Management:
basic characteristics + 6 HP, + 4 Attack, + 4 Defense + 4% Initiative
Also, I would like to make the catapult immortal, because often during a castle siege it is enough to simply kill the enemy's catapult, and that's it - they can do nothing!!! It feels unfair. The numbers could be different. I have only provided my version. I want to hear your opinion and suggestions?
More details about war machines here: http://heroes.ag.ru/heroes5/advices/04/
http://www.might-and-magic.ru/articles/_/heroes-of-might-and-magic-v/heroes-5-skills/h5_war_machines
Are there any ideas for increasing the combat power of machines?
How do you feel about adding an artifact set for machines?


14) increasing game replayability by adding an expanded RMG that fixes the shortcomings of large maps.
An expanded RMG is capable of balancing the map at the beginning, middle, and end of the game. It places all new items and objects on the adventure map. Expanded RMG can create balanced PvP maps as well as giant single-player maps with hundreds of epic battles. Are there any suggestions or ideas?

15) improving game mechanics by changing battle mechanics (some successful innovations from Heroes 6 and 7 could fit here, namely:
the ability to attack city walls with regular units, the possibility of hiring empty heroes (without a first unit), interaction with the surrounding world, scouts, forbidden schools, choice of level 7 creature, unique set of support creatures, reducing city level, creature growth, flank attacks, backstabs, obstacles and cover on the battle arena, interactive objects on the battlefield that affect the fight, for example: puddles that slow you down, burrows of various evil creatures through which you take damage when passing, simply all sorts of barriers that affect or do not affect shooting depending on their size, with the possibility to break them
more details here: http://www.might-and-magic.ru/blog/29/entry-151-geroi-mecha-i-magii-7-mnenie/
Are there any suggestions or useful comments on this matter?

16) strategic changes used in modification 5.5
/topic/7486/
Are there any suggestions or useful comments on this point?

17) your ideas, suggestions, and options (interested in your personal opinion)
Discussion will also take place in our group: https://vk.com/ewa_mod