Skip to content

Posts from AllCampaignsRemastered - Updated mod for all Campaigns

4.5 (2 ratings)
In reply to IchGViji
User Avatar
3 months ago
Auto-translated
IchGViji

Any replacement of the original garrisons or neutral creatures is no longer just a fix; it's a rebalancing of the original maps. Many aspects can be examined, and it can be decided that it's easy to add more content, boost the stats of enemy heroes, or change the types of troops – simply because one wants to. But then, ideally, there should be a separate version specifically with rebalancing, if the player simply wants to play the campaigns without bugs, but with the original balance of power, as it was originally intended.
My mod version does not claim to be 100% original to the old campaigns; visually, it does aim to preserve the original videos and scripts as the missions were initially designed, but not in terms of gameplay.
In reply to Narron
User Avatar
3 months ago
Auto-translated
Narron
I agree that this is a rebalance, but it’s a mild one. Here, we can throw another stone at all versions of the mod for all campaigns – this is the ability to upgrade to alternative creatures, their recruitment; the appearance on the map of neutral squads with alternative creatures, squads of orcs and dwarves, where they shouldn’t be in theory.

And there is another nuance – when they break the basic characteristics of units or make foot units flying. They add new creatures, new heroes, etc. In my opinion, this is a greater disruption of the balance than replacing some creatures with basic characteristics with other creatures with basic characteristics in the garrison, if this does not contradict the lore.

In my mod for all campaigns, a lot has also been changed, but I did not change the characteristics of all creatures, I did not change the specializations of heroes, etc.
I agree that this is a mild rebalance. The main thing is that the basic mechanics of the game have not been affected – the characteristics of units, the specializations of heroes. If the overall game design of the mission remains the same – a neutral garrison, the function of which remains the same, with approximately the same balance of power – then there are no questions, this is more of a cosmetic change.

Regarding alt-upgrades – ideally, they should also be removed in campaigns if the goal is to preserve the spirit of the original.

Added 4 minutes later
Rommy
My version of the mod does not claim to be 100% original to the old campaigns; in terms of the visual part = videos and scripts, it does claim to be as the missions were originally intended, but not in terms of gameplay.
If you initially planned to make changes to the gameplay, I didn’t notice, I apologize. I can only wish you good luck with the mod. In any case, a huge amount of work has been done, especially in the part about fixes, for which I respect you
In reply to IchGViji
User Avatar
3 months ago
Auto-translated
IchGViji

I agree that this is a mild rebalancing. The main thing is that the basic game mechanics have not been affected – the stats of units, the special abilities of heroes. If the overall game design of the mission remains the same – a neutral garrison, whose function remains the same, with approximately the same balance of power – then there are no questions, this is more of a cosmetic change.

Regarding alternate upgrades – ideally, they should also be removed in the campaigns if the goal is to preserve the spirit of the original.

Added 4 minutes later

If you had initially planned to make changes to the gameplay as well, I didn't notice, and I apologize. I can only wish you good luck with the mod. In any case, a huge amount of work has been done, especially in the part about fixes, and I respect that.

Perhaps some of the most experienced modding masters know how to completely ban these units on certain maps (and not in the entire game), and it would be great if they shared such a recipe with us.

For example, I can disable the recruitment of alternate upgraded creatures in cities and, accordingly, disable the ability to upgrade other creatures to them; I can disable the ability to upgrade creatures to alternate ones in forts on hills. But I don't know how to disable the Necromancers from resurrecting alternate creatures and how to disable the appearance of such creatures in neutral squads on the adventure map.
In reply to Narron
User Avatar
3 months ago
Auto-translated
Narron
But how do you disable the Necromancer's ability to resurrect alternative creatures?
In DefaultStats.xdb, remove the alternate upgrade from the list of creatures that can be resurrected.
In reply to Mооnst@r
User Avatar
3 months ago
Auto-translated
Mооnst@r
In DefaultStats.xdb, remove the alternate upgrade from the list of items that can be picked up.

In every map?
User Avatar
3 months ago
Auto-translated
No, it's not like that in DefaultStats.xdb, I forgot. There's no alt. upgrade in the transformation. The alt. upgrade is linked to the regular upgrade somehow.
In reply to Mооnst@r
User Avatar
3 months ago
Auto-translated
Mооnst@r
No, everything is different in DefaultStats.xdb, I forgot. There is no alternate upgrade in the transformation. The alternate upgrade is linked to the regular upgrade.

So, how do I remove it, colleague? Let's say I need to disable it on all maps of the original Campaigns and the Lords of the North campaign. And there are also original scenarios and Lords of the North scenarios.
User Avatar
3 months ago
Auto-translated
I don't know. I thought it might be possible through DefaultStats, but I was wrong.
In reply to Mооnst@r
User Avatar
3 months ago
Auto-translated
Mооnst@r
I don't know. I thought it could be done through DefaultStats, but I was wrong.
 
Then I won't touch it. I will mention this nuance in the mod description, and let the players decide whether to revive the alt-upgrade in these Campaigns or not.
In reply to Narron
User Avatar
3 months ago
Auto-translated
Narron
 
Then I won't touch it. I'll mention this nuance in the mod description, and let the players decide whether to revive the alt-grade in these campaigns or not.
I don't know how to do something, I'm not good at it. But as an idea, I can suggest creating an additional .h5u file in my campaign pack, and adding only DefaultStats to this file. Then you can write 2 simple batch files to enable and disable the file, and in the mod description, indicate that this file should be enabled during the original game + Lords of the North (and it will not be possible to raise alt-grades), and during the game in Tribes of the East, disable this .h5u file via a batch file, and then you can raise the alt-grade again. But this is just a random idea :D In practice, this will be a hassle for many
In reply to sork96
User Avatar
3 months ago
Auto-translated
sork96
I don't know how to do something, I'm not familiar with it. But as an idea, I can suggest creating an additional .h5u file in your campaign pack, and adding only DefaultStats to this file. Then, you can create 2 simple batch files to enable and disable the file, and in the mod description, indicate that this file should be enabled during the original game + Lords of the North (and it will not be possible to raise alt upgrades), and during the game in Tribes of the East, disable this .h5u file through a batch file, and then you can raise alt upgrades again. But this is just a random idea on practice, this will be a hassle for many.
The problem is not in DefaultStats, but in the upgrades.

An Archer is upgraded to a Skeleton Archer - this is recorded in DefaultStats, but the ability to change the upgrade (most likely) comes from the ability to upgrade the basic skeleton to version 2
In reply to sork96
User Avatar
3 months ago
Auto-translated
sork96
I don't know how to do something, I'm not good at it. But as an idea, I can suggest creating an additional .h5u file in your campaign pack, and add only DefaultStats to this file. Then you can write 2 simple batch files to enable and disable the file, and in the mod description, indicate that this file should be enabled during the original game + Lords of the North (and it will not be possible to raise alt upgrades), and during the game in Tribes of the East, disable this .h5u file through a batch file, and then you can raise alt upgrades again. But this is just a random idea on practice, this will be a hassle for many.

Thank you, colleague. But this will be like a real crutch that really needs to be removed. You know, like we had to disable the campaign heroes mod when we use a mod for all campaigns and play as Markel in the "Attack" mission. Cyrus shouldn't be running around there, but with the campaign heroes mod, he does, and you can accidentally kill him. And if you kill him, the 4th mission will automatically end in victory, even without really starting.
In reply to Narron
User Avatar
3 months ago
Auto-translated
Narron
So, how do I remove it, colleague? Let's say I need to disable it on all maps of the original campaigns and the Lords of the North campaign. And there are also original scenarios and Lords of the North scenarios.
If you remove the alternate upgrade from the regular undead creature files data.pak\GameMechanics\Creature\Creatures\Necropol is, the alternate upgrade will not appear in the upgrade menu after the battle. There is a button "choose an upgrade for the resurrected creature," but it does nothing.
In reply to Mооnst@r
User Avatar
3 months ago
Auto-translated
Mооnst@r
If you remove the alternate upgrade from the files of regular undead creatures, data.pak\GameMechanics\Creature\Creatures\Necropol is, the alternate upgrade will not appear in the resurrection menu after a battle. The button "choose an upgrade for the resurrected creature" is there, but it does nothing.
button... button... hmmmmm. Listen, comrades, do you need to completely remove the resurrection of alternate upgrades from the game, or just for the player? :D You could simply remove this button to hell... uh... to the dogs :D and then the player won't be able to physically resurrect the alternate upgrade, as they won't be able to choose it, haha :D But unfortunately, the computer will still resurrect them; it doesn't need the button
User Avatar
3 months ago
Auto-translated
You didn't understand. This button is located below the Greater Vampire and is inactive. It doesn't allow you to switch to Nosferatu.
Attachments 1
1 file attached • Total size: 673.8 KB

Statistics

Welcome our newest member: recijeb