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Posts from Epic War Age (EWA) - Adapted Mod Collection

4.8 (6 ratings)
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Thank you for pointing that out. The issue has been resolved.
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The miniatures feature Golden Dragons and Seraphs, meaning they are creatures tied to a specific faction (not neutral, like the Titan from the same miniatures). However, I haven't seen them in Fortress. What's going on?
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And you won't find all the new units in the Fortress. Essentially, the Fortress only offers upgrades and alt-upgrades of existing units. The vast majority of creatures are taken from the NCF mod, which is included in the compilation.
In reply to atlant108
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atlant108
You won't find all the new units in the Fortress. Essentially, the Fortress only features upgrades and alt-upgrades of existing units. The vast majority of creatures are taken from the NCF mod, which is included in the compilation. However, the compilation also includes some mods that change the characteristics of faction creatures.

You misunderstood me. If a creature is neutral, its faction affiliation is unknown. There are creatures with faction affiliation on the miniatures, but they are not upgrades (or are they alternative versions of Forest Archers and Seraphim... they just look old to me). How can I find them?
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I will upload mods that change the appearance of creatures.
In reply to atlant108
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atlant108
Play more often, and you'll find them yourself. In general, the collection includes 2 mods that changed the archers and angels.

Well, I don't have golden dragons, or the modified archers and angels (there are neutral units, but the seraphs are the old ones, with hoods).
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Okay. I have some specific mods installed that you don't.
If you like Seraphs and Golden Dragons, install these mods in the UserMODs folder.
These mods are compatible with EWA.

1) mod Hoodless Angel Upgrades - removes the hoods from Archangels and Seraphs. Author: ArchWarlock

2) mod GoldDragon. With this mod, Emerald Dragons will disappear, and you will have beautiful golden dragons instead.
Dedicated to those who are nostalgic for the Golden Dragons from the third game:)
Author: ArchWarlock


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Great, thank you! You should mention this in the header. Also, one of the images in the header (between 1 and 3) isn't loading. Are there any mods that change the visual appearance of creatures, which aren't included in EWA?
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MiRyA, these mods are for a specific taste. Not everyone likes them. Which image are you referring to? What exactly isn't loading for you?
There are already enough mods for visuals. Read the forum threads carefully.

Added after 34 minutes
Instructions for compatibility of EWA 2.6.2 and NHF 0.86 modifications

1) Install EWA according to the installation instructions (see the first page of the discussion).
2) Download the archive NHF_0.86_Russian 26.07.17, and extract the archive.
3) Move the files NHF_0.86_data.pak and NHF_0.86_texts_RUS.pak to the data folder.
4) Run the NHF MS 0.9.exe patcher program.
(It is important to install the patcher in the folder with the EWA mod!)
5) Run the launcher. A sign that you have done everything correctly will be the message:

6) Enjoy the gameplay! By default, the game version will be displayed in the lower corner: NHF 0.86. However, all EWA functions are present in the game, except for the balance mods EE and Mega AI.
7) If you want to play a new map that is not in the collection, simply copy the map to the Maps folder. At the same time, the autopatcher built into the launcher will automatically patch this new map
In reply to atlant108
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there is no image between them

I meant that it would be good to add information that these mods are not in EWA, so that those who were looking at the thumbnails wouldn't search for the answer on page 36 :)

Added 32 minutes later
atlant108
MiRyA, for the future, please ask all questions related to the EWA modification in the appropriate thread, otherwise it will be confusing. I will answer this question, and I will answer all the others in a different thread.

Instructions on the compatibility of EWA 2.6.2 and NHF 0.86 modifications
(omitted to avoid cluttering the quote)

I didn't understand why the NHF patcher file should be placed in the EWA folder (and where exactly to place it, whether to place only the file or also the folder that came with it). I was just using the patcher because the EWA build contains maps that are incompatible with NHF (for example, Blue Planet). I was interested in whether there would be a conflict if the original map (for example, map_1.h5m) and the nhf version (for example, NHF_map_1.h5m) are in the same folder
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Could you tell me what specific changes are in the executable file?
In reply to VeryDobro3D
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I have a few crazy ideas that might be impossible to implement. 1. In WOG, there's a script that makes battles more challenging, called "karmic battles." In short, in a battle with monsters on the map, several different creatures fight on their side as well. With each battle, the number (and then the level) of creatures increases. 2. "Customize your town." A program that allows you to change the creature lineups in towns. A similar function exists in RTMG, but it's not fully implemented.
NCF
In reply to Mokara
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Mokara
I have a few crazy ideas that might be impossible to implement.
1. In WOG, there's a script that makes battles more challenging, called "karmic battles." In short, in battles with monsters on the map, several different creatures fight on their side as well. With each battle, the number (and then the level) of creatures increases.
2. "Customize your city." A program that allows you to change the creature lineups in cities. A similar function exists in RTMG, but it's not fully implemented.
Regarding the city – using NCF might make sense, as to replace the recruitable units, there needs to be something to replace them with. But whether it will actually work is another question. It would require a program that essentially creates a mod that rewrites the city building files so that they produce different units, or create mods independently and, when installing, choose one or another mod in the launcher. But then the selected mod will always be active, and to change the lineup, you would have to reinstall the collection – in short, it will probably be clunky, and is it even necessary? (On the other hand, alternative versions will be implemented for all eight cities – it turns out that it's like mods for replacing cities have been built in). I don't know what will come of this.

Added 3 minutes later
By the way, you could include a mod for the Naga and allow users to choose whether to install it or not in the launcher. The Naga are a faction that exists in the game's lore, and in principle, this mod is the only one of the city replacement mods that can be justifiably used in the collection (IMHO)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to AstralLein
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AstralLein
This build isn't lore-friendly.
Yeah, I agree.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...

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