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

4.8 (6 ratings)
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#720
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Rameliya
I can also recommend my own mod called "Justice."
/topic/at/1009831/
I am flattered, of course, but I myself admit that at the moment the mod is bad. More details are available in the thread. Link in signature
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#721
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Andrail, your mod isn't as bad as you think. Besides, you are very responsible in working on the balance. I am sure that over time your mod will become one of the best balance mods.

Added 3 hours and 8 minutes ago
atlant108


8) ClericBeta - Removes the helmet from the Inquisitor. The hammer remains the same. It is displayed correctly in campaign videos and the intro. Icon without a halo.

9) DeadKnights - Replaces the sixth-level creatures of the Necropolis faction with Death Knights. All level 6 creatures are replaced by Dark Knights, and Undeads become neutral. Textures and icons are different. Corresponding fixes in the dialogues of the Necromancer (Tribes of the East) campaign.

10) GriffinNoArmor - Removes armor from all griffins. Icons have also been corrected. They are displayed normally in campaign videos. (Additionally: minor changes – griffin beaks and claws without blood)

11) New Gorgulja mod modifies (or rather redraws) stone gargoyles to make them more beautiful and elegant.

12) RedArchlich mod – Liches now wear red robes instead of white. Other liches – minor changes.


8 - it looks good, but you need to get used to it; I'm adding it.
9 - this mod is for those who like it; I'm not ready to add it.
10, 11, 12 - elegantly done and better than the original; I'm adding them
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!
In reply to Rameliya
#722
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Rameliya
Andrail, your mod isn't as bad as you think. Besides, you take the balancing work very seriously. I'm sure that over time, your mod will become one of the best balance mods.

Added 3 hours 8 minutes ago


8 - it's beautiful, but you need to get used to it, I'm adding it.
9 - this mod is for a specific taste, I'm not ready to add it.
10, 11, 12 - elegant and better than the original, I'm adding them.

I apologize for interfering in something that's not my business, but I think that most fans of Heroes 5, who also like Heroes 3, hate the Undead. They just don't look appropriate, in my opinion. But the Knights are brutal, tough, and cool.

Added 2 minutes ago
Andrail
Check out the forum. For example, the "Balanced Units" and "LBE" mods are pretty good.
The "UNIT", "WGE", and "MMH5.5" mods will work well with the vanilla game.

What do you think about the heleg mod?
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#723
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I disagree; the problem with Skeletons is that they are a weak unit for their tier. If their damage were significantly increased, making them stand out, the perception of them and their visuals would change.
In Heroes 3, Royal Sentinels were outstanding, top-tier units, which is why they commanded respect. But if Royal Sentinels had the stats of some Wyverns, who would need them?
And their ability was memorable because it dealt a lot of damage. What about Skeletons? Killing one creature? Or whining about 5 points of damage around them?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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#724
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I agree. Undead, in my opinion, are a great fit for Necropolis; they look brutal but are quite weak. If anything needs to be removed, it should be the Necropolis dragons. They're not very original and feel a bit lackluster. Let's keep the Undead and Rampart creatures.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#725
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What do you think about the Heleg mod?

It's a very interesting mod, but at the same time, it's quite controversial.
/topic/11268/

In my opinion, it was created without considering balance, but if you just play with friends over the network, then it's okay. On the other hand, the strong point of this mod is the author's creative approach to strengthening units
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to atlant108
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#726
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atlant108
... Continued:

18) Undead_noclouds mod - Changes the appearance of skeletons and zombies. The green smoke clouds have been removed. Minor changes to the appearance. The appearance of the effects during plague infection has been changed.

19) ClassicMenu - Changes the menu to a classic one, featuring the battle between the Inquisitor and the Devil.

20) Arantir - A mod for those who are not satisfied with Arantir's icon and appearance. The icon is based on a screenshot from a video from an early Nival presentation.

21) Necropolis - Giovanni - This mod changes the appearance of Lord Giovanni to be closer to the image on the icon.

22) Lucretia - This mod changes Lucretia's appearance to be more consistent with that of a vampire princess. Also, the "Initial Magic" ability has been changed to "Initial Luck" and "Luck of the Road."

23) Nikolay - Changes the appearance of the vampire Nicholas to be more consistent with the icon. In the resurrection video, when resurrected by Markel, his armor remains the same and does not change during the resurrection.


18 - the changes are noteworthy, I'll add it to my list.
19 - it's a matter of personal preference.
20, 21, 22 - important changes, I'll add them.
23 - a very successful mod, I will definitely add it.
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!
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#727
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Friends, I had an interesting thought and decided to ask you:
Most mechanical units are vulnerable to water, but this is not reflected in Heroes 5 in any way. If in Heroes 6 there were abilities that gave logical advantages and disadvantages, then here, there are none.
So, the question is: Would it be imbalanced to give all mechanical units a 50% vulnerability to water, but at the same time increase the power of "Repair" by the same amount?
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#728
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Then, perhaps, vulnerability to air attacks should also be added (lightning).
Нужно построить Зиккурат!
In reply to Уриэль Септим Х
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#729
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Uriel Septim X
Friends, I had an interesting thought, and I decided to ask you:
Most mechanical units are vulnerable to water, but this is not reflected in Heroes 5. If in Heroes 6 there were abilities that gave logical advantages and disadvantages, then here, there are none.
So, the question: Would it be imbalanced to give all mechanical units a 50% vulnerability to water, but at the same time increase the power of "Repair" by the same amount?
There is no such ability, and all water magic in the fifth game is exclusively freezing. Of course, cold damages machines, but not as much as fire, especially since all the equipment is made of wood and ropes.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to SRD
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#730
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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!
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#731
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Patch for Heroes of Might and Magic V - Epic War Age
Patch updated on 07/04/2018 to version 2.7.1




Essentially, this is a long-ready update that the mod author decided to release to the public. There aren't many major visible changes, but this patch will lay the foundation for version 3.0 in the future, the release date of which is currently unknown.

Patch version 2.7:

• Missing abilities have been added to some creatures in the almanac.
• A table of elements has been added to the global map and the battlefield.
New icons for mass spells (Light and Darkness) and enhanced Chaos spells (for Warlocks).
• The RolePlay core has been added, which will allow for 3 different classes for each faction in the future.
• The New Artifacts Framework core has been added. New artifacts will be added soon.
• Artifacts from campaigns and scenarios are now as they were originally intended. No more replacing original, unused artifacts.
New artifacts have been added, including regular, composite, and set artifacts, but the framework needs to be further developed for them to appear on the map.
• An error in the operation of the complete Dragon set has been fixed. It now works with alternative fortress upgrades for creatures.
• The interface for creating a local network game with Eternal Essence has been fixed and improved.
Triggers for buying and summoning ships in Eternal Essence have been fixed.
• The map editor can now be launched simultaneously with the game.

Patch version 2.7.1:

• The video settings menu in the game has been fixed. The fullscreen mode button has been restored.
Prices and parameters of standard artifacts have been fixed.
• Metadata has been added, and the set of libraries used by the EWA launcher has been changed, reducing the likelihood of false positives from the antivirus.
• All 3 original game intro videos have been added to the main game menu.

For reference:

Patch version 2.6:

• The army viewing window on the global map has been enlarged, making it easier to view information about units in the group.
• "Danger" and "Decision" now have color gradations not only when Eternal Essence is activated.
• The description of some Eternal Essence settings has been improved.
• The in-game wheel in the hero profile is now available even when Eternal Essence is enabled.
• Functions from the map generator from patch 3.1 have been unlocked when launched with Eternal Essence.
• The size of message windows when Eternal Essence is activated can now be changed in the EWA launcher.
• A function to remove the camera limit on the global map has been added.
• A function "Dynamic Battlefield Size" has been added. The size of the battlefield dynamically changes depending on the number of army stacks.
• The "City Gate" spell has been added, allowing you to teleport to a selected city. It can only be learned at level 20, having Magic of Summoning level 2 or higher in a random/random cities on the map.
• An almanac for standard creatures has been added. The almanac for NCF is currently under development.
• An error in the script for assigning the name NCF to the creature "Secret Archers" (471) has been fixed.
• An error in the script for the "Queen" campaign mission, "Siege" (3), has been fixed, which prevented the final enemy from being given an army.
• When installing the game in a folder where the user does not have full rights, the launcher will offer to restart itself with administrator rights and remember this choice.
• The settings menu now has the option to launch with a forced IP. This is necessary for playing over the Internet using Hamachi.
• The installation of high-quality shadows is now performed automatically.
• The function for installing windowed mode has been improved.
• Some tips in the launcher have been improved.
• An error has been fixed that caused "Direct X Patch for the game" to be automatically activated when Eternal Essence was activated.
• An error has been fixed that prevented the automatic map patcher from patching some new maps.
• An error by the game developers has been fixed, which prevented objects from being displayed in the map editor after working with GSC.
• The influence of RTMG on the game has been reduced - protection has been added for all creatures. This protection also gives creatures protection from third-party mods.

Patch version 2.6.1:

• Errors in the scripts in the campaign missions "Ruler of Erathia", "Duncan", "Laslo" and in the scenario "Diplomat" have been fixed.
• The appearance of Frida with the "Running Like the Wind" specialization and Laslo from the Hammers of Fate add-on has been significantly improved.
• The chance of encountering neutrals on GSC maps, including NCF, has been significantly increased when using "Dynamic Groups".
• An error has been fixed that caused AI heroes to not move when Eternal Essence was enabled for many players.
• An error has been fixed that caused the game to crash when attacking if Dynamic Battlefield Size was activated.

Patch version 2.6.2:

• Additional Eternal Essence checkboxes have been added when creating a network game. This allows you to enable/disable EE functions. It doesn't look very aesthetically pleasing, but the bug cannot be fixed otherwise.
• The "Next Hero" button has been replaced with a "Sleep/Wake" button in the interface for moving around the map.
• The mana bar is now active by default with a changed position on the hero icon.
• Some tips in the launcher have been improved.
Installation:

First, install version 2.0
http://el-mods.ru/load/4-1-0-12
Then install version 2.7.1
https://yadi.sk/d/2juqcfeW3Ymj2w
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!
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#732
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Considering Denis’s heavy workload and the fact that he has a one-year-old child, the release of this new update is simply amazing! I honestly didn’t expect it. Here’s what I liked about the new version of the update:

1) New icons – they are better and clearer;
2) RolePlay core – it has brought diversity to the game;
3) Added New Artifacts Framework core + new artifacts – this is simply fantastic;
4) Fixed triggers for buying and summoning ships in Eternal Essence – I didn’t expect the author to fix even such a minor issue;
5) Added metadata and changed the set of libraries used by the EWA launcher, reducing the likelihood of false antivirus triggers – I think this new feature will reduce installation issues;
6) All 3 original game intro videos have been added to the main game menu – it’s a small detail, but it’s nice.
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#733
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By the way, the faulty icon from the Complete folder hasn't been fixed yet - ico_FireBird_128.dds - the correct version is in the archive, please replace it already! ;)

Also, three respected contributors are missing from the author list - CrazyPill, StetNoel (author of 8 NCF creatures), and Nargott, but they made a huge contribution to NCF! Without CrazyPill's refinements and tinkering with the game's .exe file, there would be no NCF core, and it was he who made it possible to load models into the game editor using the Alias Maya plugin and to modify the editor's settings for models in the game's engine format. And the NOIADE utility appeared thanks to the participation of Nargott and StetNoel!
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С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to atlant108
#734
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atlant108


Bowmore, "Devil's Strike" is not a spell – it's a skill from the skill tree.

Then what is it? :)

And it's not learned with expert chaos magic.
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