Posts from Плагин Fresh Mod для SOD
But actually, it is possible. The save file "KiraZhivi.GM1" is attached (in an archive, otherwise the site won't allow it).
Unzip the archive. Copy the save file to "Game Folder\games". Load the save file with Freshmod 8.6.3. Take your turn and try to survive!
An interesting battle-puzzle against the AI - it seems impossible to win:
But in reality, it is possible.
The save file "KiraZhivi.GM1" is attached (in an archive, otherwise the site won't allow it).
Unzip the archive.
Copy the save file to "Game Folder\games".
Load the save file with FreshMod 8.6.3
Pass the turn and try to survive!
An interesting battle-puzzle against the AI - it seems impossible to win:

But in reality, it is possible.
The save file "KiraZhivi.GM1" is attached (in an archive, otherwise the site won't allow it).
Unzip the archive.
Copy the save file to "Game Folder\games".
Load the save file with FreshMod 8.6.3
Pass the turn and try to survive!
FreshMod8.6.3+Jebus Cross (FM Native Army) Why can't my hive appear in its main building Lv6?
Freshmod 9.0 is ready.
You can download it in the first post of the topic.
The save format has been changed; games started in other versions of the mod can only be completed in those versions.
Detailed description of all changes in the current version of the mod.
1. Basic changes:
- Fixed a crash when launching single-player scenarios and campaigns.
- Added display of the number of creatures that can be resurrected by the Archangel (igrik).
- Added display of the number of demons that can be summoned (igrik).
2. Optional changes (flag "Gameplay changes"):
2.1. The percentages for the "Ballistics" skill hit chance have been changed according to the following table:
2.2. The percentages for the "Resistance" skill activation have been changed to 20/30/40 (was 5/10/20).
2.3. The "Resistance" skill now works against spells of mythical dragons (did not work in the original game).
2.4. The percentages for mana regeneration with the "Mysticism" skill have been increased to 20/25/30 (was 10/15/20).
2.5. The "First Aid" skill specialization now also affects the health bonus, 5% for each hero level.
2.6. Fixed the appearance of the spell learning window using eagle eye during auto-combat.
2.7. Fixed a bug where some Necropolis heroes could gain the "Diplomacy" skill.
2.8. Fortress.
- Building mighty gorgons no longer requires a market and a resource depot.
- The lower limit of starting gnolls has been increased from 10 to 15.
2.9. Tower. The building tree for creatures has been changed:
- Mages require only the Mage Guild, levels 1 and 2. The number of resources required for building has been reduced from 5 to 2.
- Upgrading mages does not require a library.
- Djinn require only the Mage Guild, levels 1, 2, and 4.
- Naga require only levels 1, 2, and 3.
- Giants require only levels 1, 2, 3, and 6.
2.10. The base power of the "Armageddon" spell has been changed from 50 for all levels of the "Fire Magic" skill to 30/35/40 for the corresponding levels – basic/advanced/expert.
2.11. Right-clicking on a visited "black market" now displays available artifacts.
2.12. Fixed the disappearance of the names of the "Vampire Cloak" and "Amulet of Invulnerability" artifacts.
2.13. In the dragon utopia, duplicate artifacts cannot appear.
3. Advanced template settings.
3.1. Fixed errors in the algorithm for guaranteed spell acquisition.
3.2. If guaranteed spells are specified as a list, then only one of them will appear during rebuilding, randomly (previously, it was always the last one). At the same time, the remaining spells will never appear.
3.3. Added the "BannedBuildings" setting, which can be used to prevent the construction of buildings in all cities of the selected zone.
3.4. Added the "DecreaseMonolithGuardValue" parameter, which can be used to reduce the strength of the monolith guards.
3.5. Added the "SetRefugeeCampMonsterMaxLevel" parameter, which can be used to limit the level of creatures appearing in the refugee camp.
3.6. Added the "DiplomacyMonsterMaxLevel" parameter, which can be used to limit the level of creatures recruited by the "Diplomacy" skill.
3.7. Added the "Amount same type uncentral towns” parameter, which can be used to set the number of non-central towns whose faction type will be equal to the faction type of the central town.
3.8. When balancing zones by army, you do not need to specify the second zone; then the army generation will occur only in the first zone.
3.9. The "IncreaseEarthMagicChance" parameter does not work on logistics heroes and Sir Mullich.
3.10. Added the "BannedHeroes" parameter, which can be used to prevent any heroes from appearing on the adventure map.
3.11. Added functionality for the "Fraction type for zone without town" setting, which can be used to set the faction type for zones without towns.
4. Templates.
4.1. Added a new template "Jebus Cross (T1-T5)".
In this template, you can only get an army of creatures from levels 1-5.
Different cities can use different strategies. Castle, Rampart, Tower can play through diplomacy, Inferno – through demoning, Conflux – through Moon, Necropolis – through necromancy. Dungeon, Fortress, Stronghold – simply through "brute physical force" of Crag, Tazar, Miner.
4.1.1. Main features of the template:
A special algorithm guarantees that in each generation:
- In the player zones, the number of army units from levels 1-5 will be sufficient to break through the ГО (Guard of Order).
- The armies that can be obtained in the player zones will be approximately equal in strength to each other.
- The sources of the army are cities, outposts, pandoras, hermit huts (always generated in the same zone as the desired artifact), as well as "Diplomacy", "Necromancy", "Demoning".
4.1.2. Advanced template settings:
4.1.2.1. "Legendary artifacts" are enabled:
4.1.2.2. Increased chance of obtaining "Earth Magic" after level 5 of the hero.
4.1.2.3. The strength of the monolith guards is 77% of the base.
4.1.2.4. Monster values have been changed:
- Naga: 1,600.
- Royal Naga: 2,400.
- Hydra: 3,200.
- Chaos Hydra: 5,000.
4.1.3.5. The "Raise Dead" spell can only appear after 1-2 rebuilds.
4.1.3.6. The "Town Portal" and "Dimension Door" spells always appear after 1-2 rebuilds.
4.1.3.7. The second city in the player zones is always "native" with a built fort, the third city is random – a "village".
4.1.3.8. In the central zone, both cities have a castle and a built level 1-5 creature.
4.2. Added the "Clash of Dragons (Fresh Mod)" template.
For all "super-treasure" zones, a neutral faction type is set.
4.3. Updated the "RAI" template to version 6.
4.3.1. All restrictions on summons, resurrection, and the presence of the "Explosion" spell have been removed.
4.3.2. The number of cities in the orange/green AI zones has been reduced to 2. At the same time, the central city is fully built from the start (except for the Grail).
4.3.3. The strength of the monolith guards is 75% of the base.
Templates in the folders "6lm10b", "Jebus LTE", "mt_Jebus (Fresh Mod)", "RAI", "Clash of Dragons (Fresh Mod)", "Jebus Cross (T1-T5)", "6lm10b Army Balance" are replaced with each mod update. Therefore, you need to create separate folders for your versions of these templates.
Can it be that in 2024, someone is still playing SOD online when HOTA exists!? I thought SOD now only exists for the PvE segment. I don't like HOTA because of its blasphemous balance in single-player. I haven't seen streamers playing SOD multiplayer recently.
176 online right now..
176 players online right now...
Can it be that in 2024, someone is still playing SOD online when HOTA exists!? I thought SOD now only exists for the PvE segment. I don't like HOTA because of its blasphemous balance in single-player. I haven't seen streamers playing SOD multiplayer recently.
Well, you know. If I had to choose between HotA and SoD with an HD mod, I would personally choose the latter.
I decided to generate a new template with the Fresh mod, and it turned out that the Fresh mod has a bug – it removes the guards from artifacts and Pandora's boxes, and they just lie around without guards.

But the Fresh mod definitely isn't the problem here, because this screenshot is from SoD without the Fresh mod.
And no changes were made to the guard generation.
The problem is in the template settings; here, no type of zone monster is specified, so they are not generated:

Also, I recommend clearing the "Border guard" column:

All generator changes were tested without it, so theoretically, some problem may arise when connecting zones, but it may not.
Added 8 hours 50 minutes ago
It might be helpful - in the Fresh mod, advanced template generation settings have appeared, which allow you to:
- Enable additional game options.
- Exclude or limit any objects on the map, as well as artifacts and spells.
- Set the location of zones and their connection with roads.
- Configure the location of seer huts.
- Specify the starting layout of cities and bonuses for AI.
- Change the value of map objects and monsters.
- Balance zones by army and utopias.
- Specify the minimum/maximum distance of objects from the road, the center of the zone, and also repulsion from each other.