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Posts from AllCampaignsRemastered - Updated mod for all CampaignsAuto-translated
Extract the map itself (the text file) to your desktop, open it with Notepad, go to File, Save, and then put it back into your mod.
Oh, thanks, it worked!
And another question — to remove the Necromancer's set in the first missions, I have an empty line there. Did I understand correctly that I need to enter a list without the set from the editor?
And another question — how do I remove the Necromancer set in the first missions? My line <artifactIDs/> is empty there. Did I understand correctly that I need to enter the list without the set from the editor?
Yes, as I wrote in post #35. I hope you're talking about the first missions of the Necromancer campaign, not the Queen's? There shouldn't be anything to remove there, I think
Rommy, when playing as Elai in the first mission, approaching the high prophet results in the error message: "(script) error: empty message text!". It seems the prophet should say something, but I can't find any text. Maybe there isn't any text at all. Probably just a bug.
Rommy, when playing as Elai in the first mission, approaching the high prophet results in the error message: "(script) error: empty message text!". It seems the prophet should say something, but I can't find the text. Maybe it's just missing. Probably a bug.
In Hammers of Fate, when you approach him, he also doesn't say anything, he just gives you the quest. Maybe it's some cut dialogue.
Guys, I'm interested in your opinion on what else we could add/change:
1) Should we add new objects from the expansion packs to the original Campaigns? 2) Should we add a mentor before difficult missions?
I will be working on these points for NVS next year. I won't predict anything more for now. I've liked this idea for a long time, and I will implement it through trial and error. And I will be glad for outside help.
Added 38 seconds ago }{0TT@6bI4
Configure the advanced map editor, then select the AdvMapDesc table. Now select the arena you need, and double-clicking with the left mouse button will open it as a regular map in the editor.
Khottabych, thank you very much. I will try it, but only in the new year!
Based on these points, I will be working on something for NVS next year. I won't predict anything more specific for now. I've liked this idea for a long time, and I will implement it through trial and error. And I would be happy to receive external help.
Interesting, we'll see. Personally, I would like to see a more complex and improved version of AllCampaigns. After 500+ hours, the campaigns themselves don't seem very challenging. I probably won't be doing something like that, and I don't have much experience with balancing.
Rommy, could you please add the fleeing of the alternate upgrade from Isabel to the script for Heroes of Might and Magic III and post it here? I don't know how to do it myself. I hope they don't run to Godric and join him (the video says so), otherwise they'll end up in his army. Maybe I'll finish the mod in a few days, but that's not certain.
Rommy, could you please add the script for c3m5, where the alternate upgrade from Isabel triggers, and share it here? I don't know how to do it myself. I hope they don't run off to Godric and join him (the video says so), otherwise they'll end up in his army. I might finish the mod in a few days, but it's not certain.
I came up with two options: in the first, the third alternate upgrade triggered correctly, but the notification window didn't appear; in the second, the notification window appeared, but it randomly said that the griffons had left, while in reality, it was the archers. Neither option is very good. I think it's better to give up on it; no one will play as Isabel in this mission, at most for the first week to capture the mines; all the human units will end up transforming into undead anyway. Or, someone who is good with scripts could help. Also, it's likely that new text for the third upgrade's tooltips will need to be added.
I came up with two options: in the first, the third alt-grade unit successfully retreated, but the window with the message didn't appear; in the second, the window appeared, but it randomly stated that griffons had left, while in reality, it was archers. Neither option is very good.
I think it's better to just give up on it; no one will play as Isabel in this mission, at most, they'll capture the mines for the first week; all the human units will end up transforming into undead anyway. Or, if someone is good with scripts, they could help. Also, it's likely that new text labels will need to be added for the third grade.
Oh well, it wasn't that important anyway, lol)
I also wanted to know what changes were made to the maps a1s1m1, a1s3m1, and the scenario maps In Search of Power, Island for One, Tear for Ossir, and Race Against Time?
Also, I wanted to know what changes were made to the maps a1c1m1, a1c3m1, and the maps for the scenarios "In Search of Power," "Island for One," "Tear for Ossir," and "Race Against Time"?
I didn't touch the maps; in A1C3M1, the additional quest with the oracle was fixed; I also didn't touch the scenarios. Maybe I just messed around with the files, changed something, put it back, and that's it, and the save shows it as if it was recent.
Added after 31 seconds Did you manage to get the alternate upgrade in the 4th mission of Agrael?
Added after 5 minutes
Also, in A1C1M1, the quest for the druids is a bit buggy; that is, it works in such a way that after killing the druids, the elves disappear from the map, but it remains unfinished, and you can't close it with the prophet. The same thing happens in Lords. I tried to fix it, but I couldn't; if anyone can help, that would be great.
I didn't touch the maps; the additional quest with the oracle in A1C3M1 has been fixed; I also didn't touch the scenarios.
Perhaps he was just browsing the files, touched something, and put it back, and the save file shows it as if it were recent.
Added 31 seconds ago Did you manage to get the alternate upgrade in Agrael's 4th mission?
Added 5 minutes ago
Also, in A1C1M1, the quest for the druids is a bit buggy; that is, after killing the druids, the elves disappear from the map, but the quest remains unfinished, and you can't close it with the prophet. The same thing happens in Lords. I tried to fix it, but I couldn't; if anyone can help, that would be great.
The maps not only have a different date, but they also seem to be larger; perhaps they were opened in an editor, and additional features were added that are not available in the original editor; anyway, never mind.
What exactly is the problem with the alternate upgrade in the 4th mission?
Not only the dates, but the maps themselves have become larger. Perhaps they were opened in the editor and additional features were added that are not available in the original editor. Anyway, that's fine.
What exactly is the issue with the alt upgrade in mission 4?
I didn't open them in the editor; there are also scenarios added, and they weigh quite a bit. Did you manage to make it so that the alt upgrade also works in mission 4?
I didn't open them in the editor; I also added some scenarios, and they take up quite a bit of space. Did you manage to make it so that the alternate upgrade also works in mission 4?
Yes. I copied this part from your script. In the screenshot, it's the second day; a cutscene appears (with an endless sound of hooves, by the way), showing the army fleeing, and it shows 100 of each unit remaining. The exact number is always slightly different.
Yes. I copied this part from your script. In the screenshot, it's the second day, and a video appears (with an endless sound of hooves, by the way), showing that the army is fleeing, and it shows 100 of each unit remaining.