Posts from AllCampaignsRemastered - Updated mod for all Campaigns
I have an issue with Isabel: the 2% discount on training per level doesn't work correctly. Is there a way to fix this?
Changes feedback
1. HoF - Wulfstan - Lazlo: This sound was removed incorrectly in my opinion. It adds the sound of a raven screech as ravens start circling around Lazlo.
There was a bug in the Russian dub: these sounds played the English voice lines.
Re-uploaded the archive, minor updates:
Fixed the position of the blindness effect on archers in the first video of C3M5
Fixed the animation of Agrael in one video
Fixed the animation of the Master in the second-to-last video of C6M5
Removed the remaining English phrases in the video A1C2M5
Fixed one incorrect line in A1C2M5
Fixed the incorrectly working Isabel Sovereign specialization
Added loading backgrounds from previous expansions to the scenarios
Fixed the poorly functioning Isabel Southeren specialization.
P.S. In the original, 0
This will have to be fixed in the patches.
Fixed it. Level 12 Isabelle, training a peasant into an archer costs 115 gold.
Thank you very much for the quick fix. I just checked, and the cost is 116 gold, just like in the original. Thanks again.
This is a huge, cool, and very difficult task. I have a question regarding the abundance of versions for merging companies in H5.
As I understand it, should I not install any other company fix packs? (Except for Dialogue&PWLscreen(AllCampaigns)HD; I actually updated the quality of the scrolls for it, and I need to upload it, but probably I'll do it together with the first version of the HD interface for the game's anniversary.)
What percentage of company missions were successfully ported? I mean, there used to be complaints that, for example, the dwarves had many problems, and not all mission chains with mods for all companies in one game were playable, so only a part of them was included in the release.
Doubled the quality of the company icon buttons and adjusted the text positioning: now the company name will be at the top center, above the corresponding icon.
The files only do this.
To install, place the UI folder from the archive into the All_campaignsR.data.h5u module.
This is a huge, cool, and very difficult task. I have a question regarding the abundance of versions for merging campaigns in H5.
As far as I understand, should I not install any other campaign fixes? (Except for Dialogue&PWLscreen(AllCampaigns)HD, I have updated the quality of the scrolls for it, by the way, I need to upload it, but probably already together with the first version of the HD interface for the game's anniversary.)What percentage of campaign missions were successfully ported? I mean, before, there were complaints that, for example, the dwarves had many problems, and not all mission chains with mods for all campaigns in one game were playable, so only a part was allowed in the release.
I didn't quite understand the question, how similar is the mod to the original campaigns? Were there any non-working tasks, scripts in the missions – has all this been fixed, and now it is almost like the original, only in the guise of Lords of the Horde?
As I understand it, this mod only includes:
1) Numerous battles with different enemy heroes
2) Carrying over set items to subsequent missions
3) An enhanced battle against Markal
Are only these changes not canonical and made for the sake of balance/convenience?
Do all other changes 100% correspond to the canon of how the missions/scenarios were in the original game/Lords of the North?
As I understand it, this mod only includes:
1) Numerous battles with different enemy heroes
2) Carrying over set artifacts to the next missions
3) An enhanced battle against Markel
Are only these changes not canon, and are they made to improve balance/convenience?
Do all other changes 100% correspond to the canon of how the missions/scenarios were in the original game/Lords of the North?
Essentially, yes, 99.9% of the missions are similar to the originals, except that they include units from Lords of the North. I don't think the third tier hinders gameplay; it's just a game mechanic. No one prevents you from playing without the third tier if you want to, as in the original.
In short, it's best to see and play it yourself.
The enhanced battle against Markel is more like a micro-fix; in the original, if you kill the main undead, the summoned creatures disappear, and the battle ends very quickly. Otherwise, you have to finish off all the summoned undead, as in the final mission.
Essentially, yes, 99.9% of them are similar to the original missions, except that there are units from Tribes of the East. I think the third tier doesn't hinder gameplay; it's just a game mechanic. No one prevents you from playing without the third tier if you want, like in the original.
In short, it's best to see and play it yourself.
As for the "third tier in the original and Hammers of Fate," it's not just about that. I even made a text file for myself with a reminder of what exactly wasn't in Heroes 5 original and Hammers of Fate, and what shouldn't be used :D. If you need it, here's the list:
You can play the mod for the campaigns from "original" + "Hammers of Fate" either by using all the innovations of the "Tribes of the East" add-on, or
by limiting yourself and not using the new mechanics that can give a clear advantage. If you need to know what exactly wasn't
in "Tribes of the East" or "Hammers of Fate," here's a list of the most important (not all) changes that can significantly
affect the balance:
1) New race - Stronghold (before ToE), Fortress (before HoF). And, accordingly, the heroes of these factions and all their units.
2) New alternative tier of creatures (before ToE), 3rd option (2nd improved).
3) The ability to hire a caravan to transport creatures from buildings on the map to your city (before HoF).
4) New spells (before ToE): magic of light - regeneration (level 2), divine vengeance (level 4); magic of darkness - sorrow (level 1), vampirism (level 5);
magic of chaos - stopping chill (level 5); magic of summoning - crystal secret (level 2), wall of swords (level 3), summon hive (level 4).
5) Selling artifacts on the market in the city (before ToE).
6) New buildings on the map (before ToE) - mentor, sacrificial altar, library of spells, astrologer's tower.
Conclusion: I only included the biggest changes that can significantly change/make the game easier, and which are easy to avoid during the game. Of course,
there were many more changes in the add-ons, but I considered the others to be either not important enough, or something that is extremely difficult (and in some places
even stupid or impossible) to avoid.
Yes, the 3rd tier is not a problem in the "OldCampaign" mod, not the remaster, there is also a 3rd tier. I just always ignored it, it's not difficult. And the fact that units from ToE are on the map... well, let's consider this a "reasonable price to pay for the ability to play the original and Hammers of Fate campaigns in the Tribes of the East".
Let's assume we understand the logic behind it; in general, it does sound logical. But I would like to remove the enhanced original battles with many enemy heroes and the transfer of artifacts if possible. I understand that this is your mod and you want it to be this way, so I'm not asking you to change anything in your mod for me. Rather, I would like to ask you, if it's not difficult, to tell me what exactly and where I need to change in the mod files to remove these innovations? At least briefly, I'll figure out the rest myself.
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And regarding the "third tier in the original and Hammers of Fate", it's not just about it. I even made a text file for myself with a reminder of what exactly was not in Heroes 5 original and Hammers of Fate, and what should not be used.
If needed, here is the list:
You can play the mod for the campaigns from the "original" + "Hammers of Fate (HoF)" either using all the innovations of the "Tribes of the East (ToE)" add-on, or
limit yourself and not use the new mechanics that can give a clear advantage. If you need to know what exactly was not
before "Tribes of the East ToE" or before "Hammers of Fate (HoF)", here is a list of the most important (not all) changes that can seriously affect
the balance:
1) New race - Stronghold (before ToE), Fortress (before HoF). And accordingly, the heroes of these factions and all their units.
2) New alternative tier of creatures (before ToE), 3rd option (2nd improved).
3) The ability to hire a caravan to transport creatures from buildings on the map to your city (before HoF).
4) New spells (before ToE): magic of light - regeneration (2nd level), divine vengeance (4th level); magic of darkness - sorrow (1st level), vampirism (5th level);
magic of chaos - stopping chill (5th level); magic of summoning - crystal secret (2nd level), wall of swords (3rd level), summon hive (4th level).
5) Selling artifacts on the market in the city (before ToE).
6) New buildings on the map (before ToE) - mentor, sacrificial altar, library of spells, astrologer's tower.
Conclusion: I only included the biggest changes that can significantly change/make the game easier, and which are easy to avoid during the game. Of course,
there were many more changes in the add-ons, but I considered the others to be either not important enough, or something that is extremely difficult (and in some places
even stupid or impossible) to avoid.
To remove the artifact transfer and enhanced battles, you need to remove the necessary lines in the Lua file of each mission. It's too time-consuming to describe; it's easier to compare the files with a regular mod for the campaigns. Mainly, the lines about artifacts: the very first line and the very last one,GiveArtefactandSaveHeroAllSetArtifacts.
The respected master Rommy also participated in the repair and improvement of the mod for all Campaigns, adapted for NVS. All his script fixes, animation adjustments, and the transfer of artifacts from mission to mission in the original Campaigns and the Lords of the North Campaigns are also present in my mod.
The mod will be available in the second half of May this year. By that time, we plan to complete all remaining work.[/quote]
I recently played through versions 1.6 and 2.1 to remember what they were like, and it turns out that composite artifacts only appeared in Lords of the Realm. It's good that your mod will include the transfer of artifacts.
Let's assume we understand the logic behind it; in general, it does sound logical. But I would like to remove the enhanced original battles with many enemy heroes and the transfer of artifacts if possible. I understand that this is your mod and you want it to be this way, so I'm not asking you to change anything in your mod for me. Rather, I would like to ask you, if it's not difficult, to tell me what exactly and where I need to change in the mod files to remove these innovations? At least briefly, I'll figure out the rest myself.