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

4.8 (6 ratings)
In reply to U.n.k.n.o.w.n.
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It would be possible to add NCF creatures to the mercenary camp; this would increase their usability.
NCF
In reply to U.n.k.n.o.w.n.
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U.n.k.n.o.w.n.
Yes, I launch the game through the launcher.
Please provide the contents of the bin folder in an archive.

Also, try replacing the files in the game folder with the contents of the archive.
Download archive
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mrHalfer
U.n.k.n.o.w.n., please provide the version of Windows and the full installation path of the game.

Game path: D:\backup\Program Files\Buka\Heroes of Might and Magic V — Epic War Age

Windows version:
System: Microsoft Windows XP Professional version 2002 SP 3 (32-bit operating system)
Microsoft ZverDVD.org v2014.5 Final Intel(R)
Processor: Pentium(R) 4 CPU 3.00 GHz 2.99GHz, 3.55 GB RAM
Video card: RADEON 9200 SERIES (latest version of drivers installed)
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Patch version 2.0.1:

• Fixed a bug where, instead of regular low-level demons, scripts in scenarios added powerful Ice Demons (including in mission 5 of the original campaign).
• Fixed a bug where scrolling text did not work in message windows with 2 buttons (OK, Cancel) if large text messages were enabled.
• Unlocked the option to play through ubi.com; naturally, this only works if you have a valid license key.
• Added missing files from the official patch 3.1.
• Added a function to the launcher to copy the original DLL files.

These changes were made urgently because the Ice Demon bug interfered with normal gameplay. We will address the rest later.
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mrHalfer, I solved my problem: I just needed to delete the file EWA_VisualWorld.pak from the data folder.
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Another suggestion – for example, in my case, no game runs properly until you place a patched d3d9.dll file in the bin folder. Without it, the textures in the game are blurry. When launching the mod, it deletes this file, so the game doesn't run properly. The problem is solved by setting the "Read-only" attribute on the patched file. Could you include this file in the build from the start?
In reply to Shadowclaw
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Shadowclaw
Another suggestion – for example, the game doesn't work properly for me until I put a patched d3d9.dll file in the bin folder. Without it, the textures in the game are blurry. When the mod is launched, it deletes this file, so the game doesn't work properly. The problem is solved by setting the "Read-only" attribute on the patched file. Could you include this file in the build?
Does it work for you with a patched d3d9.dll? The EWA executable already has changes to how it works with DirectX, and if d3d9.dll is present, the game crashes before it even starts (immediately after the splash screen). If you launch it through the original executable, d3d9 is needed, but the mod won't work through the original executable anyway.
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New Artifact Framework - новые артефакты
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Some heroes from the Academy are missing textures:
In reply to sae-Melon
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sae-Melon
Some heroes from the Academy are missing textures:
I found the bug; the textures are not lost for all player colors. For example, everything is fine with the red color.

Added after 1 hour 23 minutes
RedHeavenHero
Dark wyverns are completely white.
I forgot to restore its file after losing the ultra pack; it will be in the next patch.
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Избранные проекты:
New Artifact Framework - новые артефакты
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New Creatures Framework - новые существа
In reply to mrHalfer
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With the patched d3d9.dll, it works perfectly. Without the file, the textures in the game are blurry. I found the file somewhere on this forum. The only thing is that the mod seems to delete this file from the bin folder when it starts, so I have to set the "read-only" attribute for it. Also, check Agrael's ability. It seems that it's not Agrael's ability at all, but the Warlock's, because I don't see Agrael using the "Hell Wave" and "Devil's Chains" spells (or whatever they're called).
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I suggest adding a function to the launcher to activate/deactivate the mod EWA_VisualWorld.pak, which is located in the data folder in the game directory. Since players with weak video cards, with 128 MB of memory, experience crashes when trying to play maps with the following prefixes in their names: A1, A2, B1, B2, E1, E2, when the EWA_VisualWorld.pak mod is "activated".

Alternatively, the mod could be optimized so that weaker video cards can handle it.

I would be grateful if the function or changes I suggested were implemented in the next patch.
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I understand that the system's bitness doesn't affect it. The game's executable is still 32-bit. How much RAM does your computer have? And what is your video card?

And another question - is NHF compatible with the mod?
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Here:
Vresia Windows:
System: Microsoft Windows XP Professional version 2002 SP 3 (32-bit system)
Microsoft ZverDVD.org v2014.5 Final Intel(R)
Processor: Pentium(R) 4 CPU 3.00 GHz 2.99GHz, 3.55 GB RAM
Video card: RADEON 9200 SERIES (latest drivers installed)
It seems that everything meets the minimum system requirements.

But I would still be grateful if the function or changes I suggested were included in the next patch. (Message No. 135)

As for the compatibility of EWA and NHF, I don't know; I haven't checked yet. (but most likely not)
On Warlords (without third-party modifications, including NCF, although I have not yet checked the compatibility of NCF and NHF), NHF works normally.

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