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

4.8 (6 ratings)
10 years ago
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Are there any plans to include NHF in the build?
In reply to mrHalfer
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10 years ago
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mrHalfer
Haven't tried playing for a long time, but after about an hour of playing in the same World of Xeen, all saves loaded on the first try.
Playing solo, yes. But saves in multiplayer (hotseat) just won't load, even if the map is small. It just kicks you out. I have 8 GB of RAM.
In reply to snachgg
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10 years ago
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snachgg
Playing solo is fine, but saves in multiplayer (hotseat) simply won't load, even if the map is small. It just kicks you out. I have 8 GB of RAM.
Well, I don't know, hotseat loads normally for me. I even checked it specifically just now.
In reply to SRD
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10 years ago
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SRD
To be honest, I don't even remember when I downloaded it – it was a long time ago, and I just put it in a folder with unplayable mods. Then I saw a screenshot with this bug and remembered it. Is there a corrected version of this mod, separate from NHF?

No, because UVH was completely integrated into NHF!
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10 years ago
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Tell me, is it possible to increase the number of creatures when generating units? An army consisting of 1 peasant, 1 militia, and 1 landlord... is quite easy to defeat.
In reply to Mokara
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10 years ago
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Mokara
Tell me, is it possible to increase the number of creatures when generating units? Simply put, a unit consisting of 1 peasant, 1 militia, and 1 landlord... is quite easy to defeat.
It can certainly be adjusted, but right now, the units are generated with roughly the same strength as the initial unit.

Instead of 1.5 peasants, 1 landlord will be created. And instead of one Omega Dragon, 300 Stalkers could be created (a rough example).

Increase the difficulty level, and the initial units will be larger, and therefore the composite units will be stronger.

Added after 12 hours and 12 minutes
Patch 2.1 released on 02/27/2016. The changes are mainly technical, but very significant, which made it possible to release not 2.0.2, but immediately 2.1.

Patch 2.1:

• Fixed the texture of Dark Wyverns
• Fixed the textures of Ogre (mage) of all player colors (previously, the texture was only displayed for the Red player).
• The flag color has been corrected for the heroes Irbet and Erin (sorceresses).
• All conflicts of script names of new creatures with original creatures have been fixed (326, 342, 363, 367, and 804 (the latter was fixed in the previous patch)).
• UM.DLL (patch 3.1 file) is now copied to the bin folder automatically if it is not there.
• Added a function to enable contrasting hero paths (Visible path).
• RM and Mega AI scripts have been separated, allowing them to be disabled individually.
• Added the ability to enable Tournament Edition scripts (in a reduced form, but something does work).
• Fixed an error that caused scripts for AI and composite armies to not run on all EWA maps in Multiplayer.
• The launcher, when starting the game, will scan for new maps and activate scripts on them, and disable automatic generation of random maps when joining a Multiplayer game; the map must now be copied manually (it is not recommended to disable this function).
• The Map Editor has a manual map processing function, which also activates script extensions in Multiplayer and disables automatic generation of random maps when playing online.
• Added a warning when running on a 32-bit OS.
• Added a function to disable improved models in the mod settings.
In reply to mrHalfer
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10 years ago
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mrHalfer

• Fixed the textures of the Ogre (mage) for all player colors (previously, the texture was only displayed for the Red player).

It is necessary to monitor and update the mods that make up this collection in a timely manner! ;)
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10 years ago
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After installing patch 2.1, an error occurs upon startup: Error: Subscript used on non-accessible variable
And the game stops launching altogether. What should I do? Perhaps I should manually remove all the changes affected by patch 2.1?
In reply to atlant108
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10 years ago
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atlant108
After installing patch 2.1, an error occurs when launching the game: Error: Subscript used on non-accessible variable
And the game stops launching altogether. What should I do? Should I manually remove all the changes affected by patch 2.1?
From the patch description: The launcher will scan for new maps when the game is launched.
This means that something is not working correctly with this scan, and it should have been simply disabled.

Thank you for reporting the error. It occurred due to one of the third-party maps that does not have a map.xdb file.
But the crash itself is my mistake; I didn't add a check for the existence of the file.

Patch 2.1.1:
• Fixed the "Error: Subscript used on non-accessible variable" error and subsequent application termination when attempting to process some of the third-party maps.
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10 years ago
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Yes, now everything is working perfectly. Truly, there is no limit to the perfection of a mod:))) I am especially pleased with the introduction of TE scripts, even if in a limited version.
In reply to atlant108
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10 years ago
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atlant108
Yes, now everything works perfectly. Truly, there is no limit to mod perfection:))) I am especially pleased with the appearance of TE scripts, even if in a limited version.
I'm familiar with this, it's been done before.
psatkha
It is necessary to monitor and update the MODs that make up this collection in a timely manner! ;)
In principle, errors in EWA are fixed quite quickly, and I am very grateful for that.
In reply to mrHalfer
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10 years ago
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mrHalfer
Thank you for reporting the bug. It occurred due to one of the third-party maps that doesn't have a map.xdb file. But the crash itself is my fault; I didn't implement a check for the existence of the file.
In my map, Absolute Power, which is likely included in the EWA collection, this file has been moved to another location. This was done so that most players wouldn't be able to modify the map using the editor.
Either correct the paths or remove the map from the collection if it continues to cause problems. Currently, the "anti-editor" feature is no longer relevant.
In reply to Dyrman
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10 years ago
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Dyrman
In my map Absolute Power, which is definitely in the EWA build, this file was moved to a different location. This was done so that most players could not modify the map through the editor.
Fix the paths or remove the map from the build if it still causes problems. Currently, the "anti-editor" is no longer relevant.
The search for map.xdb in the archive is recursive; it doesn't matter where it is located.
Ideally, you should first look for map-tag.xdb and check the path within it. But I don't feel like rewriting everything...
Few people change the name of map.xdb, and since only maps without scripts need to be "patched," such a probability is extremely low. But even if such a map appears, the MegaAI, TE, and RM scripts simply won't work in multiplayer (I added a check for the existence of map.xdb in the archive; the launcher will no longer crash; it will just skip the map).
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10 years ago
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Patch version 2.1.2:

• Fixed a critical error that prevented the launcher from starting if there were no maps in the Maps folder.
• Added warnings about incorrect mod installation (if installed in a folder other than the game folder or if the patch is installed directly without the main distribution).
• Rebalanced the Fortress tier creatures to compensate for the hero specialization and other racial features.
http://el-mods.ru/load/4-1-0-14
10 years ago
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1) The fifth mission of the second campaign in the original Heroes of Might and Magic doesn't work as intended. In the original game, when exploring the map, the fog of war didn't automatically dissipate as Agrael moved on the ship. In your version, it does dissipate automatically, so you can sail straight to Tier and the mission becomes much easier. 2) The Fortress on the hill doesn't require any money to upgrade creatures. Is this intentional?

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