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

4.8 (6 ratings)
In reply to Rameliya
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Hey everyone, all the best! I'm not a very active forum member, and I only came here at Dima's (Atlanta) request. :)
I'm in contact with the EWA developer, Denis. He's a good guy, but he's really short on time now... he has a family, a job, and another project he needs to get off the ground...
And one day, Denis closed his private messages and said he wouldn't be working on EWA until next year... what can I say... let's try to put ourselves in his shoes... Imagine, you come home from work, tired... you don't have much time to relax, and then you go to sleep and it all starts over again... and then you try to watch a movie at night (on VK, for example), and you get notifications that another poor guy wants to add something from the mods to the project, or he just has something that doesn't work... personally, I think Denis is still patient; I would have done it sooner. If he doesn't have time, what can he do...? So he acted rationally... he didn't tell you, "Okay, guys, EWA is done," he even gave you an approximate date when he might be able to get back to it...

If you really need to discuss all this, you can write to me personally at http://vk.com/offosorg, and I'll help as much as I can. However, I don't have much experience in modding or "upgrading" EWA, although I do a little programming.
Thank you for your attention, and all the best! I wish you patience!
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mrHalfer, респект!!!!
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Dima (Atlanta) deserves a monument :D For his incredible activity :D I wish I had that much energy :D
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I want to welcome you and immediately warn OFFOSORG that the forum is not for discussing other people's problems, identifying individuals, etc., at least not this section. Please refrain from making comments about people in the future.. This section is for discussing the project, not personal opinions, appeals for sympathy, or emotions towards individuals.

Thank you for deleting the criticism of one of the forum users. You can leave the rest.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Dyrman, thank you :D I deleted it; it seems it was unnecessary.
Regarding EWA... I didn't know anything about it back then; I just picked mods myself and hoped they would be compatible. I didn't know how to edit or create mods, and I still don't. And one day, I lost the archive with all the mods I had found... and I was very happy when I came across EWA (although, as I later realized, I practically got everything ready-made; almost all the bugs had been fixed)... I wrote to Den about the crystal golem and another creature in the discussions; the game would simply freeze when using their ability, and their "level" was too low; it showed a very low level, but it should have been medium...
In general, EWA, in my opinion, is a masterful collection of mods that has its own launcher, useful utilities, and optionality in some aspects.
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I would like to know the opinion of forum participants regarding the further development of the mod – our team wants to understand where we should focus our efforts and in what direction we should develop.

Please indicate what is most interesting and preferable for you:

Possible improvements to the mod:

1) Improving the graphics and visual aspects of the game through special mods;
/topic/11909/

2) New music and new musical themes;
(specify which music you would like to hear in the game)
3) Changing the balance by adding such mods as:

/topic/11902/

/topic/10674/

/topic/10898/

/topic/10183/

/topic/7746/

/topic/11789/

/topic/9268/

/topic/4186/

/topic/11956/

/topic/11268/

/topic/10598/

/topic/8830/

4) Adding new heroes to the mod through mods:

/topic/9337/

/topic/12025/

5) Adding new buildings to the game, using a mod
/topic/9487/

6) Adding new creatures to the game
/topic/7937/
or Option: adding creatures from Might & Magic Heroes VII

7) Adding new artifacts to the game
8) Adding new factions to the game (without replacing existing ones)
/topic/11301/
/topic/11395/
Option: adding factions from Might & Magic Heroes VII

9) Strengthening war machines
10) Tactical changes by using mods from
/topic/7486/

/topic/11565/

11) Adding new campaigns, scenarios, and maps to the mod
/forum/section/159/

12) Indicate your own options

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Adding new factions to the game (without replacing the old ones)
How would that be done?
 

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In reply to Ment
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Ment
How is that possible?
Ideally, it's not possible without expanding the arrays with IDs. To fully add a faction, you need to add IDs for cities, buildings, hero types, units (as in .ncf files), and it would also be good to add ability IDs for creatures, at least to create copies of old ones with new stats. IDs for skills and abilities would also be useful, even if only to create racial skills for new cities using scripts. I'm not sure if they're needed, but most likely they are: IDs for adding defense areas for new cities, dwellings, maps of the Tears of Ash, city specializations, maybe I missed something else. But for this, it is necessary to disassemble and edit the .exe file, since no one has released the source code, and it's all quite complex. But if there are skilled people, I'm all for this development path for the mod.
In reply to Rameliya
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Rameliya
I would like to know the opinion of the forum participants regarding the further development of the mod - our team wants to understand where exactly we should move? In what direction should we develop?

It's great that you're interested!

For starters, my dream is to combine EWA with MMH5.5. This is, in essence, not only about tactics but also about points 4 (in 5.5, there's a good selection of heroes), 5 (lots of different faction dwellings make the game exciting), 7 (many new artifacts and sets, new backpack artifacts). As well as many other features like several hero classes, governors, castle rebuilding, etc.

And if we break it down into points.
1) It's cool when there's a variety in terms of new textures for original content, but I would focus on new content. I think EWA already brings a lot of good things to the visuals.
2) I liked both the original and what EWA changes, and I'm happy with it. Perhaps you could add music from New Heroes to the original and what's in EWA, and keep the best/most compatible.
3) Balance is a complex issue. I'm more worried about the balance of NCF creatures. I know that work is already being done on this, but there's a huge amount to do. The mods presented also have interesting things, but if they are included in the build, it should be as an option in the launcher (for example, creatures that cost more resources).
4) You can expand with heroes from 5.5, NHF, and FullAshan. Ideally, select the most harmonious in terms of execution in relation to the original game and balanced ones, but adding mods in pieces is probably not right for their authors. In any case, I think that if the choice is too large, it's a minus.
5) I haven't played NTBF, but what's in the description is very interesting. Again, as I wrote above, there are also many great buildings in 5.5. I especially like the idea of a hut with random quests from there.
6) In terms of NCF, I think only balance and filtering are needed. It would be cool to pull creatures from the seventh game. Also, I saw that they were pulling creatures from Heroes Online (I don't know if they are already in NCF).
7) 5.5
8) This would be just great. But I know that it's very difficult. And so far, no one has succeeded. Although, perhaps with the help of a map generator. In any case, this is super cool.
9) Probably not worth it.
10) Again, what I wrote about 5.5. But I also highly appreciate Nargott's work, but interesting intersections can be found here. For example, in WGE, Nargott used a reduction in speeds to balance movement and make it more interesting, but as I understand it, he reduced speeds because he couldn't increase the size of the arena. And in 5.5, the arenas are enlarged (the sizes of the siege arenas are taken), but only in battles for buildings. Effective defense in WGE would definitely be desirable in EWA. From my own ideas: a flank attack (like in the 7th game) and arenas with more objects to make maneuvering more interesting.
11) There are already enough of them + people are working on it. As an option, port campaigns from the 6th part. The plot is not as sad as in the 7th, but the game itself... Well, and if it is possible to add a race, then you can make a campaign for it, integrating it into the plot of the original game.

12) Incomplete castles;
Related races: the idea arose after I saw the city rebuilding in 5.5. The essence is that there is an alliance as a common race and there are sub-races: for example, a classic (griffin empire), barbarian, renegade humans, etc. The heroes are common, and the creatures are collected separately for each sub-race. You start with the classic alliance, and then you can rebuild the city into a city of a related race. In this case, you don't need to go into the HEX code, because there is no ID of the new race. This would allow many NCF creatures to be added. And there would be many interesting combinations: Conflux as an academy, Faceless Ones as Dark Elves, Sanctuary as High Elves, etc.

And in the end, I'll say that I would be glad if they took me into the team of this wonderful mod. I used to make small mods for the 5th game. And I have a good knowledge of languages, including Lua. I want to help, especially with new races
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The biggest problems with EWA (this is my personal opinion): - It's far from being balanced (NCF suffers in this build); - A meager set of options for connecting and disconnecting mods (there’s a lot of unnecessary stuff that I would like to disable), compatibility with new mods (a kind of subroutine determines that such-and-such mod has appeared, checks it for file matches with other mods, and determines compatibility); - There is an authorial problem regarding the mods included in the build. If these problems are solved, the build will truly be the best, or at least come close to 5.5 ;)
Glistagon

First of all, my dream is to combine EWA with MMH5.5. This is essentially not only about tactics but also points 4 (in 5.5 there is a good selection of heroes), 5 (many different race cutscenes make the game exciting), 7 (many new artifacts and sets, new backpack artifacts). As well as many extras, such as several hero classes, governors, castle rebuilding, etc.
Should we turn EWA into 5.5 or just play 5.5 directly? =)

In my opinion, it's better to develop within its own niche than to copy the very best single-player mod currently available.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Glistagon
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Glistagon

3) Balance is a complex topic. I'm more worried about the balance of NCF creatures. I know that work is already being done on it, but there's a huge amount to do. The mods presented also have some interesting things, but if they are included in the collection, they should be as an optional addition in the launcher (for example, creatures that cost more resources).
6) In terms of NCF, I think all that's needed is balance and filtering.

There is a utility called NOIADE for balancing creatures from the NCF project:smile02:
Glistagon

6) It would be great to extract creatures from the seventh game. I also saw that creatures were extracted from Heroes Online (I don't know if they are already in NCF).

Extracting creatures from the 7th game is not a problem, it's more difficult with the 6th game (in terms of the impossibility of converting animations), BUT there is one big problem - exporting animations from the 7th game in the format of the 5th game!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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In theory, there's no way to do it other than by expanding the arrays with IDs. To fully add a faction, you need to add IDs for cities, buildings, hero types, units (as in NCF files), and it would also be good to add ability IDs for creatures, at least to create copies of old ones with new stats. IDs for skills and abilities would also be useful, at least to create racial skills for new cities using scripts. I don't know if they're needed, but most likely they are, IDs for adding defense areas for new cities, dwellings, maps of the Tears of Ash, city specializations, maybe I missed something else. But for this, it is necessary to disassemble and edit the .exe file, since no one has released the source code, and it's all complicated there. But if there are skilled people, I am in favor of this development option for the mod.
That's why I'm curious to hear from the mod's authors how they implemented this.
 

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In reply to Rameliya
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Rameliya
I would like to know the opinion of forum participants regarding the further development of the mod - our team wants to understand where exactly we should move? In what direction should we develop? Indicate what is most interesting and preferable for you.

Mod improvement options:

1) Improving the graphics and visual component of the game through special mods;
/topic/11909/

2) New music and new musical themes;
(specify which music you would like to hear in the game)
3) Changing the balance by adding such mods as:

/topic/11902/

/topic/10674/

/topic/10898/

/topic/10183/

/topic/7746/

/topic/11789/

/topic/9268/

/topic/4186/

/topic/11956/

/topic/11268/

/topic/10598/

/topic/8830/

4) Adding new heroes to the mod through mods:

/topic/9337/

/topic/12025/

5) Adding new buildings to the game, mod
/topic/9487/

6) Adding new creatures to the game
/topic/7937/
or Option to add creatures from Might and Magic Heroes VII

7) Adding new artifacts to the game
8) Adding new factions to the game (without replacing old ones)
/topic/11301/
/topic/11395/
Option to add factions from Might and Magic Heroes VII

9) Strengthening combat machines
10) Tactical changes through the use of mods from
/topic/7486/

/topic/11565/

11) Adding new campaigns, scenarios, and maps to the mod
/forum/section/159/

12) Indicate your options

I am interested in this:
is the developer going to make alt-units endlessly?
finally give an upgrade for the third slot :smile39:
that's all I want
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"Glistagon"
For example, in WGE, Nargott used reduced movement speeds to balance the movement and make it more interesting, but as I understand it, he reduced the speeds because he couldn't increase the size of the arena. In 5.5, the arenas have been enlarged (using the sizes of siege arenas), but only in battles for structures.
Simply "reducing speeds" is not enough to balance movement. The distribution of speeds is also important (with an emphasis on slower units), the speed difference between flying units, and the presence of a heavy class (protection against attacks while moving). Enlarged arenas alone won't provide this; essentially, they just fix the issue of units reaching their destination on the first turn, but there are still many units with speeds of 8 that ruin all maneuvers.

I would also like to note that with enlarged arenas, the number of cells on the field increases, and thus the tactical role of each individual cell is reduced, including the role of unit sizes. The only reason I would like to try larger arenas is the possibility of placing more large units, i.e., from 10x12 to 12x12 or 14x12.

But if we were to fantasize, it would be cool to see hexagonal arenas with a reduced number of cells, similar to Heroes 2.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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Nargott
Simply "reducing speeds" isn't enough to balance movement; it's also important to consider the distribution of speeds (with an emphasis on slower units), the speed difference between flying units, and the presence of a heavy class (to provide defense against hit-and-run attacks). Larger arenas alone won't achieve this; they essentially just fix the issue of units reaching their destination on the first turn, but there are still many units with speeds of 8 that ruin all maneuvers.

I'd also like to note that increasing the size of the arenas increases the number of cells on the battlefield, thereby reducing the tactical importance of each individual cell, including the role of unit sizes. The only reason I'd like to try larger arenas is the possibility of placing more large units, i.e., increasing the size from 10x12 to 12x12 or 14x12.

But if we're just brainstorming, it would be cool to see hexagonal arenas with a reduced number of cells, similar to Heroes 2.

Yes, that's all correct. I didn't think deeply about the problem. The hexagonal grid from Heroes 2 is great.
Actually, I really like the combat in Heroes Online (no need to throw stones at me). It has a hexagonal grid with low speeds, enhanced defense, and very diverse arenas that are heavily populated with objects and terrain. I found the tactical aspect of those battles very enjoyable, and the various interactive elements on the arenas are also cool.

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