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

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#263
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That’s exactly what I mean – a hexagonal grid with movement speeds of 2-4 for infantry and 4+ for flying units, and relatively small maps, would be fun to play. A square grid doesn’t allow for adequately representing a speed of 2, even if the map size could be reduced.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#264
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It would also be interesting to limit the number of creature slots a hero has, depending on the hero's level and class. Again, this idea was borrowed from Heroes of Might and Magic Online. This would also create a kind of alternative building system. Then, the number of creature levels available for hiring could be reduced. For example, castle units could be available from level 2 to level 5. If it's Haven, then level 2 would have spearmen and archers, level 3 would have swordsmen, level 4 would have griffins and monks, and level 5 would have paladins and angels. Level 1 could be reserved for creatures like peasants, which, in theory, cannot be part of the hired army but belong to the faction. These would simply be generated in buildings, as neutral units, or as unique hero abilities. Levels 6 and 7 could be reserved for rare, powerful creatures. Level 6 would have rare but accessible creatures, similar to level 8 in Heroes of Might and Magic III, and level 7 would have bosses. But for this, many things would need to be changed in the mechanics. However, these ideas are interesting in themselves. Reducing the number of slots and reducing the number of levels.
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#265
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This won't work because instead of extra slots, the casters from the home castle or tier 1 units will simply be shared. They are already being shared, but in the final stage, a full army is assembled.

However, the opposite practice, where the number of slots is less than the number of creatures that can be built in the castle, would be interesting, as it would motivate players not to build all of them.

Regarding rare and overpowered mobs, "bosses" – this is a niche for tier 7; some players simply play on a map for too long, and tier 7 ceases to be something special, the pinnacle of development, which it should be.

Well, in general, we are getting a bit off-topic here, as the topic is about a collection of existing mods, not about fantasies about creating new mods.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#266
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Nargott
This won't work because instead of extra slots, casters from the native castle or tier 1 units will simply be shared. They already share, but in the final version, a full army is assembled.

However, the opposite practice, where the number of slots is less than the number of creatures that can be built in the castle, would be interesting, as it would motivate players not to build all of them.

Regarding rare and overpowered creatures, "bosses" – this is a niche for tier 7; some players simply play on the map for too long, and tier 7 ceases to be something special, the pinnacle of development, which it should be.

Well, in general, we're getting a bit off-topic here, because the topic is about a collection of existing mods, not about fantasies about creating new mods.

I was actually talking about reducing the number of slots. This is what leads to the fact that not building everything creates a semblance of alternative builds.

And the idea about creatures isn't about bosses. Bosses are there to accommodate the rest. With alternative builds, for example, you don't want to have 7 tiers, otherwise the priorities will simply shift towards higher tiers. But what's important to me is that in Heroes 7 and online Heroes, there is a class system for creatures, and it's understandable, i.e., not like the levels in Heroes 5. It's clear that tier 1 and tier 7 are very different. But from tier 2 to tier 4, it's not so obvious. To understand who's who, you need to know the game and the creatures. What I'm suggesting is to spread out the tiers so that there's a small gap between them. A whole army should be able to defeat one tier 7 creature. But yes, this is not for short games, and that's understandable.

As for the off-topic discussion, you can ask the mod creator and his team. On the one hand, it's really a collection of mods, but on the other hand, the last poll seemed to imply that you could also order exclusives for the collection (for example, about new cities).

In general, the topic of slots has touched me. I would try it. For example, I would try to create a makeshift solution and block them with some kind of creature, a "castle." The only thing is, I know about mods at the level of tinkering with models and parameters. I haven't worked with connecting scripts. And I need a couple of your tips, Nargott. For example, do I need the Lua core from Quantomas to use it, which, as I understand, you use in your mod? Or is 3.1 enough? And also, about how to patch hex files. In general, I'm new to the forum; can you suggest who to ask or where to create a topic? In what I've found here, they mainly ask about 3D modeling.
In reply to Rameliya
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#267
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Rameliya
I would like to know the opinion of forum participants regarding further development of the mod – our team wants to understand where we should focus our efforts? In what direction should we 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 mods such 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 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: adding factions from Might and Magic Heroes VII

9) Strengthening combat units
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

6. add level 8, 9, and 10 units
as it was in Heroes III (one unit per level)
6. add new neutral creatures
for example, units from part 7
7. add artifacts for each faction (individually)
8. add a separate faction (fusion)
increase the diversity of factions

Added after 15 minutes
11. there are very few maps in Heroes V
it would be good to increase the number of scenarios and maps.
In reply to riding
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#268
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riding
6. Add units of levels 8, 9, and 10
as it was in Heroes 3 (one unit per level)
6. Add new neutral creatures
for example, units from the 7th part

6 - You can place as many as you want, but in the game, it will still be level 8! :smile04:

6 - Adding units from the 7th game into the 5th is possible, but it requires some effort to adapt the models from the 7th game to fit the appropriate skeletons and animations from the 5th game! :smile04:
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#269
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No, there isn't a link to Rutracker (it's closed) or Yandex (it loads for a long time).
#270
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Has anyone encountered this issue? The game crashes during battles involving various creatures and different actions. The Windows event log shows the following:
Faulting application name: H5_Game.exe, version: 3.1.2.98, timestamp: 0x48469f9f
Faulting module name: granny2.dll, version: 2.5.0.5, timestamp: 0x41942f6d
Exception code: 0xc0000005
Fault offset: 0x00007d69
Faulting process id: 0x27a4
Faulting application start time: 0x01d233b6e963c6c3
Faulting module path: C:\Games\Heroes V Gold\Tribes of the East\bin\H5_Game.exe
Faulting module path: C:\Games\Heroes V Gold\Tribes of the East\bin\granny2.dll
Report ID: a1230e8b-6959-47e5-b154-33d6292a51f5

The size of the faulty DLL is 397 KB (406*536 bytes).
I have the HEROES OF MIGHT AND MAGIC V BUNDLE version installed from GOG.com, released by R.G. Catalyst.
The build version is 2.0 with patch 2.2.2 installed.
I am playing on the Evasion2 map.
In reply to Андраил
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#271
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Andrail
There isn't a link to Rutracker (it's closed) or Yandex (it takes too long to load).

A link has been sent to you via private message.
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#272
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atlant108, you play a lot of maps and write a lot of posts. I would recommend adding a block about this EWA build to your signature (like I did for another mod). Then, essentially, it will become allowed advertising everywhere ;)
Control Panel -> Edit Signature
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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#273
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So, it is time to draw up a plan for further work. First of all, I would like to note that the main goal of refining the EWA modification is to turn the game into a masterpiece that will completely absorb you and IMMERSE YOU IN THE ATMOSPHERE OF THE WORLD OF HEROES. This is only possible thanks to the joint efforts and cooperation of many mod authors and map makers, as well as active forum participants acting as testing specialists. The participation of all forum members (advice, ideas, recommendations, modding, testing, design, programming) is also important. In order to create a worthy sequel to Heroes 5 that would interest the majority, it is necessary to introduce global changes, which can be achieved through:

- improving graphics,
- the visual component of units and surrounding terrain,
- improving the game interface. Key points: convenience, simplicity, practicality, clarity
- selecting optimal musical themes,
- improving game balance towards optimization
- improving AI so that it plays at a professional level,
- increasing the dynamics of the game by speeding up turns (both in multiplayer and single-player),
- increasing skill slots from 6 to 8
- adding new Heroes and new creatures,
- adding new buildings, items, locations, arenas
- adding new artifacts as well as new sets
- adding the ability to teleport to any city you need, thanks to an improved city portal
- adding a new function to the game - Governor.
- transforming cities and dwellings based on Heroes VI, but much better and more balanced.
- adding new, interesting, and most balanced maps, scenarios, and campaigns to the game,
- improving the role of war machines in the game by strengthening them and introducing additional artifacts and sets for machines
- increasing game replayability by adding an expanded RMG that fixes the shortcomings of large maps.
- improving game mechanics by changing battle mechanics
- strategic changes used in modification 5.5
- your ideas, suggestions, and options

Now, in more detail:

1) Improving graphics and the visual component of the game

This never hurts. In particular, we can add:
- WGE-Visual (sharper textures)
- some graphic mods from here (at the author's discretion)
/topic/11909/
If you have your own options, bring them up for discussion. Which graphic and visual mods would you like to see in the build?

2) improving the game interface. Key points: convenience, simplicity, practicality, clarity
- it is advisable to add Tactical Interface 1.0 -
a tactical super-interface (a useful thing) for HD monitors with a long ATB scale (up to 20 elements) and other goodies
If you have your own vision regarding the interface, please suggest your options. Which interface would be most convenient for you?

3) New music and new musical themes;
Personally, I am satisfied with everything, but many group and forum members have requested the inclusion of several new themes from Heroes 2, 3, and 4. Perhaps there are some good musical themes in parts 6 and 7. Do you have any ideas regarding music? Perhaps some specific musical compositions?

4) Improving game balance towards optimization by adding mods such as:

- UNIT mod - Creature Balance + visual changes. I really like this mod. Many group members want to see it in the build. Currently, the mod is compatible with EWA. /topic/11902/ However, perhaps this mod should be refined. Are there any comments on the mod?

- HoF Renegades mod It is included in some maps and does not conflict with the modification. This mod restores lost abilities to red imperials that they lost when transitioning from Hammers of Fate to Tribes of the East; full list of changes:
Adepts receive the "Blind" spell
Seraphs receive the "Dehydration" ability
Are there any comments on the mod?

Also, 3 small balance mods have been developed that correct the growth of the Dungeon army base and Stronghold elite assassins in accordance with the classics:

a) Mod changing the growth of beasts, furies, and megere from 5 to 6:
Download https://yadi.sk/d/CPFp9FYGs7aKd

b)Mod changing the growth of scouts, assassins, and trackers from 7 to 8:
Download https://yadi.sk/d/3tws4ej5s7XW5

c) Mod changes the growth of killers, executioners, and leaders from 5 to 4: I note that the characteristics of these units will be slightly changed to remove the imbalance
Download https://yadi.sk/d/nPx8J231sCdkJ
Are there any comments on these mods?

- LBE mod - minimal balance changes for Heroes 3.1. A decent mod, few changes, but they are effective. The main thing is that this mod does not conflict with EE and the Unit mod.
/topic/11956/
Are there any suggestions or useful comments on the LBE mod?

- Mod: Necropolis V.1.1.2 (good mod, many changes)
/topic/10598/
Are there any suggestions or useful comments on the mod?

- AnotherGame - modification for ToE 3.1
/topic/8830/
A decent modification - adds the ability to upgrade standard mines and convert cities. The number of heroes available for each race has been increased to 10. It primarily stands out for changing starting heroes and their specializations.
Are there any suggestions or useful comments on the modification?

5) improving AI so that it plays at a professional level, increasing game dynamics by speeding up turns (both in multiplayer and single-player) + increasing game dynamics by speeding up turns (both in multiplayer and single-player),
as well as increasing skill slots from 6 to 8

- for this, the popular Eternal Essence mod is needed. No comments here. This mod must be in the build regardless. Discussion and comments on this mod are held here:
/topic/7746/

6) adding new Heroes and new creatures:
The NHF mod is planned for inclusion in the build, provided it does not conflict with other mods, particularly EE
/topic/9337/
Are there any suggestions or useful comments on this matter?

7) adding new buildings, items, locations, arenas

Dwells - Unique creature dwellings on the map of level 4-7
/topic/9247/
They are already in the build, but they must be manually placed in the editor every time. I would like to automate this process.
+ 30 new items can be added. Treasuries and dungeons, new locations (which are partially implemented in modification 5.5)
/topic/11565/
Are there any questions on this topic?

8) adding new artifacts as well as new sets
As far as I know, this issue has already been implemented in 5.5
/topic/11565/
Currently, 34 new artifacts and 6 sets have been added. Furthermore, some artifacts will be able to work from the backpack, which will increase the number of effective slots to the same volume as in Heroes 3(4)
Generally, there is an idea regarding artifacts:
is it possible to make it so that a composite artifact can be assembled not only on the hero but also in the inventory, and still function?
Are there any ideas or suggestions for adding new artifacts to the game? Which artifacts would you like to see?

9) adding the ability to teleport to any city you need, thanks to an improved city portal
(this mod has been awaited by everyone for a long time) It already exists; it just needs to be added:
http://heroescommunity.com/viewthread.php3?TID=38410
Are there any interesting ideas on this matter?

10) adding a new function to the game - Governor.
This is a new additional function introduced in mod version RC4 that allows players to use secondary players to manage cities and gain experience points, skill points, and other bonuses. The mod already exists. This function is also implemented in 5.5
/topic/11565/
If there are questions, let's discuss them together

11) transforming cities and dwellings based on Heroes VI, but much better and more balanced.
This function is implemented in 5.5
/topic/11565/
Are there any suggestions or useful comments on this matter?

12) adding new, interesting, and most balanced maps, scenarios, and campaigns to the game.
Maps, scenarios, and campaigns already exist. All that's left is to choose the best of them. /forum/section/159/

At the same time, the wishes of all categories of players will be taken into account:
a) for lovers of fast duel matches (resolution occurs within 2 weeks), small maps will be presented
b) for lovers of the classic version (resolution occurs from 1 month to 3), small and medium maps will be presented
c) for lovers of long games (resolution occurs from 3 months to 2 years), large, huge, and incredible maps will be presented.
Maps will be both single-player and Multiplayer
Are there any questions about the maps? Which maps and scenarios would you like to see in the build?

13) improving the role of war machines in the game by strengthening them and introducing additional artifacts and sets for machines

In version 5, the war machines skill is not a priority; moreover, it is very rarely developed, with players preferring to focus on Luck, Attack, Defense, Magic, etc. This skill was essentially made weak and unnecessary compared to others.
Although there are slots for war machines - four of them + special abilities (about 11)
Question: can this skill be strengthened so that it is interesting to level up?
Is it possible to create a mod or change the characteristics of the War Machines skill?
Furthermore, there is only 1 artifact for war machines:
Ring of Machine Affinity (Ring of Machine Affinity)
This artifact is extremely rare.
Can new artifacts for machines be added to the game?
Is it possible to change the value of characteristics of some artifacts, thus turning them from useless into useful?

For example, there are quite useless artifacts in the game:

1) Crown of All-Seeing (increases visibility by 4 movement units); it can be changed to a Crown of Machine Lord with its own parameters;
2) Flesh Tunic (+3 to Spellcasting, but -1 to Hero Morale; primarily valuable for a mage, unpopular for others as it reduces morale. It can be changed to: siege engineer's cloak, which increases the combat parameters of machines.
3) Ring of Sinners. Grants immunity to the "Holy Word" spell. But not everyone has this spell; most often, such an artifact is simply sold. It can be changed to: engineer's necklace
As an example, I want to suggest my own version of skill strengthening:
Basic War Machine Management: basic characteristics + 2 HP to all units, + 1 Defense

Advanced War Machine Management: basic characteristics + 4 HP to all units, + 2 Attack, + 2 Defense + 2% Initiative

Expert War Machine Management:
basic characteristics + 6 HP, + 4 Attack, + 4 Defense + 4% Initiative
Also, I would like to make the catapult immortal, because often during a castle siege it is enough to simply kill the enemy's catapult, and that's it - they can do nothing!!! It feels unfair. The numbers could be different. I have only provided my version. I want to hear your opinion and suggestions?
More details about war machines here: http://heroes.ag.ru/heroes5/advices/04/
http://www.might-and-magic.ru/articles/_/heroes-of-might-and-magic-v/heroes-5-skills/h5_war_machines
Are there any ideas for increasing the combat power of machines?
How do you feel about adding an artifact set for machines?


14) increasing game replayability by adding an expanded RMG that fixes the shortcomings of large maps.
An expanded RMG is capable of balancing the map at the beginning, middle, and end of the game. It places all new items and objects on the adventure map. Expanded RMG can create balanced PvP maps as well as giant single-player maps with hundreds of epic battles. Are there any suggestions or ideas?

15) improving game mechanics by changing battle mechanics (some successful innovations from Heroes 6 and 7 could fit here, namely:
the ability to attack city walls with regular units, the possibility of hiring empty heroes (without a first unit), interaction with the surrounding world, scouts, forbidden schools, choice of level 7 creature, unique set of support creatures, reducing city level, creature growth, flank attacks, backstabs, obstacles and cover on the battle arena, interactive objects on the battlefield that affect the fight, for example: puddles that slow you down, burrows of various evil creatures through which you take damage when passing, simply all sorts of barriers that affect or do not affect shooting depending on their size, with the possibility to break them
more details here: http://www.might-and-magic.ru/blog/29/entry-151-geroi-mecha-i-magii-7-mnenie/
Are there any suggestions or useful comments on this matter?

16) strategic changes used in modification 5.5
/topic/7486/
Are there any suggestions or useful comments on this point?

17) your ideas, suggestions, and options (interested in your personal opinion)
Discussion will also take place in our group: https://vk.com/ewa_mod
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#274
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2) Flesh Tunic (+3 to Magic, but -1 to Hero's Combat Spirit. Its value is questionable even for a mage.
Come on, it's the best minor artifact for a mage. What other minor artifact can give +3 to Magic? -1 to Combat Spirit doesn't mean much for a mage (especially a Necromancer); this stat is more important for a warrior.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#275
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Can new artifacts for creatures be added to the game?
Can the values of some artifacts' characteristics be changed, thus transforming them from useless to useful?
I can easily increase the artifact stack size, just like in version 5.5, if artifact replacement is needed due to a shortage of IDs. Just let me know! By the way, I already applied to join the EWA team and haven't received a response.
#276
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Quite ambitious plans you have here. I hope it doesn't turn out like with Equilibris for the fourth installment, which they've been working on for over ten years, and there's still no end in sight.
In reply to Nargott
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#277
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Nargott
Come on, it's the best minor artifact for a mage. What other minor artifact can give +3 to magic? -1 to morale doesn't mean much for a mage (especially a necromancer); this parameter is important for a warrior.
You're right, I'll adjust it now.
Added 1 minute ago
Dusha6613
Well, you have some Napoleonic plans here.
If even a third of this is implemented, it will be quite good! Your comments, suggestions, and ideas for each point are important to us.
Added 5 minutes ago
By the way, I already applied to join the EWA team and didn't receive a response.
Glistagon, you have a response in your private message - please check it.