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

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I would like to see some changes made to the city portal. It could work like in Might and Magic V: Heroes. That is, the ability to teleport to any city. I would also like a more flexible system for adjusting the difficulty level. For example, it should be possible to make the computer play as intelligently as possible, but without cheating or having an advantage in resources. It should be possible to choose whether to let an allied AI conduct an auto-battle or to watch its manual battle as a spectator when it is attacked. It should be implemented so that ranged units cannot shoot through enemy creatures, as in the fourth game. Or, they should receive a penalty for doing so. For example, their damage could be reduced by half. Ranged units should be able to move and immediately fire, losing 150% or 200% of their initiative in the process. It should be possible to bring creatures into battle that were not initially deployed. Interactive objects on the battlefield that affect the battle. Ice, on which you slide further. Puddles, on which you slow down. Holes of various evil creatures, through which you take damage when passing. Simply various obstacles that affect or do not affect shooting, depending on their size, with the ability to break them.
In reply to Dusha6613
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Dusha6613. I would like to see something done with the city portal. It could be like in MM5.5. That is, the ability to teleport to any city.
Yes, we plan to include a portal mod in the build.
I would also like a flexible system for adjusting the difficulty level. For example, make it so that the computer plays as intelligently as possible, but doesn't cheat and doesn't have an advantage in resources.

The build will include the EE mod, which not only allows you to flexibly adjust the difficulty level, but also raises the level of artificial intelligence (AI) to unprecedented heights. In addition, this mod speeds up the turn time many times over, and also increases the number of skills from 6 to 8.
Make it so that when an allied AI attacks, there is an option to either let it auto-battle or watch its manual battle as a spectator.
This will be difficult to implement for now.
Make it so that archers cannot shoot through enemy creatures, as is done in the fourth game. Or that they receive a penalty for such shooting. Damage is reduced by half, for example. So that archers can move and immediately make a shot, losing 150% or 200% of their initiative in the process.
This shouldn't be done, as it would severely disrupt the balance.
The ability to bring creatures into battle that were not initially deployed.
Please explain what you mean?

Interactive objects on the battlefield that affect the battle. Ice, on which you slide further. Puddles, on which you slow down. Holes of various evil creatures, when passing through which you take damage. Just various obstacles that affect or do not affect shooting, depending on their size, with the ability to break them.

Yes, we have plans to improve the battle mechanics. We will definitely take your suggestions into account.
In reply to atlant108
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atlant108
Please explain what you mean?
At the beginning of the battle, you can position your units and move some of them to reserve. It would be great if you could deploy reserve units during the battle. For example, the hero could have the ability to summon reserves, like some elementals.
In reply to Dusha6613
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For now, this is unlikely to be implemented, as there are limitations on the number of unit slots for a Hero.
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Could you add the "Flight" and "Dimensional Door" spells? Let them have a short range and consume all mana, so they wouldn't be overpowered like in the third game. Allow players to choose before starting a mission how many ability points (Readiness, Basic Education, etc.) they will receive per level – for example, 1, 2, or 3. But keep everything else about the level the same as usual. Then, it would make more sense to aim for a super ability, which is currently only achievable in the campaign. In the third part, you can fully level up by level 21-22. And you don't need a huge map for that. On large maps, you already have all the abilities by the middle of the game. And that's fine, unlike the fifth game, where it's very difficult to fully level up, and in the fourth game, it's simply impossible. Especially if you're making eight abilities instead of six.
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Could you add the spells "Fly" and "Dimensional Door"? Maybe for short distances and at the cost of all mana, so they wouldn't be overpowered like in Heroes of Might and Magic III.
We should consider this. Perhaps we will implement it in the future.
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Friends, while forum and group members are actively brainstorming ideas for improvements, I will add some variety by offering you video reviews of the Epic War Age (EWA) mod.
I would like to note that the mod introduces global changes not only to Multiplayer and online play, but also to the original Campaigns and scenarios, so the game looks and plays in a new way!

Walkthrough of the original Campaign by Mr Netmarch


1) Walkthrough of Heroes of Might and Magic 5 - Part 1. Queen (Haven)
https://www.youtube.com/watch?v=wtAZdRjtgbQ&list=PLlU-WjHaAyEwfiYnc49ofkd7IlXhlE1aU

2) Walkthrough of Heroes Might and Magic 5 - Siege/Trap
https://www.youtube.com/watch?v=0UUT7YTL7YU&list=PLlU-WjHaAyEwfiYnc49ofkd7IlXhlE1aU&index=4

3) Walkthrough of Heroes Might and Magic 5 - 5.3 Final of Haven
https://www.youtube.com/watch?v=dHz6djwtodQ&list=PLlU-WjHaAyEwfiYnc49ofkd7IlXhlE1aU&index=8

4) Walkthrough of Heroes Might and Magic 5 - 8.1 Conquest
https://www.youtube.com/watch?v=NOKb96vR7dE&list=PLlU-WjHaAyEwfiYnc49ofkd7IlXhlE1aU&index=11

5) Walkthrough of Heroes Might and Magic 5 - 9.1 Ship

https://www.youtube.com/watch?v=OtI78iz9g6Y&index=16&list=PLlU-WjHaAyEwfiYnc49ofkd7IlXhlE1aU

6) Walkthrough of Heroes Might and Magic 5 - 11.2 Bait

https://www.youtube.com/watch?v=GS9O_EOL4Oc&index=19&list=PLlU-WjHaAyEwfiYnc49ofkd7IlXhlE1aU


Walkthrough of fan Campaigns


1) Walkthrough of Heroes 5: Epic War Age #1 - Day of Fiery Tears
https://www.youtube.com/watch?v=oKErvJ3OJwo

2) Walkthrough of Heroes 5: Epic War Age Day of Fiery Tears #2 - Baron Necromancer
https://www.youtube.com/watch?v=vDH32KL5mQg

3) HoMM 5 EWA - Flame of Vengeance ►►1. Escape
https://www.youtube.com/watch?v=-DEHq1ymj7g&list=PLlU-WjHaAyEyBrSoNBULU_zOvgBFbhy5d&index=1

4) HoMM 5 EWA - Flame of Vengeance ►►3. Forest of Roads.
https://www.youtube.com/watch?v=M1dQeKpO8_8

5) HoMM 5 EWA - Flame of Vengeance ►►3.1. Forest of Roads. (Forgotten final of the mission)
https://www.youtube.com/watch?v=NrhZl4UXWo4&index=5&list=PLlU-WjHaAyEyBrSoNBULU_zOvgBFbhy5d

Creature Reviews:

1. Review of the creatures of the League of Shadows from the global Epic War Age Addon.
https://www.youtube.com/watch?v=Opp0fQkULiM

2) Review of the creatures from the Northern Clan Faction of Epic War Age
https://www.youtube.com/watch?v=XocjOKdSIew

3) Review of the creatures from the Great Horde Faction of Epic War Age

https://www.youtube.com/watch?v=VOFC67LDhGQ

4) Heroes of Might and Magic 5 brief review of the upgrade of Haven creatures from the EWA mod
https://www.youtube.com/watch?v=fWwj5lc5xbY

Mod review in the game:

1) Heroes of Might and Magic 5 Epic War Age playing as Mages
https://www.youtube.com/watch?v=Et1QFI8ukKE

2) Heroes of Might and Magic 5 Epic War Age Horde
https://www.youtube.com/watch?v=7CT4_Zq9gw8

3) Heroes of Might and Magic 5 Epic War Age Necromancer part 1
https://www.youtube.com/watch?v=9XqILaSDXRY

4) Review of the camera during the battle
https://www.youtube.com/watch?v=EDZW00UKHP0
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Hello, Atlantis! Thank you very much for this great mod! I found a conflict in one of the maps. Campaign: The Beginning of the End. Map: In the Depths of Hell. At the end of the map, we receive a quest artifact (Ring of Dominion), which should significantly increase the hero's stats, namely: *Attack > 65 / Attack *Defense > 45 / Defense *Knowledge > 35 / Knowledge *Spell Power > 65 / Spell Power *Morale > 2 / Morale *Luck > 3 / Luck But it doesn't add anything. Apparently, there is a conflict with one of the other maps. Please check. You can find a link to the discussion about this problem with the map developer here: here.
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Vrock, thank you for pointing that out. We will fix the issue. There might be a conflict with other maps or mods in the collection.
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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, global changes must be made, 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 game dynamics by speeding up turns in the game (both 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 6, 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 the replayability of the game by adding an extended 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?

I think enough mods have already been added in terms of graphics, but I could be wrong
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?

It would be good to add Tactical Interface 1.0
Also, I would like to add a button that would allow buying all units at once

3) New music and new musical themes;
Personally, everything suits me, but many members of the group and forum 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 the music? Perhaps some specific musical compositions?

I would like to add a new sea musical theme during sea travels + compositions by the following artists:
Paul Romero, Rob King, Steve Baca
as well as Ramin Djavadi–The Winds of Winter (music from Game of Thrones)

4) Improving game balance towards optimization by adding mods such as:
- LBE mod - minimal changes toward balance 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 valid comments on the LBE mod?

This mod weakens war machines, which contradicts the very concept
- Mod: Necropolis V.1.1.2 (good mod, many changes)
/topic/10598/
Are there any suggestions or valid comments on the mod?

Why strengthen Necropolis again, it is already strengthened in the build!!!
- AnotherGame - a 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 is increased to 10. It stands out primarily by changing starting heroes and their specializations.
Are there any suggestions or valid comments on the modification?

It's not clear to me exactly what changes this mod introduces. Most likely, this mod will conflict with other balance mods already in the build
5) improving AI so that it plays at a professional level, increasing game dynamics by speeding up turns in the game (both multiplayer and single-player) + increasing game dynamics by speeding up turns in the game (both 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 that it does not conflict with other mods, specifically EE
/topic/9337/
Are there any suggestions or valid comments on this matter?

7) adding new buildings, items, locations, arenas

Dwells - Unique creature dwellings on the map of levels 4-7
/topic/9247/
They are already in the build, but they have to 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/
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. Additionally, 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)
In general, 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
(everyone has been waiting for this mod for a long time) It already exists; it just needs to be added:
http://heroescommunity.com/viewthread.php3?TID=38410
Any interesting ideas on this matter?

10) adding a new function to the game - Governor.
This is a new additional function introduced in version RC4 of the mod that allows players to use secondary players to manage cities and receive 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 6, but much better and more balanced.
This function is implemented in 5.5
/topic/11565/
Any suggestions or valid 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 months), 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 available for both single-player and Multiplayer
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
This artifact is extremely rare.
Can new artifacts for machines be added to the game?
Can the values of some artifacts be changed, thus turning them from useless into useful?

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

1) Crown of All-Seeing (increases vision by 4 movement units); it can be changed to a Crown of Machine Lord and have its own parameters added;
2) Tunic of Flesh (+3 to Spellpower, but -1 to Hero Morale; primarily valuable for a mage, unpopular for others as it lowers morale. It can be changed to: an Siege Engineer's cloak, increasing 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: an engineer's necklace
As an example, I want to suggest my own version for strengthening the skill:
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 no longer do anything!!! 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/articl...5_war_machines
Any ideas on increasing the combat power of machines?
How do you feel about adding an artifact set for machines?

14) increasing the replayability of the game by adding an extended RMG that fixes the shortcomings of large maps.
Extended 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. Extended RMG can create balanced PvP maps as well as giant single-player maps with hundreds of epic battles. Any suggestions or ideas?

15) improving game mechanics by changing battle mechanics (some successful innovations from Heroes 6 and 7 could work here, namely:
the ability to attack city walls with ordinary units, the possibility to hire empty heroes (without a first unit), interaction with the surrounding world, scouts, forbidden schools, choice of level 7 creature, unique set of auxiliary 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 that deal damage when passed through, 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/2...agii-7-mnenie/
Any suggestions or valid comments on this matter?

16) strategic changes used in modification 5.5
/topic/7486/
Any suggestions or valid comments on this point?

I agree with all the points here. No comments
17) your ideas, suggestions, and options (interested in your personal opinion)
Discussion will also take place in our group: https://vk.com/ewa_mod

In particular, I would like to see this modification in the build, but in a way that it does not conflict with other mods:

/topic/9337/[/COLOR][/I]
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Friends, we would like to remind you that the EWA 2.2.2 mod includes the ability to add new maps and scenarios, both single-player and multiplayer. To add a new map (scenario) to the collection, you need to:

1) choose it from a wide variety of maps, and then download it:
/forum/section/159/

2) place the map in the Maps folder


3) launch the launcher. Attention: there should be a checkmark in the launch settings for the "auto-patcher for new maps" option

4) launch Heroes V and enjoy the game.


Note #1: if you have done everything correctly, you should see the added new maps in the list (they will be at the very bottom)
Note #2: if the map does not start, or starts but freezes, this may be due to dynamic groups or TE scripts. To solve the problem, uncheck the "Dynamic Groups" option in the launcher settings, and if that doesn't help, you will need to uncheck the TE Scripts option.

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For me, the most important thing is a fast AI turn speed; I really hope for this. XXXL maps with such compositions are unplayable. I would also like to see new content: new arenas, artifacts (preferably not replacing the old ones, but adding new ones), and buildings on the map, buildings for hiring new neutral creatures. Ideally, this would happen if the implementation is similar to WOG or like in your mod, where a percentage of the mobs on the map are replaced with new ones. That would be great. In addition, it might be possible to implement this by adding an option in the launcher, or before starting a game on a map, asking the player if they want to replace some of the buildings on the map with new ones. Otherwise, I am very satisfied and wish the team good luck and great enthusiasm!
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stormswind, thank you for your comment.
We will try to implement all your suggestions.
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I have a question: has anyone played through the campaign with this mod? Has anyone encountered bugs in the campaign? Does the EWA mod cause bugs in the campaign, or not? In short, I still haven't been able to complete the campaign with the EWA mod. The bug prevented me from doing so.
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So, does anyone know if there’s a mod for the fog of war, or not?

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