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

4.8 (6 ratings)
#434
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Is it possible to play online with this mod? It is very interesting and quite functional.
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#435
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PLAYING ONLINE:

EWA is suitable for both single-player adventures and online play, so we are providing video tutorials that will allow you to play Heroes 5 (with or without mods) online using Hamachi or Gameranger!

https://www.youtube.com/watch?v=ytTL25N03Os
https://www.youtube.com/watch?v=PgkmqJGrbss

Attention: in order to play the EWA modification online, you and your opponents must have: identical game files and launcher settings. The versions of the modification and maps must be completely identical; the same rule applies to third-party mods.
#436
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I see that your mod has also been updated. So, here's a question. Are you planning to (or have you already) move the new faction creatures that upgrade in your Fortress to the Castle? This could significantly increase interest in the mod, because the current system with Fortresses, especially on certain maps, is kind of absurd, if you don't mind me saying so.
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#437
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Perhaps in Epic War Age 3.0, you could include music from Heroes 4? At least the main soundtracks, even as an optional setting during installation. Simply put, Heroes of Might and Magic IV has the most amazing music (you could even create a poll), and I would love to hear it in Heroes of Might and Magic V - Tribes of East 3.1, in the new version of EWA.

Added 14 minutes later
And another bug report: I enabled Eternal Essence in the launcher, which is integrated into EWA 2.6.2. We enable it on both computers, enable simultaneous turns, start a network game, choose the largest (incredible) map (Earth Blue Planet), and set it to two computers. By the way, in the map selection window, the interface gets messed up; all the buttons and sliders are misaligned, making it very difficult to select game parameters and set checkboxes. Without the EE mod, everything becomes normal. Next, we start the game. After the first turn is completed, the game starts to lag terribly. The AI takes about 2 minutes to make a move, player turns lag, the hero moves with a 10-second delay, as do all other actions (and then there are also rollbacks)... We had to disable this mod and play with the standard AI. I tried installing the ClassicAI-PerformanceXL mod; with it, the computer moves much faster (relatively), player turns no longer lag, and the freezes and rollbacks have stopped. Perhaps it will be possible to fix Eternal Essence in the new version?
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#438
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Dusha6613
I see your mod has also been updated. So here's the question. Are you going to (or have you already) move the new faction creatures that are upgraded in your fortresses to castles? This could significantly increase interest in the mod; otherwise, having forts and even on certain maps is just absurd, sorry.
This is not possible without the source code; forget about it.

/topic/at/878877/

Halfer:
Does the engine not allow creature upgrades in castles instead of forts?

It will not be possible to create alternative creatures in the castle. I’ll try to explain the principle.

Upgrading in a fort depends only on the creature file itself; many upgrade levels can be specified there. For example, we have peasants; their upgrade can specify 2 types – these will be militia and landlord; then each of these creatures can have another 2 upgrades specified, and so on in progression.

But in a castle, it depends on buildings and reads only a maximum of 2 lines; everything is rigidly defined - and .
All human actions have one or more of these seven causes: chance, nature, compulsion, habit, reason, passion, and desire
#439
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Can you add Forts to cities? Or maybe not add them, but replace some unnecessary buildings in each castle?
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#440
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Dusha6613
Can you add Forts to the cities? Or maybe not add them, but replace some unnecessary buildings in each castle?
Unnecessary buildings, interesting, and which ones, and how do you imagine it, you would have to redesign the visuals in the castles, and it would take a lot of time, and besides, as I said, you can't do anything like that without the basics.
Unless you add a new button, like the Necromancer's table or the Horde's Blood Fury.
Or maybe not everyone will like this idea, we need to see what Halfer thinks about it first.
All human actions have one or more of these seven causes: chance, nature, compulsion, habit, reason, passion, and desire
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#441
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Dusha6613
I see your mod has also been updated. So, here's my question. Are you planning to (or have you already) move the new faction creatures that upgrade in your Fort to the Castle? This could significantly increase interest in the mod, because the current system with Forts, especially on certain maps, is kind of absurd, if you don't mind me saying so.

For now, this cannot be implemented, but if we manage to find the source code of the game itself, we might be able to come up with something.

Added 2 minutes later
-=ButCheR=-
Maybe you could include music from Heroes 4 in Epic War Age 3.0? At least the main soundtracks, perhaps even as an optional setting during installation. Simply put, Heroes of Might and Magic IV has the most amazing music (you could even create a poll), and I'd love to hear it in Heroes of Might and Magic V - Tribes of East 3.1, in the new version of EWA.

There is already a poll about this in our VK group (see my signature). Therefore, we invite everyone to participate in it and make their suggestions in the comments under the poll.
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#442
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I tested many additional mods for compatibility with EWA 2.6.2 and came to the conclusion that it would be great to add PRT and Heroes V Graphics Overhaul in the next release of EWA, as they work perfectly even together and make the game even more beautiful! They also work stably in multiplayer games, even with simultaneous turns.
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#443
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-=ButCheR=-
I tested a lot of additional mods for compatibility with EWA 2.6.2 and came to the conclusion that it would be great to add PRT and Heroes V Graphics Overhaul in the next release of EWA, as they work perfectly even together and make the game even more beautiful! They also work stably in multiplayer, even with simultaneous turns.
In the second mod, there is clearly an overuse of the "brightness and contrast" tool
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#444
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-=ButCheR=-
I tested a lot of additional mods for compatibility with EWA 2.6.2 and came to the conclusion that it would be great to add PRT in the next release of EWA.

This mod is already included in the build. To see good graphics, set the game settings to (max. graphics - 100%) + the option should be enabled in the launcher settings: enhanced environment models. Also, the graphics are affected by the graphical settings of the game itself, related to the monitor resolution and others
#445
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What unnecessary buildings are you talking about? For example, Warlocks have a building that grants +1 Knowledge. And other factions probably have something similar.
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#446
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Even so, I don't think it's possible to do it without workarounds, at least in my understanding. And the same goes for the button.
 

К А
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#447
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Dusha6613
What “unnecessary buildings” are you talking about? For example, Warlocks have a building that gives +1 Knowledge.
Excuse me?

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