Skip to content

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

4.8 (6 ratings)
User Avatar
#448
Auto-translated
Actually, the most useless buildings are various farms, especially those that produce peasants or sacrificial pits for Warlocks. But a building that provides +1 knowledge is very useful.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to SRD
User Avatar
#449
Auto-translated
SRD
in the second mod, there is clearly an overuse of the "brightness and contrast" tool.
Well, you can always tweak it a bit, refine the mod, or simply bring it to an acceptable level (although you can't please everyone; someone will always find something wrong, even though I'm happy with how it looks now in this mod).
Не всяк, кто во плоти людской, достоин Человеком зваться... ©ButCheR
User Avatar
#451
Auto-translated
Could you tell me if it’s possible to install this on top of EWA: /topic/12025/? If so, how do I do it?
In reply to Angel347
User Avatar
#452
Auto-translated
Angel347
Could you please tell me if it’s possible to install this on top of EWA /topic/12025/? If so, how?

Yes, it's possible, but correct operation in single-player scenarios and campaigns is not guaranteed
#453
Auto-translated
Good afternoon. Can these mods be installed on top of EWA? /topic/7486/ and /topic/9337/
User Avatar
#454
Auto-translated
/topic/7486/
In principle, this modification cannot be installed on top of Epic War Age.

Added 2 minutes later
Returning to the frequently asked question:
Is the EWA 2.6.2 mod compatible with the new heroes mod NHF0.85?
/topic/9337/

At the moment, it is compatible if you first process the map with the NHF patcher; however, it will only work correctly in multiplayer maps. NHF does not work in campaigns; as for scenarios, surprisingly, it works in some (it all depends on the map). Also, the EWA launcher automatically disables EE and MegaAI if NHF is enabled.
#455
Auto-translated
I wanted to ask – is the fact that the Knight Isabel doesn’t attack diagonally a result of a mod?
User Avatar
#456
Auto-translated
All Knights attack without any changes. The modification did not affect their abilities. **However, on some battle arenas, there are external obstacles that make it impossible to attack from the side or diagonally.**
In reply to atlant108
#457
Auto-translated
That’s strange, the Ambassador doesn’t attack on the map.
And is it possible to completely disable the mod without deleting it?
In reply to ксальтотун
User Avatar
#458
Auto-translated
ksaltotun

and is it possible to disable the mod completely without deleting it?
I solved this problem by copying the game folder.
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...
#459
Auto-translated
where can I find a list of abilities for all the new creatures?
In reply to snachgg
User Avatar
#461
Auto-translated
snachgg

The improvement for a Fortress depends only on the creature's file; you can specify many upgrade levels there. For example, we have peasants, and in their upgrade, we can specify 2 types – these will be a militia and a landlord. Then, for each of these creatures, you can specify 2 more upgrades, and so on in a progression.[/B]
The problem is that a Fortress on a hill is not that common, and taking new units only to not be able to replenish troops from the Castle later becomes inconvenient (I think everyone understands this).

Is there a way to give some building the function of a Fortress on a hill, so that it can only be built after all housing upgrades are completed (so that it's fair)? :)
In reply to Oversun
User Avatar
#462
Auto-translated
Oversun
The problem is that the fort on the hill is not that common, and taking new units only to later be unable to replenish troops from the Castle is inconvenient (I think everyone understands this).

And yet, if you want, you can find this fort – it is present in almost all scenarios, Campaigns, Multiplayer maps included in the collection, and maps created using the GSC. In addition, the creatures upgraded in the fort are significantly stronger than their counterparts (alts and upgrades) by about 10-15%. So, there is a point to this upgrade.
You can find out more about the new, improved creatures in this video:
https://www.youtube.com/watch?v=kjvCUBkIgm0
Oversun
Is it possible to give some building the function of a fort on the hill, so that it can only be built after all housing upgrades (so that it is fair)? :)

For now, it is not possible to implement this due to the lack of the game's source code

Statistics

Welcome our newest member: Emil