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Thread: All Alternative Unit + Forgotten Fields | This thread is pages long: 1 2 3 4 5 · NEXT» |
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kongsuni
Promising
Adventuring Hero
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posted June 25, 2020 03:43 PM |
bonus applied by Maurice on 30 Jul 2020. |
Edited by kongsuni at 15:38, 13 Sep 2020.
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Alternative Creatures Mod+ Forgotten Fields
Starting at Forgotten Fields which was transplanted by planetavril, I added about 80 units from VCMI towns.
All town have 5 alternative creatures. (level 3~7)
Original unit and new unit can be recruited selectively.
And I just used the artifacts from third upgrade by VMaiko
Download v1.6
Fixed ACM included - details : Link
6 new spell updated
4 adventure spells are from LORD (codes and icons, link)
Enchant from Courtyard (Icon, Link)
5 new artifacts updated (icons from MOP, except sword of frost)
Referred towns :
Axolotl Creature Pack
Valery Creature Pack
Itsjustme Creature Pack
Imperium
Sand Castle
Death Valley
Cathedral
Ruins
Horde
Mythology
Limes
Glacier
Abyss
Haven
Pavilion
Bastille
Plane of the Earth
Amethyst
Grove
New Preserve
Asylum
Necropolis
Extra Creature Pack
All unit design credits belong to
itsjustme
Valery
Axolotl
Kuririn
Pointer
avatar
Bastion New Town Group
edeksumo
New Pawulon Team
Turbanellos
By003
FF Team
Ben Yan
Trith
zeryss
Kegolo
Bungie
Boose
Polish modders team
LizardWarrior
József Csanádi
zeryss
Planet Avril
acidchalk
Karen, Lord Hawk
Randjan
TURBANELLOS
BanBreaker
fiorin
ROFL team
Gilu
fred79
Andruids
Troggly
MK
Hobbit
Hoŕng Ân
Exx
Maestro
Witchking
Hobbicus
Nephretes
Khemiel
Drawer
Sower
Artifacts and most of coding are from
VMaiko RerryR
Download v1.6
Fixed ACM included - details : link
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planetavril
Famous Hero
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posted June 25, 2020 09:39 PM |
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there are errors, in herospec.txt with the heroes of the preserve, the portrait of the heroes jana of the pavilion there is not seen that of marzum
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kongsuni
Promising
Adventuring Hero
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posted June 26, 2020 02:11 AM |
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planetavril said: there are errors, in herospec.txt with the heroes of the preserve, the portrait of the heroes jana of the pavilion there is not seen that of marzum
Fixed. Thanks for notice.
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Archer30
Adventuring Hero
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posted June 26, 2020 08:55 AM |
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Edited by Archer30 at 12:30, 26 Jun 2020.
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Nice collection of creature sprites
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted June 26, 2020 01:34 PM |
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I love alternatives ^^
Btw there is no translated text abilities into english for lvl 8 creatures and succubi.
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Live and Die by the Blade/In WoG we trust
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kongsuni
Promising
Adventuring Hero
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posted June 26, 2020 01:48 PM |
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Edited by kongsuni at 14:04, 26 Jun 2020.
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anti-victor said: I love alternatives ^^
Btw there is no translated text abilities into english for lvl 8 creatures and succubi. Also had some error with Cathedral I can only click fort, send you a pm.
Thank you. But you should start game using forgotten fields.exe or forgottenfieldsHD.exe.
And In this mod, as far as I know, there're no chance to create lvl 8 unit such lord of thunder, so I didn't change the explanation of them.
Thank you for reporting the bug related to Succubus. I'll fix it on next version including lvl 8 units.
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kongsuni
Promising
Adventuring Hero
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posted June 26, 2020 01:50 PM |
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Edited by kongsuni at 13:50, 26 Jun 2020.
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Archer30 said: Nice collection of creature sprites
Thanks for reply! I really enjoyed to rearrange beautiful sprites.
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted June 26, 2020 02:02 PM |
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Ah my habbit to click wog hd always xD
Anyway will try that with my bro, thank you for your work
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Live and Die by the Blade/In WoG we trust
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tupaz
Adventuring Hero
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posted June 26, 2020 02:09 PM |
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Edited by tupaz at 14:10, 26 Jun 2020.
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It looks like there is a huge work behind this mod combination
I like it.
I wonder if there a chance to play it using other mods like advanced classes for example, cause I can't play H3 anymore without that
also, many WoG features not working, I'm wrong?
lastly, it seems that the AI not making use of alternative units (well this is a known issue for Typhon) this ruin a bit the experience to play with so many alternatives.
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted June 26, 2020 02:18 PM |
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For Ac mod probably have to ask Perry, but that might be big work for him too. Altho I wouldn't do this right now, just wait for 1.5 version.
tupaz said: I can't play H3 anymore without that
Me too
Too bad we can't yet add town, just replace. Those 3 looks fun
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Live and Die by the Blade/In WoG we trust
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kongsuni
Promising
Adventuring Hero
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posted June 26, 2020 02:32 PM |
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Edited by kongsuni at 14:35, 26 Jun 2020.
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tupaz said: It looks like there is a huge work behind this mod combination
I like it.
I wonder if there a chance to play it using other mods like advanced classes for example, cause I can't play H3 anymore without that
also, many WoG features not working, I'm wrong?
lastly, it seems that the AI not making use of alternative units (well this is a known issue for Typhon) this ruin a bit the experience to play with so many alternatives.
Thanks for reply! I'm also waiting for advanced class 1.5. Most other mods are not intended to be applied. I think it's competable with advanced class but enormous bugs.
Also, as you pointed, AI never use alternative units if there's no dwellings. I'm looking for a way to solve this problem. Thanks again.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 27, 2020 09:34 AM |
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Edited by RerryR at 09:41, 27 Jun 2020.
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Impressive!
I would not have thought that the towns look so good in-game. Especially in ERA!
Congratulations to everybody involved
Thanks kongsuni
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kongsuni
Promising
Adventuring Hero
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posted June 27, 2020 10:23 AM |
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Edited by kongsuni at 10:58, 27 Jun 2020.
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tupaz said: It looks like there is a huge work behind this mod combination
I like it.
I wonder if there a chance to play it using other mods like advanced classes for example, cause I can't play H3 anymore without that
also, many WoG features not working, I'm wrong?
lastly, it seems that the AI not making use of alternative units (well this is a known issue for Typhon) this ruin a bit the experience to play with so many alternatives.
Now you can use advanced class mods with fixed version! I added the link on the main thread.
Also, I removed the restriction about other mods. Thanks for great suggestions!
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kongsuni
Promising
Adventuring Hero
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posted June 27, 2020 10:34 AM |
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Edited by kongsuni at 10:35, 27 Jun 2020.
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RerryR said: Impressive!
I would not have thought that the towns look so good in-game. Especially in ERA!
Congratulations to everybody involved
Thanks kongsuni
Thanks you!!
Actually, those beautiful towns were implemented by planetavril.
And, right before, I made your mod compatible with my mod. If you don't want to be shared, please tell me. I can't play without your mode. Thank you!
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planetavril
Famous Hero
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posted June 27, 2020 11:13 AM |
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kongsuni said:
RerryR said: Impressive!
I would not have thought that the towns look so good in-game. Especially in ERA!
Congratulations to everybody involved
Thanks kongsuni
Thanks you!!
Actually, those beautiful towns were implemented by planetavril.
And, right before, I made your mod compatible with my mod. If you don't want to be shared, please tell me. I can't play without your mode. Thank you!
Me Neither
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 27, 2020 11:14 AM |
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Edited by RerryR at 11:25, 27 Jun 2020.
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kongsuni great
I also worked on it
I cleaned all your ERM files, removed unnecessary, and packed everything in 1 file. This is much cleaner and the foundation for your mod to grow in the future.
I introduced a flag
!#SN:W^Forgotten_Fields_Alternatives_Active^/1;
for every modder to check if your mod is active. This flag I can later use in ACM to make everything work smoothly together.
https://dropmefiles.com/qTleX
I also changed the .json file in the LANG folder. So please download from dropmefiles, take all changes from LANG and Data/s folder and reupload your mod.
When people want to play both mods together they will need the ACM version you uploaded (with fixed HeroSpec.txt and UN32/44 files) and your FF mod.
Currently, heroes who specialize in creatures will only show three names and not 4. I know you modified everything correct but now when used together with ACM it will no longer work ;-)
To fix this you will need to wait for ACM v.1.05 (or you remove the flag in your adapted ACM version).
I hope I didn't mess up but I dont think so.
Tell me if any change is unclear to you.
I removed:
-Friendly Fire Magic (people should download separately)
-switching actions (you can add that again if you want)
- multiable variants of Magog FB fix clicking (the damage block should still work on all three creatures)
Edit: One more question, does your mod require any WoG option like Universal Creature upgrade to be enabled?
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kongsuni
Promising
Adventuring Hero
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posted June 27, 2020 11:39 AM |
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Edited by kongsuni at 11:49, 27 Jun 2020.
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RerryR said: kongsuni great
I also worked on it
I cleaned all your ERM files, removed unnecessary, and packed everything in 1 file. This is much cleaner and the foundation for your mod to grow in the future.
I introduced a flag
!#SN:W^Forgotten_Fields_Alternatives_Active^/1;
for every modder to check if your mod is active. This flag I can later use in ACM to make everything work smoothly together.
https://dropmefiles.com/qTleX
I also changed the .json file in the LANG folder. So please download from dropmefiles, take all changes from LANG and Data/s folder and reupload your mod.
When people want to play both mods together they will need the ACM version you uploaded (with fixed HeroSpec.txt and UN32/44 files) and your FF mod.
Currently, heroes who specialize in creatures will only show three names and not 4. I know you modified everything correct but now when used together with ACM it will no longer work ;-)
To fix this you will need to wait for ACM v.1.05 (or you remove the flag in your adapted ACM version).
I hope I didn't mess up but I dont think so.
Tell me if any change is unclear to you.
I removed:
-Friendly Fire Magic (people should download separately)
-switching actions (you can add that again if you want)
- multiable variants of Magog FB fix clicking (the damage block should still work on all three creatures)
Edit: One more question, does your mod require any WoG option like Universal Creature upgrade to be enabled?
Unbelievable!!
I'm so grateful that I don't know how to express my gratitude. I changed files as you guided.
It's really honored to be this mod considered for next version of ACM.
And, I think the wog options related to creature upgrade are not required.
Thank you again! I will improve my mod further.
I noticed that my links were wrong and changed correctly.
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kongsuni
Promising
Adventuring Hero
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posted June 28, 2020 12:08 PM |
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Edited by kongsuni at 12:08, 28 Jun 2020.
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1.4 updated. Now AI use the upgraded version of alternative units which are recruited in the map field.
But I'm still try to find a way to make AI use alternative units in their castle.
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tupaz
Adventuring Hero
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posted June 30, 2020 12:54 PM |
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kongsuni said: 1.4 updated. Now AI use the upgraded version of alternative units which are recruited in the map field.
But I'm still try to find a way to make AI use alternative units in their castle.
Thank you, I appreciate your effort
In Master of Puppets MOD, IA already uses alternative units, too bad its author is missing
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kongsuni
Promising
Adventuring Hero
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posted July 02, 2020 06:57 AM |
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Edited by kongsuni at 06:58, 02 Jul 2020.
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tupaz said:
kongsuni said: 1.4 updated. Now AI use the upgraded version of alternative units which are recruited in the map field.
But I'm still try to find a way to make AI use alternative units in their castle.
Thank you, I appreciate your effort
In Master of Puppets MOD, IA already uses alternative units, too bad its author is missing
Thank you for your support.
I have almost succeeded in making AI use alternate units in their castle with somewhat tricky way. Maybe it will be uploaded soon.
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