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 [Unknown Mod] General Informations

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Unknown_Hero
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PostSubject: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-09, 10:26

A little before Christmas, it is with great pleasure that I announce the "official launch" of the Unknown Mod. Smile

I have always wanted, like many players I think, to change little things here and there to improve the way of playing in Heroes 2.
With Project Ironfist tool it finally becomes possible. Everything can not be changed at the moment, but this can only improve with time and with the help of the Project Ironfist team.
Thanks to them for the work done and the one to come. Very Happy

For me, Heroes 2 is a strategy game to play in single player mode.
This mod is not designed to "balance" the game, I just want to make changes to adjust/improve the gameplay, at least with my vision for the game.

So here are the first steps of the mod, what is currently possible to do with the Project Ironfist tool.
Keep in mind that this is really a small part of the final mod and there is still a lot of work to be done.

This script will be part of the final mod.

Download: _MapName.MX2.lua
Download: https://drive.google.com/open?id=1yPMaNu-Gs_e5ih8oqIoQuCTQ4oZuMypa
GitHub: _MapName.MX2.lua
GitHub: https://gist.github.com/LeHerosInconnu/c178613d7641776985a1f4232620b607

What will be available in a galaxy time far, far away...

Tweaks to features.
New features.
Changes to hero classes.
Tweaks to secondary skills.
New secondary skills (when it will be possible).
Tweaks to creatures.
Tweaks to artifacts.
New artifacts (when it will be possible).
Changes to castles (when it will be possible).
New buildings for castles (when it will be possible).
Tweaks to spells (when it will be possible).
New spells (when it will be possible).
And more...

I hope you will enjoy playing Heroes 2 with these changes. Very Happy
Read the "Description" and "What it does" sections for more information.

***** Updated on May 22, 2019 *****

--  This script has been tested with Ironfist version 1.3.0
--  Script Name: _MapName.MX2.lua (temp)
--  Script version: v0.3.15 - 20190522 (temp)
--  Map Name: _MapName.MX2 (temp)
--  Author: Unknown_Hero (LeHerosInconnu on GitHub)

--  Description:
--  This script is designed to work in a global way with any scenario.  Since Project Ironfist does not yet support global scripts, you will have to rename this script with the name of the scenario each time
--    you want to play another scenario, for example, rename "_MapName.MX2.lua" to "ENROTH.MP2.lua" to use the script with ENROTH scenario.
--  I suggest you play on small maps at the moment because the autosave time is too long and hard to bear.
--  Also, due to the bug of unloaded tables from a save file (or autosave file) in Ironfist version 1.3.0, you have to play the scenario in one go or problems will occur. So if the program crashes, the game is dead.

--  What it does:
--  ***** Changes in general.
--  Set the spell points to maximum for all heroes at start of scenario, this only works for the 54 heroes in pool for now.
--  The hero without Magic Book can buy one at any shrine.
--  Once a day, the hero recovers some spell points when he visits a shrine.
--  The hero can choose whether or not to keep the secondary skill he learns at any witch's hut when he leaves it.
--  The hero can upgrade his archers, orcs, dwarves, trolls, liches, green dragons, red dragons at the corresponding creature generator on the adventure map for a cost when he leaves it.
--    Initially, for the trolls, liches and dragons, I wanted the ability to upgrade creatures to be possible only if creatures defending creature generators are defeated, but it works without this condition for now.
--  The peasants present in the hero's army can be trained at the hill fort for a cost (disabled).

--  ***** Changes to Heroes.
--  At the beginning of each combat, the hero with a magic book recovers a number of spell points corresponding to 5 spell points multiplied by the initial value of the knowledge of his class
--    (Knowledge 1 for Knight and Barbarian, Knowledge 2 for Warlock, Wizard and Necromancer, Knowledge 3 for Sorceress).
--  The hero gets special bonuses according to his class.
--  Knight Hero:
--    Recovers 5 spell points at start of combat (only with magic book).
--    Knight Hero Special Bonus: The Knight Hero gains +1 Attack and +1 Defense when attacking or defending all types of towns.
--      For now, the Knight hero also gets the bonus when he is located on the square(s) in front of an enemy town and he initiates the combat against an enemy hero located in an adjacent square.
--      Attack and Defense values are updated only when any hero moves.
--      For now, when a Knight hero is recruited, he does not automatically get the defender bonus, he must first go out of the town and then enter a town to get the bonus.
--  Barbarian Hero:
--    Recovers 5 spell points at start of combat (only with magic book).
--    Barbarian Hero Special Bonus: The Barbarian Hero can sell the creatures in his army at base cost at the Trading Post on the adventure map.
--  Sorceress Hero:
--    Recovers 15 spell points at start of combat (only with magic book).
--  Warlock Hero:
--    Recovers 10 spell points at start of combat (only with magic book).
--  Wizard Hero:
--    Recovers 10 spell points at start of combat (only with magic book).
--    Wizard Hero special bonus: The Wizard Hero recovers 2 extra spell points per day on the adventure map.
--    Wizard Hero special bonus: The Wizard Hero recovers 5 extra spell points at start of combat.
--  Necromancer Hero:
--    Recovers 10 spell points at start of combat (only with magic book).

--  ***** Tweaks to Secondary Skills.
--  Tweaks: Mysticism gives additional spell points each day on the adventure map (this only works for the 54 heroes in pool for now) and at the start of each combat.
--  Tweaks: Navigation also generates gold every turn.
--  Tweaks: Basic Estates, small adjustment to stay better than Basic Navigation.
--  Tweaks: Ballistics, the hero with the Ballistics secondary skill gets a temporary bonus to attack when he is the attacker during a siege.
--    For now, the hero with the Ballistics secondary skill also gets the bonus when he is located on the square(s) in front of an enemy town and he initiates the combat against an enemy hero located in an adjacent square.
--    Attack value is updated only when any hero moves.

--  ***** Changes to creatures.
--  Each peasant generates 1 gold per day (only in the hero's army for now)(disabled).

--  ***** Tweaks for Artifacts.
--  Tweaks: Some artifacts give extra point(s) for Spell Power and Knowledge.
--    +1 Spell Power: Evil Eye, Enchanted Hourglass, Skullcap, Evercold Icicle, Everhot Lava Rock, Lighting Rod, Snake Ring, Elemental Ring.
--    +1 Knowledge: Gold Watch, Ice Cloak, Fire Cloak, Lightning Helm, Ankh, Book of Elements, Holy Pendant, Pendant of Free Will, Pendant of Life, Serenity Pendant, Seeing-eye Pendant, Kinetic Pendant, Pendant of Death,
--       Wand of Negation, Broach of Shielding, Crystal Ball, Spade of Necromancy.
--    +2 Spell Power: Wizard's Hat, Power Ring.
--    +2 Knowledge: Heart of Fire, Heart of Ice, Sphere of Negation.
--    This only works for the 54 heroes in pool for now.
--    Spell power and Knowledge values are updated only when any hero moves.
--    This modifies the disposition of the artifacts in the hero's inventory made by the player.
--    A complete artifacts.xml file to directly modify the values is necessary to avoid this and would be much simpler.
--    In addition, the bug linked to the artesian spring effect is activated as soon as a hero moves after a visit by a hero to the artesian spring (any "moved" artifact in the inventory removes spell points above the maximum).
--      Fixed the activation of the bug linked to the artesian spring effect for this case.
--  Tweaks: The Power Ring artifact gives 2 extra spell points per day on the adventure map (total of 4 spell points with the original effect).
--  Tweaks: The Power Ring artifact gives 10 extra spell points at start of combat.

--  ***** Spoilers - Start. *****
--  ***** Do not read this if you want to have some surprises during the game. ;-) *****
Spoiler:
--  ***** Spoilers - End. *****

--  All is not perfect, for example, the hero must leave the square where the witch's hut is located to decide whether or not to keep the secondary skill he has just learned, but it is not possible to do otherwise
--    with what is available for now with the Project Ironfist tool, here, the instruction "GetLocationSecondarySkill()" would have allowed to avoid this.
--    Similar problem for the possibility to upgrade creatures at the corresponding creature generators on the adventure map (the hero must get the free troops before he can upgrade them),
--    or when a hero must leave a square to proceed a verification, here, the instruction "WaitEndOfEvent()" would have been perfect to avoid this.

--  Problems encountered:
--  Bug with tables in 1.3.0!!! The tables are ignored when loading a save file!!!
--  The table "shrineVisitedDay" is not filled by the heroes controlled by the AI player (if the two players are controlled by human players, it works fine).
--    The table "secondarySkillLevel" is not filled by the heroes controlled by the AI player (if the two players are controlled by human players, it works fine), in this case it is less important.
--    The table "creatureGeneratorMapVisited" is not filled by the heroes controlled by the AI player (if the two players are controlled by human players, it works fine).
--    Generally speaking, AI-controlled heroes do not trigger the function OnLocationVisit(type, x, y) when they visit a location on the map.
--      I would like them to do it and I wish I could control the effects for AI-controlled heroes with a function like IsHeroControlledByAI(hero).
--  CREATURE_PEASANT or 0 do not work in 1.3.0!!! (fixed for the next version).
--  Due to the bug with CREATURE_PEASANT or 0 in 1.3.0, it will not work when the Barbarian Hero try to sell them at the Trading Post on the adventure map (fixed for the next version).
--  Barrow Mounds, Earth Summoning Altar, Air Summoning Altar, Fire Summoning Altar and Water Summoning Altar locations are still missing in the locations list for 1.3.0!!!

--  Questions:
--  How to make "Advanced Message Box" work like "Question Box"?
--  Do heroes controlled by the AI player get the same bonuses (they don't fill the table)?

--  Settings:
--  All options are enabled by default and can be turned off individually, set to "0" to turn the option off.
--  You can also change the values at your convenience.

--  Limitations:
--  The hero loses the ability to choose whether or not to keep the secondary skill he learns at a witch's hut when he uses the "Town Gate", "Dimension Door" or "Town Portal" spell
--    and he is still on the square where is located the witch's hut, or when he is teleported to another square by a script instruction, or if he disappears from the map (loses a combat, retreats during combat, etc.).
--  A hero with the same name as the hero located on the square of the witch's hut will trigger the choice window if he moves to a hexagon adjacent to the witch's hut.
--    To my knowledge, only the french scenario "Faux Semblants" offers two heroes with the same name.
--    The same when a hero must leave a square to proceed a verification.

As usual, all of this can change in the final version of the mod.
That's all for today. Smile


Last edited by Unknown_Hero on 2019-05-23, 06:16; edited 1 time in total
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GodRage
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Messages : 1055
Quality Points : 229
Registration Date : 2009-09-21
Location : France

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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-16, 12:16

A lot of work there :p

if you name your mod "Unknown Mod", maybe it will be very difficult to players to google it, if their "hear about this mod in a cafe". Laughing

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Unknown_Hero
Mage
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Unknown_Hero


Messages : 780
Quality Points : 78
Registration Date : 2015-09-06

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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-17, 07:14

The name "Unknown Mod" pleases me well. Smile
The Unknown Mod, the mod that nobody knows, only the connoisseurs have heard about it. Laughing
It reminds me of The Unknowns, you certainly know The Unknowns. The Unknowns are well known, everyone knows The Unknowns in France. Razz
Have you tried the "Unknown Mod"?
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GodRage
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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-20, 21:49

i was sure you like the name you picked as it's your nickname. Wink
Yeah i heard about "Les inconnus" Wink
I didn't tried it yet... I reinstalled my computer recently so i still have missing programs/games... and Heroes II is one of the missing ones.[Unknown Mod] General Informations 2176935660
But then how will this mod works if ironfist doesn't work on my computer? [Unknown Mod] General Informations 3293758093

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Unknown_Hero
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Messages : 780
Quality Points : 78
Registration Date : 2015-09-06

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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-21, 12:22

The ironfist.exe program "replaces" the original HEROES2W.EXE program. The other files must come from the Gold English version 2.1 for Windows or the GoG English version 2.1 for Windows.
If HEROES2W.EXE works on your computer, ironfist.exe should work on a freshly installed version for Windows if all the necessary files to run the program are present.
It works fine for me with the Gold English version 2.1 for Windows on Windows 7 64 bits Edition Familiale Premium Service Pack 1. Smile

The ironfist.exe program crashes fairly often, much more than the original version of the game, and the stability of the program is a bit better in windowed mode.
There may also be a fairly long program start (the program seems to be frozen), at least twenty seconds, if program analytics are enabled (since version 1.3.0 there is a registry option to disable them).
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Darmani
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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-31, 16:05

Wow! This is awesome! I've E-mailed an admin at CelestialHeavens about this.
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Darmani
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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2018-12-31, 16:09

This thread has been upgraded to Sticky.
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2019-01-03, 07:09

Thanks for the upgrade to Sticky. Very Happy
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] General Informations   [Unknown Mod] General Informations Icon_minitime2019-05-23, 06:17

***** Updated on May 22, 2019 *****

--  Script version: v0.3.15 - 20190522 (temp)

Added:

--  ***** Changes to Heroes.
--  Knight Hero:
--    Knight Hero Special Bonus: The Knight Hero gains +1 Attack and +1 Defense when attacking or defending all types of towns.
--      For now, the Knight hero also gets the bonus when he is located on the square(s) in front of an enemy town and he initiates the combat against an enemy hero located in an adjacent square.
--      Attack and Defense values are updated only when any hero moves.
--      For now, when a Knight hero is recruited, he does not automatically get the defender bonus, he must first go out of the town and then enter a town to get the bonus.
--  Barbarian Hero:
--    Barbarian Hero Special Bonus: The Barbarian Hero can sell the creatures in his army at base cost at the Trading Post on the adventure map.

--  ***** Tweaks to Secondary Skills.
--  Tweaks: Ballistics, the hero with the Ballistics secondary skill gets a temporary bonus to attack when he is the attacker during a siege.
--    For now, the hero with the Ballistics secondary skill also gets the bonus when he is located on the square(s) in front of an enemy town and he initiates the combat against an enemy hero located in an adjacent square.
--    Attack value is updated only when any hero moves.

Original post updated!!! Very Happy
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