Undocumented 1.2 changes
Well, the console cheats are removed from the executive file, so yea... you have to use the old H5.exe of 1.1 or 1.0, if you still keep them, in order to use cheats. Remember to change the .pak files of the patches so it won't messup the game.
However, i found that the console of 1.2 patch added a new function "enable_cheats" but I haven't find out how to use it yet ^^.
However, i found that the console of 1.2 patch added a new function "enable_cheats" but I haven't find out how to use it yet ^^.
- HodgePodge
- Round Table Knight
- Posts: 3530
- Joined: 06 Jan 2006
Hopefully the real Cheat Codes will be implemented when the Map Editor is released. I can't imagine map makers not having Cheat Codes to test their maps. Hope springs eternal!Agrael28 wrote: However, i found that the console of 1.2 patch added a new function "enable_cheats" but I haven't find out how to use it yet ^^.
Not only that, but a lot of people like playing with the cheats. It may not be as rewarding or challenging for a person, but some people like the fun factor that can come from enabling certain cheats.HodgePodge wrote:Hopefully the real Cheat Codes will be implemented when the Map Editor is released. I can't imagine map makers not having Cheat Codes to test their maps. Hope springs eternal!Agrael28 wrote: However, i found that the console of 1.2 patch added a new function "enable_cheats" but I haven't find out how to use it yet ^^.
The scripts (@Functions) remain; while they reportedly only work in singleplayer, for [every cheat, there is a scripting replacement, often more powerful.Hopefully the real Cheat Codes will be implemented when the Map Editor is released. I can't imagine map makers not having Cheat Codes to test their maps. Hope springs eternal!
And given that the map editor will with 97.3% probability allow mapmakers to write their own scripts, any mapmaker can reimplement any cheating functionality should they want.
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- Peasant
- Posts: 73
- Joined: 21 Jun 2006
I've noticed computer opponents on MP maps no longer get gobs of gold as the game progresses. It's kind of sad as the ones that get battered can no longer create 7th tier units but on the good side, it makes it possible to starve out a computer controlled character that likes to turtle.
Oh, and Haven computer factions can no longer train hundreds of Marksmen, that's good too.
Oh, and Haven computer factions can no longer train hundreds of Marksmen, that's good too.
Post 1.2 install, I've been seeing my stacks taking damage from plague tents despite the lack of plague tents or even the lack of tents themselves. Damage is always small and hasn't killed anything (yet).
Anyone else seeing this?
Anyone else seeing this?
Dell XPS 400, 2 Gb RAM
-Win 7
-all King's Bounty games; M&M 1-9, HOMM 1-6
-Win 7
-all King's Bounty games; M&M 1-9, HOMM 1-6
actually, whenever there is a tent in my army, and its its turn, it would heal a small amount of damage from my units. however, on the bar at the bottom it always say "(creature healed) took (damage healed) damage from Plauge Tent ability". i think i should mention that never when this happened did i have the plague tent ability, and i wasnt playing necropolis either.
You know, playing last night I swear they nerfed Ghost "miss" rate. Maybe it's my imagination, but you could actually hit them now maybe 60-70% of the time.
May also be my imagination but Necromancy doesn't seem as powerful. It just seems like I have less archers than usual, but that definately could just be my imagination. I havn't played Necropolis too extensively other than the campaign.
May also be my imagination but Necromancy doesn't seem as powerful. It just seems like I have less archers than usual, but that definately could just be my imagination. I havn't played Necropolis too extensively other than the campaign.
well, i am playing necro (hotseat) and have heard that people could have thousands of archers by month 3 and i am there now and have less than a thousand. then again, i havent faough very many battles... also, i am playing with Vladimir (the one who specialises in necromancy) and he has every single one of my troops. he is around level 16 so the necromancy bonust is like 25% right now.
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- Conscript
- Posts: 217
- Joined: 12 Jun 2006
Necromancy revives a % of the hitpoints worth of units that you fought against up to a maximum of 1 skeleton per unit. Basicaly if your fighting anything that has the hp of a footman or more with 25% necromancy skill you should get skellies at a 1 for 1 basis.juventas wrote:I think Necromancy may have been broken in the first place. When I had Expert Necromancy, I would always revive 100% of the people who died on the field. I'm not too unhappy about that, though, since it doesn't seem to unbalance the game too much.
did anybody notice that Horned Overseers on the adventure map are just Horned Demons with fire on their back? i realised when i went to attack what i though was a stack of demon because of their brown color but then realised they were on fire. according to the right-click they were overseers, but other than that and the fire they were demons.
- Marine OKeefe
- Leprechaun
- Posts: 45
- Joined: 24 Jul 2006
we were talking about skeleton archers, i think. and no, horned overseers are deep red, have metal bracelet things on their wrists, have glowing eyes and a glowing mouth, and have tiny yellow holes on their backs surrounding a huge rip with fire coming out of it, while demons are light brown in color, have no bracelets, have non-glowing eyes and mouth, and have small spikes on their back in place of those wholes and no fire. what i saw on the adventure map was an exact description of a horned demon only with fire on its back. i think Ubi somehow couldnt use the actual overseer model so they hoped noone would notice what they did.
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