WoG mod b10 author: Doom3d (Hungary)

build 10, 2007.05.01. 21h00 CET

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Install: Build10 requires WoG3.58f with Script Update.

Make backup of your Data/s folder, and your zsetup0*.txt in Data folder. Not absolutly needed. I have done it.

After that:

Copy everything to the corresponding folder: From Zip file internal root folder to Heroes root (3do/heroes3)(gameopb10.dat), zip ./Data/ to heroes/data (zsetup00.txt, zsetup01.txt), and zip ./data/s to ./heroes/data/s folder (*.erm, *.ert, *.ers).

If You have previously installed build8 or older, please delete old WoGmod files in range 80-99.

Restart Heroes. Done. You don`t need to restart your system.

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file list>

modified or new *.erm, *.ert,*.ers *.txt files: 1,3,25,48,49,51,74,75(ERT only),87,88,89,92, zsetup00.txt, zsetup01.txt.

(see description also in Wogifying menu and in-game help.)


- own scripts: Masters of spellcasting I-II, Shamanic Running v2.8, AI boost 1-2(88),
H4 peasants, Army Growth 1-2 (87),AI thinking Radius, Bitwise Packer build7 (library script), Multilanguage support for scripts (89), Extended Manual support(89)


- modified: Heroes get UNLIMITED skills, Scouting I: better scouting artifacts, Tactics I.: independent bonus for sides,Henchmen tactics modified accordingly, Learning 2: more bonus XP, learning specialist hero support, Enhanced Commanders: per level resistance and speed bonus+ Commander Stones bugfix, Summon Elementals: script message disabling support, Eagle Eye II. changed for unlimited skills, Replace Cartographers: Cover of Darkness -> Tree of knowledge/shipwreck survivor

- other: sample game options file (gameopb10.dat)


* You can load it in wogifying options menu.


*** Planned for next build: H3 Caravans, Neutral Spells, ERM Debugger


changes to WoG defaults(script number)>


- Unlimited secondairy skills (1)

* OK, generally 10-12 is enough on a two level M map. But YOU have the choice. +1 skill offered at every 4th level from 12.

And I have heard murmurings about 2 level XXL maps.. There 16 skill may be a better choice.


- more powerful Scouting I., and scouting artifacts (3)

* Skill gives you 1/3/5 rogues per day. Eqiupped Speculums and Spyglasses together will give rouges with or without(!) scouting: with skill level x, and y artifacts you will have (x+1)*y :2 Rouges.


- tactics mod (3)

* +1/2/3 speed in battle. If both hero has the skill, they will receive bonuses independently.


- Henchmen tactics modul according to new enhanced tactics.(49)


- Wandering Monsters tuning. Moved to official WoG version. (20)



- "Cartographers are replaced with Tree of knowledge/Shipwreck survivor" (25)

* Instead of Cover of Darkness..


- Learning 2. tune up(48)

* "0.5%*skill lvl*Exp +5* hero lvl. * skill lvl" experience/day

+with learning speciality: +100*skill lvl Exp.


- More powerful enhanced Commanders, balanced MP and MR levelups. (51)

+1 speed, +1 MP every 4th level, +2% MR per level, Magic Power gives

+10/20/30/40/50% MR, and +3/6/9/12/15 MP, except Soul Eater and Sucubbus (+1 MP/MPlevel).

Hierophant has basic Fire Shield and basic Magic Mirror. Gnoll Shaman has 50% poison on living, and 50% disrupting ray on non-living target.


- Summon elementals adventure: message disabling added (25 and 74)

* Added to "disabling list" in Script25. Every time you use Shamanic Dance, You may receive a notification, that You can not cast Summoning on adventure map.

(Not enough mana, don`t have spell) It was boring. Off.


- secondairy skill descriptions according to changes(75.ert)

* Right click and popup messages are corrected. If You change only half of the scripts to new one,

then I feel sorry..


new scripts:


- Masters of spellcasting I* (127)

* Your hero will be able to cast one more spell in the same battle turn after every action of your army -except waiting, and spell casting by hero- right before your next stack take action.

High level heroes very often have more spell points than they could cast away.. It really helps. Tower funs will especially enjoy it .. ;)


- Masters of spellcasting II* (127)

Heroes will be able to cast some spells every battleturn almost randomly.

*Hero receives some(5) tickets every battle turn. After any action of any troop,there will be a dice roll for next spell. Every spell costs one ticket. Probability of succesfull throw depends on the number of tickets left. Unused tickets are transferred to the next battle turn.


-Shamanic Running& Shamanic Dance * v2.8(132)

* right click on spell button (adventure screen)

You can convert mana to movement points, or vice versa. (Type in negative number for mana refueling)No spellbook required.

Added movement points will be decreased, if the hero has the intelligence skill.

Type in 'man' for manual.

This is a natural, not learned magical skill of any hero.

v2.8 AI support for Magic Dance. (build 10)

v2.7 New converter function plus manual.

v2.6 New Converter function. (Buggy)

v2.5 Reversed direction added.
v2.42 Dungeon Mana Vortex support added, message disabling fix (build9)

v2.4: fishing well bugfix in AI part

v2.3:AI players now use it automatically before visiting magic dwell/magic spring.
v2.2: Intelligence correction added


Main goal was to have a well balanced adventure spell instead of DD and Waterwalk, and speed up gameplay if DD (and TP) disabled.

We can ban them, and then no high lvl mage guilds/magic schools/spellpower needed, might and magic heroes are better balanced, even on a two level XL map. It also speeds up the game- with all adventure spells banned it could be too slow. Higher speed brings more tactical gameplay. /next version will have a new mana converter function, and integration into Neutral Spells package. /


- AI thinking radius v1.1 (127)

* As You can check in ERM help, "AI thinking radius" will be set to maximum.

So AI will be a little bit more "intelligent", without additional cheating.

- Army Growth (127) Different army growth for AI and Human players, depending on game level. (Human: 4-2%, AI:3-5%)


- Creature Growth (127) Creature growth in town dwellings.

Same % values, as above.


- AI resource boost (extra free resources for AI:) (128)
Depending on game level, AI receives L=1,1,2,3,5, or 8 multiplier for
L*(300 gold+ 1 wood or 1 ore) bonus after each town, once per turn. Plus other resources in every 4 turn.


- AI Power boost(88) Game level dependent mana and movement feed for AI heroes. AI receives L=1,1,2,3,5, or 8 multiplier for

L*(5% mana feed+ 50 movement points) bonus.

- Heroes IV peasants (127)

Peasants pay taxes, 2-10 gold/turn.. depending on their experience.
Peasants were too weak!(except for necro:)
Original idea and source file:
Dieter Averbeck: H4 peasants, Version 1.1


- wogifying menu according to changes(zsetup0x.txt)


"But All thing has come to an End.."

!!FU:E;)