I'm sure as hell that some of the mentioned techs above do have massive effects on barbarians. But I'm not that sure anymore after all these years. I have to look it up but I lack time.
I'm sure as hell that some of the mentioned techs above do have massive effects on barbarians. But I'm not that sure anymore after all these years. I have to look it up but I lack time.
Also realized that Fusion Power slot would not be good after all as it would only protect that one faction I give it to.. and we did make Nuclear a 'Storm Energy' building so I guess there should be a risk with that until they switch to Solar (Magic Pyramid) heh.
So in the end I chose..
Bronze Working
Engineering
Genetic Engineering
The Laser
Steam Engine
As they all appear to have no effect on the game in both MGE and ToT..
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Lots going atm.. have finished my biiiig Civ2 MGE HD Tour Video I've been working on for years and over the next few days I'll be releasing version 1.1 of the Heroes of Might & Magic 2 Mod containing a few improvements and fixes as well as the much delayed Heroes of Might & Magic 1 Addon ModMod to it!
I already broke down pretty much all of the work done on the HoMM1 addon back earlier in this dev thread, however there was a bit extra I forgot to cover. In that post I talked about creating higher resolution versions of the HoMM2 mod buildings & wonders for a future Heroes of Might & Magic 2 Mod Test of Time Conversion but I didn't talk about doing the same for the HoMM1 addon too! Well don't worry I plan to do the HoMM1 addon for the ToT version too. So let's get into that quickly..
As previously mentioned my priority at the moment is to finish and release the last of my planned MGE mods and videos first. However I have done some more preliminary work in that I've already converted the custom GUI over to ToT, Gapetit has kindly helped me with the HoMM2 scenario files conversion work, I then converted the HoMM2 city buildings across, and while doing all that I also converted all the HoMM1 buildings across too. This was quite a bit of work as it meant I needed to take screenshots of HoMM1 castle buildings (ensuring no others buildings were in their way) to create 3 different building sizes and take zero shortcuts this time due to doing them in much high resolutions, however the results speak for themselves and the higher res higher colour city buildings in ToT look gooooood. Since a number of the buildings we chose in the HoMM2 mod don't exist in HoMM1 I had to rename them and get more creative in finding suitable replacements. I left the wonders the same though as most of them are spells and artifacts that looked the same in HoMM1 too thankfully. More details on these HoMM2 and HoMM1 ToT conversions will come in the future once I've finished all the MGE work which now that the big video is out I can finally see the finish line on!
MGE building icons:
New ToT building icons:
And some of the big ToT Civilopedia building images:
Okay guys as teased a few days ago the moment has finally arrived! I'm sorry it took so long but you know me, the man who took on too many projects.
I have released the improved version 1.1 of the Civilization 2 - Heroes of Might and Magic 2 Scenario Mod which includes a number of additions and fixes including a vital one for the crash in European versions of Civ2 (known as Ultimate Classic Collection) that @average_communism_enjoyer confirmed over in the release thread.
Lastly I've also added a 4th download option for both mods over at Nexus mods as they greenlit my request to have a Civilization 2 mods section for us all to use if we want!
Now that I've finally released these I think I'm ready to go public and share the release news around the net (eg Civ, HoMM & retro gaming groups)! Since 2023 the HoMM2 mod has been downloaded 322 times here, 180 times at ModDB, and viewed 388 times at Internet Archive so it'll be interesting to see how much the numbers go up after I share it around!
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