Heroes of Might and Magic 2 Gold +7 trainer
Text file description:
The Heroes Of Might & Magic II UGE Module by David Melanson Greetings! For those of you unfamiliar with my previous work, this is now the 25th plug-in module I have designed in support of Jack Hartman's Universal Game Editor (UGE) program. Other modules include the ever-popular Stonekeep, Anvil of Dawn, Might & Magic III, IV, V, Swords of Xeen, Warcraft II, and quite a few more... I offer these modules for no registration fee, but I do ask that users of the modules register the base program with Jack Hartman (jhartman@ix.netcom.com). All right, enough advertising. Let's get on with the show... ---------------------------------------------------------------------------------------- FIRST: How to set up UGE. To accomplish this, I've lifted a couple questions from the UGE FAQ I've written: Q: "How do I set up Universal Game Editor?" A: First, create a directory on your hard drive to hold the programs. Then use PKUNZIP version 2.04g or better...or WinZIP ...to uncompress the UGE10.ZIP file into the new directory. If you want to use a plug-in module, also use the same program(s) to uncompress the zipped module file into the same directory. Q: "Will Universal Game Editor work in Windows 95?" A: Yes, it will work in Windows 95 without a problem. Just set up a Shortcut to UGE.EXE. Q: "How do I install a plug-in module?" A: Start up UGE. You have to Add the game to the main menu screen (blue) that appears. As that suggests, press the "A" key. A red box will appear on the right. Type the name of the game in there and press Enter (actually, you can type anything you like; it won't matter, but typing the name of the game just might be useful for identifying it later on!) Now a list of files with the extension ".mdl" will appear in a box on the right. (There will also be one called "**New File**," which you DON'T want to choose right now...later, if you decide to create your own modules, this will be very useful). Use the arrow keys to highlight the file that says GAMENAME.MDL, where GAMENAME, once again, is the name of the game (or an abbreviation or approximation), then press Enter. Now you should see a directory listing of your hard drive in the box on the right. Use your arrow keys to select the file you wish to edit, in the following manner: Use the arrow keys to highlight the directory where the actual GAME (NOT U.G.E!!) is stored on the hard drive. Press Enter. Now scroll up and down the list and look for a saved game file...usually, the module's instructions will tell you the name of the file to look for (so read the instructions) but as a general rule, the file formats take one of several forms: If you saved a game with a specific name, you may see that name followed by a three digit extension (for example, you named a saved game WALKING, then you might see WALKING.SAV or WALKING.DAT or something similar...that's your saved game file). Maybe there is a separate directory for saved games...usually, this'll be named SAVES or SAVEGAME or GAMES or something like that...go into that by highlighting it, then pressing Enter...and then keep looking. Sometimes games are saved with numeric extensions that indicate which "slot" they are saved in...for example, let's say a game has a "Save Game" screen with ten available slots for games. When you save to the first slot, you create, say, a game called GAME.001, or GAME0.SAV, or something like that. When you save the game to the SECOND slot, you create a file called GAME.002, or GAME1.SAV, or something like that. Some games start numbering with 1, some with 0. It's a matter of which game you're playing. Still other games save a series of game files in a numeric subdirectory...for example, let's say a game has ten subdirectories called SAVE01, SAVE02, SAVE03, etc...to SAVE10. Inside THOSE directories are the saved game files for the various slots...once again, these work the same way as a numeric extension-ed game file...so that, if you save a game in the first "slot" of the saved game screen, the files you want to modify would be in the SAVE01 subdirectory. If you save in the second slot, the files would be in the SAVE02 subdirectory. EXAMPLE FOR THIS MODULE: Heroes of Might & Magic II TO EDIT STANDARD GAMES: The game file you want has the extension .GM1 and will be stored in a subdirectory of the directory where Heroes II is stored called GAMES. SO...if you installed to Windows 95, chances are you installed it in the default (C:ProgramFilesHeroes2) directory, so the file you would want would show up in UGE's "directory" menu as C:PROGRA~1HEROES2GAMES. The file name will be whatever you called the game when you saved it. For example, to edit the Tutorial game, the file name would be TUTORIAL.GM1. If you called a game "MyGame," then the file name would be MYGAME.GM1. All of the separate modules for HOMM II should be set to affect the same saved game file (it's not NECESSARY to use every single module, but if you want the FULL range of options, it will be necessary). There should be a total of 11 modules. When you Add each to your UGE menu (as described above), the files should be named something like this as menu choices to keep proper track of them: HOMM2.MDL -> "Heroes Of M&M II-Basics" HOMM2_C1.MDL -> "Castles #1-36" HOMM2_C2.MDL -> "Castles #37-72" HOMM2_H1.MDL -> "Heroes #1-7" HOMM2_H2.MDL -> "Heroes #8-14" HOMM2_H3.MDL -> "Heroes #15-21" HOMM2_H4.MDL -> "Heroes #22-28" HOMM2_H5.MDL -> "Heroes #29-35" HOMM2_H6.MDL -> "Heroes #36-42" HOMM2_H7.MDL -> "Heroes #43-49" HOMM2_H8.MDL -> "Heroes #50-54" These modules, when all installed, can affect EVERY single hero and castle in the game (the game can handle a maximum of 54 heroes and 72 castles). For those of you who are wondering...why 54 heroes? Consider: There are a maximum of six players. Each player can have a maximum of 8 heroes. This would seem to indicate that 48 would be enough. But when all players have 7 heroes apiece and go to a town to recruit an eighth, the game likes to give an option of 2 available heroes...thus the "extra" six heroes. As for the number of castles...I really don't know. Guess that's the program's memory limit. But I think that's quite enough castles... TO EDIT CAMPAIGN GAMES: When you unzipped the file, a small batch file called CAMPAIGN.BAT should have come with it. Exit to a DOS prompt and run this batch file (type "CAMPAIGN" from your UGE directory and hit Enter). After a few gyrations, you should now have eleven MORE modules. These are configured to edit Campaign games and cannot edit Standard games. (the original "standard game" modules still exist and can be used as listed above!) Install these in UGE EXACTLY the same way as described above, with the exception that the extension for Campaign Games is .GMC, as opposed to .GM1, and the file names should be as follows: CAMPAIGN.MDL -> "Heroes Of M&M II-Basics" CAMPC1.MDL -> "Castles #1-36" CAMPC2.MDL -> "Castles #37-72" CAMPH1.MDL -> "Heroes #1-7" CAMPH2.MDL -> "Heroes #8-14" CAMPH3.MDL -> "Heroes #15-21" CAMPH4.MDL -> "Heroes #22-28" CAMPH5.MDL -> "Heroes #29-35" CAMPH6.MDL -> "Heroes #36-42" CAMPH7.MDL -> "Heroes #43-49" CAMPH8.MDL -> "Heroes #50-54" Other than that, the modules will behave EXACTLY the same way as listed in the descriptions below! ---------------------------------------------------------------------------------------- Okay, on to what the modules do...when playing this game, are you distressed by the incredible number of monsters roaming in the wilderness? The difficulty of keeping ownership of mines? The annoyance of having to only build ONE structure every turn? The difficulty in gaining new spells? The time it takes to get from one place to another (and while you're travelling, some other player sneaks up out of nowhere and attacks your castle?) Well, with these modules, you can solve almost all of these problems at once! The first module...Basics...tells a few things about the six players. For each of the six players (if only 2-5 are playing, it'll show data for the "others" which aren't playing, but ignore it), you can (by scrolling through a bit) alter the amount of each resource (Wood, Mercury, Ore, Sulfur, Gems, Crystals, Gold) that each player has (need a billion or so gold? Go ahead, give it to yourself!). The other fields in this module (Player (number) Hero 1-8 and Player (number) Castle 1-72) should NOT have the values in them changed (doing so causes all sorts of horrible game crashes). Instead, they're there so you can keep an easy track on who's got what heroes and who's got which castles. For instance, let's say you're Player 1. The Basics module shows Player 1 has Hero # 23 as his first hero and Hero # 15 as his second hero. To determine where in the "Heroes" modules the data on these heroes is, add ONE to each (i.e. first hero value is "24" and second hero value is "16" <this is because just about everything in the game starts counting with 0>) So to find the info on the first hero, you'd use the module listed as "Heroes #22-28" and to find the info on the second hero, you'd use the module listed as "Heroes #15-21." Similarly, if it shows that you own Castle #22, you'd find all the data on the castle in the module labelled "Castles #1-36." To determine WHICH in a file the one you want to modify is, just do a little arithmetic; subtract the number shown in the "Basics" module (plus 1, as stated above) from the SMALLEST number of the appropriate module, then add TWO. So, in the above example, Player 1's first hero (24) appears in the "Heroes #22-28" module. The smallest number in the appropriate module is 22. So the hero position is (24-22)+1 = "Hero 3" in the Heroes #22-28 module. Probably an EASIER way to do this is just to go to the appropriate module and scan through, looking for the NAME of the hero you want to modify. Once you've found the appropriate Castle or Hero you want to change, here's what you can do with them: CASTLES MODULES: ----------------- For each castle you can: Change Castle "Type." It'll look the same from the outside, but inside, all the buildings will change to match the appropriate "type." The types are as follows: 0=Knight 1=Barbarian 2=Sorceress 3=Warlock 4=Wizard 5=Necromancer Edit what types of monster appear in each of the castle's five "troop slots." A "-1" in a slot indicates there's nothing there currently. To see what you can set each slot to, see Table 1: Unit Types, below. Immediately after the monster "types," you can edit how MANY monsters appear in each slot (so you can have 30,000+ monsters in one slot...easily!) Edit the four castle "Structure Factors," which determine what buildings appear in the castle's overall structure. What buildings appear is dependent on the castle type...for a complete list of what the structure factors are responsible for, see Table 2: Structure Factors, below. These are additive functions...so, for example, in Structure Factor 1, a "1" indicates a Mage Guild and a "2" indicates a Thieves Guild. To have BOTH, you would put the number "3" (1+2) in the Structure Factor 1 field. One thing I've found: for the major monster upgrades, do NOT input the Structure Factors for both the "original" version of a monster generator and the "upgraded" version of a monster generator if you want the upgrade to work properly... just put in the "upgrade" version (for example: in a Wizard castle, if you want an Enhanced Cloud Castle, ONLY set the Structure Factor flag for an Upgrade Cloud Castle, NOT the Structure Factor flag for a regular Cloud Castle as well...otherwise, it'll generate Giants, not Titans, even though the Structure screen in the game will state it's an Upgraded Cloud Castle that should produce Titans). The maximum value for any structure factor is 255, which encompasses all possible options for that factor (1+2+4+8+16+32+64+128=255). If you're confused, don't be surprised; it's tricky. Practice a little with it (I suggest you experiment with the Tutorial game first until you get the hang of this). You can change the level of the Mage Guild in town, up to a maximum of 5. One thing I've noticed-if you do this, you tend NOT to get spells from trying to learn them there. However, they still recharge spell points perfectly well...and the Heroes modules let you get whatever spells you want anyway, so what does it matter? ;-) Finally, you can change the name of the town...big deal. But at least it helps you keep track of town names. And it's always fun to name a town "Deadwood" or something silly like that. ------------------------------------------------------------------------------------- HEROES MODULES: --------------- For each of the game's 54 available heroes, you can do the following: Change current # of available spell points (a spellcaster with 30,000 spell points? NO PROBLEM!) Change the hero's name. Not a big deal, but may be fun... Edit available "movement" points for a turn. A standard "day's move" is 1000 points. With this module, you can edit your available land AND sea movement up to some truly ridiculous numbers (60,000+), which basically will allow you to cross whole continents or oceans in one turn. Edit Attack, Defense, Spell Power, and Knowledge Skills. Edit both monster types (see table 1 again) and number of monsters in each of the hero's five available "army" slots. Give the hero any of the Secondary skills. This is a little tricky. First, there are the fourteen skills. You can choose any EIGHT you want (any more will crash the game). To set any skill to "Basic," set its value to 1. Setting a skill's value to 2 sets the skill level to "Advanced," and setting a skill's value to 3 sets the skill level to "Expert." While I'm not forcing you to choose any particular ones, I must say my PERSONAL favorite skills are Necromancy (cool!) and Pathfinding. Now, once you've chosen however many skills (once again, MAXIMUM OF EIGHT!) you wanted, go on to the set of the NEXT fourteen variables. Notice these say "Such-and-such-skill Slot." To get these skills to work (and avoid crashes), you must assign which "slot" a skill appears in when it appears on the Hero Screen. These go from 1-8. So, in my case, I'd say I wanted Necromancy to appear in slot 1 (the leftmost slot) and Pathfinding to appear in slot 2 (second from left). I'd put the number 2 in the "PFind Slot" field and the number 1 in the "Necr Slot" field. FINALLY, after THOSE 14 fields, there's one MORE field you have to modify...Number of skills. This is, quite simply, the number of secondary skills that the hero has. So, for my character, I'd put the number 2 in here, since there are two secondary skills that have been assigned. This number MUST include any skills that the character "came with" (like the Knight's Leadership and Balistic skills), unless you erased them (by setting their values and their "slot values" to 0). After ALL THOSE, we come to the Spells...you can give your hero ANY or ALL of the 65 available spells, both Combat and Adventure. The first 48 spells (up to and including Earthquake) are Combat spells (and as such can only be used in Combat, but can be Viewed on the Hero Screen by clicking on the spellbook, then on the "Combat Spells" tab in the book) and the remainder are Adventure spells. Setting ANY spell value to 1 makes that spell available to you. However, you do need a spellbook to cast any of those spells... Finally, we come to the 14 Artifact slots. You can give any hero any of the 82 available artifacts. I do NOT, however, recommend giving most of the "skill enhancer" ones...they do not affect your hero's stats if given via UGE. I recommend only giving the ones like the Endless Sack Of Gold, the Morale-Enhancers, and the Luck Enhancers. Perhaps most important, though, is the last one (81)...this is the Spellbook. This is necessary to cast spells. If one of the artifact spots is already taken by this, DON'T CHANGE IT! If it is NOT present (i.e. you have a Knight or Barbarian), then make the spellbook available by setting an Artifact slot to 81. (Hey, it saves you 500 gold and a trip to a town!). The list of available Artifacts appears in Table 3: Artifacts, below. -------------------------------------------------------------------------------------- INFORMATION TABLES: TABLE 1: UNIT TYPES---> 0=Peasant 1=Archer 2=Ranger 3=Pikeman 4=Veteran Pikeman 5=Swordsman 6=Master Swordsman 7=Cavalry 8=Champion 9=Paladin 10=Crusader 11=Goblin 12=Orc 13=Orc Chieftan 14=Wolf 15=Ogre 16=Ogre Lord 17=Troll 18=War Troll 19=Cyclops 20=Sprite 21=Dwarf 22=Battle Dwarf 23=Elf 24=Grand Elf 25=Druid 26=Greater Druid 27=Unicorn 28=Phoenix 29=Centaur 30=Gargoyle 31=Griffin 32=Minotaur 33=Minotaur King 34=Hydra 35=Green Dragon 36=Red Dragon 37=Black Dragon 38=Halfling 39=Boar 40=Iron Golem 41=Steel Golem 42=Roc 43=Mage 44=Archmage 45=Giant 46=Titan 47=Skeleton 48=Zombie 49=Mutant Zombie 50=Mummy 51=Royal Mummy 52=Vampire 53=Vampire Lord 54=Lich 55=Power Lich 56=Bone Dragon 57=Rogue 58=Nomad 59=Ghost 60=Genie 61=Medusa 62=Earth Elemental 63=Fire Elemental 64=Water Elemental 65=Air Elemental ------------------------------------------------------------------------------------- TABLE 2: STRUCTURE FACTORS---> STRUCTURE FACTOR 1 For ANY CASTLE TYPE: 1=Mage Guild 2=Thieves Guild 4=Tavern (not Necro!) 8=Dock 16=Well 32=Nothing (don't use) 64=Castle (vs tent!) 128=Statue STRUCTURE FACTOR 2 FOR ANY CASTLE TYPE: 1=Left Turret 2=Right Turret 4=Marketplace 8=Horde Building (see below) 16=Moat 32=Special Enhancement (see below) 64=Nothing (don't use) 128=Captain Of Guards' Quarters HORDE BUILDINGS: These increase production of the castle's weakest units by 8/week. In a Knight castle, this is a Farm. For Barbarians, a Garbage pile. For Sorceresses, a Crystal Garden. For Necromancers, a Skull Pile. For Wizards, an Orchard. For Warlocks, a Waterfall. SPECIAL ENHANCEMENT: Depending on the castle type, these have differing effects (enhancing combat skill or spell skill or power or even money production...) For a Knight, this is Fortifications. For a Barbarian, it's a Coliseum. For a Sorceress, it's a Rainbow. For a Necromancer, a perpetual Storm. For a Wizard, it's a Library. For a Warlock, it's a Dungeon. STRUCTURE FACTOR 3 FOR ANY CASTLE TYPE: 1, 2, and 4 values do nothing at all. 8=1st-level creature generators 16=2nd-level creature generators 32=3rd-level creature generators 64=4th-level creature generators 128=5th level creature generators The actual generator type and generated creature depends on the castle type...they are as follows: (read your HOMM II manual to find out what each generates!) Knight: Thatched Hut, Archery, Blacksmith, Armory, Jousting Arena Barbarian: Hut, Stick Hut, Den, Adobe, Bridge Sorceress: Treehouse, Cottage, Archery, Stonehenge, Fenced Meadow Necromancer: Dig, Graveyard, Pyramid, Mansion, Mausoleum Wizard: Habitat, Boar Pen, Foundry, Cliff Nest, Ivory Tower Warlock: Cave, Crypt, Nest, Maze, Swamp STRUCTURE FACTOR 4 This one varies the most. The "1" value gives the 6th-level creature generator for any castle type as follows: K: Cathedral B:Pyramid S:Red Tower N:Laboratory Wz:Cloud Castle Wr: Green Dragon Tower but the others vary as follows (upgrades): 2---> K:Arch Upgr B:Stick Hut Upgr S:Cottage Upgr N:Graveyard Upgr Wz: None Wr: None 4---> K:Blacksmith Upgr B:None S:Archery Upgr N:Pyramid Upgr Wz:Foundry Upgr Wr: None 8---> K:Armory Upgr B:Adobe Upgr S:Stonehenge Upgr N:Mansion Upgr Wz: None Wr: Maze Upgr 16---> K:Joust Arena Upgr B:Bridge Upgr S:None N:Mausoleum Upgr Wz: Ivory Tower Upgr Wr: None 32---> K:Cathedral Upgr B:None S:None N:None Wz:Cloud Castle Upgrade Wr: Red Dragon Tower Upgr 64---> K:None B:None S:None N:None Wz:None Wr:Black Dragon Tower Upgr 128 has no effect for any castle type. ---------------------------------------------------------------------------------------- TABLE 3: ARTIFACTS (Setting to numbers outside these will crash the game!) 0=Ultimate Book Of Knowledge 1=Ultimate Sword of Dominion 2=Ultimate Cloak of Protection 3=Ultimate Wand Of Magic 4=Ultimate Shield 5=Ultimate Staff 6=Ultimate Crown 7=Golden Goose 8=Arcane Necklace of Magic 9=Caster's Bracelet of Magic 10=Mage's Ring Of Power 11=Witch's Broach of Magic 12=Medal Of Valor 13=Medal of Courage 14=Medal of Honor 15=Medal of Distinction 16=Fizban of Misfortune (a BAD item...don't get it!) 17=Thunder Mace of Dominion 18=Armored Gauntlets of Protection 19=Defender's Helm of Protection 20=Giant Flail of Dominion 21=Ballista of Quickness 22=Stealth Shield of Protection 23=Dragon Sword of Dominion 24=Power Axe of Dominion 25=Divine Breastplate of Protection 26=Minor Scroll of Knowledge 27=Major Scroll of Knowledge 28=Superior Scroll of Knowledge 29=Foremost Scroll of Knowledge 30=Endless Sack Of Gold 31=Endless Bag Of Gold 32=Endless Purse Of Gold 33=Nomad Boots 34=Traveller's Boots 35=Rabbit's foot 36=Golden Horseshoe 37=Gambler's Coin 38=Four-Leaf Clover 39=True Compass of Mobility 40=Sailor's Astrolabe of Mobility 41=Evil Eye 42=Enchanted Hourglass 43=Golden Watch 44=Skullcap 45=Ice Cloak 46=Fire Cloak 47=Lightning Helm 48=Evercold Icicle 49=Everhot Lava Rock 50=Lightning Rod 51=Snake Ring 52=Ankh 53=Book Of Elements 54=Elemental Ring 55=Holy Pendant 56=Pendant of Free Will 57=Pendant Of Life 58=Serenity Pendant 59=Seeing-Eye Pendant 60=Kinetic Pendant 61=Pendant Of Death 62=Wand of Negation 63=Golden Bow 64=Telescope 65=Statesman's Quill 66=Wizard's Hat 67=Power Ring 68=Ammo Cart (now THIS is a cool item!) 69=Tax Lien (Cursed!) 70=Hideous Mask (also cursed!) 71=Endless Pouch Of Sulfur 72=Endless Flask of Mercury 73=Endless Pouch Of Gems 74=Endless Cord of Wood 75=Endless Cart of Ore 76=Endless Pouch of Crystal 77=Spiked Helm 78=Spiked Shield 79=White Pearl 80=Black Pearl 81=Spellbook ------------------------------------------------------------------------------------- With all of these available options, you can see why this one took so many modules. Like I said before, practice a while with the Tutorial before you get really involved with a full game. Please be sure to read the UGE FAQ, available on my Website. If there are questions that aren't answered by the FAQ, you can write me at overkill@ici.net. And I'm going to write it ONE MORE TIME, for those of you who keep requesting stuff anyway...DO NOT REQUEST MODULES! I don't have every game, and not every game is editable! Other than that, good luck in your conquest of the realms of Might & Magic! -Dave Melanson, a.k.a. Overkill/Mortuai (overkill@ici.net) Heroes of Might and Magic II type: 8675309 - To reveal entire map
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January 21, 2010 - 11:44am