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I make Heroes 3 maps

Comment History  (0 - 30 of 376)
Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Tamriel

Thats weird, it is supposed to be a zip-file. Normally, after downloading, you can open it as a zip-file or press right click on the file and open the archive or extract right away. No idea what might be going wrong.
Perhaps you can install a program like Winrar and use that?

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Tamriel

Probably not.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Tamriel

Mainly a lot of fixes to inaccessible locations and a fix to the Skulls quest guard in the Shivering isles and the Bezoar quest guard in Sundercliff watch since you only needed the item once to pass. 2 necropolises have been added and Skyrim has its castles replaced by dungeons. Daggerfall does not start with training grounds anymore but with stables instead. Elsweyr starts with extra creature buildings in turn 1.

Quickly fixed the shipyard so that should not be a problem anymore. Thx for reporting! I'll first finish the faction intros so it's gonna be in the next update.

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Johrnarlor
Johrnarlor - - 376 comments @ Ghost Planet

Version 3.0 is now uploaded.

Changes:
- Enemy quantities in starting areas have been reverted to what they used to be. This means the start is as challenging as it used to be but it shouldn't be a problem for a human player. Unit quantities for the yellow knights are back as they used to be as well. Red player, if played by AI, is going to do nothing but in the original Ghost Planet in Heroes 2, the AI players weren't that useful either. It's meant to be mostly a multiplayer game anyway.

- Purple hero placement and patrol radius is back to what it originally was. Ghost Planet has always been a pretty easy scenario where you could take your time. What I once thought an issue (enemy heroes with patrol limits garrisoning in castles, so they can buy several heroes who are free to roam) might actually be a good thing to add more difficulty.

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Johrnarlor
Johrnarlor - - 376 comments @ Greater Brothers

Mutants from the first witcher game.

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Johrnarlor
Johrnarlor - - 376 comments @ Ghost Planet

Hi! Thank you for the kind words. I will definitely take a look at the website you mentioned. I do not know Russian though. I don't remember what you might have noticed to think that but I probably used Google Translate. Anyone is free to make a translation himself though. Thx again. Don't forget to report issues or errors that you may encounter!

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Johrnarlor
Johrnarlor - - 376 comments @ Ghost Planet

I updated the map so the AI players can actually leave their starting spot. Even though the initial fights (except for the Ghost Lord near the Green start) are easy to defeat, the AI apparently thought otherwise and just sits in their start position doing nothing. This is now fixed.

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Johrnarlor
Johrnarlor - - 376 comments @ New Fortress map sneak peek

Windhelm?

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Johrnarlor
Johrnarlor - - 376 comments @ Sands of Dynasty

Sure, but your response was incredibly heated compared to what the original comment was. He was not rude, he simply said the mod is unfinished (which seems to be an observable fact and you admit this by calling the uploaded version a BETA), so nothing wrong there. The 'highlighted units' thing could be that bug where units are missing textures (the silver surfer bug).
Sure, his comment was vague but that seems to be the biggest issue with it, not that he was rude or anything. He didn't say anything yet that warrants such a meltdown. English might not be his native language so it might be hard for him to express clearly what he means. You could have just asked him to be more specific and explain more detailed what he means. Thats all.

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Johrnarlor
Johrnarlor - - 376 comments @ Sands of Dynasty

"Please give feedback about any errors you run into or any suggestions you may have thank you!"

So I guess this was a lie?

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Johrnarlor
Johrnarlor - - 376 comments @ Unofficial Patch 2.0.2. for TES:TW (OUTDATED)

Yeah, you'll have to temporarily disable macafee

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Johrnarlor
Johrnarlor - - 376 comments @ Unofficial Patch 2.0.2. for TES:TW (OUTDATED)

Alright, i managed to get this working. I still ran into the unspecified error at first like last time but i fixed it. Not sure which of the changes i made specifically did the trick but i adjusted the properties of both TESTW Launcher and TES UP to start as administrator and run in compatibility mode for windows 8. I was not able to change this in the original medieval2.exe

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

The_Elder_Scrolls
You are looking for a windows-batchfile in the mod map.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Then i dont really know what else you could do. Instead of using the TESTW launcher you could try the batch-file in the mod map.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

In your medieval2 map you have a file called "medieval2.preference.cfg"
Can you check if you disabled "read only" on that file? Right click the file, click properties and in the general tab near the bottom you should find "read-only". Make sure that box is unchecked.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Have you tried this?

Delete events.dat and events.idx in The_Elder_Scrolls\data\sounds

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Odd, the problem you seem to be describing isnt unknown to me as i have experienced it in the past as well but i always managed to fix it. Anyways you can try from scratch with the new version so let me know if youve still got problems.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

In that case you should be able to launch medieval 2 through steam and then choose the teutonic campaign to launch the mod.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

You don't have to replace a campaign if you are using the mod launcher i think (the launcher you find in the mod map).

Just a quick question: are you using steam to play the game?

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Ok, then you should be fine. Can you start the mod using the testw launcher which you can find in the mod map?

EDIT: it's called kingdoms.exe i hope? kingdom.exe wont work probably

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Have you made a copy of medieval2.exe (which you can find in the main medieval 2 map) and named it 'kingdoms'? That is often required if you want to start mods using the windows-batch file in the mod map. What you can also do is move one of your kingdoms campaigns somewhere else and then renaming your elder scrolls mod to that campaign and then launching that campaign from the launcher where you can choose which campaign to start.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Which specific problem do you have when trying to start the mod?

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Mods often make use of a garrison script. This means that if you siege certain cities they get extra units. Its supposed to stop you from absolutely steamrolling the AI as usually you can outsmart them in many ways.

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Johrnarlor
Johrnarlor - - 376 comments @ Unofficial Patch 2.0 BETA for TES:TW (TOOL INCLUDED) (OUTDATED)

It crashes right after I press 'start mod'. "Medieval 2 encountered an unspecified error and will now exit."

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Johrnarlor
Johrnarlor - - 376 comments @ Important News - New Update System, Progress and Covid-19

Hope you get healthy again. Stay safe! :)

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Johrnarlor
Johrnarlor - - 376 comments @ Ghost Planet

NEW VERSION!
I've just uploaded the new version 2.0 of this map.

Changes:
- Corrected typos

- Fixed innaccessible locations

- Changed enemy behavior setting

- I've slightly changed the location and patrol radius of purple patrolling heroes.
I first tried countering the problem of those heroes garrisoning in their towns (read my first comment to see which problems that created) by limiting their radius so they couldn't enter their town. THAT created the problem that you could not only get past them very easily but even take the town they are supposed to guard. With other words, you could simply ignore them. This is why i have positioned them this way that, in order to pass, you have no choice but to fight them and thus freeing spots for purple to create more free heroes.

- As wraiths are not as strong as ghosts in HoMM 2, i've multiplied the amount of ghosts by 5. So a group of ghosts that was set on 3 from the start, is now 15. Also counts for the 3 ghost lords in the starting areas. Hopefully they can now deal with those yellow (tan) knights that are still doing things they are not supposed to do, even though i lowered their unit amount.

- Fixed towns having buildings or being able to build structures they are not supposed to.

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Johrnarlor
Johrnarlor - - 376 comments @ Johrnarlor

I'm not one of the devs. Matberserker and Filcefix are the two main devs of CoMM. Neither of them has been active on the mod though since the last release.

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Johrnarlor
Johrnarlor - - 376 comments @ Vorkorth Sharpe and his Dread Knights

I don't think it is, you can add screenshots by clicking 'add media'.

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Johrnarlor
Johrnarlor - - 376 comments @ Vorkorth Sharpe and his Dread Knights

The mod is not alive guys, anyone can upload screenshots.

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Johrnarlor
Johrnarlor - - 376 comments @ The Elder Scrolls: Total War

Uhm, to be really honest i kinda agree with your initial concern. Reachmen are quite strong in this version. I was playing with the aldmeri dominion a while ago and i was invading orsininium and fought a battle against an army with reachmen. They simply annihilated my almeri HEAVY swordsmen (even though they had golden chevrons)

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