Tarnum is back

**UPDATE: Most recent versions are available through VCMI Launcher.
**
Hi again! I’m back with an update. Since many people didn’t like as much as 10 Tarnums on the map at the same time, I changed them all to special heroes so that they are not be available in taverns as well as starting heroes. If you want to play one or all of them, you need to set them to regular heroes in JSON config files in config directiories. I also made some tweaks and fixes on the way :slight_smile:

Full changelogs are listed below each mod. Enjoy!

For everything to work properly, please remove all previous versions and reinstall.

Mod name: Tarnum is back - pt1 (Original Factions)
Version: 1.0.2
Authors: marif, Hobbit (Death Knight), HotA Team (Overlord speciality icons)
Description:
Playable Tarnum in all his previous incarnations (Knight, Ranger, Barbarian, Wizard, Beastmaster and Overlord) as well as 3 new ones (Death Knight, Demoniac and Planeswalker). Most of the graphics are exported from Heroes Chronicles, Heroes of Might and Magic 3 Complete or Horn of the Abyss. I’m the author of Planeswalker and Demoniac portraits and some speciality graphics, Hobbit is the author of Death Knight Tarnum (I received his permission to use this portrait). Mod gives each of original Heroes factions one Tarnum :slight_smile:

Mod name: Tarnum is back - pt2 (Cove)
Version: 1.0.1
Authors: marif
Required mods: cove
Description:
This mod adds Tarnum as a playable hero for Cove (Captain). In order to play, Cove town mod must be installed!

Here are some graphics for you to enjoy, changelogs are directly in mod files, I have attached newest versions below :slight_smile:

http://imageshack.us/a/img577/1319/2auw.png http://imageshack.us/a/img13/1286/l7xs.png http://imageshack.us/a/img5/1408/kjup.png http://imageshack.us/a/img69/6010/xc7m.png

http://imageshack.us/a/img856/1866/7prs.png
http://imageshack.us/a/img46/5787/wvhj.png
Tarnum - pt2.7z (15.5 KB)
Tarnum - pt1.7z (90.1 KB)

Can you link to some pictures? Or description on what this mod is?

Mod is now on our server.

Whether it makes sense to have 10 Tarnums in one game is another question :stuck_out_tongue:

Thanks, when VCMI will be ready (waaay into the future), I will update the mod, so that Tarnum is only accessible as a campaign hero :wink:

Tarnum doesn’t work at all. Because when the game crashes and I load again my previous savegame file, my Tarnum cannot upgrade Elves (Wood or Grand) to Sharpshooters. Tarnums’ abillity only works once, after You exit whole game, launch game again and load savegame, Tarnum won’t work as he should.

It seems, that this bug is not originating from the mod but VCMI itself. Playing standard heroes like Gelu or Dracon is bugged as well after loading. I will report this in a sec.

Oh, well, I didn’t recognize that Gelu and Dracon also have this bug, but I’m sure that information will be helpful.

Okay, but now it makes them never spawn in the map at all, what’s the point? :stuck_out_tongue:

You said it first, what is the point of having so much Tarnums at the same time. As I watched comments here and there, people tend rather to say the same so I changed it. Furtheremore, if there would not be any other significant changes in modding system, this would be the final versions… but ok, whatever, here are updated files bringing back previous settings :stuck_out_tongue:

It would be nice of course to have only one Tarnum at time or to choose it in map editor. But for now, there’s no point to upload the mod which does nothing to official server.

This version DOES fix a bug and makes some slight changes to heroes…

UPDATE:
That is the bug I mean…

So, will the mods be updated? :stuck_out_tongue:

Ahh, yes, infamous bug with 0-size stacks.

In a moment.

Done.

Next time please pack mod as zip:
wiki.vcmi.eu/index.php?title=Modding_guidelines

Ok, will do :slight_smile:

BTW. It seems there is some bug, I updated descriptions of both mods, but the launcher does not show them (it shows old ones). As i check them directly in mod.json, everything seems ok… :-/

I tried to reinstall everything, but nothing changes…

EDIT. Newest mod versions are avaible through launcher or the first post in thread…

The funny thing is mod manager displays info from our repo config file and not the actual mod.

Ouch. Haven’t thought about such use case :slight_smile:

I ran into this issue when working on mod manager - what to do when version in repository is different from locally installed? Usually this happens when mod updated on server but I haven’t though about reversed situation.

I see two options here:

  • local version always have higher priority. May not behave as expected when there was a change in (for example) description or required mods.
  • larger version number have higher priority, or local in case of same version. Probably better solution. Will go with this one.

Could someone please update mod.json files in both mods? I did not repack the whole mod as nothing else changes. Thx.

For the first mod:

{
  "name" : "Tarnum is back - pt1 (Original Factions)",
  "description" : "Playable Tarnum in all his previous incarnations (Knight, Ranger, Barbarian, Wizard, Beastmaster and Overlord) as well as 3 new ones (Death Knight, Demoniac and Planeswalker). Most of the graphics are exported from Heroes Chronicles, Heroes of Might and Magic 3 Complete or Horn of the Abyss. I'm the author of Planeswalker and Demoniac portraits and some speciality graphics, Hobbit is the author of Death Knight Tarnum (I received his permission to use this portrait). Mod gives each of original Heroes factions one Tarnum :)",

  "author" : "marif, Hobbit (Death Knight), HotA Team (Overlord speciality icons)",
  "contact" : "https://forum.vcmi.eu/t/tarnum-is-back/748/1
  "version" : "1.0.4",
  "modType" : "Heroes",	

   "changelog" :
    {
        "1.0.0" :  "Initial release" ],
        "1.0.1" :  "Bug fixes" ],
        "1.0.2" :  "Changed Overlord Tarnum speciality icons to the ones used in HotA", "Changes in abilities of Death Knight Tarnum (added basic Offence, reduced Necromancy to basic)", "Fixed quantity of Beastmaster Tarnum's Serpent Flies" ],
		"1.0.3" :  "Bug fixes" ],
		"1.0.4" :  "Updated mod file to VCMI version 0.96" ],		
    }, 
  
"heroes" :

	

	"config/Tarnum/TarnumKnight.json",
	"config/Tarnum/TarnumRanger.json",
	"config/Tarnum/TarnumWizard.json",
	"config/Tarnum/TarnumBarbarian.json",
	"config/Tarnum/TarnumOverlord.json",
	"config/Tarnum/TarnumBeastmaster.json",
	"config/Tarnum/TarnumDeathKnight.json",		
    "config/Tarnum/TarnumDemoniac.json",
	"config/Tarnum/TarnumPlaneswalker.json"
	]

}

I also added some screenshots, but those must be added directly in repository from what I understand (hope I made it correct, cannot test it)?:

    "screenshots" : 
        "http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zps1d0a9875.png",
		"http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zpsdf6787d1.png",
		"http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zps06f4dcab.png",
		"http://i1282.photobucket.com/albums/a521/anoleyn/tar1_zps7dccdfb0.png",
		"http://i1282.photobucket.com/albums/a521/anoleyn/tar2_zpse826ee9b.png"
    ]

For the second:

{

  "name" : "Tarnum is back - pt2 (Cove)",
  "description" : "This mod adds Tarnum as a playable hero for Cove (Captain). In order to play, Cove town mod must be installed!",

  "author" : "marif",
  "contact" : "https://forum.vcmi.eu/t/tarnum-is-back/748/1
  "version" : "1.0.4",
  "modType" : "Heroes",
  "depends" : "hota.cove"],

  "changelog" :
    {
        "1.0.0" :  "Initial release" ],
        "1.0.1" :  "Changed Tarnum's abilities (reduced Navigation to basic, added basic Offence)", "Bug fixes" ],
        "1.0.2" :  "Bug fixes" ],
		"1.0.3" :  "Bug fixes" ],
		"1.0.4" :  "Updated mod file to VCMI version 0.96", "Changed/fixes compatibility to HotA mod (now requires HotA and COVE submod installed to work). Will not work with older versions." ],		
    },
   
  "heroes" :
	
	"config/Tarnum/TarnumCaptain.json"
	]

}

And screenshots:

    "screenshots" : 
        "http://i1282.photobucket.com/albums/a521/anoleyn/tar1_zps7dccdfb0.png", 
        "http://i1282.photobucket.com/albums/a521/anoleyn/tar2_zpse826ee9b.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zpsd5d213c6.png"
    ]

OK, will update mod today.

Wait a second. Changelog? Damn. I forgot about that feature myself.

  1. There is actually easy way to test them - add “screenshots” entry to mod.json :slight_smile:
    VCMI will complain about illegal entry but Launcher should pick them up. In your case - portraits are too small IMO so I’m going to upload only 2 “full” screenshots. If you want to show all your portraits - perhaps merge all of them into one image? Should be big enough to not look weird in our screenshot viewer.

  2. I don’t want to rely on 3rd-party sites so all screenshots should be reuploaded to vcmi.eu. List of links is enough, during reupload I’ll rename them to _#.png, where # is index of screenshot.

UPDATE: mods reuploaded, screenshots seems to be working.

Thanx :slight_smile:

Well, I do not thing that showing all portraits is necessary, but if it is not a problem, I will merge them into 1 file but probably in the evening or later :slight_smile: