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Etherlords 2 is such a great game that it deserves to have a prolific modding and mapmaking community.

We have the game on GOG now, including the map editor. Why not start making stuff? :)

If I see some really nice projects going, I may be able to contribute to those as well, as a sound designer.
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AutisticLucario: Etherlords 2 is such a great game that it deserves to have a prolific modding and mapmaking community.

We have the game on GOG now, including the map editor. Why not start making stuff? :)

If I see some really nice projects going, I may be able to contribute to those as well, as a sound designer.
The problem is that the editor is useless without scripting knowledge. There is, however, a reference help file available for download at http://www.etherplanes.net/index.php?&lang=en§ion=MapEditing&page=Reference

Unfortunately (and not unexpectedly), it doesn't really work with Win 7 64 bit, so I cannot judge its quality. I can tell you that its author wrote the following: "The map editor is a fine thing as such, but the current implementation of the tool can hardly be called an editor in that it lacks essential functionality: selection possibilities for specializations, effects and basic help for vital functions are simply missing."

I'd love to see maps for this great game, and I'd love even more to make some of my own...but it looks as if neither of those things will be happening any time soon. *sad face*
Post edited October 04, 2013 by SpiderFighter
I know that's not true because I've made 2 or 3 functional maps already with no knowledge on how to script.

Maybe people ought to stop giving up on the map editor just because there's little to no documentation on how it works. We can figure that out for ourselves and write our own documentation on it.
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AutisticLucario: I know that's not true because I've made 2 or 3 functional maps already with no knowledge on how to script.

Maybe people ought to stop giving up on the map editor just because there's little to no documentation on how it works. We can figure that out for ourselves and write our own documentation on it.
Sorry; you're right to infer unfairness in what I wrote. I was only going by what others have posted on the web, not on any personal experience with the editor (for example, from the link above: "Despite the efforts of the Etherlords fan community, map creation is still out of reach for all those that do not have some script programming knowledge.").

I have only run the editor, not actually tried to work with it, although I'd love to, when I have the time.
Personally I wouldn't mind a duelling community if nothing else. IMO the focus of the game is deck building, thus duelling is the bread and butter of etherlords.

Back in the day, you could always find a duel, though most of them were from Russia :P.

Such a shame as hearthstone is about to be released and although it looks good, it has but a fraction of the depth of etherlords.
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uutarn: Personally I wouldn't mind a duelling community if nothing else. IMO the focus of the game is deck building, thus duelling is the bread and butter of etherlords.

Back in the day, you could always find a duel, though most of them were from Russia :P.

Such a shame as hearthstone is about to be released and although it looks good, it has but a fraction of the depth of etherlords.
I was in the beta for Hearthstone, and I have to say that I was bored within hours. I played it for two days and haven't felt compelled to go back. I have, however, installed E2 on an older computer and started playing it again. :)
Post edited November 26, 2013 by SpiderFighter
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uutarn: Personally I wouldn't mind a duelling community if nothing else. IMO the focus of the game is deck building, thus duelling is the bread and butter of etherlords.

Back in the day, you could always find a duel, though most of them were from Russia :P.

Such a shame as hearthstone is about to be released and although it looks good, it has but a fraction of the depth of etherlords.
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SpiderFighter: I was in the beta for Hearthstone, and I have to say that I was bored within hours. I played it for two days and haven't felt compelled to go back. I have, however, installed E2 on an older computer and started playing it again. :)
I only about a week ago ran across Hearthstone and tried to sign up for the beta but guess I was to late. I like what I see of it so far though. Anyone know when it's actually supposed to be released?

I also prefer by far Etherlords 1. In fact I will not even buy 2 after playing the demo as it's another damn game that prizes 3d views where your able to swivel the camera for no real reason.

It's odd when I think of some of the features that E2 added (like being able to change around your deck without visiting a store and being able to change your Heroes specialization the same way) I really would think I would like the game better. Do the Single Scenario's still have that annoying map wandering?
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SpiderFighter: I was in the beta for Hearthstone, and I have to say that I was bored within hours. I played it for two days and haven't felt compelled to go back. I have, however, installed E2 on an older computer and started playing it again. :)
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EvilLoynis: I only about a week ago ran across Hearthstone and tried to sign up for the beta but guess I was to late. I like what I see of it so far though. Anyone know when it's actually supposed to be released?

I also prefer by far Etherlords 1. In fact I will not even buy 2 after playing the demo as it's another damn game that prizes 3d views where your able to swivel the camera for no real reason.

It's odd when I think of some of the features that E2 added (like being able to change around your deck without visiting a store and being able to change your Heroes specialization the same way) I really would think I would like the game better. Do the Single Scenario's still have that annoying map wandering?
I didn't buy E1 because it didn't look like the TCG aspects of it were as in-depth as in the sequel. Did I get that wrong?
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SpiderFighter: I didn't buy E1 because it didn't look like the TCG aspects of it were as in-depth as in the sequel. Did I get that wrong?
Well keep in mind in my reply that I have only played the DEMO version of E2 but I own the full version of E1.

The most obvious differences are as follows aside from camera angels (battles are identical).

1 Hero Specializations - In E1 when you summon a Hero from your stronghold it gets a random Spec that cannot be changed, things like Iron Skin, Stones Wrath, Descriminating Lightning, Treant Guild, Velos Twins etc. In E2, not sure how they are earned, but these are able to be switched at any time during the game any number of times but not during the battle itself.

2. Spellbook aka Deck - In E2 you get new spells from battles you fight and from doing quests I guess. You always cart around ALL your spells and can switch up your deck at any time just like Hero Spec.
In E1 you have to "Buy" spells from various shops and also have to buy "Runes" to be able to cast them. Basically if you have say a spell that has 2 runes and fight you can use the spell upto 2 times that fight before you have to buy more. Also the only time your allowed to change your deck up is at a spell shop.

Basically in this way E1 is more Strat oriented making you think ahead more.
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SpiderFighter: I didn't buy E1 because it didn't look like the TCG aspects of it were as in-depth as in the sequel. Did I get that wrong?
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EvilLoynis: Well keep in mind in my reply that I have only played the DEMO version of E2 but I own the full version of E1.

The most obvious differences are as follows aside from camera angels (battles are identical).

1 Hero Specializations - In E1 when you summon a Hero from your stronghold it gets a random Spec that cannot be changed, things like Iron Skin, Stones Wrath, Descriminating Lightning, Treant Guild, Velos Twins etc. In E2, not sure how they are earned, but these are able to be switched at any time during the game any number of times but not during the battle itself.

2. Spellbook aka Deck - In E2 you get new spells from battles you fight and from doing quests I guess. You always cart around ALL your spells and can switch up your deck at any time just like Hero Spec.
In E1 you have to "Buy" spells from various shops and also have to buy "Runes" to be able to cast them. Basically if you have say a spell that has 2 runes and fight you can use the spell upto 2 times that fight before you have to buy more. Also the only time your allowed to change your deck up is at a spell shop.

Basically in this way E1 is more Strat oriented making you think ahead more.
Thanks for the info. The only thing I would add is that in E2, most of your spells are purchased from shops with the resources you gather, although you do get some from battles. The limitations you describe in E1 about casting and arranging your deck sound pretty intriguing to me. I think I'm going to have to wishlist E1. Hopefully, it will appear in the Christmas sale.

Thanks again.
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EvilLoynis: snip
I may be biased because I played E2 first (I bought boxed version when it was released) and tried E1 much later (got it from here) but I still prefer E2. I must admit, however, that I absolutely agree with your opinion about the deck. When I finally played E1 my first thought was "It's a shame they simplified deck management in E2". But still, E1 has some bad features that ruined the game for me:
- resource management - I'm not sure I can describe it properly but there is something wrong with it. Perhaps it's better to draw a comparison: HoMM 3 has even more types of resources but you learn very fast which is crucial for every faction so you do your best to secure your most precious resource ASAP and try to deprive your opponent of his. I experienced nothing like this in E1. There are several resources but I don't even remember their names. The only strategy is the more, the better. Resource Management was an unpleasant chore for me, there was nothing exciting about it.
- Movement restriction. Quite a lot of actions (like capturing a mine) ends your hero's turn regardless of his/her action points. That is just terrible. You end your turn two steps away from a mine? Too bad! The very next turn you will be allowed to capture this mine and nothing else! You won't move at all even though you should still have 95% of your action points. It makes the resource management even worse.
- Castles. The way you destroy them was... just lame. You just need to spend a few turns "visiting" them with you hero and he/she will damage it a bit each turn.
- All the fun ends when you kill your opponent's best hero (sometimes two). Then he will just spam you with countless low level heroes. Running around and catching them all before they reach your castle is just tedious.

I'm pretty happy that they skipped castle protection/sieging and resource management in E2. Instead of several generic heroes you get your main hero and you can become attached to him/her and enjoy his/her story. Too bad only Diamanda's campaign used this potential fully but it is a nice feature nevertheless enhancing the game storywise. Deck management could be better though. It doesn't change the fact that I prefer E2 but as I warned you at the beginning - I may be biased. To each it's own :)
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EvilLoynis: snip
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Ghorpm: I may be biased because I played E2 first (I bought boxed version when it was released) and tried E1 much later (got it from here) but I still prefer E2.
- resource management -
- Movement restriction.
- Castles. The way you destroy them was... just lame.
Hey theres nothing really wrong with being biased as long as your aware of it and don't try to pretend your not. I myself am biased with E1 and cannot really say by how much though.

In regards to Resources and H3. Actually they are almost totally the same, H3 had 1 Gold and E1 had Frozen Flames.

Heroes of Might & Magic 3 had - Wood & Ore, Gemstones (Haven/Tower), Crystal (Rampart/Stronghold), Mercury (Necro/Inferno/Confulx), Sulfur (Dungeon/Fortress) and ofc Gold.

Etherlords 1 had Mandrake Root & Lotus basically wood/ore, Blood Rubies (Chaots), Poison Emeralds (Vitals), Star Saphires (Kinets), Smoke Diamonds (Synthets) and Frozen Flames.

Now ofc there was always some bleed over in either of the examples. For instance Fortress Town in H3 also used Mercury to upgrade their Wyvenrs into Wyv Monarchs. Tower also used Crystals for Genies and some of each for ArcMagi.

Now I am going to list some of the other series I like noting which order I rank and mentioning if I got them in that order as well.

Heroes 3,2,4,5 - Here I actually played 2 first but didn't own or even have a computer at the time. When I finally got one 3 was just such an improvement in every way that I didn't go back much to 2 except for nostalgia.

Master of Orion 2 - Am not even interested in trying the original. I tried Moo3 and I would rather use the disk as a coaster than to ever again violate my computer with that piece of garbage. I actually only payed 10 bucks for a brand new copy of the game like 6 months after it came out. I have never felt more ripped off.

Master of Magic - Superior game and one of the first PC games, along with Moo2 and H2, that I ever played. It deserves it's place as the father, or grandfather, of any decent Strategy game.



Sorry to post twice in a row but I found a great comparison of E1 & E2 on Wikipedia that says much of what both I Spider and Ghoar have all said. I will copy the quote here.

"Comparison of Etherlords and Etherlords II

The dueling portion of each game is conceptually identical. The latter game introduces many modifications to existing cards in order to balance them or make them more interesting to play with, as well as a handful of new cards (mostly found as Pale spells).

A much more significant change can be found in the scenario mode. Whereas Etherlords I uses a strictly turn-based strategy map in the style of Heroes of Might and Magic, Etherlords II uses a more character-oriented adventure map in the style of Shandalar, the minigame that Microprose created for its computer translation of Magic: The Gathering. As a result, the first game emphasizes strategic objectives like securing resources and territory, and using multiple heroes, while the second game eschews those elements in favor of making the player collect cards and manage their decks. The most notable effect of this change is that, aside from occasional time limits, the scenarios in Etherlords II do not feature active dangers—the player is free to explore as he wishes without threat of his infrastructure being destroyed. It is more about fighting through a linear path and taking on each monster in your way, and having to adjust your deck strategy against a series of different opponents."

http://en.wikipedia.org/wiki/Etherlords

I think this quote from the article says it all without being biased that I can detect.
Post edited November 27, 2013 by EvilLoynis
Really? There's no active modding community for this? I just picked them up on the current sale and was getting Etherlords 1 and 2 running (I'm on a Mac; good news they do run just fine in CrossOver 13.0). I am really enjoying the gameplay of both of them so far and was poking around with the map editor. The map editor for laying out the terrain and objects seems to be rather similar to HOMM III's or even SimCity 2000's. I haven't tried anything more complex yet, but I am shocked that these rather good games don't seem to have any active forums other than the one here on GOG. Am I just missing them?
So, don't want to be a necromancer for this thread but i agree with the title. And as aloeser has created a new map, i also found my motivation to try and fiddle with both games.

The most important part are some tools i found in my search of creating more than just a few campaigns and maps. Everything i'm about to share is not mine, it's just a collection of what i found - so please be careful with the sources.

Originally my idea was to fix a few problems of Etherlords 1 because i enjoy the overworld a lot (if it weren't for the rather bland maps compared to 2). Alas, there is no plugin for packing the .res file format of 1, so this plan will rest for a while. If anybody with knowledge about file formats wants to help, feel free to do so and be ready to be praised a lot :)

Cutting short to the most important findings:

Game data
The main game data lies in the regs.res file in the Resources folder. It's called "regs".res because it's actually an accumulation of multiple .reg files with different game information. Those informations include:
- Spelldata
- Decks
- Creatures
- Overworld Monsters
- Heroes
- etc.

So a lot of data, that would already enable balancing patches by changing creature attributes or spell costs and other features. Just pop up a hex editor, search for the Spell Identifier from the etherlords editor reference and edit the byte behind the corresponding Description (For example the byte behind "power" affects a creatures power).

The only thing that is not contained as far as i have found are the ability effects, which makes it hard to balance some sorceries.

Maps
Both the .smp and the .map format are essentially relabeled .xml files and can be edited in any File Editor (i recommend VS Code or Notepad++). Just use the function for reformatting, so you don't have to edit in a oneliner. Both games don't care about the format btw, as long as it stays valid xml with valid elements for the game.

The most important part if anybody wants to create content for 1 or port the maps from 1 to 2 -> it's absolutely possible. Many objects kept their id between both games and can be used in both. But there are some parts that simply crash the editor or the game respectively. I'm still creating a mapping between both formats and creating a few regex for easy search and replace, so if anybody is interested in this contact me here. Or i will upload it when it's finished.

Saves
Same as the .map files, the .savs files are .xml files as well and you can edit them to your liking. So if you are stuck in the early levels, you can simply edit some spells or artifacts into your spell bag to help you around the first levels. I recommend for example:
<artefact>
<name>RingOfHealing</name>
<charges>4</charges>
<is_custom>0</is_custom>
</artefact>
As the heal is pretty overvalued in later parts of the game but very strong for the earlier fights. This doesn't skew the balancing too much.

For Etherlords 1 enthusiasts another important part is, that you can also edit a heroes deck in the save file. This enables us to actually give scenario enemies something else than a starting deck. Maybe i will also create a mapping for that with some premade decks from the campaign or from 2.

Tools
There is a single very important post on the Etherlords reddit forum, which contains a vault with a lot of tools for extracting the Etherlords 1 & 2 .res files as well as quite a lot of guides. Unfortunately some of this is in russian, so be prepared to get a translator if you can't read it...

You can find the post here: https://www.reddit.com/r/EtherlordsDuology/comments/garysq/searching_for_knowledge/

:Edit:
I managed to get all those tools running as they are intended and would now recommend using the EIPacker instead of the MagicPacker, as it is still maintained. You can find more information at https://github.com/SomeSkull/EtherlordsModding
:Edit-End:

I hope this helps somebody else, if there are others like me, that want to mod this game but don't know where to start.
Post edited March 10, 2022 by SoSayethSimon
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SoSayethSimon: So, don't want to be a necromancer for this thread but i agree with the title. And as aloeser has created a new map, i also found my motivation to try and fiddle with both games.

The most important part are some tools i found in my search of creating more than just a few campaigns and maps. Everything i'm about to share is not mine, it's just a collection of what i found - so please be careful with the sources.

Originally my idea was to fix a few problems of Etherlords 1 because i enjoy the overworld a lot (if it weren't for the rather bland maps compared to 2). Alas, there is no plugin for packing the .res file format of 1, so this plan will rest for a while. If anybody with knowledge about file formats wants to help, feel free to do so and be ready to be praised a lot :)

Cutting short to the most important findings:

Game data
The main game data lies in the regs.res file in the Resources folder. It's called "regs".res because it's actually an accumulation of multiple .reg files with different game information. Those informations include:
- Spelldata
- Decks
- Creatures
- Overworld Monsters
- Heroes
- etc.

So a lot of data, that would already enable balancing patches by changing creature attributes or spell costs and other features. Just pop up a hex editor, search for the Spell Identifier from the etherlords editor reference and edit the byte behind the corresponding Description (For example the byte behind "power" affects a creatures power).

The only thing that is not contained as far as i have found are the ability effects, which makes it hard to balance some sorceries.

Maps
Both the .smp and the .map format are essentially relabeled .xml files and can be edited in any File Editor (i recommend VS Code or Notepad++). Just use the function for reformatting, so you don't have to edit in a oneliner. Both games don't care about the format btw, as long as it stays valid xml with valid elements for the game.

The most important part if anybody wants to create content for 1 or port the maps from 1 to 2 -> it's absolutely possible. Many objects kept their id between both games and can be used in both. But there are some parts that simply crash the editor or the game respectively. I'm still creating a mapping between both formats and creating a few regex for easy search and replace, so if anybody is interested in this contact me here. Or i will upload it when it's finished.

Saves
Same as the .map files, the .savs files are .xml files as well and you can edit them to your liking. So if you are stuck in the early levels, you can simply edit some spells or artifacts into your spell bag to help you around the first levels. I recommend for example:
<artefact>
<name>RingOfHealing</name>
<charges>4</charges>
<is_custom>0</is_custom>
</artefact>
As the heal is pretty overvalued in later parts of the game but very strong for the earlier fights. This doesn't skew the balancing too much.

For Etherlords 1 enthusiasts another important part is, that you can also edit a heroes deck in the save file. This enables us to actually give scenario enemies something else than a starting deck. Maybe i will also create a mapping for that with some premade decks from the campaign or from 2.

Tools
There is a single very important post on the Etherlords reddit forum, which contains a vault with a lot of tools for extracting the Etherlords 1 & 2 .res files as well as quite a lot of guides. Unfortunately some of this is in russian, so be prepared to get a translator if you can't read it...

As this is a fresh account, i can't post links yet - so they are just in plaintext in this post

You can find the post here: www.reddit.com/r/EtherlordsDuology/comments/garysq/searching_for_knowledge/

The most important part is the MagicExtractor and the MagicPacker, especially the MagicPacker el2.dll plugin, which is hard to find. With both tools you can extract the regs.res file into the individual .reg files. The vault also contains a utility for .reg to .ini conversion, which makes it readable and editable in plain text. Unfortunately i can't seem to get it to run under Windows 10 and only the reg2ini tool contained the source code.

For MagicPacker/MagicExtractor, the current versions can be found here:wiki.xentax.com/index.php/Extraction_tools

If somebody manages to rebuild the ini2reg, those tools enable us to easily edit spells and decks in the game, or even add new ones. And as mentioned above, if somebody manages to make a plugin .dll for the Etherlords 1 format, we can do the same for 1.

I hope this helps somebody else, if there are others like me, that want to mod this game but don't know where to start.
Nice post, lots of valuable information!
Some time ago I started with a friend trying to rewrite Etherlords 2 from scratch in C# and Unity. We got some basic combat logic working, and managed to (partially) extract the game's 3d models, but it's faaaar from done, and kinda frozen since I started working full time recently.
Your approach sounds much more promising tho :D I'll look into the ini2reg converter, as long as there is a spec of the reg format it should not be too hard to write a parser/converter. I'll add you as friend, maybe we can switch to some other communication platform such as discord or maybe steam :)
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