I don't know if it's possible to set the status of a defeated hero in tactical mode; then, all these manipulations wouldn't be necessary. We activate the main hero, disable the auto-completion of the battle, and when the army in the garrison runs out, we set the status of the defeated hero so that he simply appears in the tavern later.
Of course, all this needs to be done through a script, disabling the outpost, enabling it, clearing it, making it active/inactive, but it's not that complicated anymore :)
When entering a nearby region, you disable the object. You click. The transfer of creatures to the battle trigger begins. You enable the object. You clear the outpost using a script. The battle trigger activates. You destroy the enemy, and the flag for destroying the enemy is triggered, indicating that the object has been visited, and you replenish the outpost. You force a click on the outpost; the flag there understands that the battle has been won.
Also, after the battle, you need to count the killed creatures from the outpost, so that, for example, if the attacker flees or loses, the creatures don't remain in the same quantity and can be managed.
Something like that. But how do you make heroes infinite but different, without blocking the possibility of hiring them (is there a script for copying/creating an object on the map, like a "hero") and all of them being as different as possible (automatic leveling up might work, but it would be too simple)? The option of having battles with the heroes who have already been hired doesn't look good.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...