Posts from NTBF – New buildings for the towns in Tribes of the East 3.1.
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66 cells, is that a lot? It just doesn't seem to have a very noticeable effect on revealing the map. And will there be models for the town in the future (although it's probably impossible to implement)?
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...
This mod doesn't have a bright future. We need to finish NHF and NCF.
It gets tiring to work on just one mod. So, there's no other option.
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...
I don't. I am loyal to my projects.
NCF, I mean psatkha.
You are suggesting abandoning a project, but at the same time, you are loyal to projects...
The mod changes the map layout very well - that's the most important thing.
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...
66 cells – that's quite a lot.
So, is 66 cells a lot?
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...
Well, I'm loyal to NHF, and this mod hasn't been updated in a long time.
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...
The simplest and, most importantly, the most obvious thing to do is to check it ;)
Well, I played on Battle Maps... Didn't reveal anything (I guess it's roughly the same size as the observatory on a tree or whatever it's called). But I didn't finish building the castle... Maybe you need to build something for it to work?
It might be incompatible with EWA :(
And with pure Orcs 3.1, it kicks you out of the game altogether.
66 cells – that's the length of a pair of small zones, I'd say.
I have an idea on how to add a building to a city with an alternative creature.
I've wanted this for a long time, and I'm probably not the only one, to add an additional building for hiring new creatures in a city.
It seems that it's impossible to create a full-fledged additional building, but there are a couple of ideas on how to create an alternative one.
I'm warning you in advance and apologizing for the long text.
First, I'll briefly describe what I found out.
1. A creature appears in the hiring window based on the ID of the building it's attached to (i.e., if a level 7 creature is in a building with the ID dwelling_1, it will still appear in the first row of the hiring window).
2. It's not possible to assign new IDs, i.e., you can't just enter dwelling_8 or special_8 for a building; in my case, the game crashes.
3. Non-upgraded, upgraded, and alternate upgraded creatures appear in the first, second, and third slots in the hiring window, respectively. This is tied to the creature itself (i.e., if you assign an upgraded creature to a level 1 building without an original, it will still appear in the second slot, not the first).
4. You can assign no more than two creatures to a building per level.
5. All buildings can theoretically be built up to level 5. The building plan and the dependence of buildings on each other can be changed as you like, but I think everyone already knows that.
6. If you assign levels 3 and 4 (with a new original and two upgrades) to a building with creatures built up to level 2 (original and two upgrades), they will replace the primary creatures in the hiring window. This will happen as follows (according to the points above): first, the old, non-upgraded unit will be replaced with a new one, while keeping the upgrades from the old creature. Then, the upgrades will be replaced with new ones.
I understand that this is not exactly an alternative building, but rather a building "on top." And the third level of such a building looks terribly awkward (a new, non-upgraded unit and its old upgrades).
But this situation can probably be fixed with scripts.
(I'm not very good at scripts, but as far as I know, what I'm describing is actually possible). You'll need a script to destroy the building, a script to rebuild it, and a script to assign a new allowed level, but let's go through it step by step.
If anyone can help with scripts, I can create a couple of mods for an alternative building.
zahar0z, it's been 1.5 years since your suggestion. I know that your modding skills have grown significantly during this time. Also, you have already been able to implement a number of interesting mods. Have you thought about returning to the development of the NTBF mod? Perhaps now you can solve the problem with scripts.