Posts from Star Wars mod.
And regarding the creatures, I'm planning to rework the recruitment and building mechanics a bit.
Instead of having seven different creatures with two upgrades each, there will be four or five identical but independent creatures (let's call them recruits) with various development options (I've calculated about twenty-five combinations of armor/weapon for each creature). By building different types of structures in the city, such as armories or training halls, or by finding certain artifacts, you can improve the creatures in different ways, i.e., give them different weapons and equip them with different armor, which will determine their combat properties. So, essentially, the core of the army will be different versions of stormtroopers. One slot will be for a special "heroic" creature, meaning the hero participates in the battle; it would be strange in the Star Wars setting if, for example, Vader just stood on the sidelines. And one or two slots will be for an AT-ST walker or heavy equipment.
As far as I know, it's impossible to change the recruitment mechanics in the way you want.
Perhaps, why not, use scripts to create a dependency between the creatures in a hero's army and the buildings constructed in a specific town.
Create a town-inventory, modify the town menu, and so on. Essentially, building a structure would be equivalent to changing equipment, etc.
Perhaps, why not implement a script-based dependency where the creatures in a hero's army depend on the buildings constructed in a specific town.
Create a town-inventory, modify the town menu, and so on, so that building a structure is essentially equivalent to changing equipment, etc.
It won't work. As far as I know, the bonus is automatically balanced; I once accidentally entered different numbers, but the bonus in the game was the same.
Spare parts (wood), computer chips (ore), crystals (mercury)
(Those who played the original will remember the first two resources)
Fuel tanks (crystals), batteries (sulfur), medical supplies (gems)
And finally, the currency of a galaxy far, far away – credits, which, of course, replace gold.
Here are a few examples of the icons.
The idea behind this replacement was to ensure that the new resources largely match the old ones in color, so as not to confuse the player too much.
Also, the concept of healing items as artifacts, which I described earlier, has been slightly changed. Now, healing items will not be artifacts, but a resource used to restore creatures after battle. At the same time, various mechanisms, for example, can be restored by consuming spare parts
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
Added after 30 seconds
Will there be mines?
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
Will there be mines?
Buildings that add resources daily will definitely be included, but they probably won't be called mines.