Posts from Dwells – Unique dwellings for creatures on the map, levels 4-7.
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On a specific map, you can use scripts to fix this: disable the standard event handler and enable your own trigger, which involves a battle with the required number of creatures, then assign the object to the desired player as its owner, enable it, and finally, trigger an interaction to open the hiring window.
How do I change the dwelling's guard? It seems illogical; you place mages in a dwelling, but it's guarded by djinns, titans, nagas, and mages.
I wanted to suggest making the mod more extensive. That is, adding all sorts of buildings that are tied to scripts. In conjunction with HotA, the scripts will work well.
I agree, the mod is already well-developed in terms of visuals, so it's time to add new buildings that are tied to scripts.
И пусть Эльрат осветит твой путь
What if this mod was improved? Like I did in this mod http://karuselgames.ru/index.php?newsid=116. For those who are lazy, I'll put it simply: add these dwellings to the map editor.
The link is not working, but the mod is interesting. Does anyone have a saved version of this mod?
Added 2 minutes later
Detailed video instructions on how to install level 4-7 objects in the map editor:
https://www.youtube.com/watch?v=2EgBrRF1488
My question is this: If I have examined and understood the .pak files correctly, it mainly creates additional folders with dwells within the existing town folders, and mentions of these dwells in the objectlink section.
In theory, I could bake this in so that I don't break my own changes. But here is the question: what does the bin folder affect? To be more precise, I know what it affects, but does it affect the main files or were they duplicated and created as separate ones? That is, if I gut the .pak and organize the contents in my folders, will the files in the bin folder overwrite the original files? I'm interested in whether this will break everything I've already done =)

I'm not counting much on an answer, as I see that the thread hasn't been updated for a long time (no one has written). But you never know, the author might occasionally drop by the forum and see the question.
And I am also concerned with the question: if everything mentioned above is confirmed and it's possible to integrate this mod without breaking my own work, would the author allow me to do so? After all, it is his hard work.
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Unfortunately, the map generator doesn't generate these dwellings. =(
Does anyone know how to make the map generator create 4-7 dwellings?
Basically, the maps can generate T4-T7 dwellings from random dwellings; you just need to add them to the dwelling registry. =)
Too bad... I tested it, and it turns out that the building type ID overrides the original military post ID.