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Posts from Various mods by zahar0z Auto-translated

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#258
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As I understand it, you can add new creature banks to the map generator template. But you can’t add anything to existing maps. There isn’t any object in the game like a “random creature bank.” That’s how new neutral creatures were added. They were added to the list in the “random creature of level x” object. You can’t do that with banks. But if you replace a building, this would work on all maps. I’m leaning towards replacing the Leprechaun, the Temple, or the Fairy Circle, depending on which one appears more often on maps. Plus, I just don’t like the Leprechaun and the Fairy Circle. If you replace the Temple with a new bank, you can replace the Fairy Circle with the Temple, so it will still be in the game, just in different places. By the way, I have a problem: the game freezes when I try to generate a random map using the NCF executable. Is that supposed to happen, or am I doing something wrong?
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#259
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Am I remembering correctly that there is a pink swan in the game? Maybe it could be replaced, as it doesn't appear very often, and its mechanic isn't great (luck for skipping a turn).
Also, it would be good if all objects were included in the generation templates, both new and old banks, temples, leprechauns, swans, and whatever else you plan to change.
But temples should not be changed. In some mapmakers' campaigns and maps, they can play an important role.
 

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#260
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There seems to be a Swan, but I haven't seen it on any of the maps. So, it probably exists, but it's very rare. Maybe we should replace the Fairy Circle or the Leprechaun with something else? What do you think, there shouldn't be any problems with that, right?
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#261
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Additional objects can be added manually! I did it this way – I placed a tank on the map, and then in the map code, I replaced the paths and description with the desired object... by the way, I should be at home this weekend, so I'll look for such a map!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#262
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They can also be added through the editor, which is not a problem at all. The point is that I won't be reviewing all the maps that exist in the game and placing the new object on them. Therefore, a good way is to replace one object that already exists on all maps but doesn't play a key role with a new one.
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#263
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Sure, that could work. But I would then use an object with duplicate functions, so that you can get a bonus to morale in different ways. But I'm not sure about anything, I don't remember very well...
 

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#264
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By the way, you could use the ID of a tank and a damaged plane... I remember a respected user, ogo-i, tinkering with this.
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#265
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Why? New buildings can be created anyway, and some interesting properties aren't linked to the IDs of the tank and the airplane. These structures appear individually on maps. In short, I don't see any point in using their IDs, although maybe I'm missing something.
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#266
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besides, the airplane/tank is a static unit/hero, respectively. by the way, how are you going to implement a bank by replacing a building on the map, if these are actually different types of game resources (Building/Dwelling)?
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In reply to Gerter
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#267
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By "Bank," I mean not a building for hiring (dwelling), but a building with guards and a reward. Like the Dragon Utopia, etc. As I understand it, it is still possible to replace the Fairy Circle with a Bank, or am I wrong?
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#268
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only if it's done with a script, although I'm not sure. The "behavior" of buildings is determined by their type, i.e., a new building with the "Fairy Circle" type will also provide luck.
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#269
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To be honest, I'm surprised that no one seems to understand the idea. Basically, there's a map shader file inside the game archive, which is an xdb file. This file contains the ID of the object, among other things. On the map, the object is placed based on this file. So, if an object is on the map, it means that the map file has a reference to the map shader. Now, what I want to do is simply change this map shader for the Leprechaun or the Circle of Fairies, add a new model and a different ID to it. Specifically, I want to use the ID from the Naga bank, which never appeared in the game. The bank itself can be made in any way. I'm planning something like a "bandit's lair," but the ID needs to be taken from the Naga bank because then I can assign any guard to it, regardless of other banks.
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#270
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essentially, it's not a new bank (in terms of its underlying structure). And this change will obviously affect all buildings that use the Naga bank ID. The idea is understandable, but it won't be possible to create a completely new bank, unless it's emulated with a script.
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#271
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The game does not use a Naga bank. That is, it is not present on any map, it is not generated on random maps, and so on. Therefore, what is the point in worrying that "this fix will affect all buildings using the Naga bank ID"?

Added 1 minute ago
As for the contents, the contents and the reward for victory can be set to anything. And it will be "original" because, as I have said several times, the Naga bank is not used in the vanilla version of the game.
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