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I need help with modifying the .Exe file to support the new dual-screen resolution.Auto-translated
Basically, here's the situation. I want to make it so that the new dwellings (Tier 4-7) appear randomly in the random dwellings (there are such in the map editor).
The problem is that these dwellings are formed from the default military structures... and by adding one, it overrides the others, and only it is generated (in my case, by specifying all the additional structures for Tier 4, 5, 6, and 7), the game always generates Tier 4 structures in the random dwellings.
My experience with frameworks for new classes and new artifacts tells me that without extending certain lines in the .Exe file, nothing will work.
Maybe someone still has connections with the authors of these frameworks?
In types.xml, I test-registered the new IDs (but they are naturally not used by the game, since the .Exe file has not been modified for this).
In the dwelling file, I specified its new type (again, it won't work without modifying the .Exe file).
And in the shared registry, I also specified them.
In the editor, I set random dwellings to appear in ascending order, but as we can see, only Tier 4 appears.
In general, if someone is found who knows how to create .yml files to modify the .Exe file for expanding the dwellings, that would be great.
Or maybe you know someone who knows, or you have contacts of those who know xD.
Let's activate the community radar!
In my opinion, this is a task that's like "shooting cockroaches with a tank."
I mean, making new dwellings appear on random maps is cool, but isn't it a bit too minor to justify messing with the executable file? As far as I understand, this process isn't simple.
In any case, I can offer some ideas on how to handle this without modifying the executable, if that helps.
In the game, there's a script command that defines which creatures can be recruited in a dwelling. There's also a command to "play an effect over an object." And there's a command to "change the name and text description of an object."
Therefore, you can create an empty dwelling without a model (or with a transparent model of some placeholder or sphere, so that it has a highlight). You can create several dwelling models in the form of effects. And you can configure a script that will change the creatures recruited in the dwelling and play different visuals by changing the effects. And you can also configure the description change.
By the way, this method can be used to create an upgradable or rebuildable dwelling.
I don't know how well the game script works with scripts. But, as an option, it might be possible to connect this script to the creation of random maps. If so, then this is how you can implement the generation of dwellings of different levels, or even dwellings of some neutral creatures.
But, in my opinion, it will require too much effort, and the idea isn't worth it.
In my opinion, this is a task on the level of "shooting cockroaches with a tank." I mean, making new dwellings appear on random maps is cool, but isn't it a bit too insignificant to justify messing with the executable file? As far as I understand, this process isn't simple.
In any case, I can offer some ideas on how to handle this without modifying the executable, if that helps.
The game has a script command that defines which creatures will be recruited in a dwelling. + there is a command "play effect over object". + there is a command "change object name and text description". Thus, you can create an empty dwelling, without a model (with a transparent model of some placeholder or sphere, so that there is a highlight). Create several dwelling models in the form of effects. And set up a script that will change the creatures recruited in the dwelling and play different visuals by changing the effects. Well, and set up the change of description.
By the way, this method can be used to create an upgradeable or rebuildable dwelling.
I don't know how well GSC (Game Script Compiler) works with scripts. But, as an option, it might be possible to connect this script to the creation of random maps. If so, then this is how you can implement the generation of dwellings of different levels, or even dwellings of some neutral creatures.
But, in my opinion, it will require too much effort, and the idea is not worth it.
This sounds even more complicated than what I'm talking about xD Well, never mind, I wrote a suggestion in case someone can do it, I'll be glad.
After all, people have found the lines in the .Exe file where you can change the number of artifacts, the number of creatures, the number of classes.
And it seems that in one of the topics I even read that they found where you can change the number of "spells" (although, as I understand it, without "creating logic" for the spells, attaching spells is useless).
In general, as a newbie in working with .Exe, given the previous "achievements" of the community in the field of increasing the number of game possibilities, it seems to me that it is possible to do this xD
UPD: by the way, if you increase this registry, you can add not only dwellings =) for example, you can probably register the arena of mages, like in Heroes 3, with the option of +2 to spellpower or +2 to knowledge, and other cool things
Is the Naga Hut the last one in the original list?!
Well, yes)) I understand that this list isn't even specifically for Dungeon buildings, but for all buildings... expanding it opens up interesting possibilities)))
There are a couple of "unnecessary" IDs: NAGA_TEMPLE, CYCLOPS_STOCKPILE, DEMOLISH, UNKEMPT (please correct if needed). However, these are not IDs for dwellings, but for resource buildings. I don't want to "advertise" this without the user's consent, but the dredknight team is working on something similar. And if I'm not mistaken, there was a mention of creating IDs for new buildings at some point, even though there hasn't been a patch on the fandom wiki.
I think it's possible, but they already have a defined mechanic. It's clear that it might not work with DwellingShared, but still. I tested it with BuildingShared, and the result was an attack on the guard. Most likely, you're right, all these IDs can be used for dwellings.
But: this won't be enough for a fair distribution among races (e.g., 1 per race), and it will be a workaround. It's better to use these IDs for their intended purpose.
.exe crashes with an error or simply does nothing?!
Everything works normally, as if those new 4 IDs for sub-buildings don't exist. Which is logical. New artifacts also won't work even if they are created and written to types.xml without re-flashing the .Exe file.
Added 4 minutes later psatkha
NAGA_TEMPLE, CYCLOPS_STOCKPILE, it seems like they can already be used...
This is still useless in general. There are too few of them. We need access to the ability to create many IDs. For example, if the .Yml file is used by a patcher and re-flashes the .Exe file to support a larger number of artifact IDs, from 97 to 196. If it were possible to increase the number of buildings from 127 to, say, 200, or as in NCF, to 999, that would be great.
There are a couple of "unnecessary" IDs: NAGA_TEMPLE, CYCLOPS_STOCKPILE, DEMOLISH, UNKEMPT (please correct if needed). But they are not dwelling IDs, but rather bank IDs. I don't want to "advertise" this without the user's consent, but the dredknight team does something similar. And if I'm not mistaken, there was a mention in a conversation about creating IDs for new buildings, even though there wasn't a patch on the fandom.
It even sounds more complicated than what I'm talking about xD
Yeah, probably. But it only sounds more complicated. In reality, I'm sure that digging into the executable file and editing values there is much more tedious than writing a couple of scripts.
Yes, probably. But it only sounds more complicated. In reality, I'm sure that tinkering with the executable file and editing values there is much more tedious than writing a couple of scripts.