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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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The fact that it doesn't crash the .exe file is actually very bad... it will be more difficult to figure out which register the ceiling value for buildings is read from, as 127 is stored in many different registers... try to increase it to 255 or 256 in the .xml file - then try to crash the .exe and look at the log!
To be honest... I'm afraid to break things))) because I don't know how to fix them =(

You don't actually need to break anything in the literal sense; you just need to feed the game engine more data than the programmers defined for a particular register (in types.xml, you need to fill in IDs for buildings = 255 or 256, just to be sure the game crashes... I'll let you in on a secret: this method was used to determine the register for the maximum number of creatures), i.e., in other words, you need to overflow the buffer... it's like a container of unknown volume into which you pour liquid... the amount of liquid is known... as soon as the liquid spills over the edge of the container, we'll know the container's maximum volume!

By the way, are you experimenting with the standard .exe or some other version?!


@Waterfall_13, essentially, if this even works, it needs to be tested on a clean .exe file.
Well, the situation is that I need this change with the existing changes in my .Exe =)
I won't revert all my added artifacts and classes just to gain access to the new buildings. So, it's pointless for me to do this on a clean .exe, as it's a functionality that exists in a vacuum and can't be used in my mod =(

Then I need your .exe file with all the extras and the modified types.xml!
