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#531
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I don't know if it's appropriate to post this here, but... I'm basically stating that I want a mod like that... Basically! Is it possible to change the radius of a unit's normal aura? For example, a minotaur buffs +1 morale to everyone within a radius of, say, 3 tiles. Or, could you change the aura that spreads around to a global one, like the one the black skeleton dragons have? After looking through the default stats, I found that the characteristics themselves can be edited (how much to buff, but not the radius). Can you help me with this?
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#532
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Good evening! I'm trying to combine two mods (PRT and the HD mod) into one with the best HD textures, using mods from these threads: /topic/15294/ and /topic/11538/. When used together, they conflict, causing the game to crash during campaign loading. I figured out that the conflict arises from the ground textures. So, I wanted to ask if anyone knows how to extract only the buildings, resources, and everything else except for the ground textures and trees from the PRT mod? I almost succeeded, but in some places, artifacts appeared instead of trees.
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#533
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What prevents you from finding the terrain texture files, deleting their .dds and .xdb files, and copying the rest? If I'm not mistaken, the textures are located either in Texture/Terrain/ or _(AdvMapTile).
С уважением, }{0TT@6bI4
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#534
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}{0TT@6bI4
What prevents you from finding the terrain texture files, deleting their .dds and .xdb files, and copying the rest?
If I'm not mistaken, the textures are located either in Texture/Terrain/ or _(AdvMapTile).
That's exactly what I'm doing, but it seems that besides the textures, there's some other kind of link, and I can't figure out which files it's linked to; artifacts appear in some places.
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#535
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Gentlemen, could anyone share or quickly create a mod for the fire wall from version 1.6? I mean the one that's summoned at level 4. I would be very grateful, because, in my opinion, it belongs there: after all, it's summoned on the battlefield like a wall of swords or a crystal, but it's currently in the Chaos faction.
Расточая чужое, ты прибавляешь себе славы, тогда как расточая своё — ты только себе вредишь.
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#536
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There’s a pack of .fbx models + a .smd file for each (what is it? 😆) and textures. I would be glad if someone could export them into Heroes (for a map I’m preparing). There are about 31 models, but I would appreciate help even with just one. I will be very grateful to those who respond. I can only provide a link to the pack privately.
С уважением, }{0TT@6bI4
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#537
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I want to place an order for a mod; who can take it on?
Прошлое не имеет значения, найди себя в настоящем и будешь править в будущем.
© Михаил Булгаков
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#538
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It depends on the mod; I might be able to help.
С уважением, }{0TT@6bI4
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#539
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Hello everyone! I need help with two complex (I think) mods! 1. When playing multiplayer on the same computer, during the computer's turn, we see a black screen. Why? If it's in scenario mode, on the same maps, you can see the computer's turns. Is it possible to fix this for multiplayer mode? 2. I like to play with the native titles for the selected faction (mages in the desert, undead in the dead lands, etc.). I would like there to be a hint in the game creation menu about which titles the players start on, or the ability to block the selection of a non-native castle for the title from which the player starts. I really hope for help from the community.
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#540
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Regarding the second point: Do you play on random maps? If so, there seems to be an option to disable random town generation, which would ensure they are placed in appropriate locations in most cases. If the maps are not random, you can edit them in the map editor.
 

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#541
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The first one will probably be difficult. As for the second, generating maps in the editor is not complicated: Tools => Create Random Map.
С уважением, }{0TT@6bI4
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#542
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Ment
Secondly, are you playing on random maps? If so, there seems to be an option to disable random town generation, which would place them in more appropriate locations in most cases.
If the maps are not random, you can edit them in the map editor.
These are all workarounds. I need a function. I could also try to find out where and on what each player starts by trial and error.
If you can't make such a mod, just say so. What's the point of these tips...?

Added 1 minute ago
}{0TT@6bI4
The first option will probably be difficult.
But is it still possible? I think such a mod would be useful not only to me.
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#543
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Apokalimon
These are all workarounds. I need a function. I could also try to figure out where and on what each player starts by trial and error.
If you can't make such a mod, just say so. What's the point of these suggestions?
Good advice can also solve some problems. And it's still better than complete silence on the forum.


Added 1 minute ago
But is it still possible? I think such a mod would be useful not only to me.
If the AI's turn takes place on its territory, where there is a fog of war, we will still see a black screen. And in Multiplayer, it might be fairer if players don't see what's happening during their opponent's turn.

If this "feature" is implemented at the exe level, only those who can (and are willing) to modify this exe file can solve the problem.

I'll take a look at the xdb set of files for windows and other things, from which the turn waiting screens are assembled. Perhaps the single-player version differs from its multiplayer counterpart by just one simple black insert, which will be easy to remove.
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#544
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}{0TT@6bI4
If the AI's turn takes place on its territory, where the fog of war is active, we will still see a black screen. And in Multiplayer, it might be fairer if players couldn't see what the opponent is doing during their turn.

If this "feature" is implemented at the exe level, only those who can (and are willing) to modify the exe file can solve the problem.

I will examine the xdb set of files for windows and other elements from which the waiting screens are assembled. Perhaps the single-player version differs from its multiplayer counterpart by a simple black overlay, which would be easy to remove.
I have no questions about unexplored territories. But what is unfair about me seeing the actions in the areas that are open to me? Especially when it comes to playing on one computer and you don't see the AI's moves. When playing over the internet, there seems to be a completely different system. I don't remember anymore.

In general, please take a look; I would appreciate it.

Added 4 minutes later
}{0TT@6bI4
, And in Multiplayer, it might be fairer if players couldn't see what the opponent is doing during their turn.

I am only interested in the "one computer" mode
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#545
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Clear; it's just that when playing with other players, it can sometimes be detrimental to see your opponent moving around on a portion of their territory that you have already revealed.

For the game, it doesn't matter whether it's a local network or a single-player game with multiple windows displayed on the screen during setup and execution. With some exceptions.
С уважением, }{0TT@6bI4
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