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9 months ago
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In the creature's properties, an incorrect path to the .(CreatureVisual) file is specified in the parameters, or no path is specified at all.
9 months ago
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For some reason, I was able to replace the Archangel with all its skills and everything, but I couldn't do the same with the Angel.
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9 months ago
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Friends, I have a question: is it possible to change the function of buildings in cities somewhere?

For example, can I replace the Minotaurs in the Sacrifice Pit of the Dungeon with Witches, or even make it a fixed Fury production without the need for sacrifices?
And so on, I'm interested in whether it's possible to change the functionality of buildings.
In reply to OldTreant
9 months ago

Hi,
I noticed the Preparation skill uses a unique camera angle which cuts off the defending creature almost entirely (tested on small creatures).
anyone knows which XDB file this camera uses?

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9 months ago
Could you please specify, what is this skill? Seems i cannot understand, what skill are u talking about - poor english
In reply to }{0TT@6bI4
9 months ago
}{0TT@6bI4
Could you please specify what is this skill? Seems i cannot understand, what skill are u talking about - poor english


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9 months ago

I see. I took a brief look on all camera files but got scared haha.

Start combat with hero with such skill. Type in console: 

combat_camera_log 1

From that moment on, any time a new camera is used in combat, path to its .xdb will be written in console. So when a creature uses this ability, u can catch its camera! :) 

Its a common way to do it

In reply to OldTreant
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9 months ago
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OldTreant
Friends, I have a question: is it possible to change the function of buildings in cities?

For example, can I replace the Minotaurs in the Sacrifice Pit of the Dungeon with Witches, or even make it a fixed Fury increase without the need for sacrifices?
And so on, I'm interested in whether it's possible to change the functionality of buildings.

In the case of the Sacrifice Pit, it is tied to a specific creature level in the city (unlike hero specializations, which are tied to the creature ID). This means you can move creatures to these levels while preserving the original specializations.

*As far as I know, there are currently no ways to fully change the functionality of "special" buildings, except through workarounds and possibly scripts.
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In reply to Azmadon
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9 months ago
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Azmadon

In the case of the Sacrificial Pit, it is tied to a specific creature level in the city (unlike Hero specializations, which are tied to the creature's ID). This means you can move creatures to these levels while preserving their original specializations.
Attachment 76520
*As far as I know, there are currently no ways to fully change the functionality of "special" buildings except through workarounds and possibly scripts.
Thank you very much for your answer! Well, I guess I’ll have to skip this idea; I’m not willing to move witches to the third level just for this dubious building.)
In reply to }{0TT@6bI4
9 months ago
}{0TT@6bI4

I see. I took a brief look on all camera files but got scared haha.

Start combat with hero with such skill. Type in console: 

combat_camera_log 1

From that moment on, any time a new camera is used in combat, path to its .xdb will be written in console. So when a creature uses this ability, u can catch its camera!  

Its a common way to do it


Thank you very much for your reply.
After deeper testing using the command, it appears the issue lies in the skill's code rather than the camera file.
it always uses the camera file A1.xdb (for any creature size) which is also used in regular melee attacks and works fine there.
I assume the issue happens since the camera always focuses on the "defender", but using Preparation turns the "defender" to the "attacker" code wise, and that's probably the reason the camera cuts off the "defender" here.

Anyway, many thanks!

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8 months ago
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When creating a hero for a duel, I encountered a problem. Is there a setting to allow more creatures in a single stack without resorting to editing in Notepad after creating the duel hero? There is a preset price, but if you edit it in Notepad, you have to recalculate everything to end up with the desired price. This is very inconvenient and takes a lot of time.
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5 months ago
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While working on the mod, or more specifically, while creating an alternative creature branch, I encountered a problem: one of the creatures doesn't appear in the hiring window. The creature was supposed to replace the Knight, but it didn't happen (although the Dire Wolf easily took the place of the Zealot). At the same time, the Knight can still be upgraded into the creature that doesn't appear in the hiring window. Could there be some parameter other than BaseCreature that controls this?

UPD: The creature shares a slot with the Dire Wolves. How can I split it into two slots?
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4 months ago
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The question is not entirely on topic, but I couldn't find a better place for it.

Could you tell me where the code strings for the hero Erin's specialization, Matron_Salvo, are located? I want to see how it works in the game, but I couldn't find the strings for this specialization anywhere.

P.S. I searched in "DefaultStats" for both Matron_Salvo and Warlock, looking at the associated files, as well as in HeroSpecializations, HeroSkills, Erin, and Eruina. I only found the description of the character Erin as Eruina in the MapObjects folder, and the default file for the specialization Matron_Salvo, which contains 0 information and only shows which text files it references for the skill description in the game. In general, there is 0 information about the skill's mechanics.

UPD: I'm adding to my "request" with a plea to find the strings for the specialization - Ingvar's specialization, Defender. I also couldn't find the strings for how it works.

In reply to sork96
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4 months ago
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sork96

The question is not entirely on topic, but I couldn't find a better place for it.

Could you tell me where the code strings for the hero Erin's specialization, Matron_Salvo, are located? I want to see how it works in the game, but I couldn't find the strings for this specialization anywhere.

P.S. I searched in "DefaultStats" and looked for Matron_Salvo, Warlock, and also checked the associated files, as well as HeroSpecializations, HeroSkills, Erin, and Eruina. I only found the description of the character Erin as Eruina in the MapObjects folder, and the default file for the specialization Matron_Salvo, which contains 0 information and only shows which text files for the skill description in the game it refers to. In general, 0 information about the skill's mechanics.

UPD: I'm adding to my "request" with a plea to find the strings for the specialization - Ingvar's spec, Defender. I also couldn't find the strings for how it works.

I didn't find anything; I think these specs are completely embedded in the engine

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