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Posts from Current questions and answers regarding the map editor.
in the standard editor, there is a "Military Post" for each faction in the "Dwellings" tab, and in the object settings, you can prohibit, for example, hiring creatures of levels 4, 5, and 6, leaving only level 7 or allowing all, or allowing one creature of each level in each object.
You didn't quite understand me. I need a specific creature generator, not just an outpost. That is, I don't want to place a bunch of outposts on the map, but rather 4 different buildings, each for a specific level.
You misunderstood me slightly. I need a specific creature generator, not an outpost. That is, I don't want to place a bunch of outposts on the map, but 4 different buildings, each for its own level.
Even though all of this can be done without any mods using the editor, I thought that's what was meant:
Thank you, the first link is exactly what I needed.
KioM
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Wouldn't it be easier to use the editor and take 4 ready-made structures, assign a hiring level to each, and change their appearance for "variety," since players on your map won't see these structures, and downloading additional patches is an extra hassle?
I think a brief instruction could be written, as not everyone will want to install this mod.
Added 6 minutes ago KioM
antonag07, can you say (if you know) whether there is a map here that implements similar things? It's not clear yet... I easily figured out how to allow any creature to be recruited in any building, but I don't know how to change the quantity...
I can't remember exactly which maps this is implemented on anymore, but something like "La Cordee", maybe somewhere else.
The quantity and type of recruitable creatures can be changed through the map property tree.
If you're making a mod, then you need to go into the data folder.
Added 1 minute ago KioM
Wouldn't it be easier to take 4 ready-made buildings in the editor, set a recruitment level for each, and change the appearance for "variety," since players on your map won't see these buildings, and downloading additional patches is an extra hassle?
It's up to each person – some find it easier to download a mod and place ready-made buildings on the map; others find it easier to tinker with the editor themselves
I think a brief instruction could be written – as not everyone will want to install this mod.
An instruction for what? It already explains how to install it...antonag07
Added 6 minutes later
I don't remember exactly on which maps this is implemented – something like on "La Cordee", maybe somewhere else.
The Outcast.antonag07
The number and type of creatures that can be recruited seem to be changed through the map property tree.
If you're making a mod, then you need to go into the data folder.
Added 1 minute later
It's up to each person – some find it easier to download a mod and place ready-made buildings on the map; others find it easier to tinker with the editor themselves ;)
The developers didn't provide buildings for the global map. Therefore, you either have to install a mod (which is very simple) or change the model of the creature recruitment object.
Wouldn't it be easier to take 4 ready-made structures in the editor, assign each one a hiring level, and change their appearance for "variety," since players on your map won't see these structures, and creating additional patches is an extra hassle?
You see, I don't think I'll be playing these maps with anyone, let alone uploading them anywhere, as they won't appeal to everyone. My maps are mainly for fighting, and I create quest maps in a ratio of about 1:12 compared to regular maps (judging by the 3 heroes, I haven't made that many in the 5th one yet). Accordingly, I wanted this mod just for myself. P.S. And I have several mods, and they make the game more enjoyable; I don't want to get rid of them.
I think a short guide could be helpful, as not everyone will want to install this mod.
Added 6 minutes later
I can't remember exactly which maps it's implemented on, but something like "La Cordee", maybe somewhere else.
The number and type of creatures that can be recruited seem to be changed through the map property tree.
If you're making a mod, then you need to go into the data folder.
I haven't looked at the map, but thanks for the tip. For now, I've come up with this:
function dwellingnpc (randomhero) player = GetObjectOwner(randomhero); if GetDate(DAY_OF_WEEK) == 1 and player >= 0 then SetObjectDwellingCreatures("dwellings",id,count); end; end;
a function for transforming a Castle when it is theoretically captured. the question is, is this function correct? will the hero be destroyed if he enters the Castle during the transformation? or would it be better to use TOWN_HERO_DEPLOY_TRIGGER?