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Posts from Current questions and answers regarding the map editor.Auto-translated
I haven't looked at what you've done in your map yet.
But nevertheless, I wrote that this implementation is not very good. :)
P.S. I think that it is possible to add a "scroll" with a slider to the message window - I am going to work on this in the near future (we recently discussed similar issues with one of the participants in this discussion).
Understood. Thanks for the advice, but in reality, it will 'flash' and consume a huge amount of computer resources, constantly updating... It would be simply amazing if you could somehow 'tame' the standard hiring window. :)
By the way, you could combine everything with the market. There's unnecessary stuff there about sending gold to the opponent. But again, it won't be pretty, but there will be no 'flashing'. Here, the only option is to have a neutral building, not belonging to any player, with a random change in type (if the bonus appears when the type changes, then it's good), and the bonus distribution is determined by scripts (if possible), according to the building that our hero clicks on - then 7 would be enough, even for 50 buildings!
Added after 39 seconds antonag07
but nevertheless, I wrote that this implementation is not pretty :)
I explained above why.Me
Well, something like this (I haven't looked at what's been done in your map yet, and I wrote that the option is not pretty, based on your message that what's been done there is also done in a clumsy way).
JonnyP
:smile52: well, everything there is done even through a 'bigger clumsy way'.
Added after 6 minutes antonag07
p.s. I think that you can also add a "scroll" with a slider to the message window - I'm going to work on this soon (we recently discussed similar issues with one of the participants in this discussion ;)
Great. :smile20: And it looks like I'll get the role of the Chinese guy :(
By the way, you could combine everything with the market. There's some unnecessary stuff there about sending gold to the opponent. But again, it wouldn't be pretty, but without any "flashing" effects. Here, the only option is to have a two-level system without any connection to the player, with a random change in type (if the bonus appears when the type changes, then it's great), and the bonus distribution is done via scripts (if possible), according to the building that our hero clicks on - then 7 would be enough, even for 50 buildings!
Oh, I still don't understand anything :smile04: (But basically, I'm happy with my version). Regarding camps, I don't know, I came up with something complicated, and I haven't worked with them - maybe it's possible to do everything through CreatureEnabled...
Oh, I still don't quite understand :smile04: (But honestly, I'm fine with my version). Regarding the camps – I don't know, I came up with something complicated, and I haven't worked with them – maybe it's possible to do it somehow using CreatureEnabled...
It might be possible, but setting a level for each week, especially since the minimum level for a camp is 3, probably won't work :(
Dyrman, If I understand correctly what you need, try this: for example, three creatures for three weeks. Create three identical camps, each with its own creature. Use a time trigger to activate the first camp in the first week, then replace the camp each week using CreateDwelling (it won't be noticeable in the game and isn't too complicated to implement technically).
Dyrman, If I understand correctly what you need, try this: for example, three creatures for three weeks. Create three identical camps, each with its own creature. Use a time trigger to activate the first camp in the first week, then replace the camp each week using CreateDwelling (it won't be noticeable in the game and isn't too technically complex).
I also need a selection of creatures of a specific level in the camp, which the camp itself won't allow (that's why I wrote about the idea of only 7 dwellings), and this is exactly what I'm asking about regarding their replacement.
It might be possible, but setting a level for each week, especially considering the minimum level of 3 for a camp, probably won't work :(
Are you sure there's even a level division in the camp?
Added 1 minute ago Dyrman
I also need a selection of creatures of a specific level in the camp, which the camp won't allow (that's why I wrote about the idea of only 7 dwellings) and that's exactly what I meant by their replacement ;)
This can be bypassed with a script (and then the dwellings involved wouldn't be needed) - we give the level (or, more precisely, a set/list of creatures) that is needed according to the current week.
Are you sure that there is a division into levels in the camp at all?
If there is a division by creatures, then it is not difficult to make it by levels either ;) And in general, it will no longer be suitable. Many of the reasons mentioned above change the attitude towards it. Unless we keep the appearance :D
Added 1 minute ago antonag07
this hassle can be bypassed with a script (and then the dwellings involved are not needed) - we give that level (or rather, a set/list of creatures) that is needed according to the current week
I need more options for recruiting creatures of a certain level in the camp, but the camp won't allow it (that's why I wrote about the idea of only 7 dwellings). And that's what I meant by "substituting" them.
In that case, maybe you could try using the mechanism used in cities? Redesign the city with a camp model and all the consequences... but essentially cut off the use of everything from the city except for recruiting creatures, and in this city, build the necessary dwellings. Then, the hero simply enters the camp and recruits creatures from these dwellings. Or maybe it can be done even simpler, by trying to create new structures in the camp type, as is done in cities... I don't know, it needs to be tested (maybe the idea is crazy :smile11: )
I don't understand again... we can make the interface (dialog box, hiring window) the way we need it - the script won't interfere.
Added 1 minute ago KioM
Maybe we can make it even simpler, try to create new structures in the camp, like it's done in cities... I don't know, we need to try (maybe it's a crazy idea :smile11: )
Explain your thought (idea) - I don't quite understand it right away.
It should be the same as in the camp. Explain everything you have in mind. I don't quite understand either.
in the camp, there is a recruitment window with 1 creature – you, if I understand correctly, need a window with the possibility of recruiting 2, 3, or more creatures (like, for example, in a town or outpost).
in the camp, there’s a recruitment window with 1 creature – which is you, if I understand correctly. What you need is a window with the possibility of recruiting 2, 3, or more creatures (like, for example, in a town or outpost).
explain your thought (idea) - I don't quite understand it right away.
To put it simply: in the camp, there will be technically 7 dwellings (for example), each for a specific creature, and when selecting the recruitment window (where there is currently 1 creature), there will be 7 options, and then control the random growth, say, weekly, one week for one type of creature, another week for another.
Added 1 minute ago by the way, for this option, the following commands will be relevant: Get|SetObjectDwellingCreatures
to put it simply: there will technically be 7 (for example) dwellings in the camp, one for each creature, and when selecting the recruitment window (where there is currently 1 creature), there will be 7, and then we can control the random growth, say, weekly, one week for one type of creature, another week for another
Added 1 minute ago by the way, for this option, the following commands will be relevant: Get|SetObjectDwellingCreatures
well, I don't know - this might not be exactly what Dyrman wanted, because then cumulative functions (inherent to dwellings) are possible, but in the camp, the growth is random (even if we set the parameters of this randomness) and doesn't accumulate.