Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from Current questions and answers regarding the map editor.
I'm thinking of just adding a bunch of battles with highlighting and not worrying about it. crazy_kill
1. I made a map, everything is fine, but the opponent (computer) doesn't engage in battles (even against 10 units with 150 gold dragons), it only picks up easy loot. I didn't use scripts. What's the problem? Do I need to set priorities for the computer?
In the middle of the Dungeon, I have a large lake. The background is black, so without lighting, nothing is visible when moving on a ship. Let's try a "perversion," I'll give it a shot.
Ment was right, using torches and crystals will cause fewer problems. :D In general: 1. We 'hide' the ship, already with lighting, in an inconspicuous place. 2. We place a trigger on the shipyard. 3. Upon contact with the shipyard, we teleport the ship to the desired location, i.e., near the shipyard. ...yes, here you'll also need to play around with the ship's price, the purchase message, etc. :smile33: It's not that difficult to figure out why the computer isn't attacking; send me the map draft (you can send it in a private message), I'll take a look and maybe I'll figure out what's going on.
Added after 56 minutes crazy_kill
1. I made the map, everything is fine, but the opponent (the computer) doesn't engage in battles (even against 10 fey with 150 zealot dragons), it only picks up easy loot. I didn't use scripts. What's the problem? Do I need to set priorities for the computer? If so, how?
Here's the corrected version of your map. + A script opens the fog of war - on the 3rd day (Talanar), the computer killed the griffins. (sent in a private message) I have version 3.1, so you messed something up - it seems you were trying to make a Campaign, as a result, extra folders with incorrect paths appeared, and that's why the start was impossible. It also didn't load as a Campaign. Check it - everything should work, everything is fine for me, so I don't think you'll need any priorities for the computer. :cool:
crazy_kill
Auto-translated
How to change the creature growth rate in a castle, the "CreatureHired" value?
Герман стоял неподвижно. Герман сошёл с ума. "Старуха!!!" - закричал он в ужасе. Он сидит в Обуховской больнице, в семнадцатом нумере, не отвечает ни на какие вопросы и бормочет необыкновенно скоро: "Тройка, семёрка, туз. Тройка, семёрка, дама".
KioM
Auto-translated
crazy_kill
How to change the creature growth rate in a castle, or "CreatureHired" using a script and the SetObjectDwellingCreatures function?
Thank you. I found it myself.
What is the best way to modify the "refugee camp" so that it contains all creatures (orcs, dwarves, neutrals, all levels)?
Герман стоял неподвижно. Герман сошёл с ума. "Старуха!!!" - закричал он в ужасе. Он сидит в Обуховской больнице, в семнадцатом нумере, не отвечает ни на какие вопросы и бормочет необыкновенно скоро: "Тройка, семёрка, туз. Тройка, семёрка, дама".
KioM
Auto-translated
they are already there (they just appear randomly). If you meant that all of them should be immediately available for hiring, then that is not possible. You could create a new building with 7 creatures and give it the model and parameters of the refugee camp (but this is a rather complex method).
What is the best way to modify the "refugee camp" so that it contains all creatures (orcs, dwarves, neutrals, all levels)?
Surprisingly, you are not the first to ask this question. antonag07 has created a mod that adds dwarves and orcs to it. By understanding its structure, it will be easy to add neutrals and low-level creatures there as well. http://webfiles.ru/29588505
Thank you! I'll experiment with it.
"Refugee Camp" works, all types of creatures, regular and alternate upgrades, and neutral creatures are available.
Герман стоял неподвижно. Герман сошёл с ума. "Старуха!!!" - закричал он в ужасе. Он сидит в Обуховской больнице, в семнадцатом нумере, не отвечает ни на какие вопросы и бормочет необыкновенно скоро: "Тройка, семёрка, туз. Тройка, семёрка, дама".
Олегарх
Auto-translated
How to change the background music on a map?
Мои карты: Town Готовится:Чума (40%), Сосиска(42%), Война Грааля
Ment
Auto-translated
Right on the map itself? Well, I personally sometimes enjoy changing the music based on the type of terrain using a mod. If you change it for all terrain types, you'll get the effect you're looking for, if I understand correctly.
Right on the map itself? Well, I personally sometimes indulge in changing the music for a specific type of terrain using a mod. If you change it for all types of terrain, you'll get what you need, if I understand correctly.
Yes, but still, how? Maybe you can use Play2DSound for this?
Мои карты: Town Готовится:Чума (40%), Сосиска(42%), Война Грааля
KioM
Auto-translated
You could create a region, place that command within it, and thus trigger the desired music in a specific area. However, it would be better to use Play3DSound if possible.
Sure, you can do it that way, although I used 2D sound. But there are two significant drawbacks: 1) the sound won't be very audible due to the background music; 2) you need to put in some effort to embed the sound into the map; it won't work if you just copy it from the music folder.
2) You need to put in a little effort to pack the sound into the map; it won't work if you take it from the music folder.
That's strange; I managed to make it work from the music folder, but it only worked sometimes. I don't know what it is or why it happens. :confused:
antonag07
Auto-translated
Regarding 2sound and 3sound – I used to think that only 2sound worked. However, both work – it's just that 3sound plays at a specific point and stops when you move away from that point (and there's a dependency on the position of the flying camera on the global map), so it's not always audible.