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Posts from Current questions and answers regarding the map editor.
Will a map created in version 1.6 work in version 3.1?
Yes, it should.
Please tell me, is there an editor for macOS, and if so, where can I find it?
No, definitely not. There isn't an official one, and fans are unlikely to create one. Possible solutions: 1) Install a Windows emulator. 2) If you don't need to edit the landscape, you can use an archiver that supports zip archives, meaning you can unpack the map and manually edit everything in a text editor.
How can I replace a creature in a town so that the change only affects that specific map and only in that particular town?
It's impossible to replace a creature without any impact. However, you can replace a Yeti or a Black Knight, which are rarely used on other maps, so the impact will be almost negligible. You can create a copy of the town and assign a specific ID to the desired building, so it's unlikely to have any effect.
No, definitely not. There won't be an official one, and fans are unlikely to take on such a task. Possible solutions: 1) install a Windows emulator 2) if you don't need to edit the landscape, you can use an archiver that supports zip archives, i.e., unpack the map and manually edit everything in a text editor.
You can't replace it with something that has no influence at all. But you can replace the Yeti or the Black Knight, which are rarely used on other maps, so the influence will be almost negligible. You can create a city as a copy and assign a specific ID to the desired building, so it is unlikely to have any influence.
Why change the Yeti? You can simply change the creature in the building properties to the desired one, but first, copy the building to your map.
Создается карта про эльфов: Воссоединение - готовность 71%
There’s a mod that adds the Naga town from Heroes of Might and Magic VI to Heroes of Might and Magic V. It’s based on the Elves, but it’s not fully finished. I want to replace the Druids with Water Elementals and maybe the Green Dragons with Water Titans (from the NCF project).
There's no need to change the creatures' properties. I simply copied the city file from the resources to the map. I placed this city on the map. The city properties contain a list of buildings. The building properties specify the creatures that can be recruited if it's a dwelling. That's what I changed. For example, I decided to place an Academy city on the map, where archers, crossbowmen, and marksmen will be recruited instead of gargoyles. In the files for the stone parapet and obsidian parapet buildings, I replaced the gargoyles with archers. But since I copied the files for these buildings to my map and specified them in Shared, i.e., I didn't change the properties in the resource files, this map doesn't affect the others. Here's a screenshot:
For example, I decided to place an Academy town on the map, where archers, crossbowmen, and marksmen will be recruited instead of gargoyles.
Is it okay that the creatures from different factions won't match the game's database? I've suggested the most optimal method for a general case: cloning the town and modifying the clone to match the ID of a Yeti or Black Knight (if a tier 3 creature is needed, then either a Manticore or a Death Knight). These creatures can be replaced with anything (even from NCF), and we won't have any penalties or minimal impact on other maps.
But, as it turns out, the author needs NCF:GodRick
There's a mod that adds the Naga town from Heroes 6 to Heroes 5, based on the Elves, but it's not fully finished. I want to replace the Druids with Water Elementals and maybe the Green Dragons with Water Titans (from the NCF project).
When using NCF, it's enough to replace the ID specifically for NCF with the desired creature's ID, to which the model and other elements will already be linked. Don't forget to change the faction for the desired creatures. NCF is a mod, and even with an "exe" file, meaning the game will no longer be original (this is for version 3.1). A map with a Naga town without NCF still won't work. If it's a single-player game, then it's fine, but for multiplayer, I wouldn't do that.
I suggested the most optimal method: cloning the town and modifying the clone to have the ID of a Yeti or Black Knight (if you need 3, then either a Manticore or a Death Knight). These creatures can be replaced with anything (even from NCF), and we won't have any penalties, with minimal impact on other maps.
Then, problems with checksums will arise. But otherwise, there will be no impact. You can create a town consisting entirely of creatures from different factions. But, as they say, it depends on what each person needs.
Создается карта про эльфов: Воссоединение - готовность 71%
Then there will be problems with checksums. Otherwise, there will be no impact. You can create a town consisting entirely of creatures from different factions. But, as they say, it's up to each player.
From different factions? Then in battle, you can only use undead creatures. Is that necessary?:rolleyes: If a creature is recruited in a castle of a certain faction, it should belong to that town and faction; otherwise, you can simply create a dwelling, place several non-native creatures there, and recruit as many as you like, without worrying about the logical and mechanical aspects. And this dwelling will not affect the checksum.