Skip to content

Posts from Dwells – Unique dwellings for creatures on the map, levels 4-7. Auto-translated

4.0 (1 rating)
User Avatar
#31
Auto-translated
Thank you very much, Dwelly, you're simply amazing!
#32
Auto-translated
Now, dwellings are generated in the new version 1.6.7 (fixed). Huge thanks to dwp.

This is a must-read. (quote from the league)

http://zalil.ru/33720176

What has been changed:
01.09.2012 dwp *** VERSION 1.6.7 ***
Changed the definition of the 3rd and 4th maximum remote point;
Object names in the map have been changed (for scripts);
New dwellings (author: JonnyP);
Probabilities and the algorithm for generating dwellings have been changed (for random dwelling options);
Probabilities for single-dwelling levels:
{15, 15, 15, 15, 15, 10, 10};
The probability of a multi-dwelling is 5% (it was 25%);
Inside – the probabilities remain unchanged, but now there is a minimum of two creatures:
35, 35, 20, 10
If 6, 7, or a multi-dwelling appears, their probability is set to zero (in this zone).
For other levels (dwellings), each appearance reduces the probability by half.

IMPORTANT! Since the algorithm for generating new dwellings had to be changed, and given that I don't want to keep two algorithms, there will be no backward compatibility for dwellings. That is, to work with the new generator, you need to have JonnyP's additional package with new dwellings. Otherwise, when the dwellings are generated, they will be missing from the map.

Download the author's package with dwellings, test it. Report what you find using all available methods.

P.S. In principle, compatibility of dwelling generation with the old version can be made if there is a strong desire from the community, for which I will add a new option. For now, for the old generation (without single high-level dwellings), use 1.6.5.
User Avatar
#33
Auto-translated
and should they be in the map editor?
because they aren't there.
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
In reply to Sanctuary
#34
Auto-translated
Sanctuary
should they be in the map editor?
because they aren't there.
no, and they won't be. Instructions on how to add dwellings to the map are described in the 'readme.txt' file (all in the uploaded archive), it's a bit cumbersome, but it works. If you find a way to make them appear in the map editor in the tabs on the right, let me know.
User Avatar
#35
Auto-translated
If you find a way to make them appear in the map editor in the tabs on the right, let me know.
Have you tried putting the mod in the data folder with the .pak extension?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#36
Auto-translated
The minor bug with the descriptions has been fixed and eliminated. The file has been re-uploaded.
Nargott
Have you tried placing the mod in the data folder with the .pak extension?
That's exactly how it should be done (as stated in the instructions), but it won't make them appear in the map editor. Editing the 'MapFilters' file doesn't have the desired effect. :smile33:
In reply to masgak
#39
Auto-translated
masgak
Wow :) I need to try it.

The file has been deleted.
This was a link to IRMG, which generates individual dwellings. You can download it on the League.
http://forum.heroesleague.ru/viewtopic.php?t=7029&start=0
The map generator itself is regularly updated there (already version 1.6.7) and the TE 6.1.1 mod. (the dwelling pack is integrated into the mod)
In the near future (hopefully :rolleyes:), a new version of TE and IRMG will be released, in which the neutral dwellings will be slightly improved (mummies, manticores...), and the textures of the previous external dwellings will be adjusted... - but that doesn't depend on me, we'll wait and see :cool:
In reply to JonnyP
User Avatar
#41
Auto-translated
JonnyP
That was a link to IRMG, which generates individual dwellings. You can download it on the League.
http://forum.heroesleague.ru/viewtopic.php?t=7029&start=0
The map generator itself is regularly updated there (already version 1.6.7) and the TE 6.1.1 mod. (the dwelling pack is integrated into the mod)
In the near future (hopefully :rolleyes:), a new version of TE and IRMG will be released, in which the neutral dwellings (mummies, manticores...) will be slightly improved, and the textures of the previous external dwellings will be adjusted... - but that's not up to me, we'll wait and see :cool:

I downloaded and installed it, but I didn't notice any changes.
Also, can you explain what a dwelling is? :smile50:
In reply to masgak
#42
Auto-translated
masgak
I downloaded and installed it, but I didn't notice any changes.
Also, can you explain what a "dweel" is? :smile50:
'Dweel' – in common parlance, this is how the external dwelling of creatures is called, an object on the map.
Well, I don’t know why you don’t see the changes… Maybe it just wasn’t generated; there is still a chance that one or another dweel will be generated. Besides, a multidweel (2-4 mobs in a dwelling) may also appear; it looks like an ‘outpost’ from the original game.
Here is an instruction for setting up IRMG:
/topic/8845/
And, to make them visible, you need the TE mod (versions higher than 6.1, I think) in the UserMods folder, and the map itself, created using IRMG.
User Avatar
#43
Auto-translated
JonnyP Thank you.
The mod is great.
User Avatar
#44
Auto-translated
JonnyP, I tested the mod, and I liked it. Well done!
User Avatar
#45
Auto-translated
What if this mod was improved? Like I did in this mod http://karuselgames.ru/index.php?newsid=116. For those who are too lazy to click, I'll put it simply: add these dwellings to the map editor.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord