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UP_60 - Added Fiona; - Returned Kiina (redid her special ability: now the creatures generated by her join and belong only to her), Abissida (redid the special ability and fixed its functionality); - Renamed Nergal; - Added icons; - Moved the table of coefficients to a separate file; - Fixed the special ability of Hafad (description and effects); - Replaced the special ability of Eymund (now Eymund receives a double effect from any dwarven artifacts when he wears them!); - Other minor changes.
The file with descriptions of all heroes is in the archive.
Fiona, thanks to her charisma, is capable of igniting the hearts of warriors with her heartfelt speeches and thus persuading them to go on any attack under her command. However, despite their attachment to her, none of her warriors know what kind of soul is hidden beneath the thickness of her armor, but nevertheless, they fight perfectly, because none of them wants to let their mistress down, because she is a magnificent leader who has earned the loyalty and respect of her subordinates not only because she comes from a noble ancient family, for which honor, wit, and charm are valued more than gold, but also because she cannot be bribed.
This content is available for download - file NHFa4b60_add_14072013.zip :smile13:
Knaunda's name echoed throughout Grimheim after she defeated Deleth's army, the infernal knight famous for his monstrous machines and siege weapons. Having crushed numerous imperial armies in battle, she couldn't believe her eyes when her "glorious" inventions collapsed into the ground, leaving her troops without artillery support. Deleth retreated without a fight, harboring a deadly grudge against the saboteur. Knaunda's secret is quite simple: what's stopping dwarves from digging tunnels under the enemy's positions? But only a few can accurately calculate the length and route of the tunnel to end up right next to the enemy's artillery – and this is Knaunda's personal achievement.
This content is available for download – the file !NHFa4b60_add_17072013.zip :smile13:
Good day! The other day, I decided to try out your mod and encountered the following problem: In a map generated by the Random Map Generator (RMG), the portals leading out of the starting zone did not work. (They could not be clicked, as if heroes were standing on the other end and passage was impossible). In the regular version of the game, everything worked as expected.
psatkha
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This content is available for download - the file !NHFa4b60_add_18072013.zip :smile13:
Good day! The other day, I decided to try out your mod and encountered the following problem: In the map generated by the map generator, the portals leading out of the starting zone did not work. (They could not be clicked, as if heroes were standing on the other end and passage was impossible) In the regular version of the game, everything worked as it should.
Thank you. We will look into it.
I will fix it in the next version.
Most likely, it doesn't work because of the disabled mobs ;) Since they are standing behind the portal as an inactive object.
This is a big problem for Hafada...
Added after 32 minutes It would be better to turn the portal into a garrison: that way, you can see the entire guard and there will be no problems with Hafada.
Added after 1 minute There is another option: replace the portals - assign them more active tiles and fewer blocking tiles
It probably doesn't work because the mobs are disabled. ;) Since they are behind the portal as an inactive object.
A big problem for Hafad...
Added 32 minutes later It would be better to turn the portal into a garrison: that way you can see the entire guard and there will be no problems with Hafad.
Added 1 minute later There is another option: replace the portals - assign them more active tiles and fewer blocking tiles.)))
Maybe enable all monsters within a 2-cell radius of the portal? If so, I can suggest a not-too-slow function. ;) What is IRMG? So much has been said about it, and I don't even know it!
Maybe include all monsters within a 2-tile radius of the portal? What is IRMG? So much has been said about it, but I don't even know what it is!
The link to IRMG is in the first post. It's an alternative map generator for Heroes of Might and Magic, which is used for tournaments in the Russian-speaking community.
Added after 48 seconds I think the optimal solution is to shift the active tiles for the portal.
Added after 2 minutes Just need to be careful so that you always have to fight the monster behind the portal.
Added after 6 minutes Although it seems that the portal always has a check for closing in the same place, regardless of whether the exit from the portal can be set to another tile.
What if the function that checks the distance to the portal starts to lag?
The link to IRMG is in the first post. This is an alternative map generator that is used for tournaments in the Russian-speaking community.
Added after 48 seconds I think the optimal solution is to shift the active tiles for the portal.
Added after 2 minutes Just be careful there, so that you have to fight the monster behind the portal.
The problem is that any shift of active tiles can ruin the normal functionality of the map, for example, a tile may no longer be guarded or be blocked by trees/rocks, etc. I suggest leaving the mobs near the portals on the map as they are, without adding them to Hafad's array and without turning them off or adding triggers.
The problem is that any shift of the active tiles can disrupt the normal functioning of the map; for example, a tile may cease to be guarded or be blocked by trees/rocks, etc. I suggest leaving the mobs near the portals on the map as they are, without adding them to Haffad's array and without disabling them or adding triggers.
But this will add extra load to the map. After all, you also need to check the heroes, although they already block the exit, whether it's disabled or not; the only difference is that different messages are displayed.
Added 2 minutes ago By the way, you can make the entrance and exit tiles different ;) You don't have to fight the one BEHIND the portal, but to return, you have to defeat him :)
Added 1 minute ago In IRMG, there are unlikely to be a lot of rocks near the portal, and all other maps have artificial support anyway ;)
Added 5 minutes ago By the way, I think the portals need to be reworked anyway: because they can be easily blocked by an enemy creature that won't even fight! You can also check all the mobs BEHIND the portals. Add a function to the scouting perk to reveal the troops behind the portal ;) When touching the portal, we will open the exit area behind it, but then you need to somehow determine whether it is possible to find out to which groups the portals belong, and if so, solve the IRMG problems almost once and for all!
Added 5 minutes ago And there are also one-way portals, descent portals, and exit-to-land portals!
Added 1 minute ago And if there is AI on the map, then you should only do it as RedHeavenHero said
But this will add extra load to the map. After all, you also need to check the heroes, although they already block the exit, whether the feature is enabled or not, except that different messages are displayed there.
Added 2 minutes ago By the way, you can make the entrance and exit tiles different ;) You can also avoid fighting those BEHIND the portal, but to return, you need to defeat them :)
Added 1 minute ago In IRMG, there are unlikely to be a lot of stones around the portal, and all other maps have artificial support anyway ;)
Added 5 minutes ago By the way, I think the portals need to be reworked anyway: because they can be easily blocked by an enemy creature that won't even fight! You can also check all the creatures BEHIND the portals. Add a function to the scouting perk to reveal the troops behind the portal ;) When touching the portal, we will reveal the exit area behind it, but then you need to somehow determine if it is possible to find out to which groups the portals belong, and if so - solve the IRMG problems almost once and for all!
Added 5 minutes ago And there are also one-way portals, descent portals, and exit-to-land portals!
Added 1 minute ago And if there is AI on the map, then you should only do it as RedHeavenHero said.
The load is not that big: one iteration through all the creatures, which already exists, and 25 iterations for each portal. But heroes, yes, they run around, you need to check them every turn, I can't solve that. What are the different tiles?
During the game, it seems impossible to find out the groups of portals.
The load isn't that high: one iteration through all the creatures, which already exists, and 25 iterations for each portal. But heroes... yes, they run around, and I need to check each one every turn, and I won't be able to solve that. What are the different tiles?
It seems like you can't find out the portal groups during the game.
Each object has blocking tiles, active tiles, and sometimes auxiliary tiles; for a portal, the auxiliary tile is the exit. Or maybe it can be done by name?
Added 17 minutes later The point is that Hafaz's "Berserk" spell won't work on all the large creatures near the portals, and that would look very bad.
Added 3 minutes later If it were possible to determine the portal group by name, or somehow else, then no one would even notice the disabling and enabling of contact with the portal.
Added 21 minutes later It definitely can't be done by name. Maybe you could make the hero jump over the creatures. But calculating for the heroes that might be near the portal doesn't make sense – they block just as much whether the portal is disabled or enabled...
If the developers hadn't removed all the standard Lua functions, we could freely move mountains, but as it is – pfft!
Maybe try this: The hero touches the portal, activate the portal make interactable has the hero's position changed? if yes, deactivate the portal otherwise, activate everything within a 2-cell radius of the portal make interactable deactivate the portal.