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I can teach you, using Adobe Photoshop and Deep Exploration as examples.
New here? I'm Roha — want a quick tour?
I can teach you, using Adobe Photoshop and Deep Exploration as examples.
Great, but the icons need to be redone in the Nival style! :smile54:
I wish we could make foreign NCF modders redo the icons in the style of the Nivale game...

If anyone needs it, I can tell you how to create a new town (I delved into the Naga town created by zahar and roughly understood the principle).
1) Select the town, go to Shared, see the shared files of the towns. Take, for example, Academy.(AdvMapTownShared) and copy it. You get two towns: Academy.(AdvMapTownShared) and Academy.(AdvMapTownShared) (2).
2) Select the town on the map and in shared write AdvMapTownShared:MapObjects\Academy.(AdvMapTownShared) (2). As a result, a clone of the Academy town appears on the map.
3) Select the town, click on the line next to shared, buttons pop up ... and New. Click ..., select AdvMapTownShared:MapObjects\Academy.(AdvMapTownShared) (2). On the right side there will be data about the town: model, animation, effects, etc. (the model and animation are missing by default, so from the outside the town will look like the faction's emblem if nothing is changed). Find buildings. Under numbers 19 and 20 there will be stone and obsidian parapets. Click on the line next to 19 (TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet) and on ..., you will be taken to the address. Copy StoneParapet, you get StoneParapet (2). Select it, the following appear in the right column:
namefileref - name (write the desired name in a new text file and change the path to this file)
desriptionfileref - description (similarly)
Type - building type
uprage - building level (up to 5)
cost - price
creature - recruited monsters
4) For example, change the recruited monsters CREATURE_STONE_GARGOYLE to CREATURE_WATER_ELEMENTAL. Return to building, opposite number 19 should not be TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet, but TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet (2). Do the same for the obsidian parapet, replacing the obsidian and elemental gargoyles with ice and mist elementals there.
As a result, in the new town Academy.(AdvMapTownShared) (2), water elementals are recruited in dwelling level 2 instead of gargoyles, and in the old Academy.(AdvMapTownShared) gargoyles are still recruited.
How to make it so that when a random town is placed, it can be the new one - I don't know, but you can try adding Academy.(AdvMapTownShared) (2) to the list of towns in the file \MapObjects\_(AdvMapSharedGroup)\Towns\any, it should help.
If you add anything to "any," it won't work, and if you insert a new icon for the city, it will still be the icon of the race that is assigned to it. Also, there is a line where you need to specify the path to the arena. I created a new arena; this is how it looks:
And above are the paths to the models of walls, creatures on towers, and the buildings of the city itself. Personally, I replaced the NINTH city, Hill_Castle.(AdvMapTownShared).xdb, without affecting others. You can see screenshots here:
/topic/at/757464/
The city looks good from the inside, but on the battlefield, the tower would look better if it was the same color as the walls. Also, the gates should be darker, but everything else is fine.
yes, the Fortress is the weakest point in my work.
There is also a problem with the dwellings, because if a town is marked with the Dwarf race, then the Dwarf dwellings will appear, but if the race is "town unknown," then you can add them in one file, but you can't build anything in "town unknown."
The city should indeed be associated with the Dwarf race. In the building tab for that city (Hill_Castle.(AdvMapTownShared)), you need to replace the Dwarf dwellings with the appropriate ones.
If I'm not mistaken, you're writing about buildings in a town, and I wrote about huts on the map.

If I'm not mistaken, you're writing about buildings in a town, and I wrote about huts on the map.
So, huts on the map aren't a problem ;)
Here's an old example - a burial mound with gravestones, a building for hiring warriors!
How can I get rid of the clutter in the effects?