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Posts from Current questions and answers regarding the map editor.

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In reply to Medyan
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#4151
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Hello everyone! I have three interesting questions:
1) Are there any mods that change the textures of mages and other units in general (not just recoloring them, but actually changing them)? :confused:
2) How can I change the stats of a particular artifact or create my own artifact or set? :confused:
3) Does anyone have any information about editor objects such as lava and regular waterfalls? :confused:
Thank you in advance for your answers.
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#4152
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Is it possible to create unique town buildings as separate structures? For example, training halls – a Knight approaches them, captures them, and can then train troops in them outside the Castle. A mystical pond, an elemental altar, etc. Well, I'm primarily interested in the Bone Pillar. So that by capturing all the pillars on the map, the hero enhances his Necromancy skills without building a town. It's even present in the ID: TOWN_BUILDING_NECROMANCY_AMPLIFIER. But if I try to make a building of this type (I tried making it from a copy of the Mausoleum and placing it on the map, when the hero touches it, it says "Unknown active object," and that's it. I placed it manually using an archiver. In the editor, these types of buildings are not available at all. Yes, when opening the map, the type automatically changes to BUILDING ABANDONED MINE, i.e., the first in the list of allowed objects. Has anyone tried to solve this problem?
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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In reply to Markel the Imperor
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#4153
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How can I create obstacles in my arena?
If I simply place objects, such as bones, black crystals, or sphinxes, the troops just pass through them.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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#4154
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How do you create obstacles in your own arena?
So, doesn't the tool that removes pathfinding on the global map (the yellow one) work?
Is it possible to make unique city buildings as separate buildings?
I'm 99% sure that it's not possible. An ID is just a number that indicates an element in some array. You can't just take an ID related to the array of city buildings and use it to index the array of buildings on the map.
How do you change the stats of an artifact or create your own artifact or set?
You can change the simplest parameters of artifacts (name/description/icon/cost/bonus to primary stats or morale/luck) in the GameMechanics\RefTables\Artifacts.xdb file. Of course, this will result in a mod. As far as I know, creating your own artifact is only possible by replacing one of the unused artifacts in the game (e.g., ARTIFACT_PRINCESS)
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#4155
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How, for example, can you set up each monthly caravan to consist of, say, 100 peasants and 20 archers?
In reply to Ment
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#4157
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Added 1 minute ago
[/U]
Jack_of_shadows
So, does the tool that removes obstacles on the global map (the yellow one) not work?


If only it did! After I used it, the arena in the game stopped working – black screen, and the creatures are hanging somewhere.

Yes, about the city buildings... After all, the city, or rather what is displayed when you enter it, strongly resembles a mini-map on which its buildings are actually located, and the city music plays. Moreover, some individual effects from it are still available in the editor. For example, the Necromancer's green fog in the abyss, bats (I saw them in the single-player map about Arantir, "Supreme Lord").
That's why I thought, why theoretically couldn't the other buildings be made available too...

And is it really possible to add a new subtype of city to the game? Let's say, make another Necropolis, but with only a bone pillar as the only building, and there wouldn't even be an Elder Hall, and it would look like a pillar.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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#4158
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I managed to place buildings from a town onto the adventure map; I even extracted the market from a Necropolis town. The small problem is that if you place it at coordinates 1;1, for example, it will end up floating somewhere above the other end of the map and at a height of about 40 cells, which makes sense since the market in the castle is located on a high tower. But you can adjust the coordinates and place it where it needs to be. Of course, it's not a fully functional building, but rather it has the properties of an effect, but you can place it over some object (like the eyes of the mages, for example) and write the necessary trigger.
Adding a new type of town is a very interesting idea; if you have any ideas on how to do this, please share them.
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In reply to Medyan
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#4159
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started digging around and found this out. (though I guess everyone probably already knows)
1) I was surprised to discover that version 3.1 of the game actually has 9 towns!

This is the so-called HillCastle. It's similar in type to the human town (TOWN_HEAVEN), as you can see in the screenshots. It can be successfully placed on the map. And it doesn't have a single building, not even an elder's house(!).

The game also runs successfully with it, but it crashes if you try to enter it..

2) If you try to act normally, copying a "normal" town within the map and making changes in the clone... then its

exterior disappears. And it's not possible to set it up again.

Something to think about..
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

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#4160
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Today, I encountered the following problem: I placed a couple of effects (PlayVisualEffect) on a test map, linked to coordinates, and everything worked perfectly. I copied them to another map, and one effect works, but the other doesn't! How is that possible?! I thought maybe the lighting was different? I changed it, but it didn't help. I linked the effect to an object, but it still doesn't work. I changed the coordinates, and I changed the level from a dungeon to the ground. I don't know why this is happening anymore; what else can I change or adjust? Maybe someone knows why an effect might not play.
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#4162
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I have a question: is it possible to recruit heroes from the campaign (for example, Agriela) in the tavern without using mods? In the map editor, in the player properties, I have allowed all heroes, but if I leave the battlefield, I won't be able to hire them again.
In reply to Лукреция джовановна
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#4163
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Lucretia Jovanovna
I have a question: is it possible to somehow recruit campaign heroes (e.g., Agrael) in the tavern without using mods? In the map editor, in the player properties, I allowed all heroes, but if I leave the battlefield, I won't be able to hire them again.
In the map properties, at the very end of the tree, there is an option called AdditionallyRollableHeroes. If you add the script names of the scenario heroes there, they will be treated as regular heroes, but only on that map, i.e., without using mods.
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In reply to Лукреция джовановна
#4165
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Please help!
1) How can I create more than 5 quests for a mission? I can only manage 3 main quests + 2 secondary quests.
2) How can I make an enemy player simply stand still and then, on a specific day, start attacking me?

I need to find out these things so I can finish my mission.

Thank you in advance.

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#4166
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After a long break, the editor seems to be acting up. On the right side of the menu, where all the objects should be, they're simply gone. There's nothing there. The menu is still there, with categories like artifacts, buildings, and heroes, but the actual objects are missing. And here's another question: the hero's biography. I wrote it, but it doesn't appear in the game. If I click on the hero in the editor and press the spacebar, then check the "biography" box, it appears. But after that, everything resets. And this problem only occurs with the biography.
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