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Posts from NTBF – New buildings for the towns in Tribes of the East 3.1.

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10 years ago
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then only the second function.
In reply to RobinMobin
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10 years ago
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RobinMobin
then only the second function
It doesn't make sense.
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10 years ago
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WELL, ELEMENTALS ON MAPS SOMEWHERE
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10 years ago
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Here's a good service: http://online.orfo.ru/

What do buildings on the map in a mod have to do with the fact that they are added in the city itself?
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10 years ago
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I had maps where you couldn't complete the scenario or build anything.
In reply to Dyrman
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10 years ago
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Dyrman
Plan:
Inferno:
- Sacrificial Pit - in addition to its function, every Monday it increases the experience of the hero sitting in the castle by 666 units.
Necropolis:
- Abode of Souls - an upgrade that improves the stats of upgraded ghosts. All captured mines produce ghosts in a certain quantity.
Dungeon:
- Sacrificial Pit - in addition to its function, it immediately restores the mana of all heroes visiting the city.
I have an idea for an artifact that would allow creatures from the city to move to the hero on the map for free.

As far as I know, the Eye of the Abyss has already been implemented. What about the other buildings: Sacrificial Pit and Abode of Souls?
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10 years ago
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Problem with others :(
No time in the summer.
In reply to Dyrman
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9 years ago
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Dyrman
denis-cam
There’s a mod available at this link; it improves mines.

Dyrman, have you considered adding this mod to NHF?
It's quite useful after all
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9 years ago
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Is the development still ongoing?
In reply to Remix
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9 years ago
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I have an idea on how to add a building to a town that features an alternative creature. I've wanted this for a while, and I'm probably not the only one, to add an additional building to a town for hiring new creatures. While it seems impossible to create a fully functional additional building, I have a couple of ideas on how to create an alternative one. I'm warning you in advance and apologizing for the lengthy text. Unfortunately, I couldn't fully outline the entire scheme. First, I'll briefly describe what I've figured out: 1. A creature appears in the hiring window based on the ID of the building it's linked to (i.e., if a seventh-level creature is in a building with the ID `dwelling_1`, it will still appear on the first line in the hiring window). 2. It's not possible to assign new IDs; you can't simply enter `dwelling_8` or `special_8` for a building. In my case, the game crashes. (Correction: the previous information was incorrect; the game crashed for a different reason, related to the fact that the new building wasn't defined in the interface file. In reality, the game provides for 10 buildings of the `special` format, from `special0` to `special9`. Each town has at least a couple of such buildings that are not used, so they can be used in mods.) 3. Non-upgraded, upgraded, and alternate upgraded creatures appear in the first, second, and third slots in the hiring window, respectively. This is linked to the creature itself (i.e., if you assign an upgraded creature to a first-level building without an original, it will still appear in the second slot, not the first). 4. You can assign no more than two creatures per building level. 5. All buildings can theoretically be upgraded to the fifth level. You can change the building plan and the dependencies between buildings as you like, but I think everyone already knows that. 6. If you assign a third and fourth level (with a new original and two upgrades) to a building with creatures that has been upgraded to the second level (original and two upgrades), they will replace the primary creatures in the hiring window. This will happen as follows (according to the points written above): first, the old, non-upgraded unit will be replaced with a new one, while retaining the upgrades from the old creature. Then, the upgrades will be replaced with new ones. Obviously, this isn't exactly an alternative building, but rather a building "on top." Also, the third level of such a building looks terribly awkward (a new, non-upgraded unit and its old upgrades). However, this situation can be fixed with scripts. First, let's create five levels of the building so that all possible combinations are available at different stages of construction. 1. Define the original, non-upgraded unit. 2. Define the new, non-upgraded unit. 3. Define the new upgrade and alternate upgrade. 4. Define the original, non-upgraded unit. 5. Define the original upgrade and alternate upgrade. This gives us the following combinations: 1st level: only the original unit is in the hiring window. 5th level: the original unit with two upgrades is in the hiring window. 2nd level: only the new unit is in the hiring window. 3rd level: the new unit with two upgrades is in the hiring window. Now, we need to link these buildings with scripts. Of course, these scripts need a trigger. It would be inconvenient and unsightly to do this through dialog boxes. I have an idea to do it through the buildings themselves. For this, you can use buildings with the IDs `special` or even base it on taverns and forges. Any building with a resource to upgrade to the 5th level will work. Here's an example for the Elven town, trying to be as clear as possible: Let's take the `dwelling_1` building (Fairy building), `special_4` (building that increases Fairy growth), and the blacksmith. Let's try to add an alternative building with Knights to them. The scheme would be as follows: `dwelling_1` `upg1` (Fairies are defined) `upg2` (Knights are defined) `upg3` (Knight upgrades are defined) `upg4` (Fairies are defined) `upg5` (Fairy upgrades are defined) `special_4` `upg1` (Nothing is defined; the building is empty, but the icon and description are designed as a building with Fairy upgrades) `upg2` (The influence on Fairy growth is defined) `blacksmith` `upg1` (The blacksmith is defined) `upg2` (Nothing is defined; the building is empty, but the icon and description are designed as a building with an unupgraded Knight) Next: There are two options: `blacksmith upg2` (looking like a Knight hiring building) and `dwelling upg1` (looking like and being a Fairy hiring building) Let's assume we're building `blacksmith upg2` to hire Knights instead of Fairies. Then, the script needs to define: "If the `blacksmith upg2` building is built, then automatically build `dwelling_1 upg2` and prevent it from being built higher than the third level. Also, prevent the `special_4 upg1` building from being built." As you can see, no Fairies will be available in this case. In the alternative, we build `dwelling_1 upg1`. The script defines that "if this building is built, prevent `dwelling_1 upg1` from being built further and prevent the `blacksmith upg2` from being built." The `special_4 upg1` building appears, which was hidden before because it required `dwelling_1 upg1` to be built. We build `special_4 upg1`. The script defines that "if `special_4 upg1` is built, then automatically build `dwelling_1 upg5`." Now, Fairies are built, and Knights are no longer available. As you can see, by skillfully arranging the icons and adjusting the description, you can create the impression for the player that it's not three different buildings, but just one with different development options. The idea should work; I tested it on a minimal scale. There are a few minor bugs. First, for the script to work when building a building, you need to exit the town to the global map and re-enter (you can warn the player about this bug in the building description). Second, when building alternate creatures, there will be some minor chaos with the town level, because visually one building is being built, but in reality, several are. But this bug can even be played as a gameplay feature, and you can also warn the player about it in the building description. In general, this method can double the variety of creatures that can be hired in any castle. (P.S. I edited and corrected some incorrect information.)
In reply to zahar0z
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9 years ago
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zahar0z
I have an idea on how to add a building to a town that has an alternative creature.

I've wanted this for a long time, and I'm probably not the only one, to add an additional building to a town for hiring new creatures.
It seems that it's impossible to create a full-fledged additional building, but there are a couple of ideas on how to create an alternative one.



I'm warning you in advance and apologizing, there's a lot of text.
But in short, unfortunately, I couldn't explain the whole scheme.



First, I'll briefly describe what I found out.
1. A creature appears in the hiring window based on the ID of the building to which it is attached (i.e., if there is a level 7 creature in a building with the ID dwelling_1, it will still appear on the first line in the hiring window).
2. It is not possible to assign new IDs, i.e., you cannot simply enter dwelling_8 or special_8 for a building; in my case, the game crashes.
3. Unimproved, upgraded, and alt-upgraded creatures appear in the first, second, and third slots in the hiring window, respectively. This, in turn, is already tied to the creature (i.e., if you assign an improved creature to a level 1 building without an original one, this creature will still appear in the second slot, not the first).
4. You can assign no more than two creatures to a building per level.
5. All buildings can theoretically be built up to level 5. The building plan and the interdependence of buildings can be changed as you like, but I think everyone already knows this.
6. If you assign levels 3 and 4 (with a new original and two upgrades) to a building with creatures built up to level 2 (original and two upgrades), they will replace the primary creatures in the hiring window. This will happen as follows (according to the points written above): first, the old, unimproved unit will be replaced with a new one, while leaving the upgrades from the old creature; then, the upgrades will be replaced with new ones.

I understand that this is not exactly an alternative building, but rather a building "on top." And the third level of such a building looks terribly awkward (a new, unimproved unit and its old upgrades).

But this situation can probably be fixed with scripts.
(I'm not very good at scripts, but as far as I know, what I'm describing is actually possible).
We will need a script to destroy the building, a script to build it, and a script to assign a new valid level, but let's go through everything in order.

First, let's create five levels of the building so that all possible combinations are available at different stages of construction.

1. We assign the original, unimproved unit.
2. We assign a new, unimproved unit.
3. We assign a new upgrade and an alt-upgrade.
4. We assign the original, unimproved unit.
5. We assign the original upgrade and the alt-upgrade.

We get the combinations themselves.

Level 1 ---- only the original unit in the hiring window.
Level 5 ---- the original unit with two upgrades in the hiring window.

Level 2 ---- only the new unit in the hiring window.
Level 3 ---- the new unit with two upgrades in the hiring window.

Now, using scripts, we need to assign town id build dwelling_1 level 2 or something like that.
(As I said, I'm not very good at scripts, but I'm sure that such commands should exist).

Of course, these scripts need a trigger.
It will be inconvenient and ugly to do it through dialog boxes.
I have an idea to do it through the same buildings. For this, you can use buildings with special IDs or even use taverns and forges. Any building that has a resource to build up to level 5 will do.


Let's take an example with the Elven town and try to make it as clear as possible.

We take the dwelling_1 building (the building of fairies), special_4 (the building that increases the growth of fairies), and the blacksmith (forge). Let's try to add an alternative building with knights to them. The scheme will be as follows.

dwelling_1
upg1
(fairies are assigned)
upg2
(knights are assigned)
upg3
(knight upgrades are assigned)
upg4
(fairies are assigned)
upg5
(fairy upgrades are assigned)

special_4
upg1
(nothing is assigned, the building is empty, but the icon and description are designed as a building with fairy upgrades)
upg2
(the influence on the growth of fairies is assigned)

blacksmith
upg1
(the forge is assigned)
upg2
(nothing is assigned, the building is empty, but the icon and description are designed as a building with an unimproved knight)

Next,

there are two options:
blacksmith upg2 (looking like a building for hiring knights)
and
dwelling upg1 (looking like and being a building for hiring fairies)

Let's assume we build blacksmith upg2. Then, using a script, we need to assign that if the blacksmith upg2 building is built, then dwelling_1 upg2 will be built automatically, and it will be forbidden to build it higher than level 3. Also, it will be forbidden to build the special_4 upg1 building. As you understand, in this case, no fairies will be available.

In the alternative option, we build dwelling_1 upg1. We assign a script that if this building is built, it will be forbidden to build dwelling_1 upg1 further and it will be forbidden to build blacksmith upg2. The special_4 upg1 building appears. Before that, it was hidden because it required dwelling_1 upg1 to be built. We build special_4 upg1. Using a script, we assign that if special_4 upg1 is built, then dwelling_1 upg5 will be built automatically. That's it. Now, fairies are built, and knights are unavailable.

As you understand, by skillfully arranging the icons and adjusting the description, you can create the impression for the player that it is not about three different buildings, but about only one with different development options.



The main problem for me is the script. I am almost one hundred percent sure that this is possible, but, unfortunately, I will not be able to write it myself.

And there is another nuance here. This idea involves detaching various original special properties from certain buildings and attaching them to other buildings, but I haven't figured out how this is done and where these properties are written yet.



Well, in general, the idea should work. In this way, you can double the variety of creatures that can be hired in a castle.

If someone can help with scripts, I can create a couple of such mods for an alternative building.

It's complicated. I understand the gist, but how are you going to change the game scripts to implement this idea?
In reply to zahar0z
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9 years ago
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zahar0z

2. It's not possible to assign new IDs; that is, you can't simply enter dwelling_8 or special_8 for a building. In my case, the game crashes.

Was it tested with a value of zero?!
In reply to psatkha
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9 years ago
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AstralLein
It's quite intricate. I understand the idea, but how are you planning to modify the game scripts to implement this concept?

I'm not very skilled in scripting, but as far as I know, you can add a script to the map that, when one building is constructed, will build/destroy/limit another, which is all that's needed for this scheme.
psatkha
Has it been tested with a value of zero?!
Actually, no, I haven't, but it might work.

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