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Here are a couple of small, but quite important questions: 1) Do neutral creatures (not belonging to any of the factions) appear in mercenary camps? 2) If a creature is "removed" from random generation, can it still appear in a mercenary camp? 3) How can I prevent heroes of a specific faction from appearing in the tavern?
Here are a couple of small but quite important questions: 1) Do neutral creatures (not belonging to any of the factions) appear in mercenary camps? 2) If a creature is "removed" from random generation, can it still appear in a mercenary camp? 3) How can I prevent heroes of a specific faction from appearing in the tavern?
Hello everyone! I propose creating a mod for Heroes of Might and Magic 5, based on the idea of "Heroes of War and Money." What makes it interesting is its difficulty, and this difficulty doesn't come from neutral creatures on the map, but from building structures and hiring creatures. For example, to upgrade Goblins, you need a level 5 hero and 7,000 gold, 50,000 wood, and 50,000 ore for the building. In HMM 5, upgrading them requires 5 ore and 1,500 coins, and the building becomes available as early as the second turn. And so on with the other creatures. In HMM 5, everything is too easy to obtain; it feels like some kind of cheat was used, making everything simpler. Upgraded Gargoyles: 50,000 gold, 30 mercury, and level 8. Upgraded Golems: 30,000 gold, 50 wood, 50 ore, 50 sulfur, and level 10. At the beginning of the game, you'll only be able to use Goblins and Gargoyles. For "advanced" Golems, you'll need to wait for a certain hero level, which I don't remember offhand; I need to check. Overall, it's shaping up to be a great and interesting mod!
For example, increasing housing prices is a simple task, but it won't be possible to tie them to the hero's level, only to the city's level. By the way, the same situation exists with improvements in previous installments of Heroes; I don't know why you focused specifically on this point in Heroes 5.
It will result in a rather nonsensical mod.
1. It will be difficult to tie the castle upgrade to the hero's level.
2. If you have only 1 wood and ore mine, you will have to save up for the golem upgrade for 25 days (3 weeks!). In HotA, you receive resources for leveling up.
It would be much more interesting to create a mod that removes the Elder Council upgrades (as it was in Heroes 1 and 2).
Hello everyone! I suggest creating a mod for HMM 5, based on the idea of "Heroes of War and Money." What makes it interesting is its difficulty, and this difficulty doesn't come from neutral creatures on the map, but from building structures and hiring creatures. For example, to upgrade Gremlins, you need a hero level of 5 and 7,000 gold, 50,000 wood, and 50,000 ore for the building. In HMM 5, upgrading them requires 5 ore and 1,500 coins, and the building becomes available as early as the second turn. And so on with the other creatures. In HMM 5, everything is too easy to obtain; it feels like some kind of cheat was used, making everything simpler. Upgraded Gargoyles: 50,000 coins, 30 mercury, and level 8. Upgraded Golems: 30,000 coins, 50 wood, 50 ore, 50 sulfur, and level 10. At the beginning of the game, you'll only be able to use Gremlins and Gargoyles. For "simple" Golems, you'll need to wait for a certain hero level, I don't remember which one, I need to check. In general, it's all great, and it's turning out to be interesting!
Why would I build such expensive structures?! I'd rather spend that money on building all the creatures and a castle with a capitol
Их было пять:smile18: Нас двадцать пять:smile10: Мы дрались-дрались:smile19: Пока не сравнялись:smile45: Эх,мы б им дали:smile14: Если б они нас догнали:smile21:
So, creatures excluded from random generation won't appear in refugee camps? And regarding heroes: is it impossible without scripts?
It's not necessary for creatures to be in the random generation list. It's enough to add the creature's ID to the RefugeeCamp.xdb file, and there will be a chance for it to appear there.
It is not necessary for the creatures to be in the random generation list. It is enough to add the creature's ID to the RefugeeCamp.xdb file, and accordingly, there is a chance that it will appear there. :)
Oh, that's interesting! And the creatures that are not there, accordingly, do not appear in the camps?
Oh, that's interesting! And the creatures that aren't in that list, do they not appear in the camps?
Only the ones in the list appear. For example, if you remove all creatures from the list and add only phoenixes, then you can always hire phoenixes in the refugee camp. But in general, I think it would be logical to add some Death Knights and mummies to the refugee camp so that you can at least play with them. Otherwise, it's unfair that you can hire elementals and play with them, but the poor neutral undead are left out.
I just created a couple of small mods for playing through the vanilla and "Hammers of Fate" campaigns. They remove unnecessary creatures from generation and banish them from castles, while also reintroducing elementals and phoenixes to the generation pool. But one player complained about the appearance of an "unauthorized" creature in their camp, hence the question.
Is it possible to add Fireball as a special ability, for example, like the Titans have? If so, how do I correctly specify it in the unit file, for example, for the Lava Dragon, and how do I add the animation? :confused::smile33: :smile41: :smile45: