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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?
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!
So, creatures excluded from random generation won't appear in refugee camps? And regarding heroes: is it impossible without scripts?
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 aren't in that list, do they not appear in the camps?