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Posts from Dwells – Unique dwellings for creatures on the map, levels 4-7.

4.0 (1 rating)
12 years ago
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How do I change the dwelling's guard? It seems illogical to assign mages to defend a dwelling, only to have it guarded by djinns, titans, nagas, and mages.
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12 years ago
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Hmm, if I understand the mod correctly, it adds new objects to the game, which are essentially creature outposts. That is, they look like dwellings of a certain level, but in reality, they are outposts of levels 4-7, so their guards are also a combination of different creatures.
On a specific map, you can use scripts to fix this: disable the standard event handler and enable your own trigger, which involves a battle with the required number of creatures, then assign the object to the desired player as its owner, enable it, and finally, trigger an interaction to open the hiring window.
In reply to deathangel908
12 years ago
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deathangel908
How do I change the dwelling's guard? It seems illogical; you place mages in a dwelling, but it's guarded by djinns, titans, nagas, and mages.
It can be changed in the editor or with a regular WinRAR. Or, you can script it. Here's an older version; it was made for the TE mod, where the guard will be more logical and correspond to the dwelling in the latest versions. In any case, you can use it for 'creative endeavors' by embedding it in a map – I don't mind.
In reply to Dyrman
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9 years ago
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Dyrman
I wanted to suggest making the mod more extensive. That is, adding all sorts of buildings that are tied to scripts. In conjunction with HotA, the scripts will work well.

I agree, the mod is already well-developed in terms of visuals, so it's time to add new buildings that are tied to scripts.
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8 years ago
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It would make sense to create dwellings for all creatures in the original game, similar to how it was done in Heroes 3.
8 years ago
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Definitely.
In reply to Esto100nec1
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7 years ago
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Esto100nec1
What if this mod was improved? Like I did in this mod http://karuselgames.ru/index.php?newsid=116. For those who are lazy, I'll put it simply: add these dwellings to the map editor.

The link is not working, but the mod is interesting. Does anyone have a saved version of this mod?

Added 2 minutes later
Detailed video instructions on how to install level 4-7 objects in the map editor:

https://www.youtube.com/watch?v=2EgBrRF1488
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5 years ago
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I really like the idea. But it doesn't work for me =) I understand why. I've touched (changed) the file system that the mod uses (changed the MapObject folder).

My question is this: If I have examined and understood the .pak files correctly, it mainly creates additional folders with dwells within the existing town folders, and mentions of these dwells in the objectlink section.

In theory, I could bake this in so that I don't break my own changes. But here is the question: what does the bin folder affect? To be more precise, I know what it affects, but does it affect the main files or were they duplicated and created as separate ones? That is, if I gut the .pak and organize the contents in my folders, will the files in the bin folder overwrite the original files? I'm interested in whether this will break everything I've already done =)

I'm not counting much on an answer, as I see that the thread hasn't been updated for a long time (no one has written). But you never know, the author might occasionally drop by the forum and see the question.

And I am also concerned with the question: if everything mentioned above is confirmed and it's possible to integrate this mod without breaking my own work, would the author allow me to do so? After all, it is his hard work.
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5 years ago
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I will try to help you. When importing various mods into your maps, I copied the contents of the bin folder there, and there were no conflicts. In principle, the game probably doesn't care what files are in the bin, as long as there are no duplicates.
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5 years ago
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I tried to integrate the mod. I distributed everything into the correct folders. In the map editor, changing the standard dwelling to the new shared dwelling works.

Unfortunately, the map generator doesn't generate these dwellings. =(
Does anyone know how to make the map generator create 4-7 dwellings?
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5 years ago
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I don't know if you're aware of this, but I haven't seen any posts about it:
Basically, the maps can generate T4-T7 dwellings from random dwellings; you just need to add them to the dwelling registry. =)

Too bad... I tested it, and it turns out that the building type ID overrides the original military post ID.
3 years ago
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I wanted to download it on EWA, but the mod doesn't work at all. Moreover, even on a clean save, the models don't change.

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