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Thread: Roadblock with map-replacing town images | This thread is pages long: 1 2 · «PREV |
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Karmakeld
Responsible
Supreme Hero
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posted October 19, 2017 10:56 PM |
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radmutant69 said: Yeah it has some difficulties indeed. Today I've played a lot with town objects but I had no luck at all with duplicating towns. The last thing I did was I changed an Asylum's subtype to some invalid crap and the town changed to be a Haven anyway. It seems that is the 'default' town type in the game.
Also I changed a tavern's type to 'town', it had no subtypes and no other details and it still changed to be a Haven. I don't know how could we solve this problem.
I believe all types have a default/main type if no (recognized) subtype is listed. I changed an artifact to decorative and it appears as a bird in game. They're likely listed in the same order as in the tables.objects file.
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Nimostar
Responsible
Legendary Hero
Modding the Unmoddable
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posted October 19, 2017 11:07 PM |
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There is another thing which would be nice to experiment.
Heroes or armies can't enter into towns on water, not even on boat.
With many other objects, it is the same (for example, regular dwellings can't be accessed on water)
However, SOME dwellings can be accessed on water, such as the pirate's cove.
Assuming its exe code is the same, as it seems to be, that means we can add more water dwellings just by using their passabilities... because the passability data would determine if something can be entered on water or not.
And if that works, potentially "water" working towns.
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Also, I had another idea.
Instead of replacing grounds or trying to add new ones, we can just create new passable objects which work as overlays (for example, mud works this way). Then we make an object brush with several of these and thus we have a "new ground" (of course, adventure map only, in combat and passability would look like the ground below)
This is what they did on H3 when they wanted more terrains.
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radmutant69
Promising
Known Hero
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posted November 01, 2017 11:17 PM |
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Nimostar said: There is another thing which would be nice to experiment.
Heroes or armies can't enter into towns on water, not even on boat.
With many other objects, it is the same (for example, regular dwellings can't be accessed on water)
However, SOME dwellings can be accessed on water, such as the pirate's cove.
Assuming its exe code is the same, as it seems to be, that means we can add more water dwellings just by using their passabilities... because the passability data would determine if something can be entered on water or not.
And if that works, potentially "water" working towns.
Sorry I didn't notice this post but at least mirage saw it...
I tested it already and sadly it won't work. I copy-pasted various water objects' entrance data into dwellings and creature banks and stuff but they still worked only on ground. I cannot figure out how water objects are working.
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Karmakeld
Responsible
Supreme Hero
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posted January 10, 2018 10:39 AM |
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We kind of have the same issue with Events and Bomb, as these automatically gets invisible ingame. You can change the image, but the type seems to make it invisible. I guess they're coded that way, rather than found within header or footprint infos.
About the towns, did any of you ever look more into this or was it abandoned?
I've just reread some of your issues/suggestions and I seeing that Radmutant did display a Town with both Cemetary and Burrow Mound in game but that any doublicate will turn back to original this reminds me of how Campaign Heroes work. Have you tried renaming to eg. Town Cemetery 1, 2 etc? Or was already tested with different images?
I doubt editing the table file or exe is of much use unless jumps or dll extensions could be used.
Regarding water objects, the obvious thing to do, would be to open a bunch of water accessed objects and see if any common info can be found. That might give a clue..
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radmutant69
Promising
Known Hero
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posted January 10, 2018 04:25 PM |
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Well for me this is an 'abandoned' project. I tried everything what I could (renaming files, editing subtypes, new images etc. as you said) but I still cannot duplicate towns. The only working thing here is what you saw above: we can change the appearance of the original towns. All duplications will changing back into the original/default one. This is surely a hardcoded stuff.
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