V_Maiko
Posts: 610
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daemon_n, It will be more complicated than you think because if I add all the creatures of level 7 and 8, (downgrade and upgrade) in the same dwelling I think that the ERM will collapse wherever you see, no matter well written it is because has no logic, so I think I will only focus on level 8 dwellings and their respective upgrade to make the script for "Resistance I" work. Remember there is a second upgrade for level 8 creatures.
(This post was last modified: 19.03.2020 23:41 by V_Maiko.)
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19.03.2020 23:29 |
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V_Maiko
Posts: 610
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daemon_n, That script is never enabled, in fact, it seems unnecessary, and from that I go, level 7 dwelling will remain the same with the difference that both downgrade and upgrade can be recruited once the dwelling is obtained, the same will be with level 8 with their respective dwelling.
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20.03.2020 00:19 |
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Berserker
Posts: 16657
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20.03.2020 00:50 |
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V_Maiko
Posts: 610
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Berserker, I was thinking about using your "Extended Dwellings" script for my mod, but I can't stop thinking about how to make it work with my "New Upgrades" script because what I want is; Buy the special building first, and then I want your script enabled so that the Third Upgrades are available to be recruited within the cities. I don't want the slots for the new units to be available before buy the special building.
It is a very ambitious idea what occurred to me.
(This post was last modified: 20.03.2020 01:14 by V_Maiko.)
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20.03.2020 01:14 |
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Berserker
Posts: 16657
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20.03.2020 03:23 |
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Berserker
Posts: 16657
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20.03.2020 05:08 |
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Berserker
Posts: 16657
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V_Maiko, that's easy then. Extended Dwellings has all functions you need. Just call !!FU(dex_SetDwellingSlotByTownId) right after special virtual building is built.
Besides, in Era 3.0 in event
you can check if special virtual building is built for particular town and if so, change $xUpgType$ to appropriate value, based on $xMonType$ original type.
Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
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20.03.2020 23:50 |
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V_Maiko
Posts: 610
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Update to v1.3.0
[-]Fixed related text about the requirements to buy the new special structure.
[-]Various decorative objects and graphic variety have been added to enrich the gaming experience.
[-]Improved the Acid Wyvern sprite the way it looks on the World Map.
[-]Reduced Guardians of Zeus' health from 850hp to 750hp, thanks to Harrowk for providing me with the review to better balance creatures.
[-]The new dragons have been completely removed from the game at the request of their original creator.
The main update of this version are the great graphic variety that I added and that are generated freely in a random map.
The reason for this update is to stimulate the desire to collect resources, the human mind is easily surprised by the new things it sees and wants to possess. By including new resource variants, people will once again have the same thrill of collecting as the first time they played the game.
Compatible with the Grossmaster's "Wog Fix" mod, if you first delete the "cprsmall.def" and "twcrport" files inside the .pac "Wog FiX.pac" it's mandatory to delete them if you want to have both mods because those two defs collide with my mod and Grossmaster producing a inevitable crash.
(This post was last modified: 24.03.2020 09:03 by V_Maiko.)
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24.03.2020 08:55 |
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Berserker
Posts: 16657
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24.03.2020 17:18 |
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V_Maiko
Posts: 610
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Berserker, The priorities in modmanager are no longer as effective as before, currently the order of the mods no longer matters to me since I don't see any effect that favors me, it always works in the same way no matter the priority established.
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24.03.2020 17:42 |
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Berserker
Posts: 16657
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24.03.2020 19:26 |
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