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Thread: Add new Towns to game- simulation | |
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AnT
Hired Hero
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posted January 04, 2022 02:45 PM |
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Edited by AnT at 09:34, 07 Feb 2022.
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Add new Towns to game- simulation
The main idea for adding new towns in the game - is to replace all town buildings and creatures "on the fly" during the game.
It is realized by using the receiver !! SN =: R.
All elements of the town are being replaced.
For example:
!!SN:R^TBELBack.pcx^/^TBELBackn.pcx^; change backgroung
!!SN:R^ElemTown.mp3^/^Eldorado.mp3^; change music
!!SN:R^HallElem.def^/^HallElemn.def^; change dwelling pictures
!!SN:R^TBELDW_0.def^/^TBELDW_0n.def^; change dwelling 1
!!SN:R^TOELDw_0.pcx^/^TOELDw_0n.pcx^; change dwelling 1 highlighting
!!UN:T8/0/0/XX; replace creature level 1 for new
This means the subtype of the city (0-8) becomes a sub-subtype.
Then: object 98 / city type
Now: object 98 / city type / standard city (default), new city, new city2, etc.
New creatures can be added through Typhon (a common base of creatures for all towns and mods) or using erm scripts - if possible.
At that moment, the town map model is replaced using the "city view" parameter from Wog (destroyed / partially destroyed, etc.) by reciver !!CA0:I; Of course, is better to do this on the basis of a new variable - then the number of cities will be unlimited.
For the random map generated maps, you can create script that will bypass all towns. For example, you need to add a Eldorado town at the base of the Conflux, and a ShadowTown at the base of the Dungeon.
if city subtype = 0 (Conflux) generate from 1 to 2. if 1 - leave the default town, 2 - make new town
if city subtype = 1 (Stronghold) generation from 1 to 2. if 1 - leave the Stronghold, 2 - make the Yard town
if city subtype = 3 leave unchanged, etc.
Now it's generated from 0 to 1, so 9 towns can be added. If generates from 0 to 4 27 total towns becomes 36. You also need to insert new function (like 1_REPLACE town screens.erm) for new subtype 2,3,4.
When loading a map, a new town can be selected using the dialogue (1 parameter - which city to replace, 2 parameter - which new city-mod to replace with), or by random generation, like now.
In theory, such a replacement can also be made for heroes (to add not only a town but also a faction to the game) - changing the portrait, characteristics, skills of the hero on the fly.
This example shows the principle of adding a new town to the game: Added Eldorado town (background, music, dwellings, creatures) at the base of the Conflux, and another 3 towns.
To play for new towns choose their base on start (Rampart==WonderWoods, Conflux==Eldorado, Dungeon==ShadowTown, Stronghold==SandTown). New towns generated randomly - default town or new town. For example, If you want to play ShadowTown - choose Dungeon on start. If ShadowTown does not appear (appear Dungeon) - simple restart scenario again.
download
https://disk.yandex.com/d/t1iAGiOkdngWKA
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted January 10, 2022 08:43 PM |
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Very interesting., What would you say are the limitations and reccomended uses of this method?
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AnT
Hired Hero
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posted January 13, 2022 11:34 AM |
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At the moment, you can add 27 towns (using the "city view" parameter from Wog !!CA0/0:I ), for each default one plus 3 new ones.
Those, in total there will be 36 towns.
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xericsin
Famous Hero
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posted January 17, 2022 10:18 AM |
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There are two unsolved problems.
1. The image layer of buildings in the town screen.
2. The icons of heroes and towns are not changed in the Scenario window.
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AnT
Hired Hero
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posted January 17, 2022 07:21 PM |
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Edited by AnT at 19:28, 17 Jan 2022.
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There are two unsolved problems.
1. The image layer of buildings in the town screen.
If replace all resources - it's ok. Need to replace *.def files for visual apperarance, and replace *.pcx files for building's position and selection object.
For example 1 level dwelling for Rampart:
TBRMDW_0.def - replace object image for new
TORCEN1A.pcx - outline (selection) of the object
TZRCEN1A.pcx - area for mouse click
2. The icons of heroes and towns are not changed in the Scenario window.
yes, at that moment I don't know how to solve it
Another difficulty - is the descriptions and names of buildings in the town. The fact is that in the game it is not yet possible to replace the file on the fly "Dwelling.txt" to a new one. Maybe someone knows how this can be solved
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RerryR
Promising
Supreme Hero
Researching Magic
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posted January 20, 2022 09:03 PM |
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you can try to replace .txt on the fly with
!!VRz1:S^SPTRAITS.TXT^; Name of file
!!UN:C5890966/4/9597928;
!!SN:E5890960/1;
!!UN:C5890966/4/6849372;
maybe it works, I used it once
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AnT
Hired Hero
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posted February 07, 2022 09:14 AM |
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Edited by AnT at 09:20, 07 Feb 2022.
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I realised my idea of addings new towns to ERA. This method allows you to have up to 36 towns in game. All this done is using by Erm scripts, so anyone can use it for themselves. There are some limitations, but most of the method is implemented and works fine. I will duplicate here a link to my mod because, it is directly related to this topic.
To play for new towns choose their base on start (Rampart==WonderWoods, Conflux==Eldorado, Dungeon==ShadowTown, Stronghold==SandTown). New towns generated randomly - default town or new town. For example, If you want to play ShadowTown - choose Dungeon on start. If ShadowTown does not appear (appear Dungeon) - simple restart scenario again.
Land of New Towns [Era Mod]
{ http://heroescommunity.com/viewthread.php3?TID=47282 }
https://disk.yandex.com/d/t1iAGiOkdngWKA
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Baronus
Legendary Hero
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posted February 07, 2022 05:05 PM |
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Edited by Baronus at 17:06, 07 Feb 2022.
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Baronus
Wonderfull!! Go ahead! Have 27 new towns in original game is great idea! We have a lot towns in VCMI. Can be simply prepared to Era.
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