That is the reason why I don’t want to create all puzzle maps. I really don’t know the disappearing priority.
Pieces that uncover first (in the corners) have index 0,1,2,3 and so on. Pieces in middle of the screen that are displayed at the end, have the last index numbers.
That means I need to set the piece which would reveal the grail to index 47 ?
Grail is placed randomly around the middle of the puzzle screen. So yes -middle part should have index 47, his neigbours - 46, 45, 44…
But how can I avoid this? sometimes 47 would be revealed earlier than 46.
Hm… Such situations take place also in original H3 puzzle mechanics (especially when only few monoliths on the map)! Important is, not to clear Grail position too early.
Sure, it also can be acceptable if grail would not be revealed too early.
Could you find the original AI files for me? AI might be weaker than last year’s version.
Or just made the AI which can recruit creatures every turn for me?
I am not satisfied for current AI, I apperiate if you help me to do this…
I don’t know. I always was not too smart. Maybe use builds from 6th April, before AI renew was started?
Thanks for creating this video.
Did you have to make the background from the old pictures? It came out good.
It costed me a lot of time for doing this, just cut the background from original picture for Cathedral.
I have done this before it is a lot of work. Good job
Really don’t know which files can be replaced…I am afraid that if some new updates will be replaced to pervious version…furthermore, it crashes when I win or loss the game. So campaigns cannot be finished.
Bastille and Preserve are crushing my VCMI without log entries
You can download them from Wiki mod list
Could you tell me when AI has been updated? I cannot find this… hard to change it…there are many branches…and which file affects more for recruitment?
@ By003
Great job. You really can make cities at a high level.
Some time ago I gathered a file with the proposed cities and interpretations. Perhaps some of them will inspire you to create a new one.
Towns are formed by fractions of three towns per faction. Here is the current state of things:
[url] https://www.anonfiles.cc/file/84e958f61f719390f7504b613f0e679b [url]
Order
Castle (humans)
Dark castle (castle with features of necromancy)
Cathedral (Inquisition)
Life
Rampart (elves)
Sanctuary (water castle, lake)
Grove (satires)
Ice
Tower
Snow mountains (gnomes, units with features of fire and cold)
Kronverk (Vikings, cold)
Mechanisms
Horizon
The Forge
Dwemers
Afterlife
Skeletons
Ghosts
Necromancers
Fire
Inferno (hell)
Rift (demons)
Apostates (humans, fire magic)
Dungeon
Dungeon
Dark Elves
Underground
Strong
Orcs
Barbarians
Defiant tribes
Measurement
Mystery
Monolith
Measurement
Ocean
Cove
Coast
Deep
Swamp
Fortress
Ruins
Marsh
Magic
Fairy City
Conflux
Magical Neutrals
Neutrals
Chinese city
Greek city (Mythology)
Neutral city
Other worlds
Zerg
Covent
Asylum
Desert
Oasis (nomads)
Bastion (Egyptian city)
Eldorado (desert tower, golden city)
I have different design idea for new towns, so I write to illustrate my design styles.
Layer 1: Castle(Life), Rampart(Nature), Dungeon(Chaos), Necropolis(Death), Tower(Order), Stronghold(Might)
*Layer 1 refers to towns who have only one alignment, also be called basic alignments.
Layer 2: Conflux(Life+Nature), Fortress(Chaos+Might), Inferno(Chaos+Death)
*Layer 2 refers to the new town which is combined by adjecent basic alignments
New town examples: Asylum(Order+Death), Cove(Nature+Chaos), Pavillion(Eygpt, Might+Death)
Layer 3: Cathedral(Life+Death), Preserve(Order+Nature), Ruins(Nature+Death)
*Layer 3 refers to the new town which is combined by separated basic alignments.
There is no example in original H3.
Layer 4: Towns which are created from three alignments.
Example: Regna(two Islands): Life+Nature+Chaos; Abyss: Life+Order+Nature.
That’s my own system for new designers.
BTW: I suppose next town for me is Fairy Town. With a new design of fairy tales.