Commanders were definitely low-priority for me - feel free to fix this. I just finished spell chances so the town is ready from my point of view.
I also removed hardcoded ID for town so now we definitely can load any number of towns (I think that current limit is 255)
To me it seems that right now Cove faction is given random neutral buildings, which is not only not right, but can lead to total map lockout as neutral buildings have different block maps. See screenshot taken on Irrational Hostility:
Building handling may need complete redesign to handle new structures, but I can think about solution for now if you provide Cove adventure defs.
I never said that this is right - but placing any random dwelling is much more easier than placing new dwellings at least for now.
And what is that “yellow hole” is? Dwelling?
Randomizer should place only dwellings here (and all H3 dwelling have same blockmap). If not - then this is a bug.
Anyway - cove external dwellings attached. I’ve also included msk files (not needed for objects added in ModHandler::reload()) cove-dwellings.zip (69.3 KB)
I was wondering about new fractions relations. For now there are no relations as I see. For example when we add 3 new towns as separate mods, they have no entries about chance to get their hero classes in each other tavern etc (I also assume, that no such entry = 0 chance to get A or B town hero in C town tavern). I understand that matter can be troublesome, but I think that it is possible to solve it in easy way (but I am not a programmer though and can be wrong). If it would be possible to extra define all not-basic towns as ‘other’ and put them standard values. Then my example with heroes would look like that: we have standard chance (for example 5) to get hero A or B in town C. Which is surely better solution that 0, right?
@Set it can be configured in Hero class config. And, if a value is not specified, it’s really assumed to be 0. And I’m not sure that 5 would be better than 0 – in this can heroes would appear in towns modder didn’t know about, which sometimes can make no sense. But default value determined by hero/faction alignment (good/neutral/evil) would be a good solution IMO – higher chance if alignment is the same.
Any objections against me moving “commander” field from town format to hero class format? From my point of view this is property of either hero or hero class - definitely not faction.
As a bonus - this will also allow different commanders for might & magic heroes.