[New Town Mod] Refugee


@Macron1 I’ll save this idea for later. The actual town screen might change over the futures releases and I will work on an alternate version once it will be in its final phase.

Also, someone on HeroesCommunity forum told me his game crash whenever he’s using the new spell “Namburbi”. Do you guys encounter the same issue?

By the way, I recommend using these mods in addition to my mod:

  • Unlucky Ones: Negative luck mod, enables this option and makes game more suited for this feature. This new mechanic will work well with the new spell “Gottesbriefe”.

  • VCMI essential files (v1.01): Updating your VCMI essential files will add several missing abilities’ graphics (just delete and replace the “vcmi” folder with this one in the “mods” folder).

Hordes are supported


@Macron1 I didn’t knew that, thanks for the info. They don’t seems to work with my VCMI build (21/07/2019). Gonna update right now


Buildings super composition shit, you can rebuild and the castle will become more interesting this is purely my opinion


At me, casting Namburbi spell also crashes the game. And I don’t know why :frowning:


@misiokles Could you provide TXT logs and what VCMI version you using?

@zerg What do you mean?


About horde growth:
in file faction.json instead of: "horde" : [ 2, 5 ] type "horde" : [ 1, 4 ],
I know, it’s little illogical, but with those parametres all work as intended.


I did and it now works. I’m curious to know why “[1, 4],” works. Do you have any explanation lol?

Here’s the edited .json to make the horde working.
faction.json (5,3 Ko)

Also, if you replace the rfgSummon.json with this file, does it fix the crash issue? File to replace is in content/config/refugee/spells
rfgSummon.json (2,4 Ko)


I guess lvl1 is 0, lvl7 is 6.


Seems logic and coherent now that you mention it. Buildings’ index usually begins with “0”.


logs.zip (118.2 KB)
Still crashes. It’s strange because I wrote earlier some summon spells and other summon spells are working, but yours - not :frowning:


It crashed because I deleted the “power” value at root. I’ll need your crash-log for the original file from the v0.2 release (you can download it below).

rfgSummon.json (2,4 Ko)


Ok, I’ve found the cause.
This line: "id": "refugeetown:rfgGoldGolem", - it means that main folder of your mod must have name refugeetown. But you’ve packed your mod tht after unpacking there’s no refugeetown folder by default.


take the chaos as the basis of the composition and look from a different angle


@misiokles Good job for finding the issue, thanks! I will create a new repack right now !


Three notices:

  1. There’s unwritten rule. Non upgraded units in adventure map/map editor look in right direction, upgraded - in left.
  2. Starting army has also some rules. In 98% cases, starting army is:
  • lvl1: min 10 - max 20 units
  • lvl2: min 4 - max 7 units
  • lvl3: min 2 - max 3 units
    That’s why Refugee heroes have weak starting army :slight_smile:
  1. advAmount min and max values are easy to proper set. Open standard SoD or HotA map editor, place any unit on map and then right-click on it and choose ‘what is’ option.
    quantinty is advAmount min and max value :slight_smile:

@misiokles Yeah you’re probably right, I will change the amount of starting units. I put less lvl 1 units because they are upgraded lvl1 instead of normal but I guess I will remove peasants from the town and replace them with a new variation of rogues. I will create an alternate version of rogue tonight.

Right now I’ll follow your advice about the advAmount and then I will edits map models for units. Thanks for your help !

Edit: For some reasons I can’t use the “What’s this?” function in my H3 editor. It shows this error message and do none.



what about this whirlwind for your city if I can suggest


@planetavril1 It reminds me of the BlackHole grail prototype. You suggest it to replace which building? Any chance of it having more frames ? (if the animation is too slow it won’t fit well in-game)


for dwelling level 7