Champion/Hero Modding Guide
By Folcik009
Overview:
I love making custom characters in these games, it's probably the main thing I've wanted to do in Elemental especially given all the options I'm uncovering. Eventually, I'd like to release a download-able mod with tons of new heroes. Additionally, I have an idea for a "MMORPG" style hero mod where forum users submit their heroes into a database and you'd see them in your game. For example, Folcik009's hero would be running around in the game. There is so much we can do with this!
I looked into the CoreNPCUnits.XML file for this data. I might not have found everything. I also am exploring if we can make a hero pack.
I believe that custom heroes can be created with the Sovereign Creator tool and then converted into NPC's.
How To Create New Heroes:
XML Code:
Hero Unit Class, History, and Ability Types:
[Other abilities]
Tutor_ResearchProduction1 Ironeer_MetalProduction1 Archivist_ResearchProduction1
Sovereign Histories:
Unit Attributes: Thanks Dioxus!
UPDATE: I just discovered code for custom soundpacks for characters (from Sovereigns.XML). Found more (under sfx folder)..
Soundpack Variables include:
Also a few more animation options:
Custom Image:
- You can also change your champions/sovereign's image to something else just by changing the destination. jshores states that this works with any image size.
You could put these into your custom heroes or sovereigns and make 'em sound even better.
Interesting Notes:
- There are diplomats or "swindlers", people of royalty, assassins, warlords, thiefs, and bards. Basically, all of the sovereign traits can be applied to NPC champions.
- NPC's can start with parties. See <NPCPartyMember> code. Cool!
- I believe that the first NPC "history" sets their job next to their name. Otherwise, it is their class.
- Characters can have multiple histories and abilities. NPC champions can also have sovereign abilities and histories but I'm unsure what this does.
- Looks like it's only one level per ability. Certainly looks moddable though.
Custom Factions WORK:
Custom factions DO WORK. I created my own custom faction by copying Kingdom of Altar data, merging it with some other Kingdoms, and making my own Kingdom.XML file under the "Race" directory in "My Games".
To Create a Custom Faction:
To Do:
- What do some of these values mean? NPCTalentValue and SpawnRating? Do they mean cost and # of spawns? Also, is 1000 = 100% spawn likelihood?
- Understand how "per city" bonuses work. For example, stationing an administrator generates some city bonus.
- How does class work? Can the NPC bonuses be applied to Kings? I theorize yes.
- Can we make custom buildings? I believe so.
Character Modpack:
I've uploaded a .rar with 10 new NPC hero units. Read the thread here or just download the file.
Anyone interested in contributing is welcome to
How to:
For a per turn city resource:
<GameModifier> Notes: Seeing if I even need all this shit <ModType>Resource</ModType> Is it a resource. What resource is it? <Attribute>DiplomaticCapital</Attribute> Input resource here (Gold, DiplomaticCapital, Research, Metal...) <Value>1.0</Value> Total value provided? <PerTurn>1</PerTurn> Per # turns? <ResourceShared>1</ResourceShared> How many shared with city? EDIT: I'm unusure what it's sharing with, seems unrelated to city. Unknown. Appears to be unneeded
<Provides>+1 Diplomatic Capital</Provides> Hopefully just a description. EDIT: Nope, looks like this determines overall output and will crash if wrong. Might also be unused and unneeded. </GameModifier>
For a per turn city multiplied resource (ex. 2X gold): FINALLY GOT IT WORKING! So simple.
<GameModifier> <ModType>ResourceMultiplier</ModType> <Attribute>Gold</Attribute> <Value>2.0</Value> <PerTurn>1</PerTurn> </GameModifier>
File References: For R&D
AbilityBonuses.XML - All the 'racial' specific bonuses for factions
SovereignHistories.XML - All the histories for sovereign creation
SovereignTalents.XML - All the sovereign and NPC talents available
KingdomSpecialImprovements.XML - All the Kingdom buildings, good for seeing bonuses
CoreSpecialAbilities.XML - More 'hidden' abilities
FactionAbilities.XML - No idea where or what this is anymore...
NPCspawnlikelihood is 1 to 1000. So, you are correct that 800 = 80%. TalentValue is probably some kind of a multiplier based on the characters "talent", I'm not entirely sure.
I'm really shocked how not many people care about something this interesting. The defualt heroes were kinda bland. Mostly being ugly peasents or farmers. And a rare powerhouse like Rilis.
I dunno if people tried your character set yet, but I was wondering if you knew you had their images set to:"C:\Users\James\Documents\My Games\Elemental\units\icons\Greg_0_-670364115-25.png"
Which has your name in the filepath, wouldn't that not work for everyone else? Maybe you could put the images in a more neutral filepath like Progams\Elemental\Mods or whatever the defualt installation path for everyone is.
The images should be commented out or deleted by now. Regardless, the images regenerate themselves if there isn't an image or if they are invalid paths. Obviously, nobody should have access to my "Users/James/Documents" folder for champion Greg's image. I also don't want to upload them because these images take up A LOT more memory.
Also, if your interested in submitting your hero we could start the "Community of Heroes" Mod. I can't understand why more people aren't interested, tbh.
I'm really shocked how not many people care about something this interesting. The defualt heroes were kinda bland.
I'm interested now that I know about it.
Especially as the Devs make more progress with ironing out stats, custom Champions become more interesting and less likely to break in future versions.
You are correct. There is one implied decimal point in that number.
I had a problem, I did set <IsSovereign>0</IsSovereign> yet, they still able to cast power, and I unable cast Death Ward on I created or mod...
"I had a problem, I did set <IsSovereign>0</IsSovereign> yet, they still able to cast power, and I unable cast Death Ward on I created or mod..."
I believe IsSovereign only makes it so you can or cannot select that character in the character selection screen and if they can be a random leader. If you want to add them as a random hero you'd need to add the character to one of the units ".xml" files. As for spells, you'd probably need to disable something from the created character so they can't use magic.
This was REALLY old code, lol. Back upon release'ish time there was a way to code resources and certain bonuses so they'd tie in with a city or only activate when in a city. Unfortunately, this was changed and I don't know if there is any way to resurrect it or if it's still changed or what.
p.s. Can we not have multiple quotes?
God... I just noticed the last date of a response. Apologies. I saw January and assumed it was '12.
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