I was just thinking the other day that it would really help to have some sort of document (maybe a block diagram?) of the xml linkages.
Something that shows which xml files a certain file draws references from, and by benefit of that, also which files it gets referenced in (a big web-like configuration management monstrosity).
Is this something that Stardock already has (that they used when adding things) that maybe we could get our grubby modding hands on?
This would really be better than searching through each xml file everytime you change something and hoping you memorized it right last time. It would also aid in the writing of potential supportive script writing.
Thanks!
Dhuran
Indeed. I Second this request. As a Modder this would be EXTREMELY helpful. Not to mention Dhuran here is my top Dragonlance Coder and if he needs a tool to make the work go better, I need to make sure he gets it.
I agree and I am pretty sure this has been asked about/mentioned before. A nice list of all the commands that are currently in use would be great. I for one am curious about that disappearing pioneer trick.
Agreed my good sir, this is needed like yesterday!
Im working on making templates for everything for my personal use. You could to to help you out with this. All you have to do is go into the world editor and start creating triggers for things. Then save it go into the xml file and correlate the triggers to the xml coding that was generated. There is alot to do, at first this game seemed like it had such a rudimentry modding system but Im finding out more and more every day that it is getting more complicated the more I want to dig into it which is a very good thing. Last night i discovered how to add and remove units when and where i want, Ive been working on altering the landscape with triggers as well, I havent tested it yet but it seems to me that you should be able to update tiles on the map during the game, so if I wanted to I could create a wall across a mountain pass then if a quest is completed I could change the middle part of the wall into an open gate area allowing free passage. The campaign has an example of this in the first couple parts of the chapter but they used a unit to do it not an actual world tile which is what i want to try. Also I found last night a few tips to make the game less laggy because the performance on the game is prett bad on my machine and I have a great machine. Anyways i just lowered the resolution and made its affinity to one core instead of all of them, while the performance of the game greatly increased after this the sound now stutters every time an action happens which is really aggravating, makes me put on my playlist instead of listening to the elemental background music.
Seconded.
We really should get a list of all existing XML tags from the Elemental team. While we all found a good load of them already, what is to say that there arent others.
I seventh this proposal.
Agreed. It would be a shame if a game so moddable with such great tools was not backed by good documentation.If such documentation exists - or if one could be created in a reasonable amount of time - it would be a great asset to the game and the community. Reverse engineering can be fun for a while but first hand information will always be more productive and lead to more robust mods.
We agree too. This week you should start to see the release of web based XML tools (first for reading, later for writing) for manipulating and seeing how the XML works together.
This is insanely great news Istari. Thumbs up!
Woot
I am so happy i am going to go outside and extend my lifespan by exercising!
Seriously?!
That's awesome news.
Are these more of a tutorial type / demo concept or are they going to allow us to build quests, units, etc. from these tools?
Excellent. Looking forward to this as well. (Maybe the Stardockians should hide in the mod forum until the rest of the forums cool down - become sane).
Sounds good, and thanks in advance for the effort! Should be really useful!
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