Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
Ok I figured it out. These tags allow to recolor/tint the chosen icon for the item. They work better on whitish pictures.
Yup
Now on to the next inquiry
AI priorities for items...
What appeared to be rather straightforward isn't so obvious after all.
I noticed that some items within the same category sometimes don't have priorities. Boots for example. The boots in the CoreItems file don't have a set AI priority while the ones in the CoreArmor file do. Does that mean that an AI champion lucky enough to be wearing a pair of Dancing Boots (item) would replace them with a pair of Leather Boots (armor) as soon as possible? That would be rather unfortunate... Since the Bunny Slippers do have a priority, I'd wager it's an oversight for the CoreItems entries.
I could just set prorities and be done with it but if someone has any insights to share?
I'm trying to make a OCC race, and I've run into some problems. I would like to add some more city levels to make it more interesting and as such have modified the regular city chain level up into a new one. (new city level at 1000 pop on all hubs into a single new one) However, the prereq stuff does not work currently so everyone gets the faction upgrades, and that was not what I wanted.
Any suggestions?
Also, where is the art for city icons done? The Deorcnysse picture could work as a picture for the newly leveled city, but I can't seem to find it in the XML.
N/A
Thanks, found it
Back to the OCC race problem:
<GameModifier> <ModType>LevelBarrier</ModType> <Attribute>Population</Attribute> <Value>1000</Value> <CityUpgrade>CityHub6_Ashari</CityUpgrade> </GameModifier>
This is what I need to activate exclusively somewhere, so far I've had no luck outside <ImprovementType InternalName="CityHub5_Conclave"> etc. and that makes it available for everyone. I've tried doing it in an ability, and another improvement neither worked.
One City Challenge. Guess you haven't played Civilization
That would require me to edit core files. I try to avoid that as much as possible. I could just bypass the whole exclusive leveling thing, but I wanted to make the race more special. (lvl 6 city is a bit of a "wow" factor" since they can't have more than one city) Either way the issue here is the Gamemodifier not working on other stuff than the cityhubstuff, so I might be missing something somewhere.
Yeah, I've made a custom race that builds pioneers which only builds outposts. The thing isn't the prereqs, the thing is the Gamemodifier not working other places, and the city leveling system being outside it all for some reason. (prereqs didn't work there, possible because it was only one building to pick from... hmmm good idea.. need to look into that)
If you want to advance your city level, you can do it through the abilities. coreabilities.xml
Do a swap city hub similar to what is done when you first choose conclave, fortress, or town. Set a pre-req in that area (which is perfectly acceptable). I don't know how the level-up screen will take it, but it will work from there as I've done that trick with a few experiments before with the darkling city.
This is the code I use to select possible upgrades. Two options here. Removing either makes the remaining one the choice regardless of prereqs.
The ability unlock. No prereqs here at all anymore, they did not work either. Normal factions still got the lvl 6 unlock and subsequent building.
The optional building i want to get race exclusive. I tried adding opposite faction required prereqs to the CityHub6 upgrades, it still got picked. Prereqs seems disabled for city levelups by default.
If someone could tell me how to change the city icon from a building or event or whatever, that would work as a workaround, since this is getting highly annoying. I think I need to do another building path for this race anyways, so might as well move the bonuses there. The level 6 stuff works, and that is the most important part.
I tried this. The prereq seems to work only for the building getting unlocked, not the levelup hub itself. Is the cityhub swap in another place than coreimprovements?
Edit: I want to strangle something. Seems the main problem is the target thing. Target City prereqs work, but nothing else. Any good ideas how to change the sovereign settle ability?
Almost done Any idea how to make this work in the Sovereign file preferably? I need this multiplier somewhere to make a racial ability useful for the Sovereign too. (It scales insanely well for troops, so I have a 0.2 reduction in damage) I'd rather not "advertise" it via tooltips abilities if possible.
<GameModifier InternalName="GameModifier 168"> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Attack_Lightning</StrVal> <Multiplier>6</Multiplier> </GameModifier>
Look into the coreimprovements.xml this is where you find how the items are unlocked from buildings. I also believe the some items are unlocked under the tech-tree, but that is mostly unmoddable without a core file change.
I do not think we have the ability to mod that feature in the game.
I wish there was an ability to modify buy and sell prices such that if you buy in your kingdom/empire its normal prices but if you buy in another kingdom the prices are based upon relationship with another kingdom/empire. At war 300%+ prices, Strained 200%, normal 150%, friends 125% and Ally 100% so no mark ups.
Brad even mentioned that he would have liked to see this.
Is there an easy way to test a modded magic item without having to go through an entire game hoping that you'll pick it up in a goody hut? For that matter is there a way to test that it can be picked up in a goody hut?
Thanks!
ctrl+i, gives you every item. (Must be in cheat mode)
For the other make a custom map that has that specific goodie hut near the start.
Or you can edit a custom sov file and give yourself the Equipment
<AutoCreateEquipment>InsertModdedItem'sInternalNameHere</AutoCreateEquipment>
When manually editing a Sov file I think you can give yourself skills, abilities and items that are not in the Sov Creation Screen in-game.
Thanks Guys!
One more question. Is there a specific command in the xml code that allows the item to be picked up in a goody hut, or are all items available as goody hut drops by default?
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