Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
N/A
Sorry if this has been asked already, if so please point me in the right direction.
So the question: Is it possible to mod the tech tree? For example, if I want to start each game with everything already researched, is that possible? And can I add and remove things from the tree?
It is possible, but the requirements to do so is a bit wonky. There are a lot of things that depend on you researching particular techs, but you can create an ability that will unlock all techs.
<GameModifier> <ModType>Player</ModType> <Attribute>UnlockTech</Attribute> <StrVal>Shard_Harvesting</StrVal> <Provides>Faction starts with the Shard Harvesting technology, which allows them to construct Shard Altars.</Provides> </GameModifier>
you can include this for every tech for an ability and you will have researched every tech with that abilitiy (which you can give to every sovereign)
You could set up your faction to have sooooo much research bonuses that you can research every tech in 1 turn, then after 50+ turns you will have them all.
I would not recommend removing techs since other items have prereqs of you researching particular techs. As well as techs unlocking particular items.
If you just want to activate the cheats, then you could use "ctrl + r"
you need to start E:FE:LH with a command line "-cheat" option.
Thank you. Too bad that is not more moddable, I find the tech tree to be one of the weaker parts of the game.
What exactly do you want to change with your mod (other than the "all techs researched at start" scenario you described above?) The following are all "relatively" easy to change
It's entirely possible to mod the order of techs in the tree too, though since it's a web, this can require a lot of them to change for even a simple change.
The main reason removing techs is hard is that other than modding the techs on either side to "bridge the gap" (relatively easy), moving the unlockables to depend on other techs is annoying because it's strewn about in different XML files.
Not sure really what I want. I was just playing a game last night and thought it would be cool if I had all the techs from the start... Then maybe you could use research for something else, like researching summoning spells or special units.
If you change something to the web layout of the tech tree, does it also change the appearance in game? Or is that a fixed image?
<GameModifier> <ModType>City</ModType> <Attribute>UnlockImprovement</Attribute> <BoolVal1>1</BoolVal1> <StrVal>IMPROVEMENT_WITH_ABILITY_INTERNALNAME<StrVal></GameModifier>
Can I ask you Primal Savage, how do you prevent casting the same Vault spell, building that building, dispelling the spell, then casting the same spell and building another vault of the same type but with different items? Can you use that "Restricted" keyword like they use for techs that if you have them you don't get ordinary items but replacement items (like Wanderlust etc.)?
Anyway, assuming you've already got that covered, here are some examples of items, one requiring no techs and available from start of game, and one available from Glyph Stones tech.
Note that they don't use the <IsAvailableForUnitDesign> tag, yet they still appear in the shop and for units (either at the start of the game for the first example, or at the tech Glyph Stones for the second).
My guess is that at least one ProductionRequirement is necessary for a unit to be able to train with the item. Maybe the AdditionalTrainingTurns tag is necessary, depending on whether they are in items that have no additional production required. And my other guess is that a ShopValue is necessary for items to appear in the Shop.
Does this help?
PS: In regards with unlocking the special improvement, check out the Theatre of the Wind (or whatever it's called) and the Temple of Forgetting (I think this one is in a DLC). Those are the official examples of improvements unlocked by a Quest or Event.
Have you tried using <BoolVal>1<BoolVal>? Also, I notice that you didn't use the same text in the opening and closing tags of the last two examples above.
So, why is it you cannot use a normal equipment type similar to the belt of speed. Why are you creating an ability to act like equipment. I'm completely misunderstanding what you are trying to accomplish.
Turns out a Trophy can actually be any improvement a city has. I think a Trophy is specifically a building without a visible building on the map. But you can use the Trophy code for any building.
This is my modified code from your XtraTrading mod, first, from the XtraTradingItems.xml:
Second, a modified part of XtraTradingImprovements.xml:
And removed the bit about choosing a random modifier, so they all unlock:
So it is not necessary to have the tag to allow for unit design in the actual item definition, but it is necessary to use the unlocks shop item for an improvement to sell that item in that city.
Do you know how you will make one item require different versions of the shop vault? As far as I know, you can't have a whole lot of prereqs and say to the game "you only need one of these".
But for one item, all you need to do is define the item with the Trophy requirement of the Vault building for any building that unlocks that item for unit design, keep the UnlocksShopItem tag in there to unlock the item in the shop, and that item will be unlocked for unit design and the shop when that Trophy (read: improvement) is built.
There is a problem. Items that are available for unit design unlock at the start if there is no tech or other player requirement (such as traits). You could make all the items unlock at the time the Vaults of each level unlock, but this would mean all of the new items would be available at these techs, regardless of whether it's in that Vault Shop or not. (They would still be restricted by local resources though.) And because some of the items are armor, they would be able to be generated for champions by equipping them on a Henchman design and then transferring after training the Henchman.
AFAI can see, the only way that it would be possible to modify the unit design possibilities on the fly would be if you could add a certain Player ability/trait at a certain time that would unlock the unit designs. But I'm not sure if it is possible to add Player traits after the game starts.
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