Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
N/A
So, if you are set on giving another level to a character, why not use the formula for the level via experience and grant the appropriate experience given the level using a calculation environment to change the value dependent on the character level?
<UnitStatType InternalName="UnitStat_ExpToNextLevel"> <DisplayName>Experience to Next Level</DisplayName> <DisplayNameShort>NEXP</DisplayNameShort> <Description>Experience needed for this unit to reach it's next level.</Description> <Icon>Icon_Experience.png</Icon> <Hidden>1</Hidden> <DefaultValue>1.0</DefaultValue> <UnitStatGrouping>AbilityStat</UnitStatGrouping> </UnitStatType>
Not sure if this unit stat is functional, but may be helpful in your calculation as the value would be
to give the unit the amount [UnitStat_ExpToNextLevel]
Then you should gain a level. But not sure if this is functional at the present state of the game, but could be.
Edit: Poor mans way is to just grant the experience necessary to reach the next level given start of the current level.
Ah so the poor mans way. Good to know that the other function is not working... honestly I didn't expect it to be working.
Apologies if these have been asked and answered, but...
1. Is there a way to alter the base growth rate for cities without just slapping on a growth bonus to the city hub or using a faction prestige modifier?
2. Is there a way to allow friendly units to pass through each other in tactical combat?
3. Is there a way to create a gold per x number of citizens effect?
1. I mean is there anyway to alter the natural +1 growth so that it'll be affect by the food surprlus mod. It could be I'm just missing something, but it currently caps out at +3. I'm trying to inflate various numbers across the board (population, troop numbers, ect.) so that I feel like I'm playing in a whole world and not a local neighborhood (I also just like tinkering with my games until they crack). I've already altered spells and improvements, but it just irks me to see that little +1/+2/+3 compared to +50 or +25...
Edit: Derpity...I missed the surplus modifier somehow. Would the game throw a fit if I added different increments?
Edit Mk.II: That's it! Thank you so much.
2. Derp...You're right. I've only recently returned to Elemental after letting it gather dust for several years.
Thank you for your help.
I don't know of it would work for a non-tactical ability, but the Staff of the Furnace (Staff_Furnace) grants the Flame Dart ability to a wielding unit using the UnlockCombatAbility tag.
You might be able to:
1) Create an ability that grants the mana per turn
2) Create an item that grants the ability
Again, haven't tried it.
Hi, Guys!I'm trying to make a Cleric path. There is a way to show one path version to Kingdoms and other to Empires? Like a Divine Cleric path to Kingdoms and Dark Cleric path to Empire?Thanks!
Add the prereq
<Type>Allegiance</Type><Attribute>Kingdom</Attribute>
To each of the abilities. This is how the game gives you raise skeletons for empire and summon wisp and lightbringer for kingdom (reference mage path)
Thanks, parrothmath.
But I mean in the screen where you choose the path.
Is it possible?
The screen where you choose the path is a graphic. I don't think you can add paths to that screen without actually rewriting the screen itself.
That is it will display your stuff in the order it loads it in your files and so you will always be missing your trait because mod folders are loaded later or you will missing warrior as that is the last one displayed before. But you will have only 5 showing up max at the moment.
But the same prereq notion will apply to your tree as with the display of the item. The prereq will allow things to show up or not.
You could just call it "cleric" and have all the level abilities be different depending on Kingdom/Empire (I believe that's Parrotmath's point.)
As for the path choice, have a look at the Demons and Wizards mod that abob101 has; I believe it splits out Mage vs. Summoner paths (which means there must be a new top level choice, though I haven't played it...)
Yes, Crastiloowa
You can add a path but you have to scroll to see.. like in abob1's Summon Mod and Path of the Ranger mod.
I tweaked the screen a little to show 7 paths but it will be an option install (again like in abob1's Summon Mod)
Later i will try the <prereq> to see if work!
Thanks!
(and sorry about my english!)
.hkb files are a havok format. In these forums buried deep are the ways of making models usable in these games.
The .dds and you can use .png in its place for the most part.
Hi, a very basic question which I can't find info on via search..
When I create .xml files in my mod folder, it adds the changes instead of replacing them.
For example, if I mod Discipline to provide +5 accuracy per level (instead of the default +1) when I boot up the game I see the new +5 per level description, but it still lists the old +1 accuracy per level as well.
How do I get it to ignore the core file?
Refer to this post
https://forums.elementalgame.com/434780/page/1
You can work around this obviously by doing a +4 and then use the abilties +1 giving a total of plus 5, but it won't look pretty.
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