Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
I think a big flat bonus at the beginning of the game carries over better into mid- and lategame than a flat bonus per turn. Starting with 500 extra gildar can severely affect your early-game strategy and allows for a much quicker expansion, which IS felt during mid/late game. Meanwhile, 3 gildar/season might be a bigger total gain at season 200, but will have much lesser effect late-game as your beginning strategies are still kinda similar.
So I think a flat bonus at start is fine even if it doesn't directly scale, but a bonus per season need to scale to matter.
Hi everybody
I started LH moding some days ago, changed some modifiers for buildings, that was quiet easy.
Now I'm thinking about changing the leveling system for units like ogres or golems. I would like to give them attack or defense ups every x levelups. Is there a way I can do this? I would prefer to give level up pathes to unit groups (like all ogre types), but if I need to make changes to single unit types, that would be ok, too.
[quote who="semithue" reply="727" id="3477129"]Hi everybody[quote]
Hi there, welcome.
Depends what you want exactly. If you just want Ogres to get some bonuses every x levels, the easiest way would be to create a new ability called "Ogre Blood" or "Ogre Training" or whatever you like.... the assign abilities like +0.5 Attack every levels, +0.5 defense every level and similar. Look at the Discipline trait for examples... you could create a custom version of that.... then just give Ogres that ability.
Thank you
that would cover continuous leveling. Can I get a singular bonus in there at a specific level (like a movement point or another ability) by using <Prereq>?
I have another related question. Can I auto upgrade a unit type when it reaches a specific level, e.g. upgrade a bear cup to a bear at say level 5?
That's kinda tricky, short answer is no. I could be wrong on this but....
If you look in CoreMonsters.xml, you'll see there are different stats specified for different levels. You can make interesting increments there, like give a UnitType an extra move point at level 10.... but it won't automatically happen when they reach level 10. Those stats for the levels are the attributes a monster gets when they spawn, either via goodie huts or a summons. But if a monster is spawned at level 1, and gains another 9 level to 10, they don't then get the stats of a level 10 of the same type... instead they level like a trained unit, +1 accuracy and spell resistance and +2 hit points per level (or whatever it is, something like that).
Weapons can have a level as a prereq, checkout Staff_Winters for example.
<Prereq> <Type>UnitStat_Level</Type> <Attribute>4</Attribute> </Prereq>
I don't think that that will work on a ability that you give to a monster though, like if you create a +1 Move ability that has that prereq... then give it to a unit... it will get +1 straight away. You could test it yourself though, I might be mistaken.
I think the level prereq will work for a Spell though, or a Spell like ability. So if you gave a unit an ability that unlocked a spell like ability (like Maul for example)... if you put a unit level prereq on the Maul spell that might make it available only when the unit reaches that level. I think that works.
But the specific things you mentioned, won't work as far as I know.
Nope, sorry.
BTW in case you weren't aware you can use fractions, so you could have an ability that gives 0.1 move every level... that would be rounded, and give +1 move at about level 6 I think.
Are you trying to do this for units spawned from Monster Lairs, or some other situation?
You actually can make an event that triggers when a certain unittype hits a level, and then replace it with another. It would only be of limited use but you could have say a pet dragon and then perform quests that ultimately determine how it develops. There was a mod in E:wom that had you get darklings and once you leveled one to level 5 you could replace it with a darkling shaman to lead the others.
Not having played WOM, i'm always amazed at hearing about all this stuff it used to have.... sounds like it was jam packed full of stuff. Obviously it didn't quite all mesh together but you gotta admire the ideas and aspiration of the thing.
Anyone know if there is a way to reduce the wages for unit that has a particular unit design trait?
I've got some unit design traits where I've set the <AdditionalTrainingTurns> quite high (like 50), because I want it to take a while for them to be trainined.... but it seems that then also inflates their wages quite a bit, which I don't want.
N/A
Hello all !!!
I have a question (I hope it is not a crappy one):
I'd like to make a "special" unit that, when it kill an enemy give its faction a small amount of a given resource...
Is it possible ???
Thank you all for reading...
Yes, you can do something like this...
For melee weapon create an ability with this (see Frostborn ability for where the game uses this ability)
<Attribute>MeleeAppliesSpell</Attribute>
Then create a spell that will give the player the resource (Alchemy comes to mind for the spell that gives you resources) and put this in the game modifier.
<ApplyIfSpellTargetKilled>1</ApplyIfSpellTargetKilled>
This specifies that this modifier only applies when the target is killed.
That should allow the unit when using a melee weapon to give the player the indicated resource.
If you are doing this with a bow type attack, well you are going to have to set up a special bow with a special attack that has this game modifier in the spell.
If you need more detail, I'll give it to you when I get to my computer that has the game on it... this is from memory.
Does that actually work? I was under the impression that would only work if the spell is what kills the unit, and not the normal attack damage itself.
You may be right about that... I haven't tested it, but I suppose you can set the damage from the spell instead of the weapon itself... I guess I'll have to ponder the question more then.
Let sum up:
I made an ability with >MeleeAppliesSpell<
the spell is twofold: >DefendableDamage< and <ApplyIfSpellTargetKilled>
Sideeffect: units with the ability strike twice
now if I add to this a drawback "de derrière les fagots"*, my "fanatical legions" are ready to take over the world of Elemental !!! Nyark nyark nyark !!!
TL;DR: thank YOU, "chapeau bas"*
*: en français dans le texte (french)
Have fun with the unit...
CreatureType, does it have any implications other than the description? I think it does. Twisted champions like Ascian cannot use weapons or clothing/armor, only accessories.
Armour types are decided by unitmodeltype. CreatureType decides some things like if a weapon or trait deals extra damage towards "beasts" or "champions" or "twisted". Obviously a limitation of the game is that a twisted champion is either twisted or champion, not both.
Ah that makes some sense.
It's interesting to note that Ascian does not have a unit model type at all.
Well that's intentional really, because not having a model type is what prevents him (her?) bear able to wear stuff etc. Having no model type is pretty much the same as have <UnitModelType>NothingModelType</UnitModelType>.
From what i remember a long time ago it is a her, by design of the creator.
I don't think the other races make a difference though.
For example:
<UnitModelType>KingdomFemale</UnitModelType>
versus say
<UnitModelType>IroneerMale</UnitModelType>
- Voice is determined in a separate file
<SoundPack>SoundPack_Generic_Male</SoundPack>
- Actual model is this:
<ModelPath>Gfx\HKB\Units\K_Male_Mesh_01.hkb</ModelPath> <ModelScale>1</ModelScale>
Is there a file that defines what model can use what accessories or armor then?
Yeah that makes some sense. The model type is defined by the equipment itself, and there's no model type def.
<ArtDef>Club_ArtDef</ArtDef> <GameItemTypeArtDef InternalName="Club_ArtDef"> <GameItemTypeModelPack InternalName="Club_Default"> <IconFile>W_Club_Icon_01.png</IconFile> <TintR>0</TintR> <TintG>0</TintG> <TintB>0</TintB> <AttackSFX>Hit_Club1</AttackSFX> <AttackSFX>Hit_Club2</AttackSFX> <EquipSFX>Equip_WoodenItem_01</EquipSFX> <EquipSFX>Equip_WoodenItem_02</EquipSFX> <EquipSFX>Equip_WoodenItem_03</EquipSFX> <OnHitParticleName>Club_Attack</OnHitParticleName> <SupportedUnitModelType>AmarianFemale</SupportedUnitModelType> <SupportedUnitModelType>AmarianMale</SupportedUnitModelType> <SupportedUnitModelType>Banshee</SupportedUnitModelType> <SupportedUnitModelType>DarklingMale</SupportedUnitModelType> <SupportedUnitModelType>EmpireFemale</SupportedUnitModelType> <SupportedUnitModelType>EmpireMale</SupportedUnitModelType> <SupportedUnitModelType>FallenFemale</SupportedUnitModelType> <SupportedUnitModelType>FallenMale</SupportedUnitModelType> <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType> <SupportedUnitModelType>IroneerFemale</SupportedUnitModelType> <SupportedUnitModelType>IroneerMale</SupportedUnitModelType> <SupportedUnitModelType>IronGolem</SupportedUnitModelType> <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType> <SupportedUnitModelType>KingdomFemale</SupportedUnitModelType> <SupportedUnitModelType>KingdomMale</SupportedUnitModelType> <SupportedUnitModelType>MancerFemale</SupportedUnitModelType> <SupportedUnitModelType>MancerMale</SupportedUnitModelType> <SupportedUnitModelType>QuendarFemale</SupportedUnitModelType> <SupportedUnitModelType>QuendarMale</SupportedUnitModelType> <SupportedUnitModelType>Skeleton</SupportedUnitModelType> <SupportedUnitModelType>SlaveMale</SupportedUnitModelType> <SupportedUnitModelType>TarthanFemale</SupportedUnitModelType> <SupportedUnitModelType>TarthanMale</SupportedUnitModelType> <SupportedUnitModelType>UrxenFemale</SupportedUnitModelType> <SupportedUnitModelType>UrxenMale</SupportedUnitModelType> <SupportedUnitModelType>WraithFemale</SupportedUnitModelType> <SupportedUnitModelType>WraithMale</SupportedUnitModelType> <GameItemTypeModel> <ModelFile>gfx/hkb/Weapons/K_Club_01.hkb</ModelFile> <Texture_All>K_Weapons_Basic_Texture_01.png</Texture_All> <Attachment>hand_right_Lcf</Attachment> </GameItemTypeModel> </GameItemTypeModelPack> </GameItemTypeArtDef>
Ah, so that's what this section is about.
<ArtDef>Club_ArtDef</ArtDef>
This is the model.
Then each model type is what race it supports.
Yup, that is in essence what I had to do for the Henchmen females. Similarly I did this with the militia to give them special armors unlike the other races, so they upgraded in unique ways.
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