Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
Talk about your unusually small baby steps...
Okay, I'm really getting hung up here. I've successfully created a 'lesser' weapon for my Lesser Catapult unit in CoreWeapons.xml. However, as soon as I deviate from BasicCatapultAttack on either gamemodifier, then problems start to arise with the ability being locked out, basically giving me the tooltip error "This attack is not available...so you'd better not be seeing this tooltip anywhere."
<GameItemType InternalName="LesserCatapultAmmo"> <DisplayName>Catapult Ammo</DisplayName> <Description>Heavy shot suitable for smashing walls or unprotected foes.</Description> <Type>Weapon</Type> <CanBeEquipped>1</CanBeEquipped> <GameModifier> <ModType>Unit</ModType> <Attribute>UnlockCombatAbility</Attribute> <StrVal>BasicCatapultAttack</StrVal> <Provides>Ranged attack</Provides> </GameModifier> <GameModifier> <ModType>Unit</ModType> <Attribute>UnlockRangedAction</Attribute> <StrVal>BasicCatapultAttack</StrVal> <Provides>Ranged attack</Provides> </GameModifier> <IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization> <RarityDisplay>Common</RarityDisplay> <TacticalRange>9</TacticalRange> <SupportUnitType>Unit_Catapult</SupportUnitType> <IsAvailableForUnitDesign>0</IsAvailableForUnitDesign> <ArtDef>CatapultAmmo_ArtDef</ArtDef> <GameItemTypeArtDef InternalName="CatapultAmmo_ArtDef"> <GameItemTypeModelPack InternalName="CatapultAmmo_Default"> <IconFile>Caravan1_Medallion.png</IconFile> <TintR>0</TintR> <TintG>0</TintG> <TintB>0</TintB> <AttackSFX>CatapultToss1_M</AttackSFX> </GameItemTypeModelPack> </GameItemTypeArtDef> </GameItemType>
I've created a BasicLesserCatapultAttack in CoreSpells.xml, and it does work to change the RangedAction to BasicLesserCatapultAttack, but at the cost of having the CombatAbility locked out. If I change both to BasicLesserCatapultAttack, I can still fire the basic attack, but the CombatAbility is still locked out...
<SpellDef InternalName="BasicLesserCatapultAttack"> <DisplayName>Lesser Catapult Ammo</DisplayName> <Description>Attack a unit from a distance with a giant thrown rock.</Description> <Image>Action_Catapult.png</Image> <IconFG>Action_Catapult.png</IconFG> <SpellBookSortCategory>Unit</SpellBookSortCategory> <SpellBookSortSubCategory>UnitDamage</SpellBookSortSubCategory> <SpellType>Tactical</SpellType> <SpellClass>Offensive</SpellClass> <SpellSubClass>Damage</SpellSubClass> <SpellTargetType>EnemyUnit</SpellTargetType> <HideInHiergamenon>1</HideInHiergamenon> <IsCastable>0</IsCastable> <IsRangedAttack>1</IsRangedAttack> <GameModifier> <ModType>Unit</ModType> <Attribute>DefendableDamage</Attribute> </GameModifier> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> <HitSoundFX>Spell_Catapult_Hit1</HitSoundFX> <HitSoundFX>Spell_Catapult_Hit2</HitSoundFX> <MissSoundFX>Catapult_Miss1</MissSoundFX> <MissSoundFX>Catapult_Miss2</MissSoundFX> <SpellCastSoundFX>Catapult_Toss</SpellCastSoundFX> <SpellCastEffectName>Catapult_Particle</SpellCastEffectName> <SpellCastEffectScale>0.9</SpellCastEffectScale> <SpellCastProjectile>1</SpellCastProjectile> <SpellCastProjectileSpeed>500</SpellCastProjectileSpeed> </SpellDef>
I've also created a BasicLesserCatapultAbility in CoreSpells.xml, with the objective of having it the precise same as BasicCatapultAttack except with a 5 turn cooldown attached:
<SpellDef InternalName="BasicLesserCatapultAbility"> <DisplayName>Lesser Splash Attack</DisplayName> <Description>Attack a unit from a distance with a giant thrown rock.</Description> <Image>Action_Catapult.png</Image> <IconFG>Action_Catapult.png</IconFG> <SpellBookSortCategory>Unit</SpellBookSortCategory> <SpellBookSortSubCategory>UnitDamage</SpellBookSortSubCategory> <SpellType>Tactical</SpellType> <SpellClass>Offensive</SpellClass> <SpellSubClass>Damage</SpellSubClass> <SpellTargetType>EnemyUnit</SpellTargetType> <AllowFriendlyFireInRadius>1</AllowFriendlyFireInRadius> <HideInHiergamenon>1</HideInHiergamenon> <Cooldown>5</Cooldown> <IsCastable>0</IsCastable> <IsRangedAttack>1</IsRangedAttack> <Radius>1</Radius> <GameModifier> <ModType>Unit</ModType> <Attribute>DefendableDamage</Attribute> </GameModifier> <AIData AIPersonality="AI_General"> <AIPriority>3</AIPriority> </AIData> <HitSoundFX>Spell_Catapult_Hit1</HitSoundFX> <HitSoundFX>Spell_Catapult_Hit2</HitSoundFX> <MissSoundFX>Catapult_Miss1</MissSoundFX> <MissSoundFX>Catapult_Miss2</MissSoundFX> <SpellCastSoundFX>Catapult_Toss</SpellCastSoundFX> <SpellCastEffectName>Catapult_Particle</SpellCastEffectName> <SpellCastEffectScale>0.9</SpellCastEffectScale> <SpellCastProjectile>1</SpellCastProjectile> <SpellCastProjectileSpeed>500</SpellCastProjectileSpeed> </SpellDef>
Ultimately, this is what I'm aiming to have accomplished in this catapults mod:
The Lesser Catapult is to have a basic attack, only being able to target a single tile. It is to have an ability with a 5 turn cooldown that does a splash attack (currently the BasicCatapultAttack). The Lesser Catapult is to be available for city defense upon completion of the Drills tech (or a building completed as a consequence of the Drills tech)
The 'Greater' Catapult is to have it's current BasicCatapultAttack (without the cooldown). It is to have 2 abilities. The first ability is a 5 turn cooldown that does a greater splash attack with range 2. The second ability is a 5 turn cooldown fire attack, mostlikely with particle effects similar to the Coalstones attack. The 'Greater' Catapult is to be available for city defense upon it's current design (though I may need to attach it to a upgraded structure in order to replace the Lesser Catapult)
If, at the very least I am to get anything out of this, it's that modding isn't my forte. Nevertheless, I'm alwasy willing to learn something new.
Why don't you add the cool down to the basic catapult attack and give the advanced catapult unit a cool-down reduction ability? Wouldn't that solve the same problem without the hassle of creating a separate weapon damage. You could also give or reduce bonuses using abilities this way too.
Agreed! This is more or less what I was referring to in my previous question in the thread. Because aside from reverse engineering what I already see being used in mods and other xml used by the game, I have a very hard time actually *knowing* what most code is supposed to do.
Assuming nothing like this already exists, while it would be a massive undertaking, I can't imagine how much easier this would make modding for beginners and experienced, long-time modders alike.
Hey everyone, I'm fairly new to the FE universe but I fell in love with it at first sight and after pouring countless hours of real enjoyment, I took the liberty of checking and trying the amazing mods created by this dedicated community and it made the game even more rich for me, so out of curiosity I checked the game Workshop which features a lot of ways to modify the game to one's liking, but I want to ask a few questions about modding which I hope that more experienced members in this board can answer (I hope this thread is right for this):
- Do you need a specific script editor to modify the game files?
- What is the modding depth on this game? (Can you create/modify champions skins, items, traits, etc)
- Is it possible to freely manipulate character, abilities and items attributes?
Thanks for your time!
Frigidian:
1. Nope. Assuming you're referring to doing basic editing of .xml files, you can use anything that reads basic text docs. I use good ol' notepad (for simplicity sake).
2. Yes, you can edit everything you mentioned. Some parts are far simpler and easier to edit than others. Editing and creating new items is probably the easiest in my experience. If you have experience with Photoshop, making custom skins isn't tough. A number of people have shared their modifications to traits.
3. Yes, that mostly involves simple edits of .xml files. As with everything, there are limitations. But this is a fantastic game if you want to play something highly-customizable so it truly feels like it's "your own" without being overly-complicated. A great combo in my book.
Nope, Notepad works but I use Notepad++
You can edit every facet of...everything, pretty much.
Yep, just need to dig in to the xml
Thanks for answering so promptly
I'm pleasantly surprised how flexible the modding this game allows, I'll certainly have a good look at XML language since I'm still very fresh, as for designing skins, that's just great, I read somewhere in this forum that using a software called GIMP is quite good for that aspect.
In regard to your point of view about this game being hand crafted to our wishes and whims, that's certainly a godsend, even more so if one can share his creations with the rest of the community.
Hello guys. I've been fiddling with the files on my own for a bit. Not much of a modder so I need a little help. I was wondering if it's possible to summon a champion with your sovereign at the beginning of a new game without them being treated as a typical game unit. I wanted to have the king of my custom faction have his right hand man or his queen to start the game with him, but I want them to be champions, not regular units. Is this possible?
EDIT: Also is it possible to set up the in game shop so that you can buy some of the rare items but at like rediculously high prices?
@Xethros see this topic and my replies https://forums.elementalgame.com/445730/
Okay so I read that post. It made sense at first but then i got to fiddling and realized I had no idea what i was doing. Here is what I did so far which hasn't worked.
First I used the Summon Air Elemental strategic spell as a template:
<SpellDef InternalName="SummonGeneralHadrian Aurelian_-1286277191-30409"> <DisplayName>Summon General Hardian Aurelian</DisplayName> <Description>Summons a level 5 General Hadrian Aurelian.</Description> <Image>M_AirElemental_Card.png</Image> <IconFG>S_SummonAirElemental_Icon.png</IconFG> <AutoUnlock>1</AutoUnlock> <CanStack>0</CanStack> <SpellBookSortCategory>Summon</SpellBookSortCategory> <SpellBookSortSubCategory>Summon</SpellBookSortSubCategory> <SpellType>Strategic</SpellType> <SpellClass>Defensive</SpellClass> <SpellSubClass>Summon</SpellSubClass> <SpellTargetType>Self</SpellTargetType> <SpellResourceCost> <Resource>Mana</Resource> <Amount>1</Amount> </SpellResourceCost> <GameModifier> <ModType>Unit</ModType> <Attribute>SummonUnit</Attribute> <StrVal>GeneralHadrian Aurelian_-1286277191-30409</StrVal> <UnitClass>Champion</UnitClass> <Duration>-1</Duration> </GameModifier> <AIData AIPersonality="AI_General"> <AIPriority>-1</AIPriority> </AIData> <HitSoundFX>Spell_SummonAirElemental_01</HitSoundFX> <SpellDefEffect> <EffectName>S_SummonAirElemental_Particle</EffectName> <LocalPosition>0,0,0</LocalPosition> <EffectScale>0.5</EffectScale> <EffectDelay>0</EffectDelay> <SnapToTerrain>1</SnapToTerrain> </SpellDefEffect> </SpellDef>
pretty much all i changed was the internal name, display name, description, the canstack to 0 from 1 (i only need one of him), mana resource to 1, unit class to champion and AI priority to -1 (i think that means the AI can't summon them but i can right?)
I did the same with the coreabilities, copying the air elmental one
<AbilityBonus InternalName="SummonGeneralHadrian Aurelian_-1286277191-30409"> <AbilityBonusType>Unit_Level</AbilityBonusType> <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType> <AbilityBonusOption InternalName="SummonGeneralHadrian Aurelian_-1286277191-30409"> <DisplayName>Summon General Hadrian Aurelian</DisplayName> <Description>Allows the unit to cast the Summon General Hadrian Aurelian spell</Description> <Icon>Ability_SummonAirElemental_Icon.png</Icon> <Type>Spell</Type> <AIData AIPersonality="AI_General"> <AIPriority>-1</AIPriority> </AIData> </AbilityBonusOption> </AbilityBonus>
then I gave my sovereign this:
<SelectedAbilityBonusOption>SummonGeneralHadrian Aurelian_-1286277191-30409</SelectedAbilityBonusOption>
so where did i mess up?
Bleh... double post.
<GameModifier> <ModType>Unit</ModType> <Attribute>SummonUnit</Attribute> <StrVal>GeneralHadrian Aurelian_-1286277191-30409</StrVal> <UnitClass>Champion</UnitClass> <Duration>-1</Duration> </GameModifier>
strval here should be the internalname of the champion you are trying to summon. I'm not sure what your abilitybonusoption is for - do you want to limit the spell to someone who has that trait?
I have another question, some of the feedback I've received on the Construct Soldiers mod is asking for more depth, like building city improvements that increase the stats of the Golem units specifically. How would I go about doing this?
Hmmm... tricky. There are a lot of variables to consider here - what is easy to use for the player, easy to use for the AI, what does the UI support.
The first way would be to have the golems use battleautocastspell on themselves at the start of every fight. This would cast a spell that increased their stats based on what you want - maybe an extra trait given out to trained units in that city - maybe an extra unitstat they got for being trained in a city - maybe a unitstat you can globally boost through buildings. However, a problem with this method is that such bonuses aren't calculated for the strategic map, meaning the AI has difficulties gauging the true strength of such a unit.
Another way would be to give them a special type of attack that only golems had. Then you could create say an "artificier's golem manufactury" that globally increased the output of that special type of damage. This would give bonuses that appear on strategic map, but you could only really apply this to a damagetype.
Another way would be to just give them special traits in the city, that contained modifiers which basically says "if this unit is a golem, then deal X extra attack when attacking any unit that is not also a golem". Again, these bonuses would not apply on strategic mode so difficult to calculate, however you could apply this to any stat they have - dodge, spell resist and so on.
A fourth way would be to give them some equipment that was upgraded as you progressed down a tech tree for example. They would start out with equipment X, then you research equipment Y and then you can train those and upgrade your existing ones. This would be the route I would take, although it will require a bit of work to do all the upgradeables, and a bit of tinkering to make it work right.
For the special traits in the city, how would I do this in the XML? I've only been doing this a few days so it's a lot of guess work for me :/
Like so
<GameModifier> <ModType>CityTrainingBonus</ModType> <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute> <StrVal>Enmity</StrVal> <Provides>Trained units get +25% Attack vs units of the opposite race</Provides> </GameModifier>
from a city improvement, strval being the abilitybonusoption to give to all trained units for free
Okay, and so if I wanted it to just increase the defense of golems, I use what?
Then you give all the golem a special unitstat you create, then have the trait do something like
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Defense_Pierce</StrVal> <StrVal2>UnitStat_IAMGOLEM</StrVal2> <Provides>If this unit is a golem and enemy unit isn't, gain 15 extra defense when attacked</Provides> <Value>15</Value> <vsLower>1</vsLower> </GameModifier>
Cheers for the help again, Heavenfall
I have two more questions if anyone is kind enough to give some input.
1. Is it possible to create an all-female faction, that is properly used by the AI to have all-female henchmen as well as all-female champions? I use Parrottmath's wonderful 'female henchmen' mod, so that part isn't an issue. But I don't know how to force the AI to only use women. I'm starting to believe forcing it to only choose female champions is impossible, but hopefully I'm wrong. I'd be okay with settling on disabling champions for the faction to get around this, if that's possible (not sure how to do that either). 2. I know how to add/remove/change which units a sovereign starts the game with (typically 1 spearman and 1 peasant). But instead of starting the game with generic units, is it possible to start a new game with your sovereign joined by a specific champion or two (or additional sovereign) right off the bat?
You should be able to create and all female faction (except the champions, possibly) Make a race type and set all AI starting units to be female and only allow Generic Female for both "male" and "female" units. For champions, I'm not sure if you can attach pre-reqs to prevent a race from choosing male champions or set the AI weight to only female champions.
You could redesign all champions to be female champions for Kingdoms and that would accomplish the same effect
Bleh fail post.
Okay I don't know what I'm doing wrong.
Apologies beforehand on the format of the in game info. I don't know how to set it up on the post how it looks like in the xml file. And yes I made this character uber.
This is my champion. I have put his info just like this in the CoreUnits xml doc.
<UnitType InternalName="Champion_HadrianAurelian"> <DisplayName>General Hadrian Aurelian</DisplayName> <UnitDisplayName>General Hadrian Aurelian</UnitDisplayName> <Class>General</Class> <Allegiance>Kingdom</Allegiance> <CreatureType>Champion</CreatureType> <RaceType>Race_Type_Altarians</RaceType> <Unique>1</Unique> <CanBeDesigned>0</CanBeDesigned> <Gender>Male</Gender> <WageOverride>1</WageOverride> <IsNPC>1</IsNPC> <IsChampion>1</IsChampion> <IsSovereign>0</IsSovereign> <SpawnRating>1</SpawnRating> <NPCSpawnLikelihood>100</NPCSpawnLikelihood> <GameModifier> <ModType>Resource</ModType> <Attribute>Unrest</Attribute> <Value>-15</Value> <Provides>-15% Unrest in the city this unit is in</Provides> </GameModifier> <LevelMilestone InternalName="L1"> <Level>1</Level> <UnitStat_Accuracy>80</UnitStat_Accuracy> <UnitStat_CombatSpeed>25</UnitStat_CombatSpeed> <UnitStat_ChanceToCrit>10</UnitStat_ChanceToCrit> <UnitStat_HitPoints>30</UnitStat_HitPoints> <UnitStat_BG_IsChampion>1</UnitStat_BG_IsChampion> <UnitStat_BG_IsHumanoid>1</UnitStat_BG_IsHumanoid> <UnitStat_BG_IsRace_Altarians>1</UnitStat_BG_IsRace_Trogs> <UnitStat_BG_IsKingdom>1</UnitStat_BG_IsEmpire> <UnitStat_BG_IsMale>1</UnitStat_BG_IsMale> </LevelMilestone> <SelectedAbilityBonusOption>Blood_Altarian</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Bard</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Potential</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Veteran</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Brilliant</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Knowledge</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Potentia </SelectedAbilityBonusOption> <SelectedAbilityBonusOption>General</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Life1</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Earth1</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Air1</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Fire1</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Water1</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Bard</SelectedAbilityBonusOption> <SelectedAbilityBonusOption>Evoker1</SelectedAbilityBonusOption> <AutoCreateEquipment>Pike_Perfect</AutoCreateEquipment> <AutoCreateEquipment>CloakOfShadows</AutoCreateEquipment> <AutoCreateEquipment>BootsOfTheSpider</AutoCreateEquipment> <AutoCreateEquipment>Longbow_Ignys</AutoCreateEquipment> <AutoCreateEquipment>Longsword_SwordOfTheSunAndMoon </AutoCreateEquipment> <AutoCreateEquipment>CloakOfShadows</AutoCreateEquipment> <AutoCreateEquipment>Longsword_Souls</AutoCreateEquipment> <AutoCreateEquipment>Spear_AirElemental</AutoCreateEquipment> <Equipment>F_Head_Wraith_Mesh_03</Equipment> <Equipment>Sovereign_Fez_Hair_ID1</Equipment> <Equipment>Sovereign_Warrior_Shirt_Pleated_ID2</Equipment> <Equipment>Kingdom_Leather_Gloves_Dark</Equipment> <Equipment>Kraxis_Beard</Equipment> <Equipment>Noble_Surcoat_Solid_ID1</Equipment> <Equipment>Basic_Pants_ID2</Equipment> <Equipment>AmuletOfFlames</Equipment> <Equipment>AmuletOfFrost</Equipment> <Equipment>AmuletOfHaste</Equipment> <Equipment>AmuletofWarding</Equipment> <Equipment>Warhorse</Equipment> <Equipment>Muchant_Cloak_ID2</Equipment> <Equipment>Warrior_Boots_ID2</Equipment> <Equipment>BandOfInsight</Equipment> <Equipment>RingOfWisdom</Equipment> <Equipment>DelinsEmber</Equipment> <Quote>'For the Kingdom!'</Quote> <NPCRecruitmentText>Command me my lord.</NPCRecruitmentText> <Backstory>The trusted childhood friend of Lord Solva, General Hadrian Aurelian is an expert in battle tacticts and a minor mage himself. No other can test his might on the battlefield. <AnimationPack>NoblemanAnimationPack</AnimationPack> <HasEssence>false</HasEssence> <ModelPath>Gfx\HKB\Units\K_Male_Mesh_01.hkb</ModelPath> <SkeletonPath>Gfx\HKB\Units\K_Male_Skeleton_01.hkb</SkeletonPath> <EyeTexture>gfx\eyes\blinks\eyeblink_f3_blue.png</EyeTexture> <AnimationPack>NoblemanAnimationPack</AnimationPack> <ShowAsSingleUnit>false</ShowAsSingleUnit> <CutSceneDataPack>HenchmanCutscenePack</CutSceneDataPack> <ModelScale>1.0082</ModelScale> <TacticalModelScale>1.5000</TacticalModelScale> <EquipmentScale>1.0000</EquipmentScale> <ClothMapScale>1.6000</ClothMapScale> <BattleAnimationBehavior>Melee</BattleAnimationBehavior> <MovementType>land</MovementType> <BobbingFrequency>0.0000</BobbingFrequency> <ClothPoseIndex>0</ClothPoseIndex> <InfoCardBackground>BG27_CastlePlains</InfoCardBackground> <InfoCardBackgroundFlipped>0</InfoCardBackgroundFlipped> <CanBeDesigned>1</CanBeDesigned> <UserDesigned>true</UserDesigned> <IsModDependent>false</IsModDependent> <Medallions InternalName=""/> <MovingSFX>TEMP_KnightMarching1</MovingSFX> <LevelMilestone InternalName=""> <Color_Hair>0,0,0,255</Color_Hair> <Color_Skin>217,153,97,255</Color_Skin> <Color_Clothing1>50,60,0,255</Color_Clothing1> <Color_Clothing2>0,0,0,255</Color_Clothing2> <Color_Metal>148,148,0,255</Color_Metal> <Color_Primary>50,50,50,255</Color_Primary> <Color_Secondary>33,15,5,255</Color_Secondary> <Color_Roof>50,60,0,255</Color_Roof> <Color_TerrainBlend>255,255,255,255</Color_TerrainBlend> <Color_TerrainOnly>255,255,255,255</Color_TerrainOnly> <Color_Trans>255,255,255,255</Color_Trans> <Color_ScrollTransMask>255,255,255,255</Color_ScrollTransMask> <Color_Eyes>255,255,255,255</Color_Eyes> <Color_Crest>255,255,255,255</Color_Crest> <Texture_Skin>K_Male_beard_Texture_01.png</Texture_Skin> <CreatorFactionName>CustomFaction_Odencii</CreatorFactionName> <Gender>Male</Gender> <UnitModelType>HenchmanMale</UnitModelType> <IsSovereign>0</IsSovereign> <HasWages>1</HasWages> <NPCFreeRecruit>0</NPCFreeRecruit> <RaceType>Race_Type_Altarians</RaceType> <IgnoreItemTrainingCosts>false</IgnoreItemTrainingCosts> <AdditionalTrainingTurns>200.0000</AdditionalTrainingTurns> <WageOverride>0.0000</WageOverride> <UnitTypeVersion>1</UnitTypeVersion> <TileRadius>0</TileRadius> <GetPerksOnLevelUp>1</GetPerksOnLevelUp> <DividesBattleExp>0</DividesBattleExp> <CanSqueeze>0</CanSqueeze> <OnHitParticleName>Bloody_OnHit</OnHitParticleName> <AllowGrouping>false</AllowGrouping> <SoundPack>SoundPack_Generic_Male</SoundPack> </UnitType>
Here is the spell to summon him:
<SpellDef InternalName="SummonChampion_HadrianAurelian"> <DisplayName>Summon General Hardian Aurelian</DisplayName> <Description>Summons a level 5 General Hadrian Aurelian.</Description> <Image>M_AirElemental_Card.png</Image> <IconFG>S_SummonAirElemental_Icon.png</IconFG> <AutoUnlock>1</AutoUnlock> <SpellBookSortCategory>Summon</SpellBookSortCategory> <SpellBookSortSubCategory>Summon</SpellBookSortSubCategory> <SpellType>Strategic</SpellType> <SpellClass>Defensive</SpellClass> <SpellSubClass>Summon</SpellSubClass> <SpellTargetType>Self</SpellTargetType> <CasterMustBeSov>1</CasterMustBeSov> <SpellResourceCost> <Resource>Mana</Resource> <Amount>1</Amount> </SpellResourceCost> <GameModifier InternalName="Reward2"> <ModType>Unit</ModType> <Attribute>UnitJoinArmy</Attribute> <StrVal>Champion_HadrianAurelian</StrVal> <UnitClass>Champion</UnitClass> </GameModifier> <AIData AIPersonality="AI_General"> <AIPriority>0</AIPriority> </AIData> <HitSoundFX>Spell_SummonAirElemental_01</HitSoundFX> <SpellDefEffect> <EffectName>S_SummonAirElemental_Particle</EffectName> <LocalPosition>0,0,0</LocalPosition> <EffectScale>0.5</EffectScale> <EffectDelay>0</EffectDelay> <SnapToTerrain>1</SnapToTerrain> </SpellDefEffect> </SpellDef>
I didn't change much with the spell interms of the look, just the name and such.
So why doesnt' my sovereign have that spell when he begins the game?
I do not believe the tag UnitJoinArmy can be used in a spell (although I could be wrong).
Are you starting a new game?
Yes. The General Hadrian Aurelius Character is from a previous game. I'm trying to get him to start the game as my sovereign Solva's right hand man. Having difficulty getting the spell to work like Heavenfall mentioned in the dragon champion thread. Like I said I'm new to the xml fiddling. I can put items with characters but I can't get the rest of it to work.
EDIT: I can't even get the spell to show up in Solva's spellbook at the beginning of the game. I set up the summon spell like the Steal Spirit spell that all Player characters start with figuring that would work for my spell to have it start with my main character. But it hasn't.
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