Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
I'm not sure if unit designs can have a prerequisite like that, you'll have to try it out. I suggest you use something other than oversized since that's something I use for other things.
If you are doing a troll then showing no graphics won't be a problem because the cloaks and armorpieces in this game are all built for the human 3d model and won't work for other models anyway. So yes, you can do any artdef without a 3d model except mounts.
Okay then, i'll give it a try. I'll make a new unit stat as well I'll update you on how that goes
EDIT: You CAN use Unistats as pre-requisite, but I couldn't get it to work in game. Even when I had set the Unitstat for the unit, the item was still not equip-able.
Heavenfall, Parrotmath, and others, I need to pick your brains a sec...
1) First off, is there any way to 'overwrite' a quest, by using the same name in the mods folder, or will it retain the .xml of the core file regardless of the overwrite? I've changed a couple of values in a quest (unit sizes), but I dislike the idea of having someone agonize over replacing the original quest file... So far, I ended up making 'duplicate' quests, which of course might mean you'd have the 'same quest' twice with slightly different results, as I pissed off the .xml gods when I simply tried to override the original values with a new quest file of the same name...
I can certainly have them replace the core .xml quest file, but is there another way?
2) Secondly, I've been trying to modify production values of a city, based on the level of the Unit, or Champ/Sov with the new ability.
This works, and will add production points to whatever city the Unit/Champ/Sov which has this ability/trait is in:
<GameModifier> <ModType>Resource</ModType> <Attribute>Production</Attribute> <Value>10</Value> <Provides>Adds 10 points to the production of the city it is stationed in each turn.</Provides> </GameModifier>
However, trying to tie this to the unit's level has not worked. I've tried this:
<GameModifier> <ModType>Resource</ModType> <Attribute>Production</Attribute> <Value>2</Value> <PerLevel>1</PerLevel> </GameModifier>
Which simply adds 2 to the production, regardless of unit level (intention) or city level for that matter...
I've also tried this elaborate spelldefl:
And of course assigning the BoostProduction attribute/spell to the unit, again no dice.
I've tried manipulating the above values a few ways, but have hit a brick wall on this one. Any suggestions on how to make a level bonus, or a level bonus and unit size bonus for production work?
Also, I didn't specifically try a unit size production bonus on it's own outside of a spelldef (not sure how to code that .xml outside of a spell), any suggestions?
I did successfully create a related spell that boosts production when cast along these lines, which I will release with the mod, which is pretty much ready to go other than this issue, which I'm hoping we can figure out. I was just really hoping to incorporate unit level into this before I zip the updated mod for general use - I can live with the general production boost, but what I REALLY want is a unit level bonus...
3) Finally (I'm here to amuse you), any way to get a unit to modify and/or create an Outpost WITHOUT being consumed in the process? This request is not a high priority, but what originally sent me down this path was a request from the community to make an 'engineer' unit that could stack on an outpost and upgrade it without tying up the city build cue... I'm guessing no, but had to ask anyways...
Maaaaaybe down the summoning route, tied to that specific unit? I dislike this approach because of the number of spells required (create outpost with stables, create outpost with tower, etc. create outpost with stables and tower, etc. etc. etc.), but maybe I'm overthinking this...
And I'm thinking that there is no way to divorce outposts from cities entirely at this point (short of the Arcane Monument route), but it's worth asking at least.
1) I've noticed that you cannot overwrite the quest data using the mods folder. You can recreate the core quests with my quest editor at the moment, and make the changes to the appropriate quest you want. But as you know that may lead to compatibility problems. I've not discovered another way at the moment.
2) Maybe try using productionpermaterials for your resource, instead of production.
3) No. I've successfully created an engineering unit (not that hard to do, to create a pioneer unable to settle cities), don't have to have the engineer cost any population and so you effectively established what the community wants with the engineer unit. I can post the xml if you would like, but I wanted the engineer unit to do other things besides outposts, which I've been unsuccessful in doing. There is no way of divorcing outposts from cities without actually creating a limited city.
Thanks parrotmath! On the quest thing, yeah it's the compatability thing that has be bothered. If I change the core quest file, it might break someone else's mod, which is why I'm reluctant to do it.
Essentially, a couple of quest units were bothering me. Currently, you have issues with upgrade options once you acquire them, so they fall into disuse after a while. As an example, for those of us that like the 'storyline' aspect of say the Brothers Sparus fighting alongside us, game realities make this less likely in the late game. Specifically, group group size is the one thing you can't change via upgrades. That and the brothers have those cool bronze shields... Anyways, the quest doesn't call out the group size, it relies on the unit.xml, and if you take this out of the quest unit .xml, well you end up with a single Brother, not three...
So, I have updated xml for two quest units, that allow for appropriate upgrades, and also incidentally keep some flavor. Say, Panca Archers with non-upgradeable soldier's gloves and soldier's boots, but upgradeable armor/cloaks/etc? The units now work/upgrade awesomely. I justify the Brothers Sparus group size upgrade by thinking that they have some cousins to swell their ranks with... anyways, you get the idea.
Back to the quest file thingie, I'm wondering if you could just change the frequency/spawn rate of the original quest, without changing the rest of the original file? That way, you could just call out the questdef name, and overwrite the spawn values somehow? Like, force said quest to not appear before turn 30000? Hmmm, that's an interesting idea, off to try that one...
I don't really grasp how the quest frequency variables work, although I've been able to get another quest I've made to appear pretty consistently on a given turn (a throne room type quest entry, not a goodie hut-triggered one). I just downloaded the quest editor but have yet to take it for a spin.
FYI, I'm working on a 'Seven Samurai' theme quest, where you have to collect a few individuals before you complete the multi-tiered quest... the first two characters in my 'play' are done, and they are nice additions IMHO! AND, I've made an upgradeable NPC 'Single only' Unit that is NOT a Champ/Sov! I call him Darrell... Trying to get the 'group upgrades' button to NOT appear, but allowing the weapon and armor upgrades TO appear was a pain, but then I discovered the <IsNPC>1</IsNPC> tag...
While we are on the subject, is there a way to tie a quest to be triggered by a prereq, like say a specific unit being in your ranks, or ownership of a specific item before the quest may trigger? I'm wanting to have a quest trigger at some later point if you completed the previous quest, and have a specific item, or maybe a specific individual amongst your ranks...
If we had a unit trigger, this could be fun... you get General Carrodus to surrender to you, which triggers a quest at some point that Carrodus brings to your attention...
There are many special resources you can make, and they have implemented the trigger when you have a certain amount of a resource. You may add this special resource when you recruit a unit that generates this special resource and x turns later you get the quest when you reach that amount of resource. Might be able to do this same thing with items. You will have to do some tricks to get what you want to happen to happen.
A lot of what you want should be scripted in a scenario which you have a lot more control on how things work there than from a sandbox game.
Quick update.
Tried 'overwriting' the spawn of a quest with a turn value of 30,000, the game just laughed at me, and let the original quest show up as it always has...
I guess I'll be overwriting the original quest files, then... If anyone else has mods that modify the original quests for LH, I can certainly incorporate your changes into my release, in a separate version so that I don't break any other mods...
BTW, I now have both quest editors at my disposal. Murteas' FE quest editor works OK for LH mods, and the other quest Editor (Parrotmath's) has some advantages as well. I particularly like the run through option in Parrotmath's version, but the first one has a slicker interface, and I like the 'objective structure' viewer. I just wish all of the checkboxes worked as they are intended to in the Murteas one.
If we could get these two modders to pool their efforts (is Murteas even still around?), we'd have one very nice quest editor! As it is, thanks for your efforts in getting us a quest editor, guys, STARDOCK GUYS TAKE NOTE!
I'm trying to either increase the amount of experience it takes a unit to level up or decrease the amount of experience units gain overall. Anybody know where to do that from?
I can't seem to find it in any of the xml files but I feel like it's probably in there somewhere and that I missed/overlooked it.
You might try out
<!--** LEVEL UP **--> <!-- ** combat rating -> experience control ** --> <CombatRatingToExpMultiplier>0.06</CombatRatingToExpMultiplier> <!-- <StatPointsPerLevelUp>3</StatPointsPerLevelUp> (Obsolete) --> <MaxExpFromCombat>-1</MaxExpFromCombat> <!-- set to -1 to disable --> <MinExpFromCombat>1</MinExpFromCombat> <MultiplierOnPointsToLevelUnit>1</MultiplierOnPointsToLevelUnit> <ExpBaseOnPointsToLevelUnit>2.1</ExpBaseOnPointsToLevelUnit> <ExpMultiplierOnDesignedUnits>0.5</ExpMultiplierOnDesignedUnits> <UnitLevelUpPerkOfferCount>5</UnitLevelUpPerkOfferCount> <CityLevelUpPerkOfferCount>3</CityLevelUpPerkOfferCount> <!-- when trained units get XP, they use it towards leveling up, but also give this percent to the sov. --> <XPPercentTrainedUnitsGiveSov>0</XPPercentTrainedUnitsGiveSov>
in the elementaldefs.xml
As to the quest editor, I've taken a little time off from it due to household maintenance. But what would you like to see with my editor, and I'll see about adding it.
I would like to add some extra "action" to city or units. How is that possible?
For example I've got an unit U-A who is week. I'm told units trained in one of my fortress F-B will get a +5 HP, and I want U-A get that bonus so I may want a "retrain" in U-A's action when it is in the control area of F-B. Would that be possible?
Or if there is no new actions could be added, could my unit be shown in the city's train list so it can be reborn(get killed but appears in the city's trainning list) from the city once I click "train"?
Any suggestions...
Parrotmath,
Let me get back to you on the Quest Editor thing. I've been coding by hand for quite a while now, so I'll have to play with your editor a bit more, and let you know where I think you can add functionality and such.
The one thing I can think of off the top of my head is that when you make changes in a subwindow, it's not really clear if your changes have 'taken effect', so when you click the close window box you aren't sure if they worked or not. Adding an 'apply changes' button to the subwindows might help with peace of mind a bit. Specifically, I remember having some issues with a dialogue option that I wanted to require a resource for. I selected the resource and the amount, but it didn't take. That is what made me think about an 'apply changes' buttton.
It is extremely cool that you've released it for LH though! Hopefully it helps generate interest in quest building. More, and especially more interesting, quests are good.
Is there any possibility that I can get current turn number like this, or something like that?
<Expression><![CDATA[[Get_Turn_Number]]></Expression>
Hey guys!
I'm currently trying to add a 'turns to build' to an item (outpost upgrade) using resources other than labor. I've managed to 'divorce' outpost upgrades from cities directly using this, but they are of course now 'instabuilds', using the appropriate amount of the new resource.
I've tried this: <GameModifier> <ModType>ConstructionResourceCost</ModType> <Attribute>BuildingSupplies</Attribute> <Value>-5</Value> <PerTurn>1</PerTurn> <Turns>3</Turns> </GameModifier>
I didn't really expect it to work, which it didn't, but figured it'd be worth a shot at least. Has anyone figured out how to do such a thing? I.E. a resource requirement for a set number of turns, instead of all at once?. Or, at least a 'turns to build'?
I did also try <TurnsToBuild> just for fun btw, no dice...
???????
Parrott, which numbers I should change to increase the amount of XP and to lower the amount of XP needed to level up? In other words I want my champions to level up quickly.
OK, having messed with this, Multiplier on Points to Level is the thing that currently doubles the XP requirement every level, with the Value of 1. If you wanted to drop this progression to, say, increase by 75% instead of 100%, change it to .75. Or at least that's how I remember this working...
The second variable (Exp Base) is the base number of points to level your unit. Normally, with 2.1 you require 10 experience to reach level 2. Lowering this number will of course reduce your XP requirement.
SOOOOO, essentially if you lower either or both of these values, you'll reduce your XP requirements per level. I'm thinking you'll get faster progression to higher levels with the <MultiplierOnPointsToLevelUnit>. YMMV of course. I'll mess with this at some point, in the meantime, have fun!
Thanks! And what's this: <CombatRatingToExpMultiplier>0.06</CombatRatingToExpMultiplier> ?
I believe that one is the comparison between combat ratings and the experience multiplier given different combat ratings. Not exactly sure how that works, but if you fight a creature with a higher combat rating maybe the exp base divided by .06, and if you have a higher combat rating it is multiplied by .06
I haven't played with the experience modifiers here, but you can try it out to see exactly what it does.
Trying to make a new trait as a starting point ...
Is it possible to mod all 2H weapons(like axes etc) into 1H versions? (something like the defensive trait offering 1H spears)
I tried looking at the defensive trait for some clues but can't seem to find them?
Yes, it is possible to do exactly what you suggest.
You would need to create an entire set of new axes (same stats if you like) and remove the tag <Type>Defense</Type>. The combination of
<Type>Weapon</Type><Type>Defense</Type>
makes two handed weapons.
Also, you need prereq tags (Lets the game know to activate this item when you have this ability)
<Prereq> <Type>AbilityBonusOption</Type> <Attribute>YOURABILITY_INTERNALNAME</Attribute> <Target>Player</Target></Prereq>
Then you need to add to all the normal axes the following extra prereq (Lets the game know to not activate this item when you have this ability)
<Prereq> <Type>RestrictedAbilityBonusOption</Type> <Attribute>YOURABILITY_INTERNALNAME</Attribute> <Target>Player</Target></Prereq>
What sort of value is Troopcount? Is there any way possible to modify it through an improvement such as a units trained here are +1Troopcount?
Not sure that you can do anything with the value TroopCount. The file that deals with troop size is CoreUnitGroupingTypes.xml
Hi Parrottmath
thanks for the reply.
Just a few confirmations
1) the prereq tab. I assume this needs to be in the weapon's xml?
2) Should i edit the coreweapons.xml that is in the game or make my own? Making my own meweapons.xml might be safer (I assume my meweapons.xml shold just contain the
<GameItemTypes> <DataChecksum NoParse="1"> <Ignore>DispName</Ignore> <Translate>DisplayName,Description</Translate> </DataChecksum>
<!-- insert my items here -->
</GameItemTypes>
3) The game will automatically pick up my xml file if it contains the correct header xmls like GameItemTypes or AbilityBonuses if i placed them in the Mods folder
1) Yes, the pre-req tab should be in the weapon's xml
2) You shouldn't edit the coreweapons.xml or any of the core files if you can avoid it. This will save you lots of time when the game decides to update itself and you won't lose your mods.
To mode weapons you need to include almost all of the weapons xml. What you avoid placing in the weapon's xml is the section
<GameItemArtDef InternalName="WEAPON_ARTDEF_INTERNALNAME"> --- DON"T RECOPY THIS STUFF HERE</GameItemArtDef>
but everything else should be included, including the same internal name to overwrite the games weapon file.
3) If your xml file is sitting in the appropriate spot. The most appropriate spot for a mod is in the documents folder under the mods section. be sure you have mods enabled.
I'd just like to say thanks for all the help you experienced modders have been providing for new people, even though I don't mod LH, it is still very much appreciated.
Agreed with StevenAus.Thanks Gurus
Can i check what xml decides if a weapon can be chosen in a Sovereign screen? (The reason being i have created 1H axe versions but is showing up on the create Sovereign screen even when i have already inserted the Prereq conditions.
I have tried comparing to the 1H Spear (<GameItemType InternalName="Spear_Krax">) which doesn't appear in the create Sovereign screen but it looks like the xml are the same.
EDIT: Forgot i asked. Found <IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization>
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