Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
Thank you very much Parrot for the advice, and everyone contributing to this thread. It is extremely helpfull. I am working on a professions mod at the very least for my own use. I am planning on changing professions like the Adventurer profession to a 10% bonus experience for the player and a scaling additive fame per season gain, where you gain 0.05 fame per level of the player each season ie 1 fame every 20 seasons at level 1. Do I adjust the resource type to add a fameper resource or is there an easier way to do calculations within Gamemodifier text itself without having to make a whole new resource type? I also was curious about Troopcount because I wanted to change the General profession to +15% experience for troops and +1 troopcount on top of current technology etc. I've already added a merchant profession with bonus Gildar and shop discounts along with a few other changes.
Out of curiousity, how did you do the shop discounts?
The troop count may be done possibly setting up a prereq of the type
<Prereq>AbilityBonusOption</Prereq> and <Prereq>RestrictedAbilityBonusOption</Prereq>
But I'm not sure if that section of the xml will accept those prereqs.
As to the fame per level, not sure how you would incorporate the per level stat. But it is not too hard to include an ability to give you fame per season, see the merchant ability for the details. You can try the <PerLevel> tag, but I'm not sure if it would per.
I realized when I read over that, I meant to say rush discount for the merchant. I tried putting the perlevel tag in the per season tag together and it just didn't work. I'll try the troopcount idea!
Ah, good to know, because the only way I can think of accomplishing this idea for a discount at the shop would be too much work to be useful.
I pondered the 'bump troop count' thing BTW, but didn't see an easy way to do this. This is probably one of those 'try different iterations of troop count in a tag and see if one of them takes' situation.
Had a thought, thanks to the Butchermen... Butchermen have the Undying Curse ability, which increases their group size every time they score a kill:
<AbilityBonus InternalName="UndyingCurseAbility"> <AbilityBonusOption InternalName="UndyingCurse"> <DisplayName>Undying Curse</DisplayName> <Description>When this unit kills a victim it adds another member to its group, to a maximum of 5 units</Description> <Icon>Ability_UndyingCurse_Icon.png</Icon> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_MaxTroopsFromKills</StrVal> <Value>5</Value> <Provides>When this unit kills a victim it adds another member to its group, to a maximum of 5 units</Provides> </GameModifier>
I'm wondering if you tried: <GameModifier> <ModType>Player</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_MaxTroops</StrVal> <Value>1</Value> </GameModifier>
If the game would accept that, and accomplish what you are going for?
<StrVal>UnitStat_TroopCount</StrVal> would be another iteration you could try.
Just a thought.
Is there a icon creator somewhere? I been trying to making some decent icons for some new abilities but i can't seem to get them to be loaded in the game
The dimensions i used are
64 * 64 pixels
png file format.
Is there any other requirements i need to fulfill before the game picks it up? Does the picture need to be round?
You need to place all graphics in the mod\gfx folder otherwise the game doesn't use any of them. You could also put them in the correct directory in the main game, but I wouldn't recommend it.
I can see there seem to be a few settings that control sounds
1) AttackSFX in the GameItemType xml
2) SpellCastSoundFX in SpellDef
3) HitSoundFX in SpellDef
4) Miss SoundFX in SpellDef
Anyone knows whats the difference between them?
Is there any ways for item mods to share the same description?
Let me explain what i did so far.
I tried many ways to have the item description say +1% All resistance per level but i just can't figure out how to do it.
I tried packing all res (fire,cold,lightning,poison) into the same gamemodifier but when i do that only the last resist works.
I also tried to have the description hiden by adding <Provides></Provides> but that defaults to not adding it meaning i see +1 fire resistance +1 cold resistance + 1 poison resistance on 3 lines.
Basicaly i want to hide fire, cold, poison, and lightning res by having only +1% all resistance per level.
There is the code as of now :
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_ResistFire</StrVal> <Value>1</Value> <PerLevel>1</PerLevel> <Provides>+1% All elemental resistance per level</Provides> </GameModifier> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_ResistCold</StrVal> <Value>1</Value> <PerLevel>1</PerLevel> <Provides></Provides> </GameModifier> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_ResistLightning</StrVal> <Value>1</Value> <PerLevel>1</PerLevel> <Provides></Provides> </GameModifier> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_ResistPoison</StrVal> <Value>1</Value> <PerLevel>1</PerLevel> <Provides></Provides> </GameModifier>
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Also, is it possible to have the total given from level in the item description? Let's say the champion is lv 13. It would look like
+1 All Resistance per level (13)
is there a way for the 13 to be currentchampion level variable? does it exist?
Thank you for looking into it
Is there a way to make a trait that would decrease all unit count by 1? (So the first units will only have 2 soliders etc?)
Why not reduce the numbers in the CoreUnitGroupingType.xml and see if that will reduce the numbers to 2 soldiers. Note that the units that start with the sovereign are summoned separately and have their numbers fixed under the coreunits.xml where the sovereigns are located.
Hey Parrotmath and Auggie!
I recently played around with the unit size thing. Via ElementalDefs, etc. it is possible to reduce starting unit size to 2, or even 1 for that matter.
The problem is that the interface window for unit design only shows four unit sizes at a time, so if you start at a unit size of 2, well you won't be able to upgrade past 5... unless you have the spiffy Stardock program (or some similar hack) that modifies the interface.
That being said, you can set any units that start with the Sovereign to a unit size of two instead of three, and also do the same with any monsters aquired via goodie huts, etc.. If you do this right, you can then upgrade their group sizes normally via cash upgrades.
Hey Parrotmath, Heavenfall, etc.
I just spent about a day troubleshooting a quest. I had made a simple change (from a turn activation to a resource level activation). The quest would run fine, up to the point where the game would post your rewards, and then the game would crash.
In this case, I was using Research as my trigger, but I also tried Fame briefly. I haven't tried Fame since 'finishing' up the code on my quest, but I was having issues with it as well. When I changed back to a turn number trigger, the quest began working properly again.
Have any you guys figured out any tricks to get resource level quest triggers to work properly? I did read recently where Heavenfall said that they had worked for him before, but weren't now under LH.
Hello all! Quick question- I haven't been able to find where in the XML is the code that transforms Life Shards to Death and vice versa.
Does anyone know where this is? Thanks!
EDIT: Also, wasn't there some way to mess with the allegiance tag ("None", maybe?) to disable some buildings/techs completely?
Two questions; I tried to add a tech in a standalone XML file, didn't work. Copy paste part of both "sources" in the Single player tech thingie. It's essentially similar to arcane armor in prereqs and all.
Second question, I added a new set of armor, the items work fine.. but the armor set doesn't show up in the tech view. How do I add sets there? (I copy pasted champions armor def, and messed around with values)
(my end goal is a file where both tech and items can be added, so I can easily add more item sets later)
Second this, if this is possible it would be easier to replace stuff.
Tech modding is somewhat annoying. See here: https://forums.elementalgame.com/445598
The xml that controls whether you have death or life shards is under CoreEnvironment.xml
As to the allegiance you might check the RaceConfig and see if you can change the value to a variety of different allegiances. Not sure if it is possible. Specifically the tag
<FactionAllegiance>Kingdom</FactionAllegiance>
Is your quest set to only spawn once? It may be the case that the game doesn't like to close a quest and spawn it up at the same time because you have the necessary resource to run the quest again. This is speculation as I've not played with resource quests yet.
I searched that still doesn't give me an answer.
Is such a basic thing as adding a tech impossible for the normal game? Seems silly to me, since this is advertised as a "sandbox" game and all? (I'd rather not mess with basic files and backups and all that mess)
So, you need to add the tech into the game via the tech code and you need to edit the TechTree_Amarian.xml to include your new tech in the appropriate category. This just cannot be done from the mods folder and has to be done directly to the file.
Thank you! I'd tried that one, but only by removing the tag completely from a version pasted to the mod file. Was being overwritten by what was in the core game files.
ALSO: one last question!
When working with the shard shrines, I'm getting a doubling of mana production, even though I shouldn't as far as I can tell. I'm posting an example of the code from the Mods folder and the modified coreimprovements.
From Mods folder:
And from the CoreImprovements folder:
So I don't seem to have a doubled source of mana (it doesn't show up very well, but lines 21-37 of Block 2 should be commented out), but I'm still seeing +1 Mana/turn listed twice in the Heiroglyphicsaganon.
The improvements are an additive type overwrite. You may add to the file, but it doesn't actually replace the file. So my recommendation is that
from the mods folder you have
<ImprovementType InternalName="AirAltar"> <HideInHiergamenon>1</HideInHiergamenon> <Prereq> <Type>Tech</Type> <Attribute>YouCantGetThisTech</Attribute> </Prereq></ImprovementType><ImprovementType InternalName="AirAltar_New">
***ALL YOUR CODE***
</ImprovementType>
This should overwrite the improvement.
There are some things that cannot be modded from the mods folder and can only be done through the main folder. That might be one of the files that cannot be changed from the mods folder.
Thanks, PM, I'll probably end up going that route.
I figured that commenting out the mana and air power code in the core files (Block 2, above) would take care of it, but I think that your way is a lot more elegant. Have you actually tried using the dummy tech thing? Does it need to be defined in the tech xml, too?
Thanks again!
I use it in my WonderBase mod, and no it doesn't need to be defined anywhere. But you should be aware when editing these things your mod might become incompatible with other mods.
Nobody know how to make a "set" of armor appear? I can do each item on it's own, but that's annoying...
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