[eINFO]
Increasing XP given by a single UnitType (Monsters, Champions, Sovereigns, etc.) through XPSwitches: How I did it
1. I created 10 XPSwitches (AbilityBonusOption) doing nothing
2. I assigned to each ability a CombatRating between 5 and 2500 (5, 10, 25, 50, 100, 200, 300, 500, 1000, 2500)
3. I then added 1 XPSwitch to a particular UnitType using SelectedAbilityBonusOption, and the XP increased...
Simple as that.
At the settings described below, the xp increase was more or less +32XP per +100CombatRating. At Insane, the xp increase was more or less +52XP per +100CombatRating.
WARNING: As combat rating is used by the AI to pick targets, do not apply these switches (especially the ones above 300) across the board.
A. All fights are between Xtra (Level1 - Epic Rating) and Demonhound (Level10) at Novice (World Setting)
B. The Demonhound started as "Strong", but eventually upgraded to "Deadly" (XPSwitch #8: 500) and "Epic" (XPSwitch #10: 2500)
INITIAL FIGHT: 216 Exp
C. XPSwitch #2: (10)
D. XPSwitch #3: (25)
E. XPSwitch #4: (50)
F. XPSwitch #5: (100)
G. XPSwitch #6: (200)
H. XPSwitch #7: (300)
I. XPSwitch #8: (500)
J. XPSwitch #9: (1000)
K. XPSwitch #10: (2500)
It is possible to use a negative CombatRating switch, but it may produce some... bizarre results.
_________________________
LH Mods by Primal
XtraDeconstruct
XtraDeconstruct Canons
"Instant XP (Champions)"
Also, more or less related to the OP, here are seven ways to provide champions/sovereigns w/ additional XP or Levels.
Note: XP/level/XPmultiplier (Army), and XPmultiplier (General) are not included as I've only included instant XP methods.
I've added this under Odds and Ends, to the Regularly Updated List of Mods for E:LH., as well as at the end of the Xtra_Deconstruct listing.
Who made the demonhound?
N/A
Combat rating is the primary method through which AI determines what to attack. Are you sure this isn't going to cause issues with killing monsters for the AI?
(perhaps stating the obvious here)
I think, perhaps, that this may prove most interesting when assigning combat ratings to modded entities. Previously, when reading through mod XML, I more or less assumed that it was somehow factored into the AI determination as to priority of use and didn't give it much thought. An uninformed modder might have assigned a very high combat rating in order that their mod's effect would be more likely to be "picked" by the AI. Since there are unintended XP side effects, setting arbitrarily large values should be avoided, if that's the only intent.
Also - to summarize the four "XP granting methods" you've outlined
If you're trying to be comprehensive, you might want to add
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