Some fast quiestions.

By on October 20, 2013 3:31:54 PM from Elemental Forums Elemental Forums

Oblisgr

Join Date 10/2013
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Hello, I m new to the game and I want to ask some questions concerning mostly the cartographer and modding the game:

 

1. Is there any way to create new heroes on a map I create from cartographer?

2. Is there any way to set preferences on cartographer to limit units move only incide the town or even disable their training at all?. I want to create a hero only game. (the heroes in this game have great potential)

3. When I create new faction can I give the names of the cities so when I build new cities to get the names I have given, especially if they are pc-controlled (enemies)?

4. Is there any way to create custom races like orcs, elves dwarves etc?

and finally

5. When I create a new faction is it possible to set the names and the appearance for the units they can train? 

 

Thank you very much in advance

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October 20, 2013 3:51:59 PM from Stardock Forums Stardock Forums

1. You can mod quests that reward you with specific heroes. You'll just have to write the xml yourself instead of working with the in-game tools. Just make quests that automatically begin at a specific turn and has only 1 step: you selecting 'Yes' or 'No'.

 

3. I don't know if the game remembers the names you give cities in-game. The easiest way is to add the names to the RaceConfig of your custom race. <Capital>[city name]</Capital> for the capital, <City></City> for all following cities (the game just uses them in the order they are listed)

 

4. Sure, but you need to mod them yourself. You'll need a bloodtype, raceconfig, racetype and unittypes. Just look at the code for the existing factions and modify the parts you want. (CoreAbilities for bloodtype, CoreRaceConfig, CoreRaceType and CoreUnits for the necessary units) You'll need to write the code for certain units before your faction becomes playable: Generic_[Race]_Sovereign_Male (and _Female), Generic_[Race]_Male (and _Female), Unit_Pioneer_[Race], Unit_Scout_[Race], Unit_Spearman_[Race], Unit_CityArcher_[Race], Unit_CityDefender_[Race], Unit_Spearman_[Race] and Unit_Peasant_[Race].

 

5. Yup. Here's an example of a Skeleton Spearman. DisplayName is the name the unit gets in game. Looks are determined by Color_Skin, EyeTexture, ModelPath, SkeletonPath, Texture_Skin and UnitModelType. Color_Hair is normally also a part of it, but skeletons usually don't have hair... Color of clothing and metal is usually already defined by the faction the unit belongs to.

Code: xml
  1. <UnitType InternalName="Unit_Spearman_Undead">
  2. <DisplayName>Undead Spearman</DisplayName>
  3. <Description>Spearmen are effective against well armored enemies.</Description>
  4. <Class>Spearman</Class>
  5. <RaceType>Race_Type_Undead</RaceType>
  6. <CanBeDesigned>1</CanBeDesigned>
  7. <Gender>Male</Gender>
  8. <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
  9. <IsSovereign>0</IsSovereign>
  10. <IsStartingUnitType>1</IsStartingUnitType>
  11. <LevelMilestone InternalName="L1">
  12. <Level>1</Level>
  13. </LevelMilestone>
  14. <SelectedAbilityBonusOption>Blood_Undead</SelectedAbilityBonusOption>
  15. <Equipment>Spear</Equipment>
  16. <Equipment>Sovereign_Warrior_Shirt_Leather_ID2</Equipment>
  17. <Equipment>Noble_Surcoat_Solid_ID1</Equipment>
  18. <Equipment>Noble_Cloak_ID1</Equipment>
  19. <Equipment>Noblemans_Pants_ID1</Equipment>
  20. <Equipment>Basic_Boots_ID2</Equipment>
  21. <EquipmentUpgradeDef>
  22. <EquipmentSlot>Weapon</EquipmentSlot>
  23. <WeaponUpgradeType>Spear</WeaponUpgradeType>
  24. <EquipmentSlot>Defense</EquipmentSlot>
  25. <SelectionCriteria>MaximizeSum</SelectionCriteria>
  26. <ComparisonAttribute>UnitStat_Attack_Pierce</ComparisonAttribute>
  27. <ComparisonAttribute>UnitStat_Attack_Cold</ComparisonAttribute>
  28. <ComparisonAttribute>UnitStat_Attack_Fire</ComparisonAttribute>
  29. <ComparisonAttribute>UnitStat_Attack_Lightning</ComparisonAttribute>
  30. <ComparisonAttribute>UnitStat_Attack_Poison</ComparisonAttribute>
  31. </EquipmentUpgradeDef>
  32. <EquipmentUpgradeDef>
  33. <EquipmentSlot>Torso</EquipmentSlot>
  34. <EquipmentSlot>Surcoat</EquipmentSlot>
  35. <SelectionCriteria>MaximizeSum</SelectionCriteria>
  36. <ComparisonAttribute>UnitStat_Defense_Pierce</ComparisonAttribute>
  37. </EquipmentUpgradeDef>
  38. <EquipmentUpgradeDef>
  39. <EquipmentSlot>LowerBody</EquipmentSlot>
  40. <SelectionCriteria>MaximizeSum</SelectionCriteria>
  41. <ComparisonAttribute>UnitStat_Defense_Pierce</ComparisonAttribute>
  42. </EquipmentUpgradeDef>
  43. <EquipmentUpgradeDef>
  44. <EquipmentSlot>Boots</EquipmentSlot>
  45. <SelectionCriteria>MaximizeSum</SelectionCriteria>
  46. <ComparisonAttribute>UnitStat_Defense_Pierce</ComparisonAttribute>
  47. </EquipmentUpgradeDef>
  48. <EquipmentUpgradeDef>
  49. <EquipmentSlot>Head</EquipmentSlot>
  50. <SelectionCriteria>MaximizeSum</SelectionCriteria>
  51. <ComparisonAttribute>UnitStat_Defense_Pierce</ComparisonAttribute>
  52. </EquipmentUpgradeDef>
  53. <EquipmentUpgradeDef>
  54. <EquipmentSlot>Forearms</EquipmentSlot>
  55. <SelectionCriteria>MaximizeSum</SelectionCriteria>
  56. <ComparisonAttribute>UnitStat_Defense_Pierce</ComparisonAttribute>
  57. </EquipmentUpgradeDef>
  58. <Prereq>
  59. <Type>Race</Type>
  60. <Attribute>Race_Type_Undead</Attribute>
  61. </Prereq>
  62. <Backstory>Soldiers and peasants that died before the Cataclysm now live to fight again.</Backstory>
  63. <AnimationPack>SkeletonAnimationPack</AnimationPack>
  64. <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
  65. <ClothMapScale>1.6</ClothMapScale>
  66. <ClothPoseIndex>6</ClothPoseIndex>
  67. <Color_Skin>40,45,50,55</Color_Skin>
  68. <CutSceneDataPack>DefaultUnitCutscenePack</CutSceneDataPack>
  69. <EyeTexture>gfx\Eyes\blinks\Eyeblink_F4_Blk.png</EyeTexture>
  70. <InfoCardBackground>BG_BarrenForest</InfoCardBackground>
  71. <InfoCardBackgroundFlipped>0</InfoCardBackgroundFlipped>
  72. <ModelPath>M_Skeleton_Mesh_01.hkb</ModelPath>
  73. <ModelScale>1</ModelScale>
  74. <MovementType>land</MovementType>
  75. <MovingSFX>TEMP_KnightMarching1</MovingSFX>
  76. <SkeletonPath>Gfx\HKB\Units\K_Male_Skeleton_01.hkb</SkeletonPath>
  77. <SoundPack>SoundPack_Skeleton</SoundPack>
  78. <TacticalModelScale>1.5</TacticalModelScale>
  79. <Texture_Skin>M_Skeleton_Texture_01.png</Texture_Skin>
  80. <UnitModelType>KingdomMale</UnitModelType>
  81. </UnitType>
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October 20, 2013 4:32:16 PM from Elemental Forums Elemental Forums

thanks

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October 21, 2013 3:14:42 AM from Stardock Forums Stardock Forums

Quoting Oblisgr,

thanks

 

No problem. I hope some other people (that are better in modding than I am) chime in as well.

1 more thing about 5.: All units that you design in game will also be used by the AI when it plays that faction.

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October 21, 2013 9:32:19 AM from Elemental Forums Elemental Forums

Quoting ,

Hello, I m new to the game and I want to ask some questions concerning mostly the cartographer and modding the game:

3. When I create new faction can I give the names of the cities so when I build new cities to get the names I have given, especially if they are pc-controlled (enemies)?

 


4. Is there any way to create custom races like orcs, elves dwarves etc?

and finally

5. When I create a new faction is it possible to set the names and the appearance for the units they can train? 

[/quote]

Everything of this is possible, but it requires some fair amount of modding. Check out the Children of Storm mod to see some new races and factions at play, and you can look at the .xml files there as well to give you an idea how to do that kind of thing very well

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October 21, 2013 12:56:21 PM from Elemental Forums Elemental Forums

Quoting Phillybear,


Quoting Oblisgr, reply 2
thanks

 

No problem. I hope some other people (that are better in modding than I am) chime in as well.

1 more thing about 5.: All units that you design in game will also be used by the AI when it plays that faction.

 

Yes, but it also uses the default units plus the new ones

I will try maybe find a way to disable the old ones and keep the new ones only.

I want for my Spartan civ, naked over waist chars (like the movie) hahah

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October 21, 2013 2:37:55 PM from Stardock Forums Stardock Forums

Find the xml for the old units and change the tags to <!---UnitType InternalName='[name]"></UnitType---> The game will not read the code in between those tags, so it won't use the units. You can just restore the tags to normal when you want the AI to use the base units again. It's easier to undo than just deleting all the code for said units

 

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