Wolf mounts for all! how would I do this?

So I really want to be able to have troops ride some wolves in this game but as one of the nice green earth spreading races. Is there a quick easy way to remove the race constraints on them (and horse to, to be fair)

I figure I'd ask you fine people that know your way around the inner workings of the game folders and files that can be played with.

 

Thanks!!

3,749 views 15 replies
Reply #1 Top

This is pretty easy mod:

Code
  1. <ImprovementTypes>
  2. <DataChecksum NoParse="1">
  3.         <Ignore>DisplayName</Ignore>
  4.         <Translate>DisplayName</Translate>
  5. </DataChecksum>
  6.      <!-- ************ -->
  7.     <!-- ** Kennel ** -->
  8.     <!-- ************ -->
  9.     <ImprovementType InternalName="K_Kennel">
  10.       <!-- Improvement Data -->
  11.         <DisplayName>Kennel</DisplayName>
  12.         <Description>Kennels can be built on Wild Wargs to provide 1 Warg every 4 turns.</Description>
  13.         <TileDesign>F_Kennel__02</TileDesign>
  14.         <ConstructionTileDesign>F_Kennel_Build_02</ConstructionTileDesign>
  15.         <SupportedTerrainType>Land</SupportedTerrainType>
  16.         <SupportedTerrainType>City</SupportedTerrainType>
  17.         <DrawnIcon>Gfx/TacticalIcons/E_Kennel1.png</DrawnIcon>
  18.         <DrawnIconConstruction>Gfx/TacticalIcons/E_Kennel1_C.png</DrawnIconConstruction>
  19.         <Thumbnail>Gfx/Medallions/F_Kennel_02_Thumb.png</Thumbnail>
  20.     <Medallions InternalName="">
  21.       <All>Gfx/Medallions/F_Kennel_02_Thumb.png</All>
  22.       <Border_All></Border_All>
  23.     </Medallions>
  24.     <!-- Prerequisites -->
  25.         <RequiresCity>True</RequiresCity>
  26.         <RequiresResource>True</RequiresResource>
  27.         <SupportedResourceType>Wargs</SupportedResourceType>
  28.     <Prereq>
  29.       <Type>Allegiance</Type>
  30.       <Attribute>Kingdom</Attribute>
  31.     </Prereq>
  32.         <!-- Cost -->
  33.         <LaborToBuild>1.0</LaborToBuild>
  34.         <GameModifier>
  35.             <ModType>ConstructionResourceCost</ModType>
  36.             <Attribute>Gold</Attribute>
  37.             <Value>-50</Value>
  38.             <PerTurn>0</PerTurn>
  39.         </GameModifier>
  40.     <GameModifier>
  41.       <ModType>Resource</ModType>
  42.       <Attribute>Wargs</Attribute>
  43.       <Value>0.25</Value>
  44.       <PerTurn>1</PerTurn>
  45.     </GameModifier>
  46.     <GameModifier>
  47.             <ModType>City</ModType>
  48.             <Attribute>Unlock</Attribute>
  49.             <Provides>Mounted Units</Provides>
  50.         </GameModifier>
  51.         <!-- Base Improvement Modifiers -->
  52.     <AIData AIPersonality="AI_General">
  53.       <AITag>War</AITag>
  54.     </AIData>
  55.     </ImprovementType>
  56.     <!-- ************ -->
  57.     <!-- ** Stable ** -->
  58.     <!-- ************ -->
  59.     <ImprovementType InternalName="E_Stables">
  60.         <!-- Improvement Data -->
  61.         <DisplayName>Stables</DisplayName>
  62.         <Description>Stables can be built on Wild Horses to provide 1 Horse every 4 turns.</Description>
  63.     <TileDesign>K_Stables_01</TileDesign>
  64.         <ConstructionTileDesign>K_Stables_Build_01</ConstructionTileDesign>
  65.         <SupportedTerrainType>Land</SupportedTerrainType>
  66.         <SupportedTerrainType>City</SupportedTerrainType>
  67.         <DrawnIcon>Gfx/TacticalIcons/K_Stable1.png</DrawnIcon>
  68.         <DrawnIconConstruction>Gfx/TacticalIcons/K_Stable1_C.png</DrawnIconConstruction>
  69.         <Thumbnail>Gfx/Medallions/Resource_Thumb.png</Thumbnail>
  70.     <Medallions InternalName="">
  71.       <All>Gfx/Medallions/Resource_Thumb.png</All>
  72.       <Border_All></Border_All>
  73.     </Medallions>
  74.         <!-- Prerequisites -->
  75.         <RequiresCity>False</RequiresCity>
  76.         <RequiresResource>True</RequiresResource>
  77.         <SupportedResourceType>Horses</SupportedResourceType>
  78.       <!-- Cost -->
  79.         <LaborToBuild>5.0</LaborToBuild>
  80.         <GameModifier>
  81.             <ModType>ConstructionResourceCost</ModType>
  82.             <Attribute>Gold</Attribute>
  83.             <Value>-50</Value>
  84.             <PerTurn>0</PerTurn>
  85.         </GameModifier>
  86.     <!-- Production -->
  87.     <GameModifier>
  88.       <ModType>Resource</ModType>
  89.       <Attribute>Horses</Attribute>
  90.       <Value>0.25</Value>
  91.       <PerTurn>1</PerTurn>
  92.     </GameModifier>
  93.     <Prereq>
  94.       <Type>Allegiance</Type>
  95.       <Attribute>Empire</Attribute>
  96.     </Prereq>
  97.     <AIData AIPersonality="AI_General">
  98.       <AITag>Farming</AITag>
  99.     </AIData>
  100.         <!-- Base Improvement Modifiers -->
  101.     </ImprovementType>
  102. </ImprovementTypes>

 

Just copy the stuff between the code tags into Notepad, save it as a *.xml file (name shouldn't matter), then put that file into My Documents/My Games/Elemental/Units/ folder.

Haven't actually tested it, but it should work. Just ripped the XML definitions out of the data files (improvements are in the folder 'Core Improvements, separated by Allegiance/Type), gave them a new Internal Name, and changed the required Allegiance...

Reply #2 Top

"Liberate" an imperial city with the warg cage or whatever already built.

Reply #3 Top

Awesome, thanks for the code and instructions!

Reply #4 Top

I guess having a custom tile for Kingdom's kennel, would require to put the name of the tile between <TileDesign>F_Kennel__02</TileDesign> ?

Reply #5 Top

Quoting Batlord, reply 4
I guess having a custom tile for Kingdom's kennel, would require to put the name of the tile between <TileDesign>F_Kennel__02</TileDesign> ?
End of Batlord's quote

Yep, and you could give it a different look while it is being built too, by making a second tile and assigning that to the property right below <TileDesign>

Reply #6 Top

Quoting thehandofzarquon, reply 1
This is pretty easy mod:

Code
  1. &lt;ImprovementTypes&gt;
  2. &lt;DataChecksum NoParse="1"&gt;
  3.         &lt;Ignore&gt;DisplayName&lt;/Ignore&gt;
  4.         &lt;Translate&gt;DisplayName&lt;/Translate&gt;
  5. &lt;/DataChecksum&gt;
  6.      &lt;!-- ************ --&gt;
  7.     &lt;!-- ** Kennel ** --&gt;
  8.     &lt;!-- ************ --&gt;
  9.     &lt;ImprovementType InternalName="K_Kennel"&gt;
  10.       &lt;!-- Improvement Data --&gt;
  11.         &lt;DisplayName&gt;Kennel&lt;/DisplayName&gt;
  12.         &lt;Description&gt;Kennels can be built on Wild Wargs to provide 1 Warg every 4 turns.&lt;/Description&gt;
  13.         &lt;TileDesign&gt;F_Kennel__02&lt;/TileDesign&gt;
  14.         &lt;ConstructionTileDesign&gt;F_Kennel_Build_02&lt;/ConstructionTileDesign&gt;
  15.         &lt;SupportedTerrainType&gt;Land&lt;/SupportedTerrainType&gt;
  16.         &lt;SupportedTerrainType&gt;City&lt;/SupportedTerrainType&gt;
  17.         &lt;DrawnIcon&gt;Gfx/TacticalIcons/E_Kennel1.png&lt;/DrawnIcon&gt;
  18.         &lt;DrawnIconConstruction&gt;Gfx/TacticalIcons/E_Kennel1_C.png&lt;/DrawnIconConstruction&gt;
  19.         &lt;Thumbnail&gt;Gfx/Medallions/F_Kennel_02_Thumb.png&lt;/Thumbnail&gt;
  20.     &lt;Medallions InternalName=""&gt;
  21.       &lt;All&gt;Gfx/Medallions/F_Kennel_02_Thumb.png&lt;/All&gt;
  22.       &lt;Border_All&gt;&lt;/Border_All&gt;
  23.     &lt;/Medallions&gt;
  24.     &lt;!-- Prerequisites --&gt;
  25.         &lt;RequiresCity&gt;True&lt;/RequiresCity&gt;
  26.         &lt;RequiresResource&gt;True&lt;/RequiresResource&gt;
  27.         &lt;SupportedResourceType&gt;Wargs&lt;/SupportedResourceType&gt;
  28.     &lt;Prereq&gt;
  29.       &lt;Type&gt;Allegiance&lt;/Type&gt;
  30.       &lt;Attribute&gt;Kingdom&lt;/Attribute&gt;
  31.     &lt;/Prereq&gt;
  32.         &lt;!-- Cost --&gt;
  33.         &lt;LaborToBuild&gt;1.0&lt;/LaborToBuild&gt;
  34.         &lt;GameModifier&gt;
  35.             &lt;ModType&gt;ConstructionResourceCost&lt;/ModType&gt;
  36.             &lt;Attribute&gt;Gold&lt;/Attribute&gt;
  37.             &lt;Value&gt;-50&lt;/Value&gt;
  38.             &lt;PerTurn&gt;0&lt;/PerTurn&gt;
  39.         &lt;/GameModifier&gt;
  40.     &lt;GameModifier&gt;
  41.       &lt;ModType&gt;Resource&lt;/ModType&gt;
  42.       &lt;Attribute&gt;Wargs&lt;/Attribute&gt;
  43.       &lt;Value&gt;0.25&lt;/Value&gt;
  44.       &lt;PerTurn&gt;1&lt;/PerTurn&gt;
  45.     &lt;/GameModifier&gt;
  46.     &lt;GameModifier&gt;
  47.             &lt;ModType&gt;City&lt;/ModType&gt;
  48.             &lt;Attribute&gt;Unlock&lt;/Attribute&gt;
  49.             &lt;Provides&gt;Mounted Units&lt;/Provides&gt;
  50.         &lt;/GameModifier&gt;
  51.         &lt;!-- Base Improvement Modifiers --&gt;
  52.     &lt;AIData AIPersonality="AI_General"&gt;
  53.       &lt;AITag&gt;War&lt;/AITag&gt;
  54.     &lt;/AIData&gt;
  55.     &lt;/ImprovementType&gt;
  56.     &lt;!-- ************ --&gt;
  57.     &lt;!-- ** Stable ** --&gt;
  58.     &lt;!-- ************ --&gt;
  59.     &lt;ImprovementType InternalName="E_Stables"&gt;
  60.         &lt;!-- Improvement Data --&gt;
  61.         &lt;DisplayName&gt;Stables&lt;/DisplayName&gt;
  62.         &lt;Description&gt;Stables can be built on Wild Horses to provide 1 Horse every 4 turns.&lt;/Description&gt;
  63.     &lt;TileDesign&gt;K_Stables_01&lt;/TileDesign&gt;
  64.         &lt;ConstructionTileDesign&gt;K_Stables_Build_01&lt;/ConstructionTileDesign&gt;
  65.         &lt;SupportedTerrainType&gt;Land&lt;/SupportedTerrainType&gt;
  66.         &lt;SupportedTerrainType&gt;City&lt;/SupportedTerrainType&gt;
  67.         &lt;DrawnIcon&gt;Gfx/TacticalIcons/K_Stable1.png&lt;/DrawnIcon&gt;
  68.         &lt;DrawnIconConstruction&gt;Gfx/TacticalIcons/K_Stable1_C.png&lt;/DrawnIconConstruction&gt;
  69.         &lt;Thumbnail&gt;Gfx/Medallions/Resource_Thumb.png&lt;/Thumbnail&gt;
  70.     &lt;Medallions InternalName=""&gt;
  71.       &lt;All&gt;Gfx/Medallions/Resource_Thumb.png&lt;/All&gt;
  72.       &lt;Border_All&gt;&lt;/Border_All&gt;
  73.     &lt;/Medallions&gt;
  74.         &lt;!-- Prerequisites --&gt;
  75.         &lt;RequiresCity&gt;False&lt;/RequiresCity&gt;
  76.         &lt;RequiresResource&gt;True&lt;/RequiresResource&gt;
  77.         &lt;SupportedResourceType&gt;Horses&lt;/SupportedResourceType&gt;
  78.       &lt;!-- Cost --&gt;
  79.         &lt;LaborToBuild&gt;5.0&lt;/LaborToBuild&gt;
  80.         &lt;GameModifier&gt;
  81.             &lt;ModType&gt;ConstructionResourceCost&lt;/ModType&gt;
  82.             &lt;Attribute&gt;Gold&lt;/Attribute&gt;
  83.             &lt;Value&gt;-50&lt;/Value&gt;
  84.             &lt;PerTurn&gt;0&lt;/PerTurn&gt;
  85.         &lt;/GameModifier&gt;
  86.     &lt;!-- Production --&gt;
  87.     &lt;GameModifier&gt;
  88.       &lt;ModType&gt;Resource&lt;/ModType&gt;
  89.       &lt;Attribute&gt;Horses&lt;/Attribute&gt;
  90.       &lt;Value&gt;0.25&lt;/Value&gt;
  91.       &lt;PerTurn&gt;1&lt;/PerTurn&gt;
  92.     &lt;/GameModifier&gt;
  93.     &lt;Prereq&gt;
  94.       &lt;Type&gt;Allegiance&lt;/Type&gt;
  95.       &lt;Attribute&gt;Empire&lt;/Attribute&gt;
  96.     &lt;/Prereq&gt;
  97.     &lt;AIData AIPersonality="AI_General"&gt;
  98.       &lt;AITag&gt;Farming&lt;/AITag&gt;
  99.     &lt;/AIData&gt;
  100.         &lt;!-- Base Improvement Modifiers --&gt;
  101.     &lt;/ImprovementType&gt;
  102. &lt;/ImprovementTypes&gt;


 

Just copy the stuff between the code tags into Notepad, save it as a *.xml file (name shouldn't matter), then put that file into My Documents/My Games/Elemental/Units/ folder.

Haven't actually tested it, but it should work. Just ripped the XML definitions out of the data files (improvements are in the folder 'Core Improvements, separated by Allegiance/Type), gave them a new Internal Name, and changed the required Allegiance...
End of thehandofzarquon's quote

 

And what file and folder was this in? Seriously why does no one ever share that information on these forums? Yeah I can easily find it myself, and it's great that everyone's sharing mods, but no one ever seems to say what they modded from where they just flat out give the code for the /My Games/Elemental/ folder.

Reply #7 Top

Bah that's not where Ogre Villages and such are, gotta keep looking for that. I'll try a keyword search.

Reply #8 Top

Well I was forced to search for lines in files and folders to find the files the code was from, and I found the code for Kennels in

\data\English\Core Improvements\EmpireUnlimitedImprovements.xml

The horse code should be in KingdomUnlimitedImprovements.xml as well, see now those are two files most people would have never thought to look in.

I really wish people would think to share this kind of information because the way people are sharing mods now is great for users who aren't interested in mods and it's fine for people who already know where everything is but it's extremely frustrating for new modders.

Reply #9 Top

Thanks thehandofzarquon, now i just have to find a warg tile in my game to see if my custom Kingdom Kennel works (i'll share it if it works ^^)

 

Just for people interested in this mod, it probably won't work with an existent save, you must create a new game.

Reply #10 Top

Quoting Valentine82, reply 8
I really wish people would think to share this kind of information because the way people are sharing mods now is great for users who aren't interested in mods and it's fine for people who already know where everything is but it's extremely frustrating for new modders.
End of Valentine82's quote

Sorry, I had actually meant to mention that, but just forgot...

That said, I don't actually know where everything is, I just did exactly what you did, looked through all those wonderful *.xml files and happened to come across those buildings.

I'll keep your idea in mind for the future, though.

Reply #11 Top

I'm still coming up with an issue with this in the sense that I still cannot build the improvements, as it still says that my faction (kingdom) cannot use that resource.

does anybody know how to remove the faction restrictions on resources so that you can actually build the created improvements?

Reply #12 Top

Quoting dingbat91, reply 11
I'm still coming up with an issue with this in the sense that I still cannot build the improvements, as it still says that my faction (kingdom) cannot use that resource.

does anybody know how to remove the faction restrictions on resources so that you can actually build the created improvements?
End of dingbat91's quote

For the most part, you need to start a new game for mods to take effect. That could be your problem.

For removing the restriction entirely, you would just need to remove the following code from the buildings themselves:

<Prereq>
      <Type>Allegiance</Type>
      <Attribute>Empire</Attribute>
</Prereq>

End of quote

However, Elemental can be kinda weird about how it handles Attributes such as <Prereq> or <GameModifier>... because you can have multiple of them on the same item/building/whatever, they could end up stacking instead of overwritting like you'd want to...

I think you can use the /createxmlbinary command on an executable to fix this issue, but not sure...

Reply #13 Top

Quoting thehandofzarquon, reply 12

Quoting dingbat91, reply 11I'm still coming up with an issue with this in the sense that I still cannot build the improvements, as it still says that my faction (kingdom) cannot use that resource.

does anybody know how to remove the faction restrictions on resources so that you can actually build the created improvements?

For the most part, you need to start a new game for mods to take effect. That could be your problem.

For removing the restriction entirely, you would just need to remove the following code from the buildings themselves:




<Prereq>
      <Type>Allegiance</Type>
      <Attribute>Empire</Attribute>
</Prereq>




However, Elemental can be kinda weird about how it handles Attributes such as <Prereq> or <GameModifier>... because you can have multiple of them on the same item/building/whatever, they could end up stacking instead of overwritting like you'd want to...

I think you can use the /createxmlbinary command on an executable to fix this issue, but not sure...
End of thehandofzarquon's quote

 

I'm not entirely sure what the issue is here to be perfectly honest.

 

I'm not sure if it's just that I haven't connected the improvements to the factions correctly (the pre-reqs are already set correctly, as the kingdoms version of the kennels faction prequisite is set for kingdom (as I don't want each faction having 2 kinds of the same improvement) or if the actual resource itself is set to only be usuable by one faction and thats stopping the build button becoming available.

Reply #14 Top

So i still didn't have found a warg tile in my game, but as Resoln is now selling me Horses I assume this is working for me  :P

Reply #15 Top

Quoting Batlord, reply 14
So i still didn't have found a warg tile in my game, but as Resoln is now selling me Horses I assume this is working for me 
End of Batlord's quote

 

from reading the coreresouce.xml horses are already tradeable via caravan.

 

a good way to debug is to create an ability that adds resources to your starting location (you can use the talent "naturalist" from Sovereigntalents.XML as a template) that starts you off with horses and/or Wargs