New Shard Type

Need Help adding a new Shard type

Hi there, first time post. I LOVE THIS GAME!!! GUSH!!

 

Okay...now that that is out of the way. I am in the process of making a 24x18 map. Its got 1 MAJOR land mass for each of the 8 players with 2 central continents to fight over. Each Player Landmass contains one of each of the 4 shard types. However, for the centre 2 continents, I want to create a new...shard type.

 

I have already made it up in the tile editor. I have 3 models. 1 for the shard unbuilt, one for the shard being built around and a final one for when a player has built a building around it. Its not going to be called a shard really, but a Grand Node that provides the effects of having one of each of the regular shards. Ontop of this, it boosts damage for each element type by 50% and...I want them to increase spell research. Basically, there will be 2 on each of the 2 centre continents for people to fight over. I just cant figure out how to add them.

 

Any help would be appreciated.

3,433 views 3 replies
Reply #1 Top

Sounds wicked.

First, take a look at CoreWorldResources. Start making your own. That's going to be the unbuilt shard. Pay special attention to the tag <Type>, you have to make that something unique (that is the tag the game uses to identify which building goes on top).Also make sure to set rarity to 0, this should prevent it from random spawning.

Secondly, take a look at EmpireUnlimitedImprovements.xml or KingdomUnlimitedImprovements. Look up one of the resource buildings. Notice that the <Type> from above has now become <SupportedResourceType> to decide which kind of resource it can build on.

 

I posted an example of an elementium mine in another thread, and this was the result:

http://thedyinggrounds.com/Elemental/testmod_worldresource_elementiumnode.xml

http://thedyinggrounds.com/Elemental/testmod_allfactionimprovementelementiummine.xml

 

Once you've made the worldresource correctly, it will show up in the map editor, under resources, at the very bottom.

Edit: As for what you can and can't do with the shard. You can't make it increase all spelldamage by 50%. What you can do is make it "act" like one of every other type of shard (I don't know the result if you add "half" a resource of that). If you do that, all the damage spells will get +100% damage (well, they would if the game worked! or you can use the bugfix mod). The global buff to research is no problem.

Reply #2 Top

Okay...let me mess around with that and see what I can come up with and if it works or not. The Map editor, while great, could do with a test map function for quick testing. Thanks...messing now.

Reply #3 Top

Hahaha...my brain melted when I looks at all that.

 

Okay...Ill give my brain a rest for the moment and figure it out in a bit. No idea how I am gonna work all that out. Its alot more complicated than I thought it would be. Shame you can have a editor in the game that lets you assign attributes to buildings you make.