Items and Special Abilities

Hi All,

 

I've been thinking seriously about modding the items to grant special abilities. I think that this is probably one of the features that the game needs most in order for unit design, and tactical combat, to be more fun.

 

Can anyone point me in the right direction? I've tried using some of the grant special abilities XML from the various CoreAbilities files, but it seems that these don't necessarily work on items, or at least with active abilities (or passive modifications, such as Vegenance, the ability that grants double act damage, or Dragons Breath (or whatever it is called)).

 

Is this a limitation of the current item model? I've got a pretty good map of the actual mods I think are necessary to change unit creation from a "Best I can afford" model to "Rock Paper Scissors", but can't yet figure out the best mechanism to apply abilities to units.

 

Thanks,

 

wwwolf123

4,104 views 3 replies
Reply #1 Top

Strange, I've determined that some abilities can easily be applied to items, and not others.

For example, I was able to apply Blink to a Pack, but not unlock ranged attack. Also, Blink doesn't show up *except* in tactical combat.

 

Reply #2 Top

"We" haven't found a way to apply passive abilities yet, beyond what you find in CoreUnitStats.xml. As you surmized, the only things we can unlock right now are active combat abilities, and ranged attacks (see Gnillberts staff mod for a how-to)

Reply #3 Top

I'd love for StarDock to allow for us to mod in passive and non-passive strategic abilities.