Modding Levelup Changes

So, I found out how to change the amount of levelup points a champion/sovereign gains per level, and how to change the amount of statpoints each level-up point gives (The former is in ElementalDefs.xml, while the later is located under CoreUnitStats.xml).

Now, my problem is: In the interest of making my mods small, easy to manage, and less likely to negatively interact with other mods I decided to ONLY mod the specific entries relating to leveling up (Detail at end of post) while not even listing the other contents of the <ElementalDefs> tag. I figured if I dont list any, they won't be changed. However, since I didn't list any other contents of <ElementalDefs> the game seems to think that I want to use hard-coded values, and completely ignores the content of ElementalDefs.xml - which results in funny things, such as me starting new games with 1000 gold, and an income of 3 gold, 3 tech, 3 arcane knowledge per turn.

 

Is there a way to get the game to load all the original information, and then target tiny changes without re-listing the entire content of ElementalDefs.xml?

 

The referred code is:

<ElementalDefinitions>
        <ElementalDefs>
        <!--** LEVEL UP **-->
        <StatPointsPerLevelUp>2</StatPointsPerLevelUp>
    </ElementalDefs>
</ElementalDefinitions>

The <ElementalDefs> in ElementalDefs.xml contains many many more tags, and apparantly adding a mod with only the code listed above causes all these tags to be ignored.

If you want to try this yourself, the mod is in my public Dropbox, simply save, then copy the following into your /My Documents/My Games/Elemental/Units Folder - http://dl.dropbox.com/u/9164057/Malloreon_LevelupChanges.xml

NOTE: You have to rightclick this link, and select Save As.. in order to get this.

5,416 views 5 replies
Reply #1 Top

Unfortunately no, the game doesn't like pieces of ElementalDefs. Seems like it only load one core rules and ignore the rest. If you want compatibility you basically have to merge changes manually.

 

Also note that changing StatPointsPerLevelUp also affects normal units. Normal units will also get 2 points, but they always use it on Con. As a result, increasing this value will give normal units more health when they level up.

Reply #2 Top

Eww x 2. Thanks for the heads-up on regular units there - I was afraid that might be the case, but didn't check yet.

I really want a nice way to change:

  1. Sovereign Leveling
  2. Champion Leveling
  3. Unit Leveling

I hope to eventually make a more RPG like. My plan would be:

Sovereigns:

  • Gain a certain amount of Level-up points per level (definitely more than one, to allow more customization). The amount would be determined after a few balacing passes.
  • Automatically gain increased Health at each level (thinking CON x Level)
  • Automatically increase Global Mana pool at each level
  • Gain Traits every two levels
  • Gain Special Abilities every three levels (frequency of trait/special ability gains would be fine-tuned)

As a sidenote, currently Sovereigns gain 10% of the XP that each TRAINED unit gets - Sovs should also get a portion of XP earned by Champions and Summoned units.

Champions:

  • Gain a certain amount of Level-up points per level (definitely more than one, to allow more customization). The amount would be determined after a few balacing passes.
  • Automatically gain increased Health at each level (thinking CON x Level)
  • Gain Traits every three levels
  • Gain Special Abilities every four levels (frequency of trait/special ability gains would be fine-tuned)

Units:

  • There should be 5 levels for regular units (Recruit, Regular, Veteran, Elite, Heroic) with a possible restriction on Elite/Heroic based on either Unit Type or Race.
  • Gains per level should be pre-determined.
  • I also prefer pre-made/balanced units based on faction/race with minimal possible customization.

 

Reply #3 Top

ive noticed that the ai doesnt seem to apply stat point level ups, or at least i couldnt tell on level 4+ AI sovs.

and i had my stats set to give 5 str, 8 essence, etc...

Reply #4 Top

to add to that, units (non-heroes) gaining abilities w/ level up would be nice...

 

Ie the 'can't be counterattacked', 'first strike', etc

Reply #5 Top

To get better heroes you don't need to change the number of level up points. You need only change how much they get from each point. The unitstats file in english is where you should go. The individual stats can be changed to upgradable and the number of points given is changable. This is how I fixed the whole glass cannons issue. I also added the dodge and daring and assasination features as a leveling attribute. Remember that 100 = 10% in the world of elemental. ;)