Modding questions/help thread
Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
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Are you referring to a tradable commodity among civilizations? or the shop?
If you mean a tradable commodity like iron, then I'm not sure how to go about doing that. I'd have to dig deep to see how to get a resource to show up... never tried.
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Thanks Primal_Savage !
Look into tweaking it in techs if you haven't. I know stuff like wargs etc. gets unlocked there when you reach a certain tech.
Edit:
<GameModifier>
<ModType>Player</ModType>
<Attribute>UnlockDiplomacyWndAbility</Attribute>
<StrVal>Gold</StrVal>
</GameModifier>
Here is an example modifier for gold at trading. You might be able to put it elsewhere if you want to not tweak the tech xml's.
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I'm trying to merge these two into one.
<RadiusType>LINE_FORWARD</RadiusType>
<RadiusType>ADJACENT</RadiusType>
But I can't seem to do it, or I need to make a new RadiusType, and there is no template to work from afaik. Any suggestions how to proceed? I want Cleave and Impale merged into one, so it can hit up to 4 clumped up enemies. If there is some way to make 2 spells into one that could probably do the trick, but I don't know how to do that.
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The range is target range, so 1 = melee. Radius is obvious
Adjacent = 2 next to target. More Radius should let you hit 5,7,9... etc. in a row. Essentially a horizontal line in front of you.
The <Radiustype> modifier seems to be limiters, if you remove it you get a fireballesque radius. The workaround I am using now is without limiter and just a pure 3x3 square effect radius. I tried putting these into gamemodifiers as well, but they stopped working completely then.
LINE_FORWARD LINE_BACKWARD and ADJACENT is all the radiustype values I've found, and I have no idea where they are created. Also, what the hell is the difference between forward and backward? They seem to be used randomly in the spells I looked through, but does essentially the same thing.
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Interesting. So it blocks the line in front of the target, and behind the starting point inside a grid. That last example looks especially interesting, wonder if we could make some spell utilizing that better.
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Have anyone been able to get the <artdef> TintR 255 etc. stuff to work from the mod folder? I recently did a life magic book, but it still looks like attack default book that all the other magic books work from.
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Yes, it's a minor issue so I hoped not having to do too much work on it ![]()
Good examples of tint are the Iru Elixir and the Skath Egg icons. The original icons are whitish or grey and <tint> softly colors them, namely green and purple. It's rather erratic as you will see the tint ingame when you find/buy these items but not in the Hiergamenon where the icons remain white/gray. I did several tests when I was editing icons and <tint> seems to be completely useless for those that already have colors.
Problem:
If I make a copy of CoreAbility.xml where I edit abilities, in game I see that both abilities apply to a unit - those from original CoreAbility.xml and from my edited file. Also I see both descriptions.
Example:
I try to make trait Strength give +3 Attack instead of +2. I create a new file traits.xml and put it in the Mods folder. There I find the trait Strength and instead of +2 I insert +3. I save the file, launch the game and in my heroe's screen see:
"Strength
+2 Attack
+3 Attack
Here goes original description
Here goes my edited description"
If I look through statistic, my hero receives total +5 Attack instead of +3 as desired.
Why so? What is the best way to edit abilities?
If you don't intend to create a mod and share it, just edit the file without creating a copy. If you delete it later and get steam to check local files it will be replaced again with the normal file.
I want to keep it as a mod, so that to ensure that no patch or Steam will overwrite my changes and perhaps I will publish the mod if it will be interesting.
So the question remains the same - how to edit abilities for a mod?
Well it is a tad bit harder then. Try making a new .xml file in your modsfolder and just copy the stuff you want to edit (not the whole file). Remove the <Provides> tags from your new file, and there should not be 2 messages. Editing the old one is harder.
Worst case you have to remove the old ability to make that work, and make a new duplicate yourself. Just post a specific problem when you get there, and we can help again.
Abilities are a bugger to remove modifiers from. Adding them, easy... removing them not so.
This is essential reading before you try anything from the mod folder:
https://forums.elementalgame.com/434780/page/1/#3378469
The problem is solved for now. I wanted to make unit abilities be cheaper in production. I created a mod file and removed all <description> and <gamemodifier> tags and kept all other information untouched, but inserted changes about labour costs and it works fine.
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