NPCspawnlikelihood is 1 to 1000. So, you are correct that 800 = 80%. TalentValue is probably some kind of a multiplier based on the characters "talent", I'm not entirely sure.
James009D
SHIFT-right click Elemental in the Impulse Launcher to find the verify button . I had to ask a dev how to find this little feature. Also, I'd just like to note that the core XML files are still busted in the verify update, lol.
I'll try implementing a trait that you can use which reduces the by two and see if that works and if it scales (as they level, I'm thinking it gets multiplied). I don't know what to call it though... maybe "Quick Learner" or "Ambitious" or just implement it into the smart trait.
I don't remember seeing a dodge bonus applied to shields before your fixes. Then again, I don't use shields too often so idk. No idea what would cause your guys not to equip anything though. Did they somehow become normal units? Did all the items get broke?
Awesome work Raven. That guy has really come a long way! [e digicons]k1[/e]
[quote who="Heavenfall" reply="19" id="2745379"]You must have msised https://forums.elementalgame.com/394013 ![/quote] Actually, I've discovered that you can counter the original values with a little creativity. You can multiply a +20% with a -20% by changing 1.20 to 0.8 in the multiplier. Seeing as the multiplier values stack, they cancel each other out. However, I don't know if it is going to display a +20% and a -20% in any summary windows, that could be a problem. I use this sort
[quote who="Heavenfall" reply="3" id="2743330"]Actually, now that I think about it, there's no way to "counter"the inherent bonus from ResourceMultiplier Materials <Value&g
[quote who="Novaburst" reply="2" id="2745414"]Thanks James009D! I suppose I could adjust these to 0 for just the hooded items. This may take some time to dig them out of the files. But a good idea to prevent the baldness issue. But it likely also means that, there will be no units in the game that are generated randomly with a hooded robe. That is the tradeoff as far I can tell.[/quote] I've already modified the robes file with this fix, if you want to save yourself the tim
Each unit and character has a 20.0000 value and lowering it will cause them to gain levels a little quicker. I'm unsure how it levels with the character but I do believe that it works. You can find all the champions in the CoreUnits file... I think or CoreNPC, idk. However, modifying that would require modifying each and every default hero, yuck. You could add a game modifying code to each NPC profession to reduce the time it take
We've discovered that some of the coreXML files are essentially broken. Do not rebuild the data.zip using /createxmlbinary . Because of this things like tech mods are going to be a little more complex then we anticipated until Stardock fixes it and allows mods to overwrite core data.
Nice! This is an excellent idea and I love it :D This baby works like a charm too [e digicons]k1[/e] You planning on doing anymore? This would be a great way to start a cartographer's expansion mod or something to add more color to the map.
Yes, this code will help in that endveour. SpawnRating > 1 SpawnRating > NPCSpawnLikelihood > 800<span style="color: #000
What is currently inside the data.zip IS NOT what is in the CoreXML files, at this moment. They've got some REALLY BAD CODE in some of the core XML file (Kingdom Unique and Kingdom Special buildings) that will essentially BREAK a majority of the Kingdom buildings if you rebuild that data.zip file. It doesn't appear that Stardock is even aware of this despite me reporting it in Support and talking to a dev about it. Don't rebuild that data.zip file right now. Once the patch is
Hey there, nice tutorial. Do you have any idea how a calculate value could be applied to a history or trait. Take the merchant, for example, how could I apply this: Unit &nb
Cool, I'm gonna have to check this out tomorrow and give you some feedback. Looks good though!
We need some kind of an override command. :(
The best thing to do now is start with the little stuff so you can focus on the bigger stuff later. Start make the Kingdoms, items, armors, weapons, and tiles now and have less to do later and release it earlier. No reason to wait, really.
I completely agree with you. In fact I just came up with a way to fix my merchant problem without core modification. I was trying to reduce the income to 0.8 from 2 so I just subtracted 1.2, simple fix. We modders just need to be more creative! However, for that guy who wants to do a Dynasty Warriors Mod, D&D Mod, or something, he'll have trouble for the moment... Great fixes, btw. P.S. You could probably remove the Construction Yards bonus by subtrac
FANTASTIC work here. I'd started to do this but it was too much of an undertaking for my priorities and you did a much better job then I ever could have done. I've tested this ingame and it works great, there is some stuff poking out here and there but it really gives more flavor to character customization. One thing to keep in mind though is that now everyone will be using these clothings for their units. You may want to consider duplicating each clothing for other factions and reduc
[quote who="KillzEmAllGod" reply="22" id="2745031"]i got sick of him in the beta kept killing him whenever he showed up.. turn him off hes rather annoying.[/quote] Yes, he can be disabled in the options menu under "Janusk Advice". However, the free Merchant/Researcher is a pretty nice boost.
Alright, first, let me apologize. The whole / createxmlbinary thing was a mistake at this point because the origional data.zip was not broken by the bad XML code. The XML code is most certainly almost broken but it, luckily, wasn't loaded into the data.zip we got. This started becoming a problem when people began modding fil
I've implemented a trait that gives you a dog for #3. No dragons though and I cannot get them to be champions atm. I'm playing around with #8 in my tech mod by subtracting 0.5 to most of the recruitment and adventure techs's monster spawn value, thereby, cutting it in half. I'm sure they'll all get done eventually and nothing will make it happen faster then doing it yourself :)
Some of us have already begun modding. There is a LOT you can mess with, it's not worth waiting because everything you want to mod is already here. HOWEVER, if you plan on doing any core modifications then you should probably wait. I believe the rebuilding of the core files into the data.zip is broken at the moment (you'll need my fix if you do it). We need a better way of overriding default core gamedata then we currently have.
[quote who="Heavenfall" reply="11" id="2744147"]There's no way to explain this without sounding like a douche, so I'm sorry about this . I would add them, but those bugfixes are not relevant. The problems exist only in our core files. The data.zip we have is updated with fresher core files. The granary and the war college both do what they're supposed to do. How do I know? Because I worked on exactly the same fix until I realized the buildings weren't actually bugged in game.
I believe his spawning is dependent on the "Janusk Advice" option. No idea where the code is though. If we could find that we could be in business!