@Murteas Unfortunately i don't have a xsd yet, but I'am planing to do them eventually at the moment the ValueTypes.xml defines the existing variable types and how they are read into the program. ( ie as a list like the numbers and rarity types or parsed out of a document using Xpath like unit types) so when creating the graphic representation of the xml node i make a reverse search if the value is any of the known variables. I know this is ugly and ill performing, but i haven't worked with xsd'
sargittar
and signing of now to actually play the game again for once
so i was working in creating some modding Tools for Fallen Enchantress this last week. I do have some background in IT but I'm primarily a mathematician so i horribly underestimated the workload :D This is my first project in C# that has gone beyond 100lines ( in fact far beyond 1000 by now) so it was a huge learning by doing/googling effect. I'm mainly saying to encourage others to pick up and do some coding themselves, but also to make you understand that the code went through compl
while browsing through the ElementalDefs,xml a while a go i found those two lines 5 3 they seem to be what you want, but i haven't played around with them yet. Consider this a starting point ;) edit:
Thanks alot HeavenFall this cleared up all i wanted to know! now i can make a parser and a sensible UI for this last Group of item tags :)
Also since this will be part of an ItemEditor any pointers on the AIData tag would also be help full, though that seems to simply be 1 value all the time
Hey Modding folk I have a few questions about the ArtDef Xml or more specifically the tag. I'm trying to write a parser for them but I'm still a bit stumped about some details of the format so basically the is a container for multiple which manages the override for different Models each ModelPack then starts off with the models its supports and which icon to
That is an interesting piece of information for future reference, I love the Umberdroth. :)
all of those are quite doable except the umberdroth mount for there is no mount model for it as far as i know the iron Golem and juggernaut if combined with each other ( ore henchmen) would give design error since there can only be 3 "generic" units (so you couldn't create one with "new" just edit existing ones, which however could be added) Unfortunately I don't have the time for it at the moment, but have a look over here <a href="https://forums.elementalgame.com/437
[code="c#"] public List chosenMods = new List (); private bool standalone = false; private bool incompatible = false; private List availableMods = new List (); public bool available ( Mod newMod, List availableMods){ &n
[quote who="sargittar" reply="61" id="3283125"]X would be an int 0 = generally compatible 1 = generally incompatible 2 = stand alone[/quote] scratch that just make it a string easier to read in the xml :D
nice to see it evolving a little suggestion on the comp ability issue i suggest creating a compaility node which looks like this [code="xml"] X mod1 mod2 mod3 ....
[quote who="ev4debug" reply="48" id="3282966"]Why only check for new version of already downloaded mod? We can also offer to the user the list of released mod, and let him choose what mod download...[/quote] that sounds great also you could implement a "launch game" button the basic idea would be that instead of starting the game exe, i will as a standard start you program then set the mod i want to use and then click launchgame, thus givin the whole game a
please make the look up as well as the download an optional feature, since this is more then just a bid of a security issue for the machine itself
I agree that it is unfriendly as hell, and it is more then a shame that Stardock actually shipped it that way. However that is a problem we can resolve with some additional software, as opposed to some serious in game flaws and inherent modding flaws. So don't worry too much about the corefiles, help is on the way ;)
Personaly I don't see the Corefile problematic as something huge. ev4debug is already working on a mod-manager, from there it's but a small step to building a launcher, where you simply select the mods you want to use and then press start. while somewhere in the background the launcher shifts the necessary files around.
[quote who="Jam3" reply="66" id="3282264"]C++ = emacs[/quote] :D ok I have to relativize my statement, people like me who like their Visual studio, Eclipse and Matlab also want a Fallen Enchantress IDE ;)
[quote who="Jam3" reply="64" id="3282254"]There is no scripting system in the game, there is no programming to be done here all were doing is balancing and cosmetics so however you choose to mod elemental none of us need any other 3rd party editor other than notepad++ to edit xml.[/quote] The same can ( and sometimes is ) said about C++ and notepad.exe, the biggest reason we need for creating some automated tools is to save time. Currently a handful of dedicated modders that mostly ha
Very nice! I'll make sure to send you a PM when it's done ( should be before the end of the week);
this looks quite cool indeed which language are you using, is it C# by any chance? I'm working on an item editor at the moment and maybe we can merge it into one in a not to distant future
looks nice :) however all your tags in ElementalUnits,xml miss their closing tag ( the /) is missing since 0,0,0 you wont miss the discarded colors during the game, however it will screw up any xml parser that future editing software might have ;)
seems like a short form for Boolean Value 1 i came across a few myself they usually switch some side effect on or off
yes i can, in fact you can even do it from an item albeit with a strange double casting buff, but that would make the buff static, i can already use the Accuracy to increase the damage the part of my code which doesn't work was using the targets dodge, to give it a more dynamic feel vs high dodge targets. :)
i cant pull casting or targeted unit from a trait. My main idea was to make archers "dependent" on two Attributes rather then just maxing damage in order to give them some form of balance and making it less viable to just spam glass-cannons. I have a few new ideas how to achieve that goal but i found the idea of making accuracy an actually important stat form them a nice idea :(
Really nice work I have something for the"what is dreamed" list, interface mods basically even if two mods are incompatible there might one day be a mod that creates an interface between the two so they can work together, changing a few files here and there etc. Its just that while you are thinking on how compatibility is defined between mods that might be something to keep in mind