I have another question, some of the feedback I've received on the Construct Soldiers mod is asking for more depth, like building city improvements that increase the stats of the Golem units specifically. How would I go about doing this?
DatedSandwich
I've been modding for only a few days, but I've uploaded a fair bit to the Nexus but it struck me that this forum probably has the larger base of frequent members so i've decided to make a topic about the mods I've made here. Otherworldly Allies This mod adds an ability called "Otherworldly Allies" when creating a faction, that unlocks new units based on whether your faction is Empire or Kingdom. <s
I don't even have a mod thread on here XD I should probably make one, all my stuff is just on the nexus
Nope, Notepad works but I use Notepad++ You can edit every facet of...everything, pretty much. Yep, just need to dig in to the xml
0 goes on the unit, not a trait
You CAN design a unit with less than three inidividuals if you use 0 , which will make it an individual unit.
Yeah, but if you use 1 1 Then you don't need to edit a race config, delete the line about being a starting unit
Unit_Catapult_Defender is the catapult that is spawned from the Watchtower, I think.
Ah I see what you mean :/ I have no idea why it's like that. It may have something to do with 1 on the catapult units?
The pop cost in the XML is for a single unit of Pioneer, but when you train a pioneer you get a group of 3, that is why it is 30 pop in game. If the AI for it is the same preset as it is for the original Pioneer it should be fine. To make a unit appear in the training list make sure these are in: No more than 4 abilities 1 1 This will
I imagine the splash damage is in CoreSpells.xml where you've found it. The code that adds a catapult on the watchtower is thus: [code="xml"] CityDefenseSummon SummonUnitByClass 1 +1 Catapult when Defending Catapult [/code]
Yeah i'll use that tag, I actually took it out to see if it was interferring. I've done a few mods before that do something similar, I just couldn't understand why this one wasn't working.
Cheers Heavenfall, I didn't think to look at the abilities for prereqs
Here's what I have at the moment: [code="xml"] Timber Warg Beast 1 0 0 1 50</AdditionalTrainingT
I've attempted to make Wargs a trainable unit, but they will not appear in game and I have no idea why. I've created several mods that allowed new units before and they all work just fine, but Wargs are baffling me. Any ideas?
I've been attempting to add new technologies to the Tech Tree's when a certain ability is selected on faction creation, but the techs don't appear in the tree in game, even using this method :/
I also have a question. I've created a mod and uploaded it to nexus, and it includes a champion unit that gets bigger with each level (UnitStat_TacticalScaleMultiplier), i've done this using: Unit AdjustUnitStat UnitStat_TacticalScaleMultiplier 0.04 1 &l