Thanks. Saves me from messing with it. Now if we could get armour working right, and change combat from my side goes/your side goes to one of my guys goes/one of your guys goes/repeat, combat might actually be fun again. I hope with Python we can really adjust the flow and parameters used in combat along with other things. [e digicons]B)[/e]
Capn Darwin
Folks, H ere is what I did to get my custom names working (lifted from my support post). Good News : I know how to get the two custom name ruleset files to work and have tested this successfully. Bad News : The game should be allowing mod file overwrite but it isn't. Not sure what other XMLs will not modifiy. Solution for Name Rulesets : In the data/english folder ch
@ Grimmjack, What version of the game does it say at the bottom of the Impluse screen when you highlight Elemental?
Ok folks here is my latest list of buggy items from the 037. Good News : Bows work again and hit. Bad News : Bows hit all of the time for max damage and total bypass the targets armour value. Armour looked broken in 1.08 vs the new spells (max/min) and special abilitites. Anything that uses "Value" as a damage tag like bows and abilities will have this issue it appears. Good News : I can cast En
@wren - The values are calucated as negatives for damage and added to your currrent HP total to cause HP loss. The xml is trying to say your bow will "hit" for 0-6 points of damage (0 being a miss). The problem appears to be the code reading the min value and seeing zero and then saying that misses automatically. Need to be reading against MaxValue or Value. Not MinValue. I also wonder if the armour numbers are being taken into account correctly now as well. It will be nice to see the
It's bugs like this and need to test modes that has had me hoping for an ability to refresh XML data on a saved game. Right now all you can do is start from scratch and level up to test and then do it all over again. It is a major impact to really having quick tests of changes. [e digicons]B)[/e]
I'm not so sure that is a math error. The two lines of code are attempting to mimic the min/max effects placed on spells and in the case of the bow that is 0 to AttackValue. My guess would be the change in "combat" code is testing for a zero value and going auto miss but is not set up to understand min/max. I would be interested to see if the code works if the MIN (note MINE) value was first to be calculated therefore passing the maxvalue as the old "value" parameter. Either way
Glad you could may them go. I was up until 3am trying various things and just through in the towel. [e digicons]B)[/e]
Well that did not fix it. [e digicons]:([/e] Looked at it some more...no joy. SD will have to look into it. Going to bed...
There are two errors in the RangedAttackSpells.xml file. Both BasicBowAttack and BasicCatapultAttack have a bad variable call of "MineValue" instead of "MinValue" and it must be killing the code and dealing out a auto miss. I copied the file to mods and placed the fix and I'm testing it now. Hopefully SD will get this fixed and get out a hotfix patch for folks. [e digicons]B)[/e]
Frogboy, Any chance we can get a list of the XML data files that can't be overwritten in the mods folder. I know right now the World names and Unit names files will not overwrite via mods and now I'm curious what other files are also working that way. Thanks. [e digicons]B)[/e]
Combat appears to be broken. My units are hitting every time for max damage. I am running off of a 107 save game, but I would hope that would not matter.
Spell mods I'd like to see: 1. Spell cast on tactical map at a given location that does damage to those passing through it and it has a duration. Like a wall of fire/ice/wind/earth, etc. 2. Spell that is cast from a given type of terrain on the Strategic map. Like summoning a bear if you are in a forest. 3. A spell that can use a variable amount of mana. Like teleporting at a cost per square(s). 4. A spell with a tactical summoning of a creature(s). 5.
Not sure about percentage. The one game I played thru (mod testing takes most of my time right now) and got a 129. I've got another game almost done and will check that score.
Whoops, should have said new spells in a book not using Nodes I'd love to see. I've done a free standing book with noded spells and added new nodes to existing books. I guess the trick is getting SD to kill the nodes and just list the spells found for a given book tag. Without that we all still run the chance of having a node 07 air spell we've all made justing getting overwritten in someones mod folder. Still a great mod by Glilbert! [e digicons]B)[/e]
Whoa, [e digicons]:omg:[/e] missed the gnillbert line there. Does he haveXML code to look at? I know you can do a spell definition as an item/creature power without node id's. Done that. New spells in a book I'd love to see. [e digicons]B)[/e]
I've tested without node ID's both in and out of a spellbook and as a separate new spell and book entry with no luck. You gave to define a spell in a book with a valid node ID or it's a no-show. And the SpellDef has to be in a file separate from the books to be seen even though the main Tag of Spell is used in both. Odd and I hope it gets a revamp in 1.08. I would also like to define the amount of mana used in a spell. For example, have Teleport cost 1 mana per 5 range. Also be nice to scale
Does anyone have any more details on the upcoming changes to the Spell system from the Stardock crew? I'm holding off on Spell modding until 108 is released in hope a number of these issues are hammered out. Perhaps Python support will allow for the tweaks needed too. [e digicons]B)[/e]
I guess to add one other thing. It would be nice to have a way to set a valid casting location. Say I want to make a spell to summon a swamp thing. It would be helpful to have a tag for valid casting location. If omitted any location (strategic or tactical) is okay but if I set it to "Swamp" the spell is only castable in that terrain my caster is in. I have several spell ideas that are stuck because the location tags we have all focus on destination and none cover source location. If
I'd like to request, for the sanity of modders, to have the spells and spellbook xml and code changed to remove the Node references. Right now if three folks right spells and give the same node ID to the book two of the spell will be lost. It would be great to have one XML that names the spellbooks (provided a tag for spells to latch on to) and then add the other tags needed like type (fire), cost or tech or anything else that would help define the use of the book/school. Spells: Thes
Clear forest was one of the first spells I made testing the mod waters. [e digicons]B)[/e]
I did a fair amount of testing out of the gate and tactical summonng does not work. The best I did was get a bear showing up once combat was over. Good to hear we will get a tactical ability soon. Kinda figured out it was not wired up in the code. With any luck we will get a number of mod related problems knocked out soon. [e digicons]B)[/e]
Take a look at a fire giant in the summoned creatures to get a good feel for how mana and special abilities are used.
The familar is in CoreSummonedUnits.xml. Two things I see is at level it has 2 essence and that goes to 0 at level 30. Also it only have one SelectedAbilityBonusOption of vengence. No other abilities given to it.
Yes, TechDef tags may in fact use the Prereqs in an AND configuration by default. The opposite of what appears to happen to weapons, armour and items. At some point I hope we get some form of definitive documentation from SD. Modding in the dark is always full of suprises.