Movement?

I have not modded at all for this game (yet?!?), but I was wondering if there was a simple way to make a MOD that doubles the movement of everyone.  Does anyone know if this can be done, and how (but I am not in the mood lately for complicated modding)?

Thanks-in-advance,

Jason

11,631 views 12 replies
Reply #1 Top

I believe it would be fairly simple, yes. You could add <A_UnitStat_Moves>100</A_UnitStat_Moves> to each raceconfig.

Reply #2 Top

Or change the movement cost of the terrain tiles. That would not speed up the combat action costs...

Reply #3 Top

Thanks for the ideas, guys!!

Can you tell me where I would change the terrain tile movement costs?  It was the idea I was thinking of, but as I said, I have not edited anything in this game yet and just don't feel like digging for it.

:thumbsup:   

Reply #4 Top

Anyone know of where to go to edit the movement requirements for the "tiles"?  I looked a little, found nothing to work with.

Reply #5 Top

TerrainTypes.xml

Reply #6 Top

Hey, thanks Heavenfall!

 

In order to make it work, I am going to edit the TerrainTypes.xml from the

{Install Folder}>data>English>TerrainTypes.xml ,   and then should I put it in the

MyGames>Elemental>Mods>Data   folder to make it work?   

Does the "English" sub-folder in the original structure matter?

THANK YOU VERY MUCH FOR YOUR HELP!!!

:D

Reply #7 Top

That is the correct folder, you don't need to add anything else.

Reply #8 Top

I did put it in there, but it didn't work at all.

 

In the *.xml file I edited the "movement costs" and basically cut them in half.  I then tried every combo I could think of, normal terrain.xml in normal folder PLUS my edited in mod; edited mod in normal spot AND mod folder; edited in normal spot NONE in mod folder...I tried pretty much every combo, but it still takes 1 movent for land, 2 for forests, etc.

 

In the *.xml file, I found "movement costs," and normal land had a value of 10, forest 20, hills (I think it was hills, but it was one type of land, definitely) that had a value of 15.  I started by cutting in half, so 10 became 5, 15 became 7.5, etc.

It would not work, so I decided to get rid of decimals, so the 7.5 became 7.

 

STILL NO LUCK.  Any ideas what or where I am doing the wrong thing.  I really (really!) would love to double the movement of all people/creatures/anything, but not have it effect combat movement.

This is kind of annoying, I wish I knew where to go.  Thanks in advance for any suggestions.

Reply #9 Top

In the meantime, here's an example of a mod that gives you +100% movement on strategical map only, for Altar and Capitar faction.

<?xml version="1.0" encoding="ISO-8859-1"?>
<RaceConfigs>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName, ShortName, Capitol, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColor, BuildingStyle, UnitStyle, WorkerName</Ignore>
        <Translate>DisplayName, ShortName, Capitol, Description, WorkerName</Translate>
    </DataChecksum>
    <RaceConfig InternalName="KingdomOfAltar">
        <A_UnitStat_Moves>100</A_UnitStat_Moves>
    </RaceConfig>
    <RaceConfig InternalName="KingdomOfCapitar">
        <A_UnitStat_Moves>100</A_UnitStat_Moves>
    </RaceConfig>
</RaceConfigs>

Note that it won't apply the very first turn you play, you'll have to press end turn once.

+1 Loading…
Reply #10 Top

Subscribing because this would be good to know.

Reply #11 Top

Quoting Heavenfall, reply 9
In the meantime, here's an example of a mod that gives you +100% movement on strategical map only, for Altar and Capitar faction.





<?xml version="1.0" encoding="ISO-8859-1"?>
<RaceConfigs>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName, ShortName, Capitol, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColor, BuildingStyle, UnitStyle, WorkerName</Ignore>
        <Translate>DisplayName, ShortName, Capitol, Description, WorkerName</Translate>
    </DataChecksum>
    <RaceConfig InternalName="KingdomOfAltar">
        <A_UnitStat_Moves>100</A_UnitStat_Moves>
    </RaceConfig>
    <RaceConfig InternalName="KingdomOfCapitar">
        <A_UnitStat_Moves>100</A_UnitStat_Moves>
    </RaceConfig>
</RaceConfigs>



Note that it won't apply the very first turn you play, you'll have to press end turn once.

 

Excellent!  Thanks very much for the help, I will try this in about an hour when I get home. 

 

I wonder if that second turn thing was happening in what I edited.  I saw on the first turn there was no change, and then either exited or didn't pay attention anymore.  Hmm, good stuff here!

Reply #12 Top

Quoting Heavenfall, reply 5
TerrainTypes.xml
My version trying to use this = BIG FAIL!!!

 

Quoting Heavenfall, reply 9
In the meantime, here's an example of a mod that gives you +100% movement on strategical map only, for Altar and Capitar faction.



<?xml version="1.0" encoding="ISO-8859-1"?>
<RaceConfigs>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName, ShortName, Capitol, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColor, BuildingStyle, UnitStyle, WorkerName</Ignore>
        <Translate>DisplayName, ShortName, Capitol, Description, WorkerName</Translate>
    </DataChecksum>
    <RaceConfig InternalName="KingdomOfAltar">
        <A_UnitStat_Moves>100</A_UnitStat_Moves>
    </RaceConfig>
    <RaceConfig InternalName="KingdomOfCapitar">
        <A_UnitStat_Moves>100</A_UnitStat_Moves>
    </RaceConfig>
</RaceConfigs>



Note that it won't apply the very first turn you play, you'll have to press end turn once.

Your version using this method = INITIAL TEST are +...seems like after the first move it absolutely doubles movement for everyone.