How to create an evoked exclusive units.

I wanted to know, if is possible to create a unity that can be evoked 

(or instantaneously produced through the use of a skill) that is not available for other races in the game?

I tried to add the ability to "summon units" with an ability of a sovereign or hero, it works ... 

but only when starting the game or when mod hero is recruited.

Suggestions?


I thought about creating a new spell level ...

But I think that makes it available for others sovereigns too.


13,158 views 10 replies
Reply #1 Top

Could you add it to a custom trait like Oracle Cerveza's extra death magic?

Reply #2 Top

Wrong game, Lord Xia.

eltharion70, to create a spell that is accessible to everyone in a faction, but only to that faction, you will need to first create a spellbook.

See CoreSpellbooks.xml, example below

  <Spellbook InternalName="InternalNameOfYourSpellbookHere">
    
    <DisplayName>Terraforming</DisplayName>
    <Icon>Terraform_Dot.png</Icon>

    
    <SpellbookNode InternalName="Node_L1_Raiseland">
      <SpellDef>RaiseLand</SpellDef>
      <StartingResearch>1</StartingResearch>
    </SpellbookNode>

    <SpellbookNode InternalName="Node_L1_LowerLand">
      <SpellDef>LowerLand</SpellDef>
      <StartingResearch>1</StartingResearch>
        <StartingKnown>1</StartingKnown>    
    </SpellbookNode>
    
  </Spellbook>

 

then, create a custom technology that only one faction can unlock. For example, you could make it unlock from faction bonusability. See AbilityBonuses.xml for examples;

    <AbilityBonus InternalName="ExplorationBonus">
        <AbilityBonusOption InternalName="ExplorationBonus1">
            <DisplayName>Wanderlust</DisplayName>
            <Description>Faction starts with Exploration technology, which reveals a random world resource on the map.</Description>
            <Bonus>10</Bonus>
            <Cost>2</Cost>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockTech</Attribute>
                <StrVal>Exploration_Amarian</StrVal>
            </GameModifier>
        </AbilityBonusOption>
    </AbilityBonus>

Of course, unless you want to use an existing tech, you'll need to create a new tech as well. Example:

 

  <TechDef InternalName="Spellbook_Earth_Amarian">
        <DisplayName>Book of Earth</DisplayName>
        <Description>This breakthrough allows our Kingdom to use spells from the Book of Earth.</Description>
        <Image>EarthCrystal_Medallion.png</Image>
        <Rarity>100</Rarity>
        <Category>Put a Funny Name here to hide it from the existing categories</Category>
        <Infinite>0</Infinite>
        <AppearanceChance>100</AppearanceChance>
        <AIData AIPersonality="AI_General">
            <AIPriority>50</AIPriority>
            <AITradeToGetValue>75</AITradeToGetValue>
            <AITradeOutValue>90</AITradeOutValue>
            <AIAtWarMultiplier>1</AIAtWarMultiplier>
            <AIEarlyBuildUpMultiplier>1</AIEarlyBuildUpMultiplier>
        </AIData>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>UnlockSpellbook</Attribute>
            <StrVal>EarthSpellbook</StrVal>
            <Value>0</Value>
        </GameModifier>

    </TechDef>

 

The chain goes:

Abilitybonusoption unlocks tech unlocks spellbook unlocks spell

 

 

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Reply #3 Top

Oops, I really shouldn't be trying to help in modding any way. :blush:

Reply #4 Top

Quoting Heavenfall, reply 2
Heavenfall

Thanks for the suggestion and for examples. 

I'll try as soon as possible the solution that you suggested. 

Thank you very muchk1


P.S.

Lord Xia thanks anyway for trying  ;)

Reply #5 Top

I tried to follow the chain ...

Abilitybonusoption tech unlocks unlocks unlocks spellbook spell

But maybe I did not understand very well how to do it all ...

I explain what I would do.
Create a new realm of magic (spells with tactical and strategic) that is
accessible to only one race (for example, a newly created).


I am mainly interested in how to conjure up a unit in the strategic map
(also in tactics would be nice, maybe making the evocation permanent 
at the end of the battle) a 'simple unit or team, or a hero.

I would be grateful if you could give me examples.
I tried to figure out how to accomplish it alone, but surely...
I must have done a mess.

Thanks for your patience

Reply #6 Top

Post the xml you have done.

Reply #7 Top

Thanks, will post them in the evening (current time 11:51 am GMT +1 hour).
  ;)

Reply #8 Top
(current time 23:28 GMT +1 hour)
I managed to create a spell of evocation.
I first created the spellbook and then the spell properly (copied from summoning the servant of the light).
The two files listed in the Mod folder under my profile, while the images related to the spell and that of spellbock in GFX.
The specification of the units have entered into CoreUnits (although I imagine it to be incorporated into the MOD folder).
I then added to the sovereign <StartingSpellBook> spellbook <StartingSpellBook> to give him the opportunity to launch it.

Even though I am not clear how to specify a new technologyAnd if I may be useful in this case.
I'd also like to understand how to specify a squad instead of a single unit under the spell of evocation.
Once evoked the unitthere is the opportunity of changing the equipment ?
 
however ... these are the files involved.

<SpellDef InternalName="SummonGuardianTest">
   <DisplayName>Summon GuardianTest</DisplayName>
   <Description>Bring forth a powerful protector.</Description>
   <Image>Medallions_Advanced_Foot_Solders.png</Image>
   <IconFG>SummonGuardianTest.png</IconFG>
   <IconColor>10,10,117</IconColor>
   <SoundFX>Demon_Idle1</SoundFX>
   <Range>1</Range>
   <SpellLevel>0</SpellLevel>
   <RequiredStat>UnitStat_Intelligence, 13</RequiredStat>
   <Cooldown>1</Cooldown>
   <SpellType>Strategic</SpellType>
   <SpellClass>Defensive</SpellClass>
   <SpellTargetType>Self</SpellTargetType>
   <CastTime>1</CastTime>
   <SpellResourceCost>
         <Resource>Mana</Resource>
         <Amount>1</Amount>
   </SpellResourceCost>
   <SpellDefEffect>
       <EffectName>Summon_Nature</EffectName>
       <LocalPosition>0,0,0</LocalPosition>
       <EffectScale>0.35</EffectScale>
       <EffectDelay>0.0</EffectDelay>
       <SnapToTerrain>1</SnapToTerrain>
   </SpellDefEffect>
   <GameModifier InternalName="SummonUnit">
      <ModType>Unit</ModType>
      <Attribute>SummonUnit</Attribute>
      <UnitClass>Guardian</UnitClass>
      <StrVal>Guardian</StrVal>
      <Duration>-1</Duration>
   </GameModifier>
   <AIData AIPersonality="AI_General">
        <AIPriority>1</AIPriority>
   </AIData>
</SpellDef>

 

<Spellbook InternalName="Test_Spellbook">
    <DisplayName>Test_Summoning</DisplayName>
    <Icon>rob_Dot.png</Icon>
    <IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization>
    <Cost>5</Cost>
    <SpellbookNode InternalName="Node_L0_SummonGuardianTest">
         <NodeID>0</NodeID>
         <SpellDef>SummonGuardianTest</SpellDef>
         <StartingResearch>1</StartingResearch>
         <StartingKnown>1</StartingKnown>
    </SpellbookNode>
 </Spellbook>

 

<UnitType InternalName="Guardian">
      <DisplayName>Guardian</DisplayName>
      <Description>Test</Description>
      <Quote>'Test'</Quote>
      <ModelPath>Gfx\HKB\Units\K_Male_Mesh_01.hkb</ModelPath>
      <SkeletonPath>Gfx\HKB\Units\K_Male_Skeleton_01.hkb</SkeletonPath>
      <EyeTexture>gfx\eyes\blinks\eyeblink_m2_ltblue.png</EyeTexture>
      <AnimationPack>SoldierAnimationPack</AnimationPack>
      <ShowAsSingleUnit>false</ShowAsSingleUnit>
      <ModelScale>1.0000</ModelScale>
      <EquipmentScale>1.0000</EquipmentScale>
      <ClothMapScale>1.2000</ClothMapScale>
      <MovementType>land</MovementType>
      <BobbingFrequency>0.0000</BobbingFrequency>
      <ClothPoseIndex>5</ClothPoseIndex>
      <InfoCardBackground>BG27_CastlePlains</InfoCardBackground>
      <InfoCardBackgroundFlipped>1</InfoCardBackgroundFlipped>
      <CanBeDesigned>1</CanBeDesigned>
      <UserDesigned>true</UserDesigned>
      <MovingSFX>TEMP_KnightMarching1</MovingSFX>
      <LevelMilestone InternalName="">
            <Level>1</Level>
            <UnitStat_Charisma>10.0000</UnitStat_Charisma>
            <UnitStat_CombatSpeed>1.0000</UnitStat_CombatSpeed>
            <UnitStat_Constitution>10.0000</UnitStat_Constitution>
            <UnitStat_Defense>10.0000</UnitStat_Defense>
            <UnitStat_Essence>5.0000</UnitStat_Essence>
            <UnitStat_ExpToNextLevel>10.0000</UnitStat_ExpToNextLevel>
            <UnitStat_Experience>5.0000</UnitStat_Experience>
            <UnitStat_HitPoints>10.0000</UnitStat_HitPoints>
            <UnitStat_Intelligence>10.0000</UnitStat_Intelligence>
            <UnitStat_Sight>1.0000</UnitStat_Sight>
      </LevelMilestone>
      <Equipment>K_Male_Head_04</Equipment>
      <Equipment>Long_Bob_Hair</Equipment>
      <Equipment>Basic_Pants_ID1</Equipment>
      <Equipment>LegendaryPlateBreastpiece</Equipment>
      <Equipment>MasterHeavyPlateArmlets</Equipment>
      <Equipment>LegendarySteelShield</Equipment>
      <Equipment>LegendaryPlateGreaves</Equipment>
      <Equipment>JourneymansCloak</Equipment>
      <Equipment>MedicalPack</Equipment>
      <Equipment>AmuletOfRoaming</Equipment>
      <Equipment>BandOfEndurance</Equipment>
      <Equipment>ITEM_PaladinBrand</Equipment>
      <SelectedAbilityBonusOption>Regeneration5</SelectedAbilityBonusOption>
      <Color_Hair>152,107,72,255</Color_Hair>
      <Color_Skin>197,132,82,255</Color_Skin>
      <Color_Clothing1>51,102,210,255</Color_Clothing1>
      <Color_Clothing2>121,121,121,255</Color_Clothing2>
      <Color_Metal>145,145,145,255</Color_Metal>
      <Color_Primary>121,121,121,255</Color_Primary>
      <Color_Secondary>138,123,96,255</Color_Secondary>
      <Color_Roof>51,102,210,255</Color_Roof>
      <Color_TerrainBlend>255,255,255,255</Color_TerrainBlend>
      <Color_TerrainOnly>255,255,255,255</Color_TerrainOnly>
      <Color_Trans>255,255,255,255</Color_Trans>
      <Color_ScrollTransMask>255,255,255,255</Color_ScrollTransMask>
      <Color_Eyes>255,255,255,255</Color_Eyes>
      <Color_Crest>255,255,255,255</Color_Crest>
      <Texture_Skin>K_Male_Freckles_Texture_01.png</Texture_Skin>
      <Texture_Eyes>gfx\eyes\blinks\eyeblink_m2_ltblue.png</Texture_Eyes>
      <CreatorFactionName>CustomFaction</CreatorFactionName>
      <Gender>Male</Gender>
      <UnitModelType>KingdomMale</UnitModelType>
      <IsSovereign>0</IsSovereign>
      <HasWages>F</HasWages>
 </UnitType>

Reply #9 Top

Quoting eltharion70, reply 8
Even though I am not clear how to specify a new technology. And if I may be useful in this case.
I'd also like to understand how to specify a squad instead of a single unit under the spell of evocation.
Once evoked the unit, there is the opportunity of changing the equipment ?

You cannot summon anything but a singular unit in E:wom, as far as I know. It is possible in FE.

You cannot upgrade a summoned unit in E:wom, unless it is a champion, in which case you will get the regular level-up points. It is possible to upgrade equipment on units in FE, given the right circumstances.

This is an example of a tech that unlocks your spellbook

    <TechDef InternalName="Test_Tech">
        <DisplayName>Book of Test</DisplayName>
        <Description>This breakthrough allows our Kingdom to use spells from the Book of Test.</Description>
        <Image>EarthCrystal_Medallion.png</Image>
        <Rarity>100</Rarity>
        <Category>Non-existant</Category>
        <Infinite>0</Infinite>
        <AppearanceChance>100</AppearanceChance>
        <AIData AIPersonality="AI_General">
            <AIPriority>50</AIPriority>
            <AITradeToGetValue>75</AITradeToGetValue>
            <AITradeOutValue>90</AITradeOutValue>
            <AIAtWarMultiplier>1</AIAtWarMultiplier>
            <AIEarlyBuildUpMultiplier>1</AIEarlyBuildUpMultiplier>
        </AIData>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>UnlockSpellbook</Attribute>
            <StrVal>Test_Spellbook</StrVal>
            <Value>0</Value>
        </GameModifier>
    </TechDef>

Now you must find a way to unlock this tech. For this, you use the following modifier

<GameModifier>
<ModType>Player</ModType>
<Attribute>UnlockTech</Attribute>
<StrVal>Test_Tech</StrVal>
</GameModifier>

but where do you place it? That depends where you want to place it. It can be placed inside buildings, for example. It can also be given as faction-bonus for a faction. Here is an example of such a bonus

    <AbilityBonus InternalName="Test_SpellBook">
        <AbilityBonusOption InternalName="TestSpellbook1">
            <DisplayName>Test Spellbook</DisplayName>
            <Description>Faction starts with Test Spellbook</Description>
            <Bonus>10</Bonus>
            <Cost>2</Cost>
<GameModifier>
<ModType>Player</ModType>
<Attribute>UnlockTech</Attribute>
<StrVal>Test_Tech</StrVal>
</GameModifier>
        </AbilityBonusOption>
    </AbilityBonus>

 

 

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Reply #10 Top

(current time 00:40 AM GMT +1 hour)

Thanks for the quick response and for the examples.
I'll study everything and tomorrow (time permitting) I'll try to put them into practice.

I read several things about FE. I'm curious to see in which direction will move the finished product.

Thanks again for your prompt response;)