Mod corefile and mod file in user folder mod?


Ok, I had been mod a core file, often time when I play game it's seem ok, but few turn later, crashed, now without mod core file, rare crash, or no crash, but when I mod

core file, sometime it's always crash after few turn, let's said I mod something like this

<ImprovementType InternalName="Apothecary">
        <DisplayName>Apothecary</DisplayName>
        <Description>Apothecaries provide 3 Research per Material and produce healing and growth potions your champions can purchase.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <LaborToBuild>1140</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ResearchPerMaterials</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Research per Material</Provides>
        </GameModifier>
         <Provides>Unlocks Potions: Healing, Growth, Restoration</Provides>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <UnlocksShopItem>Potion_Healing</UnlocksShopItem>
        <UnlocksShopItem>Potion_Growth</UnlocksShopItem>
        <UnlocksShopItem>Potion_HealingStrong</UnlocksShopItem>
                      <UnlocksShopItem>Potion_Restoration</UnlocksShopItem>
        <ArtDef>Art_Apothecary</ArtDef>

Yes, I learned from Heavenfall but not copy and paste from him just mod corefile follow him. LOL (Thank Heavenfall, it's should make much hero more useful and not sit in city and do nothing while sovgan been busy all the time by himself.

what about this folder in

User\my documents\my game\ fallenenchantress?

I put corefile there and its not working, that's why I used corefile in game folder rather than user since it's not working?

 

13,824 views 11 replies
Reply #1 Top

User\my documents\my game\ fallenenchantress\mods\

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Reply #2 Top


Thank you Heavenfall for rely, but I'm still not so sure how that work, do I need to put in

User\my documents\my game\ fallenenchantress\mods\date and create a folder "Core Improvements" and then put Core Improvements corefile in there?

Boy, I am not aware, not only you told me in other post about "-localdataonly" but I think I need to check "Use Mod" on in game option. LOL

Reply #3 Top


Ok, not sure, I test it and did put core improvements in user's mod, set localdateonly, use mod in game optian, odd is that I look at reseaching there is building are two time, that when I reseach those tech that had two same building, crash, I guess game don't think two file together and use one file override other core file.

Reply #4 Top

For improvementtypes, if you are modifying an existing improvement, there are "special rules".

Normally, when you mod a gameitemtype, all is deleted when you create a new file in the my documents/my games/fallen enchantress/mods/ folder.

But improvementtypes do not forget all when you define it. So, if I want to ADD 1 gildar per turn to Merchant improvement, all I need is the following:

<ImprovementType InternalName="Merchant">

        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Metal</Provides>
        </GameModifier>

</ImprovementType>

Reply #5 Top


Ok, Heavenfall, I did use xml file, so basic I delete whole xml file that called "CoreImprovementsTest" same as your mod. I only put in that file same command (again same as your. LOL, I find to make my mimd much understand easy that way) like this

 <ImprovementType InternalName="AdventurersGuild">
        <DisplayName>Adventurer's Guild</DisplayName>
        <Description>The Adventurer's Guild has a chance per season of giving stationed champions 1 xp.  It also reduces the cost of recruiting champions by 25%.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <ReqCityLevel>3</ReqCityLevel>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Recruiting</Attribute>
        </Prereq>
        <LaborToBuild>120</LaborToBuild>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyChampions</StrVal2>
            <Value>1</Value>
            <Operator>100</Operator>
            <Provides>Stationed champions have a chance of getting 1xp/season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Recruiting</StrVal>
            <Value>-25</Value>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>-1</Value>
            <PerTurn>1</PerTurn>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_AdventurersGuild</ArtDef>
    </ImprovementType>

So you see, this is only simple command in that xml file in mod folder, so I test and play game reseach said two adventures guild, but no other building two on it.

so I start reseaching  those, it's seem start stop or lag, but ok once a while, no crash. once I done and I start building (I know, I set 120, it's so easy to build,I just want hurry up and see if that work) so it's was so fine, no crash, but howver, still said two time, in fact, I end up paid 2 man per turn, not 1, but it's said 1 per turn but you get two time and end up pay two time per turn. How could I solve this problem? Later many turn it's crash, I wonder if a.i build or reseaching adventures guild while this happan?

Reply #6 Top

It is probably happening because you duplicate the values. See my previous post.

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Reply #7 Top

An easier solution is to replace the core file in the game directory. Make a backup copy of the original file and keep it somewhere else. Then edit the one you have in the game folder. If you are making lots of changes, this is the best way to go. 

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Reply #8 Top


Yes, a duplicate, I try to look up internet how to create whole new xml file, not sure I can understand it. Could you upload clean, new create xml file so I may download, please? Not simple as create new folder and text. hmmmm.

Reply #9 Top

Quoting seanw3, reply 7
An easier solution is to replace the core file in the game directory. Make a backup copy of the original file and keep it somewhere else. Then edit the one you have in the game folder. If you are making lots of changes, this is the best way to go. 
Oh, well, I guess I gave up on that user/mod folder but use a game directory, to be freak, I did look up internet and not sure what kind of free program to help me create new xml file in order not to get that duplicate problem, sorry I didn't see your post early, didn't see your post coming. :( Oh well, I used game directory for now.

Reply #10 Top

notepad ++ is a great xml editor. One thing you can do to make a new xml is just delete all the content from a core file, then use "Save As" to save it as a new file with a new name. Now you  can add whatever you want to the mod folder. 

Reply #11 Top


I try that, it's didn't work and end up as duplicate building, cost that I working on.