adding path

how to add a path with the creation of the race? for example the way the assassin. or how to add the path to the sovereign. which files to change settings races? refers to the racial bonuses and penalties

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Reply #1 Top

which registered the drop rate "path" for different lv up for the champions and sovereign?

Reply #2 Top

A unit gets his built-in traits from these tags in XML (CoreUnits.xml and CoreMonsterTypes.xml):

        <SelectedAbilityBonusOption>Blood_Amarian</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Guardian1</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Air1</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Air2</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Air3</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>PathOfTheDefender</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>PathOfTheWarrior</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Spell_ChainLightning</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Strength_Level</SelectedAbilityBonusOption>

the abilities are in CoreAbilities.xml

    <AbilityBonus InternalName="Guardian1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Guardian1">
            <DisplayName>Guardian I</DisplayName>
            <Description>+2 to the Army's Dodge</Description>
            <Icon>Ability_GuardianI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>2</Value>
                <Provides>+2 to the Army's Dodge</Provides>
            </GameModifier>
            <Likelihood>200</Likelihood>
            <RarityDisplay>Uncommon</RarityDisplay>
            <Type>Army</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheDefender</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>

also Likelihood determines chance that it appears on level-up. Prereq and other tags may limit according to level.

Reply #3 Top

I do understand just how to change the level at which there is an ability. for example to write these lines, that would be the way appeared in the existing race, or existing "faction"?

Reply #4 Top

If you look at PathOfTheWarrior (in coreabilities.xml)  you'll see at the end of it that

Code: xml
  1. AbilityBonus InternalName="PathOfTheWarriorAbility"&gt;
  2.         &lt;AbilityBonusType&gt;Unit_Level&lt;/AbilityBonusType&gt;
  3.         &lt;AbilityBonusOption InternalName="PathOfTheWarrior"&gt;
  4.             &lt;DisplayName&gt;Path of the Warrior&lt;/DisplayName&gt;
  5.             &lt;Description&gt;+3 Attack, +20 Weight Capacity and unlocks traits that enable special attacks and improve damage&lt;/Description&gt;
  6.             &lt;Icon&gt;Ability_PathOfTheWarrior_Icon.png&lt;/Icon&gt;
  7.             &lt;GameModifier&gt;
  8.                 &lt;ModType&gt;Unit&lt;/ModType&gt;
  9.                 &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  10.                 &lt;StrVal&gt;UnitStat_Attack_Boost&lt;/StrVal&gt;
  11.                 &lt;Value&gt;3&lt;/Value&gt;
  12.                 &lt;Provides&gt;+3 Attack&lt;/Provides&gt;
  13.             &lt;/GameModifier&gt;
  14.             &lt;GameModifier&gt;
  15.                 &lt;ModType&gt;Unit&lt;/ModType&gt;
  16.                 &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  17.                 &lt;StrVal&gt;UnitStat_WeightCapacity&lt;/StrVal&gt;
  18.                 &lt;Value&gt;20&lt;/Value&gt;
  19.             &lt;/GameModifier&gt;
  20.             &lt;HideWhenUpgraded&gt;0&lt;/HideWhenUpgraded&gt;
  21.             &lt;Likelihood&gt;1&lt;/Likelihood&gt;
  22.             &lt;RarityDisplay&gt;Rare&lt;/RarityDisplay&gt;
  23.             &lt;MinimumLevel&gt;4&lt;/MinimumLevel&gt;
  24.             &lt;RequiredLevel&gt;4&lt;/RequiredLevel&gt;
  25.             &lt;Type&gt;Aggressive&lt;/Type&gt;
  26.             &lt;AIData AIPersonality="AI_General"&gt;
  27.                 &lt;AIPriority&gt;5&lt;/AIPriority&gt;
  28.             &lt;/AIData&gt;
  29.         &lt;/AbilityBonusOption&gt;
  30.     &lt;/AbilityBonus&gt;

 

That likelihood being 1 means it always appears?  Also using the tags Minimum Level  and Required Level I was able to give my new paths ability to be chosen at level 8. The way I am doing it is I have made a abilities.xml file in its own folder for that mod in my mods folder.  Since I am merely adding content, I am leaving the core files alone. 

This is an example of one of the paths that come at level 8 if you had picked Path of the Assassin earlier. 

Code: xml
  1. &lt;AbilityBonus InternalName="PathOfTheNinjaAbility"&gt;
  2.         &lt;AbilityBonusType&gt;Unit_Level&lt;/AbilityBonusType&gt;
  3.         &lt;AbilityBonusOption InternalName="PathOfTheNinja"&gt;
  4.             &lt;DisplayName&gt;Path of the Ninja&lt;/DisplayName&gt;
  5.             &lt;Description&gt;+3 Attack, +10 Dodge and unlocks traits that enable special attacks and improve damage and evasion.&lt;/Description&gt;
  6.             &lt;Icon&gt;Ability_PathOfTheWarrior_Icon.png&lt;/Icon&gt;
  7.             &lt;GameModifier&gt;
  8.                 &lt;ModType&gt;Unit&lt;/ModType&gt;
  9.                 &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  10.                 &lt;StrVal&gt;UnitStat_Attack_Boost&lt;/StrVal&gt;
  11.                 &lt;Value&gt;3&lt;/Value&gt;
  12.                 &lt;Provides&gt;+3 Attack&lt;/Provides&gt;
  13.             &lt;/GameModifier&gt;
  14.             &lt;GameModifier&gt;
  15.                 &lt;ModType&gt;Unit&lt;/ModType&gt;
  16.                 &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  17.                 &lt;StrVal&gt;UnitStat_Dodge&lt;/StrVal&gt;
  18.                 &lt;Value&gt;10&lt;/Value&gt;
  19.                 &lt;Provides&gt;+10 Dodge&lt;/Provides&gt;
  20.             &lt;/GameModifier&gt;
  21.             &lt;HideWhenUpgraded&gt;0&lt;/HideWhenUpgraded&gt;
  22.             &lt;Likelihood&gt;1&lt;/Likelihood&gt;
  23.             &lt;RarityDisplay&gt;Rare&lt;/RarityDisplay&gt;
  24.             &lt;MinimumLevel&gt;8&lt;/MinimumLevel&gt;
  25.             &lt;RequiredLevel&gt;8&lt;/RequiredLevel&gt;
  26.             &lt;Type&gt;Aggressive&lt;/Type&gt;
  27.             &lt;Prereq&gt;
  28.                 &lt;Type&gt;AbilityBonusOption&lt;/Type&gt;
  29.                 &lt;Target&gt;Unit&lt;/Target&gt;
  30.                 &lt;Attribute&gt;PathOfTheAssassin&lt;/Attribute&gt;
  31.             &lt;/Prereq&gt;
  32.             &lt;AIData AIPersonality="AI_General"&gt;
  33.                 &lt;AIPriority&gt;5&lt;/AIPriority&gt;
  34.             &lt;/AIData&gt;
  35.         &lt;/AbilityBonusOption&gt;
  36.     &lt;/AbilityBonus&gt;

 

This is an example of a Path I made that shows up at level 4 along with the others.  It's called Archer.

Code: xml
  1. &lt;AbilityBonus InternalName="PathOfTheArcherAbility"&gt;
  2.         &lt;AbilityBonusType&gt;Unit_Level&lt;/AbilityBonusType&gt;
  3.         &lt;AbilityBonusOption InternalName="PathOfTheArcher"&gt;
  4.             &lt;DisplayName&gt;Path of the Archer&lt;/DisplayName&gt;
  5.             &lt;Description&gt;+3 Attack, +20 Weight Capacity and unlocks traits that enable special attacks and improve ranged damage.&lt;/Description&gt;
  6.             &lt;Icon&gt;Ability_PathOfTheWarrior_Icon.png&lt;/Icon&gt;
  7.             &lt;GameModifier&gt;
  8.                 &lt;ModType&gt;Unit&lt;/ModType&gt;
  9.                 &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  10.                 &lt;StrVal&gt;UnitStat_Attack_Boost&lt;/StrVal&gt;
  11.                 &lt;Value&gt;3&lt;/Value&gt;
  12.                 &lt;Provides&gt;+3 Attack&lt;/Provides&gt;
  13.             &lt;/GameModifier&gt;
  14.             &lt;GameModifier&gt;
  15.                 &lt;ModType&gt;Unit&lt;/ModType&gt;
  16.                 &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  17.                 &lt;StrVal&gt;UnitStat_WeightCapacity&lt;/StrVal&gt;
  18.                 &lt;Value&gt;20&lt;/Value&gt;
  19.             &lt;/GameModifier&gt;
  20.             &lt;HideWhenUpgraded&gt;0&lt;/HideWhenUpgraded&gt;
  21.             &lt;Likelihood&gt;1&lt;/Likelihood&gt;
  22.             &lt;RarityDisplay&gt;Rare&lt;/RarityDisplay&gt;
  23.             &lt;MinimumLevel&gt;4&lt;/MinimumLevel&gt;
  24.             &lt;RequiredLevel&gt;4&lt;/RequiredLevel&gt;
  25.             &lt;Type&gt;Aggressive&lt;/Type&gt;
  26.             &lt;AIData AIPersonality="AI_General"&gt;
  27.                 &lt;AIPriority&gt;5&lt;/AIPriority&gt;
  28.             &lt;/AIData&gt;
  29.         &lt;/AbilityBonusOption&gt;
  30.     &lt;/AbilityBonus&gt;

 

 You can then use those internal names as pre-reqs for new abilities you make and/or spells.  I could easily make a spell require say "PathOfTheRedMage" in addition to "Water2" by just adding in more prereqs tags.. 

Code: xml
  1. &lt;Prereq&gt;
  2.             &lt;Type&gt;AbilityBonusOption&lt;/Type&gt;
  3.             &lt;Attribute&gt;Water2&lt;/Attribute&gt;
  4.         &lt;/Prereq&gt;
  5.          &lt;Prereq&gt;
  6.          &lt;Type&gt;AbilityBonusOption&lt;/Type&gt;
  7.          &lt;Attribute&gt;PathOfTheRedMage&lt;/Attribute&gt;
  8.          &lt;/Prereq&gt;

 

sorry for the wall of text.  Wish I could show/hide it.  Well that's how I've done it so far. 

+1 Loading…
Reply #5 Top

Quoting CyanPile, reply 3
I do understand just how to change the level at which there is an ability. for example to write these lines, that would be the way appeared in the existing race, or existing "faction"?

If you want to give a path to all members of a race/faction you must edit all the unittypes for that race.

Reply #6 Top

Quoting Supreme, reply 5
sorry for the wall of text. Wish I could show/hide it. Well that's how I've done it so far.

Thank you. More details Please. which of these lines affect the game:

  1.                 <Value>3</Value>
  2.                 <Provides>+3 Attack</Provides>

is there a limit to the number here is just such lines (the number of such operations in general. and the number of filled in) :

 

  1.             <GameModifier>
    ...
  2.             </GameModifier>
Reply #7 Top

Quoting Heavenfall, reply 6
If you want to give a path to all members of a race/faction you must edit all the unittypes for that race.

huh т_т

Reply #8 Top

For example Altar faction (CoreRaceConfigs.xml = KingdomOfAltar)  is made up of race Altarians (<RaceInternalName>Race_Type_Altarians</RaceInternalName>).

 

In CoreRaceTypes.xml you see "Race_Type_Altarians" with links to many unittypes, example: <StartingUnitType>Unit_Archer_Altarian</StartingUnitType>

 

If you then go to CoreUnits.xml you see "Unit_Archer_Altarian" which has the trait: <SelectedAbilityBonusOption>Blood_Altarian</SelectedAbilityBonusOption>

 

That is how you add traits to a full race.

 

 

Reply #9 Top

Quoting Heavenfall, reply 9
If you then go to CoreUnits.xml you see "Unit_Archer_Altarian" which has the trait: Blood_Altarian

Sovereign also there?

Reply #10 Top

Yes.

CoreRaceTypes.xml

        <MaleUnitType>Generic_Sovereign_Altarian_Male</MaleUnitType>
        <FemaleUnitType>Generic_Sovereign_Altarian_Female</FemaleUnitType>

you see same name in CoreUnits.xml

Reply #11 Top

means - where to find the sovereign through the tool I created the game. in the folder "my games"?

Reply #12 Top

<UnitType InternalName="Sovereign_Relias">
        <DisplayName>Lord Relias</DisplayName>
        <UnitDisplayName>Lord Relias</UnitDisplayName>
        <Class>Sovereign</Class>
        <Allegiance>Kingdom</Allegiance>
        <CreatureType>Champion</CreatureType>
        <RaceType>Race_Type_Altarians</RaceType>
        <Unique>1</Unique>
        <CanBeDesigned>0</CanBeDesigned>
        <FactionToLead>KingdomOfAltar</FactionToLead>
        <Gender>Male</Gender>
        <HasWages>0</HasWages>
        <IsSovereign>1</IsSovereign>
        <HasEssence>1</HasEssence>
        <SelectedAbilityBonusOption>PathOfTheDefender</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>PathOfTheWarrior</SelectedAbilityBonusOption>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-10</Value>
            <Provides>-10% Unrest in the city this unit is in</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_FactionPrestige</StrVal>
            <Value>0.5</Value>
            <PerLevel>1</PerLevel>
            <Provides>+0.5 Faction Prestige per Level</Provides>
        </GameModifier>
        <LevelMilestone InternalName="L1">

 

this will work? or how to write?

Reply #13 Top

Yes, that works. 

 

 

The new custom sovereigns you create can be found here My Documents\My Games\FallenEnchantress\Units

Reply #14 Top

Quoting Heavenfall, reply 14
Yes, that works.

strange. checked. no sovereign in these ways. I do not quite understand sinteksis. but copy what I wrote above.
coreunits like just one.

Reply #15 Top

You are editing Relias, it should be obvious that his traits have changed in-game.

Try run game in Administrator mode, right-click shortcut -> Run as Admin.

Reply #16 Top

Quoting Heavenfall, reply 16
Try run game in Administrator mode, right-click shortcut -> Run as Admin.

I just started playing through Steam. from the fact that the forum name changed (when loading the game to give an error showing how to register the incentive start). had the incentive to register a login and password. so do not get tested.

 

Quoting Heavenfall, reply 16
You are editing Relias, it should be obvious that his traits have changed in-game.

Yes, I too do not understand. may name a different way had to write? It has two names (in another "abilites" at the end sort of)

Reply #17 Top

I think we need a translator here. You don't understand me and I have no idea what you just said.

Reply #18 Top

1. I have problems with running the game. I can not run it from the Administrator mode. I can just run it through Steam.
2. A mistake in writing? Append had only CoreUnits.xml? If so, you can throw a working version? Or had to go somewhere else to add? For example here "CoreRaceTypes.xml"

Reply #19 Top

Quoting CyanPile, reply 7

Quoting Supreme Shogun, reply 5sorry for the wall of text. Wish I could show/hide it. Well that's how I've done it so far.

Thank you. More details Please. which of these lines affect the game:


                <Value>3</Value>
                <Provides>+3 Attack</Provides>

is there a limit to the number here is just such lines (the number of such operations in general. and the number of filled in) :

 


            <GameModifier>
...

            </GameModifier>

 

The value tag is the actual number used by the game, and the provides tag shows the user basically what it does.  Think of like a description in that ability's box.  No, there is no limit to how many things you can change AFAIK.  My intent is to keep it simple and provide some specialized bonuses/choices in the form of skills, possibly an extra ability (or spell) or two for each new path.  The spells I have an additional file in my mod folder for, as I am not changing anything core.  Everything I am doing is in addition.

 

Re: Admin mode - I have not needed to go there to see my changes.  I do not use steam.  I wonder if we have not stated the obvious case.  That you must have a box checked in your game options that says "Use Mods ".   Other wise your Relias would be the same default one everytime. 

EDIT:  Works for the way/changes I have told about.  Modding core files you may not need that. 

Reply #20 Top

Quoting CyanPile, reply 17
I just started playing through Steam. from the fact that the forum name changed (when loading the game to give an error showing how to register the incentive start). had the incentive to register a login and password. so do not get tested.

http://i081.radikal.ru/1209/c0/b117197f142b.png

it is long overdue. now I do not run a game in exe. now only steam

Reply #21 Top

Okay, but you should be able to click "Use Mods" and restart the game.  From Steam even.  Right  ?

Reply #22 Top

tried. did not help. will update the game to 0.99
Experiment in the future even

Reply #23 Top

Quoting Heavenfall, reply 14
My Documents\My Games\FallenEnchantress\Units

works here. Thank you. apparently did not work in coreunits :annoyed: -_-

Reply #24 Top


In order for it to work with core units you might have to run the game in admin mode. This was an issue for me as well.