Some Mod and Modding questions

Ok, not a lot of info stickied that i can see about modding.

 

Looking for a specific mod and a couple of modding questions.

 

Mod: Specifically i'm looking for a mod that will let me select multiple weaknesses for a custom sovereign, rather than the normal limit of 1. That or a simple tutoriol on how to do it myself.

 

Modding: Will probably have a few others later on for now 2 however,:

 

1. but from looking at existing mods i assume if i want to modify an existing file all i need to do is create my own unique name folder in the Mod directory and copy the file there then edit?

 

2. Since i'll probably need it at some point, where are error logs stored and do i need to do anything to enable logging?

38,329 views 8 replies
Reply #2 Top

Cheers, so effectively the only way to make multiple weaknesses select-able is to move them to negative cost traits instead of weaknesses.

 

Also thanks for the link but let me make sure i understand this right because he's using a lot of unfamiliar terminology:

 

GameItemType: I can only edit an entry here if i copy the whole entry, but if i copy the whole file it break monster loot drops.

 

ImprovementType and AbilityBonus and AbilityBonusOption: As above except it combines my modded entry with the original.

 

SpellDef & Unit Type: As GameItemType except for specific tags. 

Reply #3 Top

Quoting KarlBar99, reply 2
Cheers, so effectively the only way to make multiple weaknesses select-able is to move them to negative cost traits instead of weaknesses.

Yeah if you look in CoreAbilities.xml, find the Player_Weakness section, you'll see all the weakness choices are wrapped in the same AbilityBonus (Player_Weakness).  Where as the traits, like Attunement.... are wrapped in their own AbilityBonus.

That effectively makes the Weaknesses behave like a radio button list (choose one of them).  The Traits behave more like a checkbox (on or off) because they are not linked to other AbilityBonusOptions.

 

Reply #4 Top

Quoting KarlBar99, reply 2
Also thanks for the link but let me make sure i understand this right because he's using a lot of unfamiliar terminology:

 

There is about four situations when you mod

 

100% 

Using a known InternalName creates a blank slate as far as xml is concerned, effectively resetting the Core xml

 

Mixed

By far the largest category, could be divided in subcategories. For a known InternalName, some/most xml is preserved or valid, but you can overwrite some/most

 

Preserved

For a known InternalName, xml is preserved, but you can add to it (e.g. TechDef)

 

Unmoddable

Cannot modify the xml of a known InternalName (e.g. UnitGroupingType)

 

 

GameItemType:

- 100%

- Note that "ArtDef InternalName" act as standalone element although they usually show up attached to the GameItemType in the xml. Meaning unless you intend to change the display of a GameItemType, you don't need to reproduce the ArtDef xml as long as you keep the ArtDef reference... You'll see when you mod one!

 

ImprovementType / AbilityBonusOption:

- Mixed

- GameModifiers can only be added, you can never remove/edit a Core GameModifier (Preserved)

 

SpellDef:

- Mixed

- Core GameModifiers follow the blank slate rule

- SpellDef are by far my preferred xml because using a known InternalName resets the Core GameModifiers but all the other xml is still valid but overwritable (Except Prereq and SpellResourceCost (which should not be repeated)).

 

UnitType:

- Mixed

- SelectedAbilityBonus tag is preserved

- Essentially, you can copy+paste the xml of a UnitType since SelectedAbilityBonus are never applied twice and then change whatever you want as you see fit. The only limitation is you can never remove/edit a Core SelectedAbilityBonus unless you create an ability that does the opposite. Even then, that might not work (e.g. Veteran gives +1 Level, you can never remove that level and you can never remove that ability if it's in the Core UnitType xml).

 

 

_________________________

LH Mods by Primal

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XtraDeconstruct Canons

Reply #6 Top

Just to make sure i'm still clear, InternalName refers to the individual xml entries, within the file, not the file name? So if i wanted to edit any parameter within an item entry in the file CoreItems.xml i'd need to copy everything contained within that items <GameItemType> tags at the top and bottom of it's entry?

 

Also i know you've said a CoreAbilityEntry tag can't be edited, does that mean i can't add extra Tags to the entry though, thus increasing the ability list for the unit if i just want to add an ability?

 

 

Reply #8 Top

Would i be correct in assuming this is the upgrade code for shields?

Code
  1. &lt;EquipmentUpgradeDef&gt;
  2. &lt;SelectionCriterion&gt;MaximizeSum&lt;/SelectionCriterion&gt;
  3. &lt;ComparisonAttribute&gt;UnitStat_Defense_Pierce&lt;/ComparisonAttribute&gt;
  4. &lt;EquipmentSlot&gt;Defense&lt;/EquipmentSlot&gt;
  5. &lt;ForUpgradeActionOnly&gt;1&lt;/ForUpgradeActionOnly&gt;
  6. &lt;/EquipmentUpgradeDef&gt;

 

Been upgrading the City Milita units but wasn't sure what was the shield code.