About Resource in CoreAbilities.xml for LH

Need help

in Legendary heroes, i wanna create a resouce on the map near my start position in a new game

but why i write these words in coreablities.xml , there is no effect

is there some different between FE and LH, or i write wrong?

Example:

  <AbilityBonus InternalName="Resounce">
    <AbilityBonusType>Champion_Talent</AbilityBonusType>
    <AbilityBonusOption InternalName="Resounce">
      <DisplayName>resource</DisplayName>
      <Description>resource</Description>
      <Icon>Ability_Adepts_Icon.png</Icon>
      <GameModifier>
        <ModType>Player</ModType>
        <Attribute>StartPositionHasResource</Attribute>
        <StrVal>Wild_Dragons_Liz</StrVal>
        <Radius>3.0</Radius>
        <Provides>Dragon</Provides>
       </GameModifier>
      <Cost>0</Cost>
      <Type>Army</Type>
      <AIData AIPersonality="AI_General">
        <AIPriority>5</AIPriority>
      </AIData>
    </AbilityBonusOption>
  </AbilityBonus>   




please help me , thanks

3,657 views 5 replies
Reply #1 Top

Do this effect with a quest that spawns by turn number. As long as you have a city placed the turn number trigger will be able to spawn a quest (What I mean here is that if you set the trigger for turn 1 and you don't have a city, it will not trigger. It needs the capital city in order to trigger for the turn based event). From the quest you can implement the treasure that you want to create, which is your resource horde for your lizard.

Reply #2 Top

basius, that's XML from Children of Storm and I specifically had to drop it because StartPositionHasResource is no longer functional in FE:LH. What parrottmath suggests is a good idea, however I went with a different route to work around this. Since a starting position world resource, to me, indicates a guaranteed building, I simply dropped the requirement of the world resource. Now you can build the required building as a one-off immediately when you have the research required.

There is a difference in mechanics though. Now the world resource can't be used by an enemy if/when they capture the town. For me that was a bonus, because in the Children of Storm mod the Lizardmen would likely smash the dragon eggs if their last town was sacked, meaning noone should have access to the building.

Reply #3 Top

Quoting parrottmath, reply 1

Do this effect with a quest that spawns by turn number. As long as you have a city placed the turn number trigger will be able to spawn a quest (What I mean here is that if you set the trigger for turn 1 and you don't have a city, it will not trigger. It needs the capital city in order to trigger for the turn based event). From the quest you can implement the treasure that you want to create, which is your resource horde for your lizard.
End of parrottmath's quote



thank you, i understand your meaning, but i do not know how to set a quest with this effect, can you teach me ?

Reply #4 Top

Quoting Heavenfall, reply 2

basius, that's XML from Children of Storm and I specifically had to drop it because StartPositionHasResource is no longer functional in FE:LH. What parrottmath suggests is a good idea, however I went with a different route to work around this. Since a starting position world resource, to me, indicates a guaranteed building, I simply dropped the requirement of the world resource. Now you can build the required building as a one-off immediately when you have the research required.

There is a difference in mechanics though. Now the world resource can't be used by an enemy if/when they capture the town. For me that was a bonus, because in the Children of Storm mod the Lizardmen would likely smash the dragon eggs if their last town was sacked, meaning noone should have access to the building.
End of Heavenfall's quote



oh, bad news, StartPositionHasResource is no longer functional in FE:LH.

and then may i have another way to create a new resource horde on the map?

i searched out one of your reply in the post "Creating resources using a spell", you said that:

            <GameModifier>
                <ModType>Map</ModType>
                <Attribute>CreateResourceHoard</Attribute>
                <StrVal>Wild_Wildings</StrVal>
                <Value>1</Value>
            </GameModifier>


is this method effective in FE:LH?

or you can give me a better way to implement?

thank you

Reply #5 Top

That XML should work in a spell.