IMPORTANT: Primal see this post. https://forums.elementalgame.com/448429/get;3400053
StevenRLynchAbundanceThatIAM
The download method doesn't work, just produces browser code or somesuch. Downloading zip files this way produces invalid zips. You need to left-click on the link and then click on the download link, or with the case of plain XML files, you need to click on the link and then copy the code to a new XML file in the Mods directory. I suggest you make all your mods zip files, and change your download instructions so that you go to the Dropbox link you give and then click d
Primal, when you follow the instructions to download, it looks like it downloads browser code instead. You need to left click on the link and save all the code to a new XML file for it to work.
Derek and Devs, could you make it so when you redefine an existing hero in the Mods directory, ALL properties of that hero are according to the redefinition? Currently, even when you redefine certain tags related to experience, including , it just does not work, and you have to edit the core files. Since you are already making a change for techs, it would be great if you can make a change for Champions too.
Keep up the great work! [e digicons]|-)[/e]
They have the same ability as Butchermen and upgrades. When they finish a unit off (make it drop to 0 HP or less) they get another member, up to a maximum of 5 members.
No, unless they've changed it, Clink results in 1 point of damage, and Blocked results in none.
Thank you, Lord Xia. You were very helpful. =) ;-)
Having a non-injured champion in a defending town battle does NOT prevent monsters razing it on a win, on CHALLENGING difficulty.
[quote]Also, I noticed in a recent game that the Air Elemental Scroll costs mana to summon the Air Elemental. Why is that? If I recall correctly, Fireball Scrolls and Wellspring Scrolls do not cost mana to cast. I don't think the other Elemental summons do either. Seems like an odd ball in that scrolls are loot or purchasable items and should not require mana to cast.[/quote] Is it possible that a mod does this? I have the same issue in my games, Air Elemental and Burning Wr
No, the problem was that any hero that is a core file AND is also redefined in a mod file does NOT receive any change to tag. I found this out by editing Heavenfall's Hero file and not having any hero files of my own, and it still didn't work. You can change the stats, you can change the traits, but the tag is not changed when you redefine it from the mods folder. HOWEVER, completely new heroes can be defined ho
To change the Category, edit the OP, click on the current Category, then change it to "LH Modding".
Yes, the game can always be more precious. =) ;-)
I have made a mod that gets round the restriction of certain tags not working when modifying core files from the Mods folder. I have created Mirror versions of the Quest and Event heroes that are practically identical except they have a different InternalName (so they are different according to the game). And I have modified the original CoreRandomEvents.xml and CoreQuests.xml files because they can't be edited from the Mods directory. The way I have created it is the
Maybe this is why is not working when you change it to a "0", like I tried to do in a new version of my mod. I removed my redefinition and changed Heavenfalls UnitStat Library definition to include my new abilities (so there was only one redefinition of the heroes I was changing in my entire mod folder) - the new traits showed up but the behaviour did not change.
I have come across another problem. Even when I edit Heavenfall's Unitstat Library file, it still doesn't work despite there only being one redefinition of each hero in the Mods directory. I don't know of any other mods that edit them. Parrotmath, I will need to see your version of editing existing heroes that works. Unless there are other mods that also redefine existing heroes, there is something really wrong.
Okay, I have uploaded the new files (see first post). Now you only need to overwrite an original core game file if you want Wilbur the Elder Defender and Sir Kodrin the Rescued Mage, who are both from Random Events, to have the No Split ability as I have edited the CoreRandomEvents.xml file to change the existing Random Events in those two cases. Note when you install the CoS version of the I Wish To Serve mod you will need to overwrite a Heavenfall file so that my mod is compatib
Heavenfall, can I have permission to modify your CoreUnits.xml file from your UnitStat library so I can make my mod CoS compatible and place the files on Nexus?
So that's what the problem was. Heavenfall redefines all the core heroes in the UnitStats (E Version) folder. That's why my IWishToServe DivideXP changes didn't take. And that's also why ManiiNames had the same problem as me, because he was using CoS (and thus the custom unitstats folder too). It's funny how some changes work and some don't. For example, the IWishToServe and NoXPSplit mods successfully add the custom skill icon, and the
There is nothing wrong with the tags in my file, they correctly say 0 . This is what happened. ManiiNames tested out one battle by playing it both with one hero and two heroes. I did the same. Two heroes halved the experience. Is it possible that adding one more hero could approximately double the combat rating and thus approximately halve the XP received, even though one hero had the correct <DividesBattleEx
Are you saying that it is possible if you introduce another hero to the army it could increase the combat rating and thus halve the experience given to heroes, even though one of them does NOT divide experience? Fighting the same battle with one or two heroes. That is what ManiiNames did too, and where he reported that putting two heroes together halved the experience. Maybe there was nothing wrong with my IWishToServe mod after all.
What mods change these core heroes? What mods change Bacco, Mausolos, Araine, Haitan, Daxus, Pralius etc. (but especially Bacco and Mausolos)? Note that I could change basic stats and starting traits of all heroes, but when I put 0 in the same hero definition, it didn't work. How would a mod file be able to change other stats and abilities but not be able to change the Divides one (like was done with Mausolos)?
How did you do it? I edited the core file of CoreUnits.xml and added to Bacco the Beggar's definition 0 , but when I went in to the game, he was still dividing experience. This is with no mod changing it and the actual core files (CoreUnits.xml) saying 0 for Bacco. Can you post or send me your mod to show me how you did it?
"Dume, dume, dume"... =)
Or you can edit a custom sov file and give yourself the Equipment InsertModdedItem'sInternalNameHere When manually editing a Sov file I think you can give yourself skills, abilities and items that are not in the Sov Creation Screen in-game.