The familar is in CoreSummonedUnits.xml. Two things I see is at level it has 2 essence and that goes to 0 at level 30. Also it only have one SelectedAbilityBonusOption of vengence. No other abilities given to it.
Capn Darwin
Yes, TechDef tags may in fact use the Prereqs in an AND configuration by default. The opposite of what appears to happen to weapons, armour and items. At some point I hope we get some form of definitive documentation from SD. Modding in the dark is always full of suprises.
Have you tried taking the value tags out completely? Looking at other tech in the game a Prereq of type Tech generally shows the skill from the two tres (Amarian and Trogs) with a value of "0". We know this sets an OR condition based on having only one tech while in play. Now we alo know from items the ProductionRequirements are an AND condition such as 4 gold, 3 materials, 2 iron. You could test to see if you can make a ProductionRequirement a Tech type with "0" Value and place teo of them a
...and the game only reads in mod data on the start of a new game not a save game.
Bladespirit stuff is in oldarmours. I found out why in the xml. Not sure who did the mod. [e digicons]B)[/e]
James, I'm using XML Marker version 1.1. Freeware, checks for errors, does tables of the data. Win7Pro does have an issue with putting modified files in the virtualstore folder until I took control of the drive and shutoff UAC. Stupid windows. [e digicons]B)[/e]
With the two armour mods, is anyone having a problem with early units having Bladespirit Greave on the male combat units? Thanks. [e digicons]B)[/e]
At the moment (until Stardock changes something) you can only see the effects of a new mod starting a new game. It is on the top of my wish list to have a commandline switch to allow the game to update all xml data on the fly so a saved game could be used for testing. There is already a thread on showing a switch to rebuild the data.zip, problem is it does not effect the save game so nothing new shows. [e digicons]B)[/e]
REL = Release, WIP = Work in progress. Just denotes something done from something still be worked on.
I have not tested all of these. These come from looking for valid tags in the EXE file. Thanks. Spell Target Types: EnemyTerritory EnemyCity FriendlyCity NeutralGround FriendlyTerritory Self Monster EnemyUnitIgnoreFriendly EnemyUnit FriendlyChampion FriendlyUnit Any (I would test this one with a large radius on the spell).
As for save games, there does not appear (at the moment) to be any way to edit data related to a save game. Any xml changes only appear with the start of a new game. I"m hoping that gets some kind of "fix" to help in modding things. [e digicons]B)[/e]
Awesome!![e digicons]B)[/e]
1. Copy and rename core files into the Mods folder. I use initials_core?. 2. You currently have to start a new game to see you changes. I'm still hoping that changes soon so a saved game can be updated. 3. Every patch thus far has reset the preferences which turns "Use Mods" off amungst other things. [e digicons]B)[/e]
The games has a number of tols and a good exposed data structure with the XML, but actually trying to test mods is my hang up. We really need the following to really open up the floodgates. 1. A way to have modifed XML data loaded into a saved game. 2. A map of what functions/objects can be called in the XML. For instance what is required to make a spell and a list of the xmls needing editing. Also a list of all of the objects I can address like effects, character changes, etc
Got 1.05 update last night. Fired up my latest game and played for about an hour and then the game just stopped. After closing the game via Task Manager, I see the dreaded "Out of Memory" staring at me. I shut things down and went to bed. Is anyone else seeing this with Win7 and updated ATI drivers? I will test on my 64bit machine tonight after a driver update. Another new glitch is Impulse spinning its little hamster wheel for a long time trying to update. Under download size
must get to sleep soon...refresh...work tomorrow....[e digicons]B)[/e]
Summoning is not disabled, just not selectable at start. It should show up in the Magic tech tree would be my thought. [e digicons]B)[/e]
Frogboy, Love the update. Once you guys get this and and get some rest (I know sleep is for the weak, but you have to at least once a month), any chance we can get some form of command line switch to force a XML reload to a saved game to help speed up mod testing? Other then that excelent job and service IMO. [e digicons]5*[/e]
I believe you want to look at CoreUnitGroupingTypes.xml. [e digicons]B)[/e]
Nice tutorial! [e digicons]k1[/e] Thanks. [e digicons]B)[/e]
Are you able to modify your xml and then see the new effect in a save game or are you having to start a new game to see things? So far I have not see a mod take effect in a save game. I have a few new spells I placed in the mod folder, but they don't show up in game. Hopefully we will see a more detailed mod guide from Stardock soon after the Day 0 update. As to the duel effects, does the spell happen to call more then one effect?
Thanks. I have folders left over from the beta and it was messing things up a bit this morning.
Where are you putting your mods now?
The game is not offically live/released until the 24th. Some retailors have broken the street release date in some cases.
One thing we really need to see is a fairly comprehensive mod guide in order to be able to fully understand what can and can't be done. From poking around the beta there is the ability to add spells (done a couple to test things out) and make items. There are spells and items that change stats now so I would say that is a safe bet. I'm hoping this goes from great game to great tool kit myself. Personally I'm hoping to be able to move to hexes instead of squares at some point. [e digic