[eMOD] Combat Balance 0.1 alpha for Beta1.09v/w

Hi!

This mod allows players to adjust the Attack, Defense, and Constitution stats directly from the CoreUnitStats.xml file, applying said changes to all Kingdom and Empire units universally, including Sovereigns. 

Note that weapons and armor will add to these base values.

In addition, Any changes to Attack and Defense will also affect Sovereign Attack and Defense stats.

Incidentally, Pioneers and Peasants will now have the same Constitution stat as everyone else.

The Sovereign's base Constitution stat of 10 will not be affected by changing the CoreUnitStats.xml file.  The default Con for all units is currently set to 10 (feel free to change to 5 or any other value as you wish).

 

Incidentally, I deleted the Essence stat adjustments from the stats of the various Kingdom/Empire Core Units, seeing I was there at the time...

 

Known 'issues' so far:

Sentinels will not receive their +1 bonus to defense, and their Con will be the same as other units.

Level 10 Milestones for various units does not add +2 (or any value) to the attack value.

Monsters and other Unique Creatures are not affected by this mod, so they will not benefit from adjustments to the CoreUnitStats.xml values.

Currently, I left the other stats (Intelligence, Charisma, etc.) alone, as different units have different values and I didn't want to mess with those at the moment.

Also, I ended up having to put all 13 files directly in the My Documents/Gaming/Elemental/Mods folder.  The system wasn't seeing the files in the subfolders for some reason (suggestions?).

NPC's have not been incorporated into this mod as of yet.  Next release...

 

This is my first posted mod for Elemental, so be gentle... :pout:

 

Thanks to Werewindlefr for giving me the courage to tackle this mod!  This ties in with his Railguns Balance 'mod' that he has been working on, and hopefully this makes his and everyone else's testing with various Attack, Defense, and Constitution values a little easier.

 

Any feedback r.e. bugs, etc. that you come across relating to this mod will definitely be appreciated.

Download zip file here: CombatBalance0_1a.zip

 

 

4,638 views 3 replies
Reply #1 Top

Core NPC's are now added (14 files total), and at least Janusk is showing the changes I've made to the default attack and defense values (yay).  CoreNPC's.xml is a big file though, so let me know if anyone isn't working as advertised.

Core NPCs still retain their original Constitution values btw.  If there is need, I could always incorporate hit points into the changes made possible by this mod at some point, as well as combat speed... but not today, I've done enough .xml editing for now!

Also, a better suggestion for a name for this mod might be nice, so as to not cause confusion and delay...

Reply #2 Top

I started looking through the files again yesterday, and it appears that I can add Hit Points to the list without too much problem (i.e. most units and Heroes follow the 'default' rules).  Plus I have to ensure compatability with 1.1 (although it appears it already is based on the files that changed). 

Combat Speed could also be shifted to Default, but I'm seeing different values for this across the various files, so that will need to be taken into account (i.e. making sure the units with higher start values keep that 'bonus').

I've also figured out how to make this Bandit Compliant (i.e. the default value affects them as well), and will include this with the next release.

I'd like to see Monsters benefit from this as well, but haven't worked that out yet (i.e. how to add an attack value to the base value, instead of just defining one).

 

I was waiting for 1.1 to be released before I did much more work on this, but now that the 'new' .xml files are out, my work on this can continue.

 

I now have THREE mods I'm focusing on:  Weapons/Armor Balance, Tech Tree Adjustments & Consolidation (ties in with Weapons), and this one, and I'll be bouncing between them as I figure things out.  Your patience is much appreciated!

Reply #3 Top

This is what happens when you get sidetracked...

 

New Tech Window Impartation

 

 

Back on topic, r.e. this mod I've tried applying modifiers (instead of defined stats) to a few individual creature/hero descriptions.  The game ignored them, so for some creatures (the ones not packing swords and such), I'm stuck hand editing each entry for the moment.

BTW, hit point adjustments went well.  Most monsters utlize the Con stat to define their hit points, so about 95% of them get adjusted along with everyone else (YAY!).  As soon as I figure out some other stuff, I'll post an updated set of files.

All I want to do is add +5 or whatever to the default stat for some entries.  It can't be that difficult, and I DON'T want to create a bunch of new 'abilities' or accessories that essentiallly say "Adds +1 to Attack".  "Adds +2 to attack" etc. etc.

I'll try some other code iterations tomorrow.  I may segregate the 'hardcoded attack/defense value' monsters into their own file, so they are easier to find.  I wonder if I could just call out the monster name and the new attack value...

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