thinking of some modding possibilites

I have been looking around the forums and seeing what people have been modding and learning what seems to be possible and not possible to do at the moment which leads me to a few questions.

1. Is it possible to click on individual building within a city ? You can identify a building by mousing over it when you press the demolish button in order to see if it the building you want to destroy - i see this as the next step in enhancing this particular mouse over function.

Ideally i would like to be able to interact with buildings in the manner of the game lords of magic where you can have heroes enter buildings to enhance them (wizards in the tower enhanced spell research for example)

also it would be nice to have building upgrades and clicking on the them seems to be the only way the current systems could do it - although i suppose you can use the city info sheet as well now that it shows the number of building types in a city.

2. Is it possible to redefine the way level ups are handled so you can adjust point costs for things, or give a different amount of points for level up (currently three)

It's impossible to balance heroes the way level up is currently handled and it really bothers me.

3. Is it possible to limit units to being able to carry only one pack ? It's possible that items might be the only to attach powers to units but i dont want invisible stealth paladins throwing fireballs and cleaving assassin strikes

I  know it does not have to be attached to the pack it can be another item, but the pack seems to be the perfect device to carry this out. Ie. everyone can carry armour in the army but it's your soldiers kit that helps define what you can do.

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Reply #1 Top

1. No, but I'm pretty sure you can make a champion give a city-wide bonus percentage to a certain production, if he's staioned in the city.

2. No, it is not possible to give different amounts of points at levelups. There is a file called CoreChampionLevels.xml but it is not in use.

3. No, but you can work around the problem by using a slot that is one-item only, such as the cloak. Of course, the AI probably won't use it.

Reply #2 Top

you could probably make the ai use it by altering the list of units it would build and assigning it a higher priority but im not sure if you could make it use special abilities or spells unless you can hook it into the ai.

But i can only say that based on how i think it works, not on how it actually does...

I think you can roll back the mana feature back to non global mana but i wouldnt want to if i can't change the way level ups occur, which is a problem. I can't mod the game the way i want to at them moment unless they change the modding features which i don't see happening for awhile (but they do have plans to do it so here is hoping)

 

Reply #3 Top

3. You can make heroes that have already equipped such a cloak and then let the AI buy them. 

Reply #4 Top

2. No, it is not possible to give different amounts of points at levelups. There is a file called CoreChampionLevels.xml but it is not in use.
End of quote

I am not sure if this is completely accurate. You should be able to change the amount of points all champs and sovs get at level up by using the tag <StatPointsPerLevelUp> found in elementaldefs.xml .  As for changing what the points do per level up, this is fully moddable. Every stat in CoreUnitStats.xml has a tag <AffectPerLevelUpPoint> which defines how much of the stat you get for each point spent at the level up screen. Most stats are not directly levelable and so changing this point would have no effect. However, you should be able to make any stat levelable by changing <Upgradeable>0</Upgradeable> to <Upgradeable>1</Upgradeable>.

Reply #5 Top

Yes, sorry, you can change the number of upgrade points you get. I thought you wanted different amounts on each level, which is not possible.

Reply #6 Top

what i would like is the same number of points available per level (example: 3)

for example str  is 2 to upgrade, essence is 3 to upgrade etc.

i will take a closer look at those xml.. so much paperwork lol

i'm going to put a second copy of teh game on my hard drive to play with.

(all i have to do is figure out how to roll back the magic system lol)

Reply #7 Top

To do this, you can try to make <AffectPerLevelUpPoint> 0.5 for str. I would suggest using powers of 2 and 5 (0.5, 0.25, 0.2, 0.4) when doing decimals as other values will probably be a bit wacky.


As for going back to the old style essence, I believe that this is all hard coded and thus not moddable.