Heavenfall Heavenfall

[eINFO] Community Requests thread

[eINFO] Community Requests thread

In E:wom we had a thread filled with community requests for things that would improve modding or allow us to do cool things. I thought why not start a thread where we can put various things we've thought about. The point of having a single thread is so the devs always knows where to look, and it also keeps the mod forum tidy.

Describe what you want, how it would ideally be implemented, and what you hope to achieve with it. These things are not in any particular order of importance.

 

29,070 views 46 replies
Reply #26 Top

Quoting DsRaider, reply 25
When you create a custom race there doesn't appear to be any way to provide custom factions based off that race with a certain building style, spellbook, or other things without editing xml. This appears to happen automatically with the ingame races. I would like to be able to add tags to custom races that determine the spellbook, buildingstyle, wallstyle, and cityhubs of factions based off that race. Having to manually edit each faction based off that race is annoying.
End of DsRaider's quote

Seconded. We should be able to define those things in the racetype, so that it is inherited for any faction created from that racetype.

Reply #27 Top

I am really disappointed that the mechanics behind the slave-lord abilities are closed off to modders.I was thinking I would be able to create all kinds of cool things based off its xml but that is not the case.

            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Enslave</StrVal>
                <Value>0.5</Value>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_EnslaveDefeated</StrVal>
                <Value>1</Value>
            </GameModifier>

 

Really?

I hope you open up the code here a bit so we can change which resources we gain based off of different city characteristics. The more moddable the better. I also would like to be able to pick which types of units qualify for EnslaveDefeated instead of it having to be humanoids, and be able to gain different resources from it as well.

I guess since this is a request thread I will ask for the ability to generate resources by destroying enemy resource improvements and outposts as well.

Reply #28 Top

    <UnitStatType InternalName="UnitStat_ManaFromKills">
        <DisplayName>Mana From Kills</DisplayName>
        <DisplayNameShort>MFK</DisplayNameShort>
        <Description>Amount of mana this unit melee recovers when killing an enemy unit.</Description>
        <Icon>Piercing_Stat_Icon.png</Icon>
        <Hidden>1</Hidden>
        <DefaultValue>0.0</DefaultValue>
        <UnitStatGrouping>CombatStat</UnitStatGrouping>
    </UnitStatType>

 

I would like a way to get different resources from kills, even custom ones. Maybe change this tag from mana from kills to resource from kills and allow us to choose the resource.

Reply #29 Top

Have you tried modding the population loot function? It may let you get any resource in loot for each unit killed. 

Reply #30 Top

But doesn't this include 1 for every group member?  Maybe he wants it per army unit rather than per group member (unless the population loot function can be set to do one for each army unit rather than each group member).

Reply #31 Top

I like the game modifier for flanked. To add to this, I would like to see the tactical map play a bigger part in battle.  I think if a unit attacks at an elevation higher then defender there should be a bonus to the attack and defense.  Also there needs to be a clear line of sight for distance attacks.  Archers and magic attacks should not go over hills or through obstructions.  The distance between an attacking archer and defending units should have more effect on attack.  If target units are in trees there should be a noticeable dodge effect.

Reply #32 Top

I would like a tag or tags so we can create roads between cities in different ways like spells, units, abilities, and treaties. I would also like to be able to create custom types of roads with different effects like stat modifiers, resource multipliers, upkeeps, and unique trading caravans. I would also like to be able to modify the effects of caravans with more freedom and without going into the ElementalDefs file.  

Reply #33 Top

I am trying to mod population by a factor of 10 so that means I need to do a few other things as well and I need help, so perhaps someone can help.

 

These are the things I need to do:

Changing starting pop to 300 instead of 30 (This is easy to do)

 

Change requirements for upgrading cityhubs by a factor of 10 so the first level city hub needs 500 pop instead of 50. This I am having difficulty with. I thought I would need to copy all of the city hubs and change the internal names then find a way to make it so you can't upgrade to the default city hubs. I know how to make it so my new city hubs will upgrade to my new ones rather than the default. What I can't figure out is how to get my sovereign and pioneers to build my first cityhub rather than the default city hub (Or is there some easier way to do this and I just haven't figure it out yet)

 

I need to make it so that food supports people by a factor of 10, which I think I know how to do. I need to make it so that growth is by a factor of 10 (haven't looked into this yet but I think I might know how, but any tips to make this easier, please let me know)

 

Then I need to change anything that is affected by population, like taxes (which I think all I need to do is go to the TaxRateDefs file and just change the numbers there. So for example instead of:

 

<TaxRateDef InternalName="TaxRate_Low">
<DisplayName>Low</DisplayName>
<TaxRate>0.01</TaxRate>
<Unrest>22</Unrest>
</TaxRateDef>

 

I put this:

 

<TaxRateDef InternalName="TaxRate_Low">
<DisplayName>Low</DisplayName>
<TaxRate>0.001</TaxRate>
<Unrest>22</Unrest>
</TaxRateDef>

 

I don't know what else is affected by population, anyone know>>>>

 

 

Reply #34 Top

First off, you should switch your modding style because some of the things you want to mod are just easier to do by replacing the core files. Instead of putting things in the mod directory, you should mod from the game directory. Just make a backup of all the vanilla files and then start changing things. Anytime you start messing with ElementalDefs.xml or other files that require you to replace the whole file, it is easier to do it this way. I also hope you are using Notepad++ to mod instead of Notepad. It is free and pretty good at searches. Now that this is out of the way, let me see if I can find the things you need.

 

The starting population is in ElementalDefs.xml I believe. Should be easy to change. The default growth levels are also in this file.

The Improvement file will take the most work. Basically you just need to add a 0 to the end of everything that has to do with food. Then add a 0 to the cityhub levelup thresholds. Then increase all growth values in the same manor. Do the same for Prestige. The game calls Growth Prestige and Prestige is actually called Faction Prestige. Don't tell anyone about this.

Then you need to change the default amount of food gained from grain. This is in CoreResources.xml I believe. Also check CorePlayerAbilities.xml to make sure there is no overlap. 

In the CoreSpells.xml you will need to change all the growth and prestige spells. The descriptions for levelup choices are in the CoreAbilities.xml. Make sure to update them.

Now you'll want to change the CoreTaxRates.xml to give much less taxes. Seems like you did that.

Go into the folder called SP Only and change the additive food bonuses from technologies as well as prestige.

 

Population does not really affect anything else. The only other thing it affects is random events. Might go into CoreQuests.xml and add a 0 to the population triggers for the few events we have. Currently they are all set to have a chance to trigger at 200 Population. That is global pop BTW.

Reply #35 Top

Thanks Sean. I thought editing the core files didn't work for some reason (it has been a while since I tried modding elemental)

Reply #36 Top

Sean, in CoreResources.xml, I am not seeing any values for food, what I mean is look at this example:

 

<ResourceType InternalName="FoodPerGrain">
<DisplayName>Food Per Grain</DisplayName>
<Description>Amount of food each unit of grain produces.</Description>
<Type>FoodPerGrain</Type>
<IconColor>0,0,0</IconColor>
<!--<Icon>Gfx//Icons//dude_icon.png</Icon>-->
<Icon>Gfx//Icons//Icon_Population.png</Icon>
<HideInHiergamenon>1</HideInHiergamenon>
<ModelColor>0,0,0</ModelColor>
<Worth>0</Worth>
<Global>0</Global>
<Stored>0</Stored>
<Rarity>0.0</Rarity>
<Shared>0</Shared>
<TradedByCaravans>0</TradedByCaravans>
<ShownInGlobalDisplay>0</ShownInGlobalDisplay>
<Medallions InternalName="Population_Res_Medallions">
<All>Res_Ores_Plains.png</All>
</Medallions>
</ResourceType>

 

All the values there are 0. It is the same for everything in that file which mentions food.

Reply #37 Top

Grain is converted to food through productionrules.

 

CityResourceEffectDefs.xml (ties the two together)

  <CityResourceEffectDef InternalName="GrainEffectOnFood">
    <InputResource>TileYieldGrain</InputResource>
    <OutputResource>Food</OutputResource>
    <ResourceForMultiplierOnInput>FoodPerGrain</ResourceForMultiplierOnInput>
    <EffectType>Harvest</EffectType>
  </CityResourceEffectDef>
End of quote

CoreResources.xml (definition of the transformation)

  <ResourceType InternalName="FoodPerGrain">
    <DisplayName>Food Per Grain</DisplayName>
    <Description>Amount of food each unit of grain produces.</Description>
    <Type>FoodPerGrain</Type>
    <IconColor>0,0,0</IconColor>
    <!--<Icon>Gfx//Icons//dude_icon.png</Icon>-->
    <Icon>Gfx//Icons//Icon_Population.png</Icon>
    <HideInHiergamenon>1</HideInHiergamenon>
    <ModelColor>0,0,0</ModelColor>
    <Worth>0</Worth>
    <Global>0</Global>
    <Stored>0</Stored>
    <Rarity>0.0</Rarity>
    <Shared>0</Shared>
    <TradedByCaravans>0</TradedByCaravans>
    <ShownInGlobalDisplay>0</ShownInGlobalDisplay>
    <Medallions InternalName="Population_Res_Medallions">
      <All>Res_Ores_Plains.png</All>
    </Medallions>
  </ResourceType>
End of quote

 

CorePlayerAbilities.xml (creates the ability to globally boost the amount of food you get per grain - note the Defaultvalue 20!)

  <PlayerAbilityType InternalName="A_Additive_FoodPerGrain">
    <DisplayName>Base Food Per Grain</DisplayName>
    <Description>How much food each unit of grain produces in a city.</Description>
    <Icon>Icon_Level.png</Icon>
    <DefaultValue>20</DefaultValue>
  </PlayerAbilityType>
End of quote

Reply #38 Top

So the only value to change there is in coreplayerabilities right>> Just change it to 200 to have a factor of 10. The other 2 files don't need changes>

Reply #39 Top

I just made changes to my core game files, like Sean said, I went into the game and none of the changes I made were working. It was still using default values. Am I doing something wrong here, or is there a step I am missing>>>

Reply #40 Top

To use edits in the core files you must start the game through a shortcut with the -localdataonly tag.

"C:\Program Files\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly

otherwise the game downloads all core data from their servers and use that. This is being done during beta so they can push new versions without requiring patching.

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Reply #41 Top

ahhhh I see. I didn't know that, thanks. How about my other question Heaven>> (thanks for all your help, I appreciate it)

Reply #42 Top

I changed this like this

 

<PlayerAbilityType InternalName="A_Additive_FoodPerGrain">
<DisplayName>Base Food Per Grain</DisplayName>
<Description>How much food each unit of grain produces in a city.</Description>
<Icon>Icon_Level.png</Icon>
<DefaultValue>200</DefaultValue>
</PlayerAbilityType>

 

but in game it is still giving me only 20 food per grain so I am missing something.

Reply #43 Top

Ok, everything is working correctly except for the base food per grain. I can't figure out why it wont go to 200 food per grain and it is still following the default rule of 20 per grain. I am obviously missing something so hopefully someone can help me.

Reply #44 Top

Dunno, possibly you are using a custom faction. Custom factions save defaultvalues when they are created, and that saved value has priority.

Do you think you could make a separate thread for questions about modding? This threadd should be more about things we want to be able to do, but can't.

Reply #45 Top

Ah I see, sorry about that.

 

And you were right about the custom faction, that is why it wasn't working. Thanks for all your help and sorry about clogging up the thread.

Reply #46 Top

I would like to have tags for goddie huts that allow them to be persistant and not disapear when walked on.  In addition I would like to be able to give those goodie huts cooldowns, so you can't walk on and off them repeatedly. This would allow modders to create special persistant locations and dungeons.