Custom heroes are not leveling up

Okay so I made some custom units, thanks to parrot, but now my heroes I made custom don't level up. what am I doing wrong?

 

18,275 views 14 replies
Reply #1 Top

Well they level up but they don't get trait points.

How can I fix this?

Reply #2 Top

post your xml

Reply #3 Top

Quoting Heavenfall, reply 2

post your xml
End of Heavenfall's quote

What he said.

Reply #4 Top

sir yes sir

</UnitType>
<UnitType InternalName="Champion_DeathDemon">
<DisplayName>Low the Leech Lord</DisplayName>
<UnitDisplayName>Low the Leech Lord</UnitDisplayName>
<CreatureType>Champion</CreatureType>
<Class>Adventurer</Class>
<Allegiance>Empire</Allegiance>
<Unique>1</Unique>
<CanBeDesigned>0</CanBeDesigned>
<WageOverride>1</WageOverride>
<IsNPC>1</IsNPC>
<IsChampion>1</IsChampion>
<IsSovereign>0</IsSovereign>
<HasWages>0</HasWages>
<SpawnRating>1</SpawnRating>
<GetPerksOnLevelUp>1</GetPerksOnLevelUp>
<NPCSpawnLikelihood>100</NPCSpawnLikelihood>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Unrest</Attribute>
<Value>-5</Value>
<Provides>-5% Unrest in the city this unit is in</Provides>
</GameModifier>
<LevelMilestone InternalName="L1">
<Level>1</Level>
<UnitStat_Accuracy>80</UnitStat_Accuracy>
<UnitStat_Attack_Pierce>8</UnitStat_Attack_Pierce>
<UnitStat_CombatSpeed>25</UnitStat_CombatSpeed>
<UnitStat_ChanceToCrit>4</UnitStat_ChanceToCrit>
<UnitStat_HitPoints>20</UnitStat_HitPoints>
<UnitStat_Defense_Pierce>3</UnitStat_Defense_Pierce>
<UnitStat_Moves>4</UnitStat_Moves>
</LevelMilestone>
<SelectedAbilityBonusOption>PathOfTheWarrior</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Blood_Altarian</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Loremaster3</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Large</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>ImmuneToPoison</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Overpower</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Spell_DemonicAlly</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Trigger_Fear</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>SpellResistance</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>ImmuneToCounterattack</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>UncontrolledRage</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>CallousedHide</SelectedAbilityBonusOption>
<Treasure>
<Liklihood>100</Liklihood>
<GameModifier>
<ModType>GiveItem</ModType>
<StrVal></StrVal>
<Attribute>Loot_DemonHorn</Attribute>
<BoolVal1>1</BoolVal1>
<Value>10</Value>
</GameModifier>
</Treasure>
<Quote>I feed on death and thrive on sorrow.</Quote>
<Backstory>I am Low, The Leech king, Left hand and consort of the Snake Queen. My children are many, my hunger is endless. Fall to the Great Leech</Backstory>
<Medallions InternalName="">
<All>M_SuperDemon_Card.png</All>
</Medallions>
<AnimationPack>SuperDemonAnimationPack</AnimationPack>
<BattleAnimationBehavior>Melee</BattleAnimationBehavior>
<ClothMapScale>1</ClothMapScale>
<Color_Skin>35,30,30,255</Color_Skin>
<CutSceneDataPack>DeathDemonUnitCutscenePack</CutSceneDataPack>
<EyeTexture>gfx/eyes/male_brown_eye.png</EyeTexture>
<InfoCardBackground>BG15_Dark</InfoCardBackground>
<ModelPath>gfx/hkb/Monsters/M_SuperDemon_Mesh_01.hkb</ModelPath>
<ModelScale>1</ModelScale>
<SkeletonPath>Gfx\HKB\Monsters\M_SuperDemon_Skeleton_01.hkb</SkeletonPath>
<SoundPack>SoundPack_SuperDemon1</SoundPack>
<TacticalModelScale>1.5</TacticalModelScale>
<Texture_Skin>M_SuperDemon_Texture_01.png</Texture_Skin>
<EffectAttachment>
<Attachment>Root_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_03</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Stomach_Lcf</Attachment>
<EffectName>A_DeathDemon_Stomach_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Thigh_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_02</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Calf_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Foot_Lcf</Attachment>
<EffectName>A_DeathDemon_Foot_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Thigh_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Calf_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Foot_Lcf</Attachment>
<EffectName>A_DeathDemon_Foot_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Back_Lcf</Attachment>
<EffectName>A_DeathDemon_Back_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Upper_Back_Lcf</Attachment>
<EffectName>A_DeathDemon_Back_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Shoulder_Lcf</Attachment>
<EffectName>A_DeathDemon_Shoulder_Particle_01</EffectName>
<EffectPosition>0,-2,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.25</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Arm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Hand_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_02</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Forearm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Forearm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Head_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Shoulder_Lcf</Attachment>
<EffectName>A_DeathDemon_Shoulder_Particle_01</EffectName>
<EffectPosition>0,-2,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.25</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Arm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Hand_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_02</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
</UnitType>

Reply #5 Top

Guys I would like to thank you for your help this far, Without parrot none of this would have been possible. Thank you for being active on the forums.

Reply #6 Top

That unit gets traits on levelup like it should in FE:LH. Are you running FE or FE:LH?

Reply #7 Top

Doesn't matter, I've checked FE and the level up works fine there as well. Is it the way you were testing the level up that may be the problem?

If you created a quest that gives you this unit on a particular turn, then you will need to actually set the unitclass to champion, for the unit to actually be a champion.

Also, your creature type doesn't have to be a champion type the tag <isChampion>1 is sufficient.

Reply #8 Top

You should keep the champion type tag because it's used by abilities and items that specifically target the type such as Executioner trait.

Reply #9 Top

Quoting Heavenfall, reply 8

You should keep the champion type tag because it's used by abilities and items that specifically target the type such as Executioner trait.
End of Heavenfall's quote

Oddly enough stardock did not do that for some of their beast creatures. I was just conforming to how stardock has it presented. Although, since you mention it, maybe their is a hidden bug, or is it working as intended.

Reply #10 Top

Thank you so much, I am just testing it on a game where I can have him at the start, thats what it is, I have him a sumunit its currently a history trait. thank you so much. So I gotta change it to sumonchamp or something?

Reply #11 Top

This is how I tested the champion. It's a quest that will trigger on turn 3 if you have a city.

<?xml version="1.0" encoding="iso-8859-1"?>
 <!-- Created with Elemental Quest Master --> <Quests>
    <QuestDef InternalName="Quest_Give_me_Unit_147201345506">
        <DisplayName>Give me Unit</DisplayName>
        <Description>Do you want a unt?</Description>
        <IsStartingPointQuest>0</IsStartingPointQuest>
        <ShortTextAccept>Yes</ShortTextAccept>
        <ShortTextDeny>No</ShortTextDeny>
        <RewardText>Death Demon</RewardText>
        <QuestClass>Minor</QuestClass>
        <Repeatable>0</Repeatable>
        <TriggerType>TurnNumber</TriggerType>
        <TriggerOrigin>EventLocation</TriggerOrigin>
        <TriggerData>3</TriggerData>
        <TriggerChance>100000</TriggerChance>
        <PostTriggerChance>10000</PostTriggerChance>
        <SpawnRating>1</SpawnRating>
        <Image>K_Adventure.png</Image>
        <Treasure>
            <GameModifier InternalName="Reward1">
                <ModType>Unit</ModType>
                <Attribute>UnitJoinArmy</Attribute>
                <StrVal>Champion_DeathDemon</StrVal>
                <UnitClass>Champion</UnitClass>
                <Value>1</Value>
            </GameModifier>
        </Treasure>
        <QuestObjectiveDef>
            <ObjectiveID>0</ObjectiveID>
            <QuestEnd>1</QuestEnd>
        </QuestObjectiveDef>
    </QuestDef>
</Quests>

Reply #12 Top

THANK YOU PARROT THANK YOU HEAVEN FALL. Also can I use this to make other quests? :) please

Reply #13 Top

AbilityBonuses>
<AbilityBonus InternalName="Child of Low">
<AbilityBonusType>Champion_Talent</AbilityBonusType>
<AbilityBonusOption InternalName="ChildofLow">
<DisplayName>Low's Kin</DisplayName>
<Description>You are the Kin of Leech King</Description>
<Icon>Ability_Thief_Icon.png</Icon>
<GameModifier>
<ModType>Map</ModType>
<Attribute>SummonUnit</Attribute>
<StrVal>Low: The Leech King</StrVal>
<Value>0</Value>
<Provides>+1 Champion Demon</Provides>
<StrVal>Champion_DeathDemon</StrVal>
<UnitClass>Champion</UnitClass>
</GameModifier>
<Cost>0</Cost>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>
</AbilityBonus>
</AbilityBonuses>

this was my test trait

Reply #14 Top

Quoting Odinlowbane, reply 12

THANK YOU PARROT THANK YOU HEAVEN FALL. Also can I use this to make other quests? please
End of Odinlowbane's quote

Sure, you can also use this

https://forums.elementalgame.com/443956/page/1/

to make quests. (Thats what I did ;)