Primal_Savage Primal_Savage

[eINFO] Modding Changes & Suggestions

[eINFO] Modding Changes & Suggestions

Changes

{LH 1.4} Tech updates now merge if the internal name matches

{LH 1.6} Base effect attachments (e.g. Asha) [WAI?]

{LH 1.6} Gender tag linked to UnitStat_IsFemale/Male for Non Comparative Conditional (e.g. Misandry)

{LH 1.6} Non Comparative Conditional: Attacker (e.g. MasterArcher)

{LH 1.6} Non Comparative Conditional: Target (e.g. DeathBlow )

{LH 1.7} Map Stamps w/ saved starting locations can be created

{LH 1.7} Optional UnitStat Class Requirement: Armor, Items, Weapons (e.g. Walderon’s Banner)

{LH 1.7} SpellTargetType AllEnemyChampions

{LH 1.8} UnitStat_Charge and ChargeAdd_Effect Spell (e.g. Fervor)

{LH 2.0} Stamina

{DLC05} CastAppliesSpell (e.g. Lifeblood)

{DLC05} UnitStat_TreasureHunter (e.g. Treasure Hunter)

 


 

Suggestions

AllPlayersDeclarePeace

AllKingdomKingomWarsEnd

AllEmpireEmpireWarsEnd

AllKingdomvsEmpireWarsEnd


Create Screen > Appearance > Equipment > Consumables

&

GameItemType: <Type>Consumable</Type>


<SpellTargetType>AllCities</SpellTargetType>

<SpellTargetType>AllAllyCities</SpellTargetType>

<SpellTargetType>AllEnemyCities</SpellTargetType>

<SpellTargetType>AllFriendlyCities</SpellTargetType>

<SpellTargetType>AllyCity</SpellTargetType>

<SpellTargeTType>AllAllyUnits</SpellTargetType>

<SpellTargetType>AllyUnit</SpellTargetType>


Allow MULTIPLE PreventStackingWith instead of just 1, as is the case right now. e.g.:

<PreventStackingWith>Slow</PreventStackingWith>

<PreventStackingWith>Slow_Ability</PreventStackingWith>

<PreventStackingWith>Slow_Adept</PreventStackingWith>

<PreventStackingWith>Slow_Effect</PreventStackingWith>


ValueCalcWrapper (Enable for Strategic Spells)


RangedAppliesSpell

RangedDefenseAppliesSpell

MagicDefenseAppliesSpell

KillAppliesSpell (Attacker)

DeathAppliesSpell (Target)

See, generally, reply #30

 

<CasterLink/>

0 = Default

1 = Summon survives if summoner dies

&

<CasterLinkSurvivedAI/>

0 = Default

1 = Is now AI Controlled

&

<CasterLinkSurvivedWild/>

0 = Default

1 = Is now a Wild creature (Attacks both sides)


<UpgradeComparisonID/> & <UpgradeComparisonText/> (For abilities and other stuff)

 

WildDefenseSummon (CityDefenseSummon equivalent for Outposts, Wild Camps, etc.)


<Type>Improvement</Type> (Improvement requirement to train units)

 

Blank AIRelationsWeight (Which can be used in GameModifiers)

<AIRelationsWeight InternalName="AIRelationsWeight_Blank_1">
<Description>You may use me for whatever use.</Description>
<Icon>Event_MeetFaction.png</Icon>
<Weight>0.0</Weight>
</AIRelationsWeight>

 

<GameModifier>
<ModType>Diplomacy</ModType>
<Attribute>AIRelationsWeight_Blank_1</Attribute>
<Value>-4</Value>
</GameModifier>

 

Enable individual Path Blockers, to occasionally remove a Path from the Path Screen

e.g.: a UnitStat or an AbilityBonusOption that doesn't count as a Path but blocks a particular Path

 

<Overwrite/>

0 = Default

1 = Yes

 

Enable Calculate in SpellResourceCost

<SpellResourceCost>
<Resource>Mana</Resource>
<PerTurn>1</PerTurn>
<Calculate InternalName "Calc" ValueOwner="..."><Expression>...</Expression></Calculate>
<Calculate InternalName "Amount"><Expression><![CDATA[[Calc]]]></Expression></Calculate>
</SpellResourceCost>

 



Changelogs

{LH 2.0}

{LH 1.8}

{LH 1.7}

{LH 1.6}

{LH 1.5}

{LH 1.4}

{LH 1.3}

{LH 1.2}

{LH 1.1}

 

 

 

_________________________

LH Mods by Primal

XtraDeconstruct

XtraDeconstruct Canons

56,172 views 40 replies
Reply #26 Top

There is also UnitStat_TacticalScaleMultiplier which I prefer

Reply #27 Top

Would there be any way to reverse the diplomatic penalty for 4 towers and forge of the overlord when the spell victory is disabled?

Reply #30 Top

I've only looked at the SK code a few times (and quite fast), but I've noticed some new tags which could probably be ported to LH:

 

DeathAppliesSpell

  • When this Unit dies, it autocasts a Spell.

EnemyDeathAppliesSpell

  • When an enemy dies, the Unit w/ this tag autocasts a Spell.

FriendlyDeathAppliesSpell

  • When an ally dies, the Unit w/ this tag autocasts a Spell.

 

CritAppliesSpell

  • Self-explanatory.

KillingBlowAppliesSpell

  • Self-explanatory.

 

ChargeTime (Now available in LH 2.0 as Stamina!)

  • This one looks pretty good, had thoughts about creating this through various alternate means, but guess I'll hold on to see if it will make it in LH 2.0.
 

RefreshCooldowns

  • Self-explanatory.

RefillMoves

  • Replenishes Movement (Strategic only?).

 

Unit_GetAdjacentAlliedUnits

  • Seems to be used instead of AIMinSpellTargets; might not be useful for LH unless AIMinSpellTargets is broken (Don't think it is...). I guess if it's unlocked for Spells, there will always be a way to find a use for it, as long as it doesn't block AIMinSpellTargets.

Unit_GetArmySize

  • This one also seems to be used instead of AIMinSpellTargets at times, but also has many uses outside of this for Spells (and is used as such in SK). Would be a nice one to have in LH.

 

There's also a bunch of new UnitStats, but I guess these three did standout a little:

UnitStat_CannotDie

  • Non-Champion Unit can return to the capital City when killed in battle.

UnitStat_CannotUseAbilities

  • Self-explanatory.

UnitStat_StealthOnWorldMap

  • Better late than never?

 

Obviously, there's many more tags (e.g. SurroundUnit, DrawUnitClose, etc.), UnitStats, and various other things in SK, I didn't intent to list everything here, but the ones above looked quite interesting to me. Anyone?

 

 

_________________________

LH Mods by Primal

XtraDeconstruct

XtraDeconstruct Canons

Reply #31 Top

I'd love to be able to use <HideInHiergamenon> for hiding an improvement in the technology tree.

This works for items already (see the armor sets), so i guess it would be easy to implement.

Reply #33 Top

The main idea was to have certain monster lairs spawn resources for unique improvements. Since there were many different ones and a lot of them rare the tree would become quite cluttered, especially around techs that already have lots of things.

It would also mimic the exact functionality items already have, improving consistency.

Reply #34 Top

Microsoft purchased Havok from Intel in October (2015). They then proceeded to shut down "Try Havok", Intel-sponsored free Havok downloads. X|

Reply #35 Top

That was bloody idiotic. How many people were getting used to havok thanks to skyrim modding? Also, I didn't have it installed so I can't edit 3d models for FE any longer. Although I wasn't exactly spitting out mods anymore it still annoys me that what used to be possible is now just a memory.

Reply #36 Top

To be honest, I would love to have each side have its own unique tech tree like Twilight but that would require a lot of work.

 

Imo, this game needs a successor like GC3 was for GC2 and a straight up successor, not something like Sorcerer King which was something completely new.

Reply #37 Top

Quoting UnleashedElf, reply 36

To be honest, I would love to have each side have its own unique tech tree like Twilight but that would require a lot of work.

 

Imo, this game needs a successor like GC3 was for GC2 and a straight up successor, not something like Sorcerer King which was something completely new.
End of UnleashedElf's quote

I think we'll get one eventually, just probably not any time real soon. (although I do hope we get it sooner than later!)

Reply #38 Top

Quoting Heavenfall, reply 35
That was bloody idiotic. How many people were getting used to havok thanks to skyrim modding? Also, I didn't have it installed so I can't edit 3d models for FE any longer. Although I wasn't exactly spitting out mods anymore it still annoys me that what used to be possible is now just a memory.
End of Heavenfall's quote

Yeah, there was definitely something great going on. Developing whole generations of hobbyists to use your tools was, I thought, a great investment. Well, that's that... Does it looks like this project could eventually be used for FELH models?

Reply #39 Top

Probably not, unless someone develops the 7.1 32-bit format. 

Reply #40 Top

Quoting Heavenfall, reply 39
Probably not, unless someone develops the 7.1 32-bit format.
End of Heavenfall's quote

Ah yes, clearly indicates for hk_2014.1.0-r1 (Fallout IV) and maybe hk_2010.2.0-r1 , which must be what Skyrim uses. 7.1 must be pretty far on the list of priorities.


Unrelated, but nonetheless of interest for modders, Stardock is encouraging the use of ModDB for Ashes of the Singularity ("...and if you are working on a mod submit it to ModDB"). *Shrugs* [EDIT: Well NexusMods was "added" at the end of May, tee hee]