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My MOD project

Posted: Sat Jul 11, 2015 3:24 am
by dimzki
Hello, the name is dimzki

I like this game so far, but the game feels empty with very few units available to each faction (understandable since it's EA), and the upkeep cost, purchase cost, and unit stats seems way unbalance for me (personal opinion) thus, i'm trying to mod this game, currently i've finished making new units for Wood Elves and Dragons, going to make Orcs and Night Elves next. I personally think that the Dragonhold's Dragons should act as mounts rather than moving independently, thus the unit icons in my mod will include human rider, beside the dragon itself.
My plan for the Dragon Hold: 5 Heroes Cap, 5 Unique Dragon: Green, Yellow, Red, Black, White. And Wyvern Rider as shown bellow, will act as the standard cavalry. My plan (not sure) for Dragonhold is for them to not have Standard infantry, but they will have garrison infantry available for hire.

Im still trying to understand the modding concept for this game. Is it possible to have more than 1 Sov_Charts.XML file ? for example, i want to make different XML file for each race/nation to make it easier to see. (Like Europa Universalis, where each nation, each province, have individual files).

However, im having a problem with sov_text.xml :
If i put the description in the sov_text.xml in mod folder, the game won't recognize it and will show TEXT_MISSING
but if i put the description in the sov_text.xml in the game folder, it works just fine. Im not sure why. I'm also having constant CTD at late game (turn 150+, but not due to modding).

My aim is to make all the factions have units that enable them to go on conquest, but the military power like Boruvian Empire, Hadrigel or Myrmont will still have the advantage over other nations' army. It's just that currently, the other nation dont stand a chance against them (not really :lol: ).
However, im not planning to change the map as i dont have the skills for creating maps, im no art student.

*disclaimer: the image below are taken from online websites, i only edit them to fit for the game standard. Thus, if the original artist who made them feels that it's not acceptable, i will remove it from the mod.
Best Regards,
dimzki

Re: My MOD project

Posted: Sat Jul 11, 2015 7:12 am
by Jekky
A single mod can have only a single sov_charts.xml file.

I'll look into the sov_text issue, maybe it fails to load the modded one properly.

Re: My MOD project

Posted: Sat Jul 11, 2015 7:58 am
by dimzki
also, is it possible to get a detailed guideline for editing the Sov_Charts.XML ?
so far i only know a few things there, I'd like to create a custom nation, but im not familiar with the elements in RlmStats.
Cheers~

Also, why can't i put url for the images ?
I'd like to share a few of my work so far (Wood Elves, Dwarves, Dark Elves, High Elves, Demons, Orcs, etc)
"Your post looks too spamy for a new user, please remove off-site URLs." sigh...

guess i gotta post more in other thread ~

edit: how do you change the value of economic ? like where Aevinwode get only 60% of the economic value of a province...

edit2: muahahahahahaha now that im not a newbie, i can post some images..
here's a few examples:

Image Image Image Image Image Image Image

and my favorite so far: it reminds me of Maleficent :laughing: (added some skin tones here and there, i'm practicing my photoshop skills ::P )

Image here's the original picture i took from pinterest:
Image

Re: My MOD project

Posted: Sat Jul 11, 2015 8:58 am
by Jekky
I don't have a detailed list on hand, i'll try to find some time to write one.

The income value of provinces is set in the game code, not in the sov_charts, and is set to 150 x province economy x distance modifier. Interesting idea though, to have different realms with different levels of income like that - maybe i should look into adding that as a script option.

Re: My MOD project

Posted: Sun Jul 12, 2015 12:05 am
by dimzki
Jekky wrote:The income value of provinces is set in the game code, not in the sov_charts, and is set to 150 x province economy x distance modifier.
ok, but how do you change something like the income modifier that Aevinwode got ? that 60%... i couldn't find it anywhere...

Re: My MOD project

Posted: Sun Jul 12, 2015 8:27 am
by Jekky
That cannot be changed in the current version, it's a hardcoded effect.

Effects like this one and other realm-specific rules which are currently hardcoded will be opened up to change via scripts in the 2.0 update.

Re: My MOD project

Posted: Sun Jul 12, 2015 10:28 pm
by dimzki
ah i see, i thought only the income value of a province that is hardcoded, good to know that it'll be made available later on ;)
would like to try to add nations on my own :lol:

Re: My MOD project

Posted: Mon Jul 20, 2015 10:15 pm
by TDefender
dimzki wrote: here's a few examples:

Image Image Image Image Image Image Image

and my favorite so far: it reminds me of Maleficent :laughing: (added some skin tones here and there, i'm practicing my photoshop skills ::P )

Image here's the original picture i took from pinterest:
Image
Outstanding job mate! Keep it on please... :wink: :D

Re: My MOD project

Posted: Fri Jul 31, 2015 11:29 am
by dimzki
thanks, i've made some progress but due to life problems it's on hold
also, waiting for the game to get released too, to get more idea on how the developer is going to bring this game around.. for example, how to edit the fixed wood elf's economic modifier (they have 40% less economic profit)
aaaand.. still waiting for the detailed guide on modding that was promised to me by one of the developer :oops:

Re: My MOD project

Posted: Mon Nov 02, 2015 1:48 am
by Dunadd
Is it possible to get 5 heroes? I've played Aevinwode till it's got Great Power status and still only have the two heroes i got near the start of the game.