Valkrionn
The Hamster King
No hotfixes, no patches yet? Or do all the improvments of the testing-phase of 1.3 test version come with 1.4?
Greez,
Tschuggi
As they said: Working on it. SpawnGroups will be a largescale rewrite of the Orcish barbarians, it takes time.
Needed tags are modular? I thought they were included with the building and civic xmls. Or what tags exactly are you speaking of?
I meant that they can be modified via a module, which allows you to keep your changes/additions separate from the core files of the mod... Makes it easy to add/remove them if you wish.
Those tags are in the building and civic ( and unit and religion i think) xml indeed, but those xml tags can be modifed through modules. If you need an example of how modules work, look at the Mekara Order one.
Correct, Building, Civic, Unit, and Religions.
My understanding of the Mekkara Order files is that they add something in that isn't coded for anywhere else. But if I were to make a new module with copies of the Civic and Building XMLs, would it override the main one, or just cause a conflict?
Edit: Also, what is the difference between Ethical Alignment Modifier and Ethical Alignment Shift?
Adding something new via a module is very easy.
Adding something new to existing entries (existing civics, for example) is just as easy. Check the BuildXP module; It effects every single build order in the game, but is extremely small.
Changing something in existing entries works literally the same exact way.
However, removing something is a bit different; have to set the bForceOverwrite tag and then list the entire entry. That said, still simple. And what you intend just means adding tags to existing entries, so it's a very basic module.
On the alignment tags: Ethics = Law/Chaos. Tags for both alignment axes are the same, the Law/Chaos axis just has Ethical at the front.
For the exact tags:
- iEthicalAlignmentModifier / iAlignmentModifier
- Instant, one time effects. These are the 'old' style tags.
- iEthicalAlignmentShiftModifier / iAlignmentShiftModifier
- This is for the perturn effects. It determines the exact amount that it effects your alignment each turn (ex: Set to 5, it increments your alignment by 5 each turn)
- iEthicalAlignmentShift / iAlignmentShift
- This is also for the perturn effects. It determines the cap that this specific item can affect alignment to. (ex: Set to 250, the civic can only modify alignment each turn until it is 250 or greater, at which point the building 'deactivates'.