Couple quick questions

ITcore

Warlord
Joined
Dec 25, 2016
Messages
248
Location
127.0.0.1
I'm trying to merge a large amount of mods into one for ease of use as well as add my personal flair to them. As such, I have a couple quick questions.

1) What is the purpose of deleting certain entries when modifying them? For example, in TCS' Omnibus, he changes the way theme bonuses work for certain buildings. It starts off with <GameInfo> then to <Building_GreatWorks> and then <Delete BuildingType="buildings being changed"/>. After all that, it has <Row BuildingType="buildings being changed" Traits Values Etc/>.

2) Am I able to create my own modifiers and modifier IDs? Example, wanting to add the Hoplite bonus when adjacent to another Hoplite to the Roman Legion (but for another Legion). I tried adding the traits from the Units.xml file and defined the new trait for UNIT_ROMAN_LEGION but it didn't work.

Thank you.
 
I'm guessing it is possible. I believe the Xenoblade mod has a more generalized version of the Hoplite boost where any unit benefits from another unit of the same type next to it. Of course, if I'm misremembering I apologise.
 
1) deleting the entries allows you to create that item from scratch. Sometimes it is easier than using <Update> or <Replace>.
2) Modifier IDs seem to be arbitrary names. I think all modifiers can be recreated with different names and seem to be based upon GameEffects. So I think you can follow a modifier from the applicable trait/ability/belief/etc. table back to the modifier table back to the GameEffects file by way of backwards engineering. I use Windows Grep to search for the various modifier/requirement/effects name and see how the stream of internal logic goes one entity to another. I have recreated modifiers in this way, by assigning my own modifier IDs and making parallel modifiers for which I can then customize modifier arguments. Hope that doesn't sound too convoluted.
 
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