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List of all paths, target properties, etc?

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9 years ago
Jun 19, 2015, 2:27:03 AM
I've done a lot of searching for a master list of paths and properties and such, but it looks like so far the only way to find paths and properties is to find them being used in other files.



Is there a wiki or documentation or something that will tell me all the names that I can use for paths, everything that a TargetProperty can equal, etc?



If not, I have a more specific question:



[CODE]






Operation="Addition" Value="2" Path="EmpireTypeMajor/Garrison/Mercenary" />




Operation="Addition" Value="2" Path="EmpireTypeMajor/Garrison/Mercenary"/>




Operation="Multiplication" Value="1.25"



Path="EmpireTypeMajor/Garrison/Mercenary"/>




Operation="Multiplication" Value="1.25"



Path="EmpireTypeMajor/Garrison/Mercenary"/>




Operation="Multiplication" Value="1.25"



Path="EmpireTypeMajor/Garrison/Mercenary"/>




Operation="Multiplication" Value="1.25"



Path="EmpireTypeMajor/Garrison/Mercenary"/>




Operation="Multiplication" Value="1.25"



Path="EmpireTypeMajor/Garrison/Mercenary"/>




Operation="Addition" Value=".5" Path="EmpireTypeMajor/Garrison/Mercenary"/>






Operation="Addition" Value="1" Path="EmpireTypeMajor/Garrison/Mercenary"/>



[/CODE]



I'm trying to make a faction trait that makes mercenaries viable as a main combat force, the problem is that leaving it like this would make them way too strong in era 1 and then too weak again in era 4 when people can make armies that have like 300 attack due to equipment.



The solution I'm trying to find is a way to make it so that the bonuses are weaker, but are multiplied by the army's level. If multiplication by army's level is not possible, then multiplication by empire's research era.
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9 years ago
Jun 19, 2015, 11:40:32 AM
I'm taking a look here, and I'm thinking about some possibilities... Maybe make minor factions have more advanced designs? This way these kind of units may eventually appear at the market... challenging at later eras...



*Minor update*: the path Public/Simulation/Factions.xml have references for Mercenary units... search for MercenaryUnitDesignReference... And then you can go to UnitDesigns[Faction] and then change the #mercenary unit types... at the file Public/Simulation/Factions.xml...



For example, I think it is conceivable that era 3 mercenaries could have some metal-based era 2 equipment, such as glassteel or titanium weapons... After all they are battle hardened mercenaries... smiley: wink
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9 years ago
Jun 22, 2015, 10:18:27 PM
So I'm not sure if this is a bug or if it is me being bad, but here goes:



[CODE]































[/CODE]



As far as I can tell, this code should give my mercenaries 6 to each stat on level 1, and then 24 to each stat for each level after that, but that's not what's happening. Instead they're getting the small initial boost, they aren't getting any of the boosts per level when the merc levels up, and for some reason, although I have Mercenary Comforts, my mercenaries are getting 4x max health instead of 2x.



My earlier attempts to do percentage increases per level were similarly fruitless, granting only the initial bonus, not stacking it per level.



Hopefully a dev sees this if it's a bug (or if it's a problem with my code let me know), here's the mod if you want to reproduce this: Custom Balance Mod.rar
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9 years ago
Jun 23, 2015, 3:10:18 PM
Hi!



I am just dropping by and I don't have much time to answer... sorry in advance...



Could you try to add IsBindOnSource="False" [EDIT]Use "false" instead... sorry[/EDIT] as attribute on your binary modifiers elements?

I hope it should solve your problem... If not, just let me know and I take more time (certainly tomorrow morning) to look into it and help you with this...



For the list of property/object tags, you could use the simulation debugger built in the game. It's not really a list, but it should help you to understand what is where.

Please follow these instructions to enable the debug mode:

/#/endless-legend/forum/15-modding/thread/5778-accessing-debug-modes





Cheers!

flo.
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9 years ago
Jun 24, 2015, 5:50:41 AM
Thanks! Everything's working now. That attribute did indeed solve my problem. Also, I discovered that most of the other problems I was having were because I did the all research cheat while testing, which was making some of the stats higher than I intended. Everything is going as I expect now.



Thanks for helping me out, and that debug mode is super useful. smiley: approval



A quick note: for whatever reason it didn't accept "False" as a boolean, but "0" worked.
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9 years ago
Jun 24, 2015, 12:44:41 PM
Oh! my bad... sorry. I should have read myself more than once before posting...



In xml, boolean value start with lowercase. "true" and "false" should work. I am impress that 0 have worked too...



Cheers!

flo.
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