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Mod: Reducing old tech & creating "teleport" tech

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9 years ago
Jul 8, 2015, 5:10:22 PM
Hello Forum!



Completely new to modding. Had some questions about potential mods. Still learning the XML language. Its still very confusing to me but I'm working on it.



1. Can I create a new building from a new technology that reduces the research cost in past eras. Replicating the effect of the legendary building "The Alchemic Institute"? Or just have the new tech itself reduce the cost... If that's not possible would there be a work around to somehow create a global passive to reduce past era research cost?



2. I love the vaulter teleport ability. Would it be possible to create a tech that would create this ability for any race?





3. Can you create a tech that adds a "racial trait" to your empire/race?





4. I would like to remove the cost of influence points for most diplomatic actions. This is possible correct?



Thank you in advance for an answers.



Cheers!
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9 years ago
Jul 9, 2015, 12:02:38 PM
Hello,



1.You can easily create a new building unlocked by a new technology.

I hope the tutorial might be of help on those 2 points.



About the effect of the building I think something in this order is possible too. To be precise you can affect any era, a specific era, or the past eras.

Look at SimulationDescriptors[Class].xml.

Around line 650 add a property

Then around line 737 add the effect on the technology cost



To finish, when you create a descriptor for the effect of your building in SimulationDescriptors[CityImprovement].xml add the following line:

A) To affect each eras:













B) To affect past eras:













C) To affect a specific era just choose the right TargetProperty and get rid of the Path="XXXX"

It should work as A) if you choose all the eras. It should even will allow you to avoid the creation of a new property. Never tried though...



2. This one is a bit tricky for me. Something linked between BoosterTeleport and ArmyAction_Teleport availability. I will try to have a deeper look at this one.



3. What do you mean by "racial trait" ? You can always create a tech or building that will have as a prerequisite a specific faction.

Numerous examples are in the public folder.



4. You can play with the DiplomaticCustomCost in DepartmentOfForeignAffairs+Constructibles[Exchanges].xml and I think it should do the trick.



I hope it helps!

Cheers,
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9 years ago
Jul 9, 2015, 6:02:40 PM
Dude!



I was hoping it would be Pikou who responded (cause their answers are usually the most thorough). Thank you SO much for your response. (I can't believe how fast it was too.) A response like this really motivates me to actually try and play around with the mod.



What I meant by question 3 was: Can I create a tech midway through the game that gives any faction I'm playing a specific additional trait from the list of custom faction traits (available when you build a custom faction) As an example: Giving the faction I'm playing "cellulose mutation" once they research a new era 5 tech or giving the faction I'm playing landscapists in an era 4 tech? I'm going old school here but... in Masters of Orion 2 (one of my fav 4X) there was this cool late game tech called genetic mutation or something like that that allowed something very similar and that's my inspiration.



I think the very first question that I had was the one I wanted to implement the most so I'm really happy I can.



I have like 3+ other things I want to try to mod and probably ask questions about. But for now I'm going to play around with the XML files and see how the current changes I want to make pan out.



Thanks again for the response!!!
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9 years ago
Jul 10, 2015, 7:56:58 AM
No problem at all smiley: smile

I keep an eye on this forum because I have taken at heart the modding part of the game.

The cool thing is I learn as much as you when I try to help with the different problems / requests smiley: biggrin



I may have a solution for the teleport ability. But I would like to try myself before in order to be sure.

I will keep you informed.



If you have any problems when trying to make your technology and your building for technology cost reduction do not hesitate to post your mod in zip file.

It will be easier for me to help you if I have something to work with.



Question 3: You cannot create a technology dynamically during a game. That's for sure. But you can add an unlock to an already existing technology that you can adapt for each faction affinity (which correspond to the faction you're playing). However if you do so you will have to make the same number of unlock that of possible factions.



Just for you to understand how it works, most of the FactionTrait have a SimulationDescriptor which is the in-game effect.

Cellulose Mutation for instance = FactionTraitNecrophages12 which seems to be hardcoded. But if you create a technology with this simulation descriptor it should give the technology the same effect than the trait.

Landscapists on the other hand = FactionTraitEconomy12. If you create a technology you can use the SimulationDescriptor itself or create an new one with the lines:













I hope it is clear enough smiley: smile

Cheers,
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9 years ago
Jul 10, 2015, 12:40:47 PM
Update: I have been able to add the teleport ability to a faction. Without the requirement of a specific resource.

You will find the mod available in the list here: /#/endless-legend/forum/15-modding/thread/5777-tutorials-for-modding-endless-legend

It is under the name "TeleportAbility" and for the moment is efficient only with the Broken Lords.



It is a trait and not exactly a technology (I read this info only after) but it should be easy to create a tech and link it to the SimulationDescriptorReference "BoosterTeleport", "FactionTraitAffinityStrategic" and "FactionTraitAffinityStrategicMalus" (which counter balance only the effect of +200% holy resource bonus in case the resource affinity is used elsewhere)



I hope you enjoy it smiley: smile
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