Modding: ChangeWorld game modifier list

For those of you modding, we have added a new type of game modifier called ChangeWorld.

It requires code to be used to determine which world variable is being set.

Example:

Code: xml
  1. <GameModifier>
  2. <ModType>Map</ModType>
  3. <Attribute>ChangeWorld</Attribute>
  4. <StrVal>148</StrVal>
  5. <StrVal2>5</StrVal2>
  6. </GameModifier>

This sets variable index 148 to 5.  index 148 is the number of accessories a unit can equip (defaults to 4).

Here are others for future reference:

4. Base Unit Wages

10. Training Units consumes population (1 = true, 0 = false)

17. City Maint Cost exponent (currently 0).  If 18 is set, then you could have more cities cost more and more.

18. City Maint Base Cost (currently 0). 

42. The exponential growth on how much XP it takes to level up. It's currently around 2.90 (higher means harder to level up)

52. How much money sovereigns generate per turn (currently 0)

53. Same for mana (currently 0)

117. Global Hit Point bonus (in case you want to give everyone more HP in your quest or improvement or whatever)

145. Cost per labor to rush production

147. Max units that you can station in a city

148. Max number of accessories a unit can have.

149. Minimum turns required to train or build something (currently 3)

I'll add more.

Incidentally, all this and more can be changed in elementaldefs.xml. It's pretty self explanatory.

24,710 views 25 replies
Reply #1 Top

That looks cool, 3 questions for a guy who aims to mod the game after release (or dream of it anyways).

1: Will it be able to mod so you can make production overflow from 1 item into the next (Say my spearman needs, 5 more production to finish, I produce 15 production each turn, so I end turn and produce 1 spearman, and also is 10 production into the next item in my building queue (or whatever I decide to build next).

2: In case of nr 1 being a yes, will I be able to do so I can build multiple items each turn, granted a massive production capability in the same city?

3: Will I be able to make my own sliders, sliders being like "How many shards will there be in the world", can I then make a slider that for example says "How much HP should every unit in the world have" and whatever the player chooses, it would change the attribute nr 117. (Or give everyunit more movement speed)

I am sorry for going off-topic but was not entirely sure where to ask :S

Really nice to see modding friendly games, and a well-presented idea once in a while :D

Sincerely
~ Kongdej

Reply #2 Top

I don't understand, Frogboy. Where do we place these modifiers? In events? While more functionality is always great, can you give us an example of how to use this?

Reply #3 Top

If it is a game modifier, we can add it anywhere I think. So we could have a building that increases the number of accessories and so on. I bet this post is stemming from some cool ideas about changing the ElementalDefs.xml from a quest. 

Reply #4 Top

Most of these would not be suitable as quest rewards since they effect all players if I am not mistaken. They could be used to simply modify the game to your liking if you want to rebalance things. You might be able to make some dramatic world events though, like "Rebellion spreads through the lands and for 10 turns all cities cost upkeep"

Reply #5 Top

Can we change the world lighting from this? I would like to have an event that blots out the sun, darkening the map.

Reply #7 Top

Quoting Heavenfall, reply 7

Quoting seanw3, reply 6Can we change the world lighting from this? I would like to have an event that blots out the sun, darkening the map.

http://stormworld.wikidot.com/reliquary#toc9

Wow you made a huge deal out of that Heavenfall, some things on these forums continue to amaze me :)

Sincerely
~ Kongdej

Reply #8 Top

Quoting UmbralAngel, reply 5
Most of these would not be suitable as quest rewards since they effect all players if I am not mistaken.

 

This would be a shame, as it has a lot more potential if it can be localized. Certain units get extra slots, some factions have higher city maintenance, etc.

Reply #9 Top

Pretty much anything you can imagine can already be done with the known tags. This thread is just about allowing global modifications. So everything you want is already possible. 

I think the only limitation left is having one player impact another's whole faction. That might even be possible by adding a game modifier to a city they own with a strategic spell. I haven't seen any examples of it yet though. 

Reply #10 Top

This looks very cool, you have obviously been paying attention to modders. It will certainly make total conversion easier.

Reply #11 Top

Quoting Heavenfall, reply 2
I don't understand, Frogboy. Where do we place these modifiers? In events? While more functionality is always great, can you give us an example of how to use this?

A spell, a quest, a city improvement.

 

Reply #12 Top

Age of Jewelry - event  - All champions may now equip 4 accessories instead of 3. Fabulous!

 

Spell of Lifesapping - Global Enchantment - All units suffer double initiative penalty for having too high encumbrance.

 

Spell of Timewarp - The year is changed to 5 years before Cataclysm. Titans appear all over the world, confused and angry. The Mithrilar stirs.

 

Spell of Nationalism - Global Enchantment. All units in the game gain +10% attack and defense while inside their own Zone of Control

 

Spell of High-score cheating - You can continue to accumulate points towards your highscore ranking after 1000 turns

 

Spell of Bard's Competition - the music being played changes every turn.

 

Age of the Dynasties - event -  Activate Dynasties in the game

 

 

Reply #13 Top

Age of Dynasties is officially the best event in the game. I might call it Age of Reproductive Rites. =)

 

I am doing one called "The End of the World, Again." The Fog of war turns blood red and the lighting is now a dim bloody color. All beasts are more powerful, unrest is increased to by 100%, and a strange Tower has been found on the horizon. Beating the quest will set things back to normal, mostly. 

Reply #14 Top


I finally am getting around to changing world lighting changes and such. Can we get a complete list of which numbers correspond to what? Some of the numbers are easy to guess based on the example.

For that matter, can we even use this until beta 5?

Reply #15 Top

Very nice work Stardock.

Reply #16 Top

Very interesting!

Reply #17 Top

I'm going to start sounding like a broken record, but how much would the AI understand a change in those core values and adapt? If they could pull it off, then yeah, there could be so much awesome modding in the future!

Reply #18 Top

Quoting seanw3, reply 15

I finally am getting around to changing world lighting changes and such. Can we get a complete list of which numbers correspond to what? Some of the numbers are easy to guess based on the example.

For that matter, can we even use this until beta 5?

I checked the .exe and the modifier doesn't exist yet. It is not implemented.

Reply #19 Top

Quoting Frogboy, reply 12

Quoting Heavenfall, reply 2I don't understand, Frogboy. Where do we place these modifiers? In events? While more functionality is always great, can you give us an example of how to use this?

A spell, a quest, a city improvement.

 

 

Yes, distinctly multi-purpose.  Lots of uses we can find, once we put our minds to it.

 

Thanks, guys.

Reply #20 Top


I realized I can already change world lighting, but it doesn't last too long. Now I really need that beta 5 update.

Reply #21 Top


    <GameModifier>
    <ModType>Map</ModType>
    <Attribute>ChangeWorld</Attribute>
    <StrVal>148</StrVal>
    <StrVal2>5</StrVal2>
    </GameModifier>

I don't see the limit on accessories change in 0.980 when I run this from a strategic spell.

I'm guessing since the index is dynamic we need a new list of what is what? Frogboy, if the index is going to change every patch you alter ElementalDefs.xml can we refer to values by their tag name instead of the index?


    <GameModifier>
    <ModType>Map</ModType>
    <Attribute>ChangeWorld</Attribute>
    <StrVal>MaxEquippedAccessoryCount</StrVal>
    <StrVal2>5</StrVal2>
    </GameModifier>

Reply #22 Top

Also if you can change the amount of accessories a hero can have, you NEED the UI to show how many of each item you can have equipped...

Sincerely
~ Kongdej

Reply #23 Top

Bump. Any word on this, Frogboy?

Reply #24 Top

Quoting Heavenfall, reply 13
Age of Jewelry - event  - All champions may now equip 4 accessories instead of 3. Fabulous!
Activate Dynasties in the game

The unmodded game will have no dynasties ?

 

Reply #25 Top

Correct, no dynasties in un-modded game.