DerekPaxton DerekPaxton

Fallen Enchantress Editor

Fallen Enchantress Editor

 

  I've shared the FE Editor below.  It is what I use to manage the assets of the game and it makes it very easy to view, compare and tweak the xml in the game.  Not all of the XML in Fallen Enchantress is included in the editor, just the things I most commonly update.  It also contains some modeling data that helps us balance or review changes without having to play a 100 games to see what the difference was.

  I'm releasing it here for modders so that they can use it to more easily add/remove and change assets in their mods.  Each sheet has a export button in the upper left that creates the xml file with all the spreadsheets data in whatever directory the editor is in.

Download:

 https://www.elementalgame.com/img/FE_Editor.xlsm

 

Screenshots:

http://screencast.com/t/lxlAaFyTwMxg

http://screencast.com/t/oeWUvOM0y

 

  The editor is released 'as is'.  It's an internal tool we are sharing, have fun.

 

Using & Sharing your mods:

When you export your creations, it'll place it in the root of the Fallen Enchantress directory (program files(x86)\stardock\fallen enchantress).  File examples would be coreweapons.xml, coreunits.xml, etc.

Depending on what you did, here is how you use them:

Scenario 1: If you are overwriting existing weapons or units:  Replace the existing file in the data\english directory with your new one.

Scenario 2: If you have created new items (like new quests or goodie huts or armor) then open the file in a text editor, find the new items and create a new XML file with just those new items in it and place it in your my games\fallen enchantress\mods directory and make sure you have "use mods" selected in the options menu. That file can be shared with other players.

106,128 views 75 replies
Reply #51 Top

Open Office will open it just fine, but I couldn't get the export buttons to work. I didn't mess around with it much beyond that since I have Office 2010.

Just tried in Google Docs...does not open

Reply #52 Top

Brad, Kael, any chance you can post for the modders the most up to date copy of this whenever you release new patches that affect the XML?

Reply #53 Top

That is why I want to be able to import files. Instead of getting a new copy, we should be able to upload new data. When I figure it out, I will make a how-to post.

Reply #54 Top

This definitely ought to be stickied.

Reply #55 Top

Quoting Kongdej, reply 51
Anyone know of a free office-like program to open this editor in, my current version of Microsoft office 10 (the free version) can't open it, and I am terribly poor, so I don't invest money in a program just to open 1 file.

TY in advance.

If not, I think Derek should work to have a similar feature implemented in the FE workshop

Sincerely
~ Kongdej

 

I think I'm going to try and get this to work in LibreOffice. MS Office has really nice integrated macro capability with VBA. You can use more languages in the open source offices, but it's a little more work to integrate them.

 

EDIT: Okay, the VBScript runs fine in LibreOffice. However, the button forms are gone on the sheets, so the only way to run the macro is to go into the macro editor and run it from there.

I tried adding my own buttons to link with the macros (all you should need to do is add the button and link it to the macro on each sheet). I've been running into a problem where LibreOffice crashes when I try to link the macro to a button form. I might not have the most recent version, or I might be missing a field for the button form that is making it crash.

Reply #56 Top

I want to add the roadbuilding trait to all faction pioneers. I used FE Editor, Units tab, and then

SelectedAbilityBonusOption

and added roadbuilding to all pioneer units. Just the same as the Unit_pioneer_mancer.After that, exported CoreUnits and replaced the vanilla. The problem is hat doing that, all pioneers disappeared, could not train them.

Then I added the modded file to the mod folder (and restored the original backup). The same.

I even added the new code in a new xml and the same results. The same.

 

Can anyone help me with this? What am I doing wrong?

Thanks in advance

 

Reply #57 Top

Try adding "RoadBuilding_Level" instead of "RoadBuilding". The first one is limited to Mancers race. When you add it to pioneers, the game checks if you are playing that race and if you aren't, the ability prevents the unit from showing up.

Reply #58 Top

Thank you Heavenfall

I tried RoadBuilding_Level and it doesn't work :(

I changed other bonus for the pioneer. Some worked, and other ones did not. It seems something related to RoadBuilding and RoadBuilding_Level, it seems they are not accepted for pioneers different than mancers

Maybe it is not possible?

 

 

Reply #59 Top

I don't know, I haven't tried the editor. It shouldn't be a problem if you do a little bit of XML copy-paste yourself though. Like maybe put something like this in a mod file

    <AbilityBonus InternalName="RoadBuildingAbility">
        <AbilityBonusOption InternalName="RoadBuilding_Test">
            <DisplayName>Road Building</DisplayName>
            <Description>Allows the unit to build roads</Description>
            <Icon>Ability_PathOfTheGovernor_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockAction</Attribute>
                <StrVal>BuildRoad</StrVal>
                <Provides>Allows the unit to build roads</Provides>
            </GameModifier>
            <Cost>10</Cost>
            <Type>Army</Type>
             <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>

and give your pioneers RoadBuilding_Test

Reply #60 Top

After some trying, I finally got it, and is working so fine. Thanks a lot :)

Reply #61 Top

How did you solve it?

Reply #62 Top

I copied your code in a xml

Then, I copied

<UnitType InternalName="Unit_Pioneer_Altarian">

all the code in Coreunits related to pioneer_altarian

and added, after Weak,

        <SelectedAbilityBonusOption>RoadBuilding_Test</SelectedAbilityBonusOption>

I did the same with all the rest pioneers, except the mancers. They will keep the same.

I think I'll create a new unit, a roadbuilder,  using all info of the pioneer but without the settle/outpost.

How can a give that roadbuilder an upkeep of 1 gildar?

Reply #63 Top

Use WageOverride, its per member in a unit.

Reply #64 Top

How about you give the unit a cost per road they build. Like 2 gildar per road piece.

Reply #65 Top

Is this editor still current with the latest version or has there been some changes in weapons etc?

Reply #66 Top

There has been large changes since the editor was released.

Reply #67 Top

A new version would be great, but with 1.3 coming out soon I think it would be best to wait.  There seems to be a lot of significant changes coming in the next patch.

Reply #68 Top

Yea thats what i thought. I just looked through it and found out the structure, was pretty easy to edit the xml files to my liking after that:). Edited that OP lightning axe with +1dmg each level. Then I went beserk and changed the late game weapons and added a few rare weapon drops, removed -100% xp penalty for scythe of the void and a few other tweaks :blush: . Its too bad you have to start a new game for the changes to take effect though.

Reply #69 Top


 Using & Sharing your mods:
When you export your creations, it'll place it in the root of the Fallen Enchantress directory (program files(x86)\stardock\fallen enchantress).  File examples would be coreweapons.xml, coreunits.xml, etc.

Depending on what you did, here is how you use them:

Scenario 1: If you are overwriting existing weapons or units:  Replace the existing file in the data\english directory with your new one.

Scenario 2: If you have created new items (like new quests or goodie huts or armor) then open the file in a text editor, find the new items and create a new XML file with just those new items in it and place it in your my games\fallen enchantress\mods directory and make sure you have "use mods" selected in the options menu. That file can be shared with other players.

So what i did was just edit the coreweapons.xml

Added 2 new weapons and made some modifications. Does this mean i would need to create another coreweapons.xml and put it in the \mods directory before they show up? Or will they show up anyway when added in the data\english directory?

Reply #70 Top

they should show up from the data/english directory WHEN you start a new game after LOADING FE.

harpo

 

Reply #71 Top

Ok thats nice, I know the modifications to current weapons works cause they displayed in the research tree, but the weapons I added are loot with low drop-rate so will have to play the game till I hopefully get one... 

Reply #72 Top


Quick solution to adding the Roadbuilding ability to a specific faction's pioneers without actually modding would be to edit 2 xml files directly and will only take a few seconds. I will use the Alatrian Race for example, but you can use this trick for any of the races (Naturally it will require the proper race name).

 

First edit the CoreUnit XML file:

 1. Locate the string for Unit_Pioneer_Altarian  (or the race you want to edit)

 2. Replace this string:

<SelectedAbilityBonusOption>Blood_Altarian</SelectedAbilityBonusOption>

<SelectedAbilityBonusOption>Weak</SelectedAbilityBonusOption>

 with this string:

<SelectedAbilityBonusOption>Blood_Altarian</SelectedAbilityBonusOption>

<SelectedAbilityBonusOption>RoadBuilding</SelectedAbilityBonusOption>

<SelectedAbilityBonusOption>Weak</SelectedAbilityBonusOption>

 

Next you edit the CoreAbilities XML file:

1. Locate the string for RoadBuildingAbility

2. Change this variable

<Attribute>Race_Type_Mancers</Attribute>

to this:

<Attribute>Race_Type_Altarians</Attribute>   (or the race you choose to add this ability to)

 

Hope this helps.

Reply #73 Top

Sorry to gravedig this on you Kael, but is there any chance of getting a similar xml editor for Legendary Heroes?

Reply #74 Top

Quoting Jernau11, reply 73

Sorry to gravedig this on you Kael, but is there any chance of getting a similar xml editor for Legendary Heroes?

 

Yep any chance?

Reply #75 Top

Heh, I came here to ask too...so, onto the bone pile: any chance of a LH version of this being released?  This is so much easier to browse than great swaths of XML...