100% working resources at start location

I own WoM & have just bought FE:LH but found there is no Soverign talent to have resources at your start location.

So i've been fiddling with one to add to CoreAbilities.xml.

I don't know if this has already been worked out but the code below seems to be working 100%.

Here is the code that I have used for anyone that's interested:

Code: xml
  1.  
  2. <AbilityBonus InternalName="Sovereign_Ability_Starting_Position">
  3. <AbilityBonusType>Champion_Talent</AbilityBonusType>
  4. <AbilityBonusOption InternalName="Sovereign_Ability_Starting_Position_Naturalist">    
  5. <DisplayName>Cornucopia</DisplayName>   
  6.  <Description>More starting resources than you've ever dreamed!</Description>      
  7. <Icon>Cornucopia.png</Icon>   
  8.  <Cost>0</Cost>
  9.  
  10. <GameModifier>     
  11.  <ModType>Player</ModType>     
  12.  <Attribute>StartPositionHasResource</Attribute>     
  13.  <StrVal>Resource_FruitGrove</StrVal>     
  14.  <Radius>3.0</Radius>        
  15.  <Provides>Fruit Grove</Provides>    
  16. </GameModifier>
  17.  
  18. <GameModifier>     
  19.  <ModType>Player</ModType>     
  20.  <Attribute>StartPositionHasResource</Attribute>     
  21.  <StrVal>Resource_GoldDeposit</StrVal>     
  22.  <Radius>3.0</Radius>        
  23.  <Provides>Gold Deposit</Provides>    
  24. </GameModifier>
  25.  
  26. <GameModifier>     
  27.  <ModType>Player</ModType>     
  28.  <Attribute>StartPositionHasResource</Attribute>     
  29.  <StrVal>Resource_IronOre</StrVal>     
  30.  <Radius>3.0</Radius>        
  31.  <Provides>Iron Ore</Provides>    
  32. </GameModifier>
  33.  
  34. <Type>ProduceResource</Type>                                                  
  35. </AbilityBonusOption>
  36. </AbilityBonus>

3,576 views 3 replies
Reply #1 Top

That's interesting. Wonder if you can tie essence into that? If you made that into a selectable ability at sovereign custom screen, that could even work for a one city challenge mod. (disable pioneers etc.)

Reply #2 Top

I've also found something rather interesting.

I have The Tile Mod installed as well & it seems the tile generation changes made in that mod causes this ability to work on every map start, whereas the ability doesn't work anywhere near as well on the vanilla game.

Reply #3 Top

If someone would like to button up this code up into a zip/.xml file with the appropriate category headers, and upload it so that others can download it, I will be happy to add it to the mods list.

I think it is a great idea, that some will be interested in!