[mod request] Adding custom unit traits

Just a question to all you modders out there.

I have never done any modding before, but I find myself increasingly interested in introducing my own trained unit traits to the available list. Is there some .xml file somewhere where I can edit in my own traits? I'm not sure where or how this could work, but I would appreciate any advice that you guys can give me. Thanks!

23,852 views 11 replies
Reply #1 Top

This is an example of a complete unit design trait.

    <AbilityBonus InternalName="IronskinAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Ironskin">
            <DisplayName>Ironskin</DisplayName>
            <Description>+3 Defense</Description>
            <Icon>Ability_Ironskin_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>3</Value>
                <Provides>+3 Defense</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>14</AdditionalTrainingTurns>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
End of quote

The internalname of the AbilityBonus and AbilityBonusOption need to be unique, they can't be the same as any other AbilityBonus / AbilityBonusOption in the game.

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Reply #2 Top


I was about to answer and Heavenfall beat me! You are the Master ;)

Reply #3 Top

Thanks!

I have a few other questions about this.

1) Where are the icons located? I notice it has "Ability_Ironskin_Icon.png" listed there, but what folder is it looking in for that image?

2) What is the "HideWhenUpgraded" field?

3) Can I add another category, say "Weaknesses", containing attributes with negative labor modifiers?

Reply #4 Top

1) Anywhere in C:\Users\yourusername\Documents\My Games\LegendaryHeroes\Mods\Gfx\

2) Useless in this case, it is used for heroes that have upgrades to traits like Lethal 1, Lethal 2, Lethal 3. Instead of showing all 3 traits, the unit will only display the last one.

3) Yes, alter the <Type> to anything you see fit.

Keep in mind the AI isn't going to use these traits unless you make up new unit designs for it to use.

Reply #5 Top

Quoting Heavenfall, reply 4

1) Anywhere in C:\Users\yourusername\Documents\My Games\LegendaryHeroes\Mods\Gfx\

2) Useless in this case, it is used for heroes that have upgrades to traits like Lethal 1, Lethal 2, Lethal 3. Instead of showing all 3 traits, the unit will only display the last one.

3) Yes, alter the <Type> to anything you see fit.

Keep in mind the AI isn't going to use these traits unless you make up new unit designs for it to use.
End of Heavenfall's quote

That's great! I am looking forward to being able to implement the line of faction-specific traits I have designed.

One final thing is it is my understanding that I just add on my XML things to the appropriate core file and then replace it in the core file, is that right?

Reply #6 Top

You can do that, or you can put it in C:\Users\yourusername\Documents\My Games\LegendaryHeroes\Mods\yourmodname\ in a new file.xml (only your new stuff). Make sure mods are turned on in options.

Reply #7 Top

Thank you very much, Heavenfall. Very informative ^^

Reply #8 Top


In my opinion is better to just replace the core file. At least my experience with trying to use the mod folder was a painful one. XO

PS: You probably know alredy, but just in case a friendly reminder to backup the original files before changing them ;)

Reply #9 Top

To each their own. I definitely won't put any mods in the install folder now that steam auto-updates (I don't want to turn it off!).

Reply #10 Top

I'm with heavenfall on this one. I'd prefer not to change the core files.

Reply #11 Top

Quoting parrottmath, reply 10
I'm with heavenfall on this one. I'd prefer not to change the core files.
End of parrottmath's quote

As tempting as it is to change the core files, I think I will start off with just adding to the mods folder for now, and then maybe if I get more confident with modding and/or find some issue with the aforementioned method, I will edit the core files.

Quoting OliverFA_306, reply 8
PS: You probably know alredy, but just in case a friendly reminder to backup the original files before changing them
End of OliverFA_306's quote

And yep, I know the importance of backing up original files from my previous experiments messing with core files in other games!