Adapting 'Naturalist' - Shrine internalnames please?

Hi,

  I've been having fun with adding gold and crystal veins to a starting sovreign, however after a lot of 'grep'ing of the data folder I have not found a shard(or Mana) reference that works with this talent implimentation.  Has anyone else had any luck?

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Reply #1 Top

Hmm. That is a bit of a puzzler, to be sure. I'll have to have a further look at this later, if you haven't solved it by then. The only thing I can think of is that <IsShard>1</IsShard> might disable the shards from being used in a trait, although why that should be I don't know. Perhaps you could try creating a clone of the shards that is the same, but without that tag?

e: Maybe not. Hmm. This is weird.

Reply #2 Top

    I feel your pain on this one too - I dug around for a good while trying to figure out what I could put in there to make it work. Unfortunately, it seems like the final Shard resources are something like ShardResourceType while the rest were just ResourceType. The naturalist talent's definition seems to expect the latter, making shard resources unreachable. If there's a way to do this that I missed, please PM me. I'd love to use this as well.

    But there's another option - it's not exactly the same thing, but you can add a Sov talent that causes him/her to count as a Fire/Earth/Whatever shard. I don't have the code in front of me now (I'm at work), but you can copy the talents that cause him to generate an additional "Resource" like arcane research or whatnot. Then replace the resource type with "FireMana," "EarthMana" etc. Oh - and Water uses "WaterMana" even though the shards are "IceShard." I've tested it, and it updates UnitStat_NumXXXShards correctly (even though it's not nearly as cool as having the actual shrine).

    I actually did that to let me test out my mod where I require shards for production elements. You can read more about that HERE.

Gnilbert

Reply #3 Top

Aye have grabbed your mod/fixes already Gnilbert.

Might be interesting to find a way to 'consume' shards from the map as well.  Sometimes taking control of one is not a viable option, mainly due to the ease of killing off all the ai.  I'm considering a shard sumoning spell for the master spellbook, that summons one at the casters location possably locking it to the numxxxshards so that the cacster can't have more than say 4 of the same shard and still summon another.

Reply #4 Top

Quoting Gnilbert, reply 2
Unfortunately, it seems like the final Shard resources are something like ShardResourceType while the rest were just ResourceType.
End of Gnilbert's quote

I totally didn't even spot that. That's what I get for not reading properly, I guess. I decided to try to see if it was possible to create a shard clone that is just the same as a normal shard, but is an ordinary ResourceType instead. It crashed Elemental on worldgen. :D

More testing required, methinks.

e: Huh. Guess I must have screwed up somewhere and missed a tag when I was converting the shard from ResourceShardType to ResourceType.

Sovereign with free air shard.

Just rename that file to a .xml file (I changed it to .txt to stop the browser from trying to parse it, bloody stupid thing) and stick it in the units directory. Hopefully I've covered everything, I think.