Want to edit the level experience gained for Sovs and Heroes

Hey Everyone,

Through this post, i learned that you can edit the Sovereign's XP, so he gains more levels quicker through the xml file called ElementalDef (I'm also assuming "Combat to XPmultiplier" is the field I'm concerned with there, just changed it from 1 to 3 as a test)

However, i was wondering, since this can be done for Sovereigns, what about your Champions? Is there another XML file that deals with them specifically?

 

7,150 views 12 replies
Reply #1 Top

Each unit and character has a <UnitStat_ExpToNextLevel>20.0000</UnitStat_ExpToNextLevel> value and lowering it will cause them to gain levels a little quicker. I'm unsure how it levels with the character but I do believe that it works. You can find all the champions in the CoreUnits file... I think or CoreNPC, idk. However, modifying that would require modifying each and every default hero, yuck. You could add a game modifying code to each NPC profession to reduce the time it takes them to level by a few points, still some work. Or you may find that anything that applies to the sovereign will apply to all the NPCs and units too.

Reply #2 Top

Quoting James009D, reply 1
Each unit and character has a <UnitStat_ExpToNextLevel>20.0000</UnitStat_ExpToNextLevel> value and lowering it will cause them to gain levels a little quicker. I'm unsure how it levels with the character but I do believe that it works. You can find all the champions in the CoreUnits file... I think or CoreNPC, idk. However, modifying that would require modifying each and every default hero, yuck. You could add a game modifying code to each NPC profession to reduce the time it takes them to level by a few points, still some work. Or you may find that anything that applies to the sovereign will apply to all the NPCs and units too.
End of James009D's quote

wow, yea more work then I anticpated, which won't happen anytime soon, but thank you for pointing that out. For now, I edited the Sovereign XP in the elementaldef.xml file, and let's see how that goes, and I guess I'll just depend on the infinite amulet-ring stacking to scale my champions to the tougher creates towards the end of the game.

thank you for pointing out where the location is though. 

 

Reply #3 Top

I'll try implementing a trait that you can use which reduces the <UnitStat_ExpToNextLevel> by two and see if that works and if it scales (as they level, I'm thinking it gets multiplied). I don't know what to call it though... maybe "Quick Learner" or "Ambitious" or just implement it into the smart trait.

Reply #4 Top

Well,

Good news, the elementaldef.xml file works for both Sovereigns and Champions, which is awesome. All i did was change the "<StatPointsPerLevelUp>1</StatPointsPerLevelUp>" from 1 to 3, and now every time a Hero levels up, they got 3 points to disperse, and not 1 which should help hopefully for the late game somewhat. Again, it's not the best fix in the world, as you still have to depend on the infinite amulet-ring stack to truly balance your Hero/Sov in the mid to late game, but it helps never the less.

Anyhow, thought I'd share that in case anyone else wants to try that. Naturally, a new game needs to be started, and just put a copy of the Elementaldef.xml in your Mod folder, then edit that line.

 

Reply #5 Top

Cool, I'm gonna have to do this. It shouldn't apply to any NPC units or monsters either because they have their own leveling functions (see leveling milestones).

Reply #6 Top

How did you guys go about implementing this mod on your systems?  I tried creating the following, and it totally broke spell research - things began researching almost instantly...

 

<?xml version="1.0" encoding="ISO-8859-1"?>

<ElementalDefinitions>

 <DataChecksum NoParse="1">

<Ignore>DisplayName</Ignore>

<Translate>DisplayName</Translate>

</DataChecksum> <ElementalDefs>

<!--** LEVEL UP **-->

<StatPointsPerLevelUp>3</StatPointsPerLevelUp>

</ElementalDefs>

</ElementalDefinitions>

Reply #7 Top

Quoting Manii, reply 6
How did you guys go about implementing this mod on your systems?  I tried creating the following, and it totally broke spell research - things began researching almost instantly...

 

<?xml version="1.0" encoding="ISO-8859-1"?>

<ElementalDefinitions>

 <DataChecksum NoParse="1">

<Ignore>DisplayName</Ignore>

<Translate>DisplayName</Translate>

</DataChecksum> <ElementalDefs>

<!--** LEVEL UP **-->

<StatPointsPerLevelUp>3</StatPointsPerLevelUp>

</ElementalDefs>

</ElementalDefinitions>
End of Manii's quote

I'm going to have to check that, I noticed Magic leveled up once, but I didn't think nothing of it, cause that very same turn my Library came into effect, so I thought that was what pushed it over the edge, I'll let you know soon enough, but this may be a problem indeed which will stink, lol.

Edit: Just tested my game, my research trees are fine, they are accumulating the natural amount of points and no researches are happening instantly, are you sure you don't have another mod installed that may be causing that to happen?

Silly question, but is what you have above the only thing that's included in your mod folder? If so, that may be your problem, as I literally copied the entire elementaldef.xml file as is to the mod folder, and just change that levelup number, but everything else is in there.

Naturally someone with better understanding of .xml and modding in general can probably clarify that for you if that is the case.

 

Reply #8 Top

I'm feeling so proud now :rofl:

 

Quoting Manii, reply 6
How did you guys go about implementing this mod on your systems?  I tried creating the following, and it totally broke spell research - things began researching almost instantly...
 

<?xml version="1.0" encoding="ISO-8859-1"?>

<ElementalDefinitions>

 <DataChecksum NoParse="1">

<Ignore>DisplayName</Ignore>

<Translate>DisplayName</Translate>

</DataChecksum> <ElementalDefs>

<!--** LEVEL UP **-->

<StatPointsPerLevelUp>3</StatPointsPerLevelUp>

</ElementalDefs>

</ElementalDefinitions>
End of Manii's quote

 

You have bad formating there. Here is the working way to do it.

<?xml version="1.0" encoding="ISO-8859-1"?>
<ElementalDefinitions>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName</Ignore>
        <Translate>DisplayName</Translate>
    </DataChecksum>
    <ElementalDefs>
        <StatPointsPerLevelUp>3</StatPointsPerLevelUp>
  </ElementalDefs>
</ElementalDefinitions>
End of quote

 

You missed atleast a <ElementalDefs> in there. If it dosen't fix it, copy the whole elementaldefs.xml to the Mods folder and just change the number there.

Reply #9 Top

Increasing the number of points chapps and sovs gain when levelling certainly sounds like a good idea. How does that work with champions you find that are higher than level 1 though? Do they automatically take that into account with their stats, or will they be at a severe disadvantage against a champion who started at level 1 and levelled up?

 

Also, I suspect it probably works better for some stats than others. Getting triple the con is good. Getting triple the move or combat speed might start looking rather silly.

Reply #10 Top

Quoting Arkenor, reply 9
Increasing the number of points chapps and sovs gain when levelling certainly sounds like a good idea. How does that work with champions you find that are higher than level 1 though? Do they automatically take that into account with their stats, or will they be at a severe disadvantage against a champion who started at level 1 and levelled up?
End of Arkenor's quote

Not sure, I've only encountered one other champion in my game with the change so far, and it was right in the first few times so she was still level 1.. I'll have to see what happens, or if that comes into play as I get further along in my game, but it's amazing how much that's helped. Again though, I need to stress, it's not the best fix in the world, your Champs/Sovs (except Sons/Daughters which seem to be usually overpowered), will still struggle in the late game unless you take advantage of the infinite amulet-ring stack combo. 

 

Also, I suspect it probably works better for some stats than others. Getting triple the con is good. Getting triple the move or combat speed might start looking rather silly.
End of quote

Agreed, it takes restraint to not level up those stats, and I'm good like that, that I usually don't. (however, I usually can never resist putting tons of Amulets of Roamings on my Sov, so I really stack his movement rating, lol)

Reply #11 Top

Quoting Arkenor, reply 9
Increasing the number of points chapps and sovs gain when levelling certainly sounds like a good idea. How does that work with champions you find that are higher than level 1 though? Do they automatically take that into account with their stats, or will they be at a severe disadvantage against a champion who started at level 1 and levelled up?

 

Also, I suspect it probably works better for some stats than others. Getting triple the con is good. Getting triple the move or combat speed might start looking rather silly.
End of Arkenor's quote

 

First, it depends on how the champions work, and I'm unable to answer that as I'm in the middle of reinstalling elemental as I'm trouble-shooting adding elementium mines, if it is at all possible to figure out from the XML's.

 

Second, it might be an idea to remove the ability to put points into move and combat speed and instead tie them into "proper" stats if possible. I'm thinking dexterity for combat speed and a mix of charisma, strength and dexterity for movement speed.

Reply #12 Top

Quoting mp8481, reply 7

Quoting Manii Names, reply 6How did you guys go about implementing this mod on your systems?  I tried creating the following, and it totally broke spell research - things began researching almost instantly...

 

<?xml version="1.0" encoding="ISO-8859-1"?>

<ElementalDefinitions>

 <DataChecksum NoParse="1">

<Ignore>DisplayName</Ignore>

<Translate>DisplayName</Translate>

</DataChecksum> <ElementalDefs>

<!--** LEVEL UP **-->

<StatPointsPerLevelUp>3</StatPointsPerLevelUp>

</ElementalDefs>

</ElementalDefinitions>
I'm going to have to check that, I noticed Magic leveled up once, but I didn't think nothing of it, cause that very same turn my Library came into effect, so I thought that was what pushed it over the edge, I'll let you know soon enough, but this may be a problem indeed which will stink, lol.

Edit: Just tested my game, my research trees are fine, they are accumulating the natural amount of points and no researches are happening instantly, are you sure you don't have another mod installed that may be causing that to happen?

Silly question, but is what you have above the only thing that's included in your mod folder? If so, that may be your problem, as I literally copied the entire elementaldef.xml file as is to the mod folder, and just change that levelup number, but everything else is in there.

Naturally someone with better understanding of .xml and modding in general can probably clarify that for you if that is the case.

 
End of mp8481's quote

Actually, the formatting and code is correct. It just doesn't display well in the forums and to formatting looks off. The problem is what is bolded. I think you literally need to copy the entire file for this to work. I tried doing this mod and my game was going crazy, I started with 1,000 gildar instead of 100, and I too had instant research without even a city (or being brilliant).

Crazy stuff!

Anyways, there is lots of fun stuff in that file. I'm experimenting with modifying them in some of my other mods.