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The closest option I see for you would be to create a newritpow, put your new rituals in it, and give your bishops, etc, access to that new power in addition to the normal ceremonies of El.
By the way, if you haven't yet looked through my extraction of the ritual data and its accompanying notes, you may find that it answers many of your questions preemptively. You can find it in this topic: Extracted from coe4.exe: Ritual data.
It seems you can't just add another ritual path to the bishop, it completely ignores it.
selectmonster "Bishop"
power 48 1
doesn't do anything
So instead I added the new power to the Paladins
selectmonster "Paladin"
power 48 1
worked just fine for my new ritual path 48.
Another observation, if you use clearspec command on the bishop, the new power you add does work, but then you lose all the default El rituals, which is not what I want.
newritpow
newritual "My new ritual"
level y
cost x x
cost x x
terr x
summoning # The ritual will summon the monsters specified in a random string.
addstring "x"
nomonreq
addstring "(-)x"
addstring "(-)x"
descr "This ritual does stuff with plenty of other stuff and such wonders of modding"
newritual "My new ritual"
level y+1
cost x x
cost x x
terr x
summoning # The ritual will summon the monsters specified in a random string.
addstring "x"
nomonreq
addstring "(-)x"
addstring "(-)x"
descr "This ritual does stuff with plenty of other stuff and such wonders of modding"
selectmonster "Bishop"
power 0 y
selectmonster "Cardinal"
power 0 y+1
I could be mistaken but this is basically just directly adding non specific school rituals in this ritpow "block" to whatever units you wish
That's what I was trying to say in my post earlier, your template new ritual path is the same as how I set it up, except I gave the new ritual power a path number 48: newritpow 48
I've also tried just using the default newritpow with no number, defaulting the ritual number to 0, it also did not work with El's bishop.
Did you try by declaring newritpow at the beggining and then power 0 1 for level 1? Those details are what makes the difference because it is default current newritpow rituals block, but again I might be mistaken
Would it be feasible to recreate El's existing powers using conventional ritual modding, possibly with cunningly-triggered events to help? On the face of it the hardest thing seems to be the breaking of the seals, but it should be possible. The actual breaking process itself is just a ritual that increments a variable, coupled with events that fire depending on the value of said variable. The associated spawning might be tricky to figure out exact probabilities and numbers, but again should be possible.
Is there anything in El's vanilla power-set that straight-up can't be done using either rituals or events? If not, one could simply remove the vanilla powers from the units completely, or if need be replace the units themselves with slightly-differently-named copies (invisible spaces in the name would work), and give them a customized recreation of the powers.
My current solution is just giving the new ritual powers to a different unit of the El, I picked paladin since there's 3 tiers of the unit, matches well with 3 levels of power. I could also pick the saint, but then I'd have to remake the saint to not have the stupid trait and make 2 more tiers of the unit.