Healing Oracle Heroes mod trouble

Greetings all,

I really like healing and solely play single player and thus I want to add this feature to the Atlantean Oracle Heroes. I have both succeeded and failed: copying segments from the Egyptian Priest entry on the Proto file yielded a result but the Oracle Hero is caught in a walking animation during the heal action.

I got questions: can the Egyptian Priest’s healing animation be applied to the OH during heal action? I have found the OH’s art related XML file but attempts have so far been fruitless. Can the OH’s “I have scouted the area” animation be used for this perhaps?

If applying a non Atlantean animation to the OH is out of the question then is it possible to give OHs an area heal like the Healing Spring? If so, how?

Thanks for reading, hope you are enjoying the game!

In the Proto mod file I added a area heal tactics entry under the existing one:

<tactics>oracle.tactics</tactics>
<tactics>area_heal.tactics</tactics>

It works but it effectively removes the OH’s scouting mechanic

The Resource Manager I use can’t open the relevant Tactics files but can these tactics be combined in the Proto file?

You can add multiple habilities (I have done that) but they will all recharge at the same rate.
The animation file is a tricky question that I also have. I tried to add animations to the art files and couldnt. For sure you can use another animation that exist in the file as long as it has the “attack” time on it.
If everything would be working fine, you should be able to replace or add animations in the art file, but that does not to be the case. I started another topic to see if someone knows the answer, but no answers so far.

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  • You have to (probably best) create a new art file with the oracle.xml renamed to something different, reference it instead.
  • Copy Priest or any other wanted healing anim (that should be compatible with the oracle skeleton)
    Healing Animations into your new oracle2.xml art file or whatever
  • Create a new Tactic for oraclehealing.tactics by merging the .tactics the oracle is using and I guess the priest.
    Note: Oracle has a melee attack and will get a ranged heal (Priest is fully ranged), you also probably have to edit some other values by referring to the valkyrie AI probably on what flags etc. they use.
  • In simdata.simjson you have to copy the oracle.xml (watch for proper syntax to be copied)
  • Then finally copy over the priest healing animations (the same you did for the .art file) and paste them into the oracle’s area.

I can’t 100% guarantee it works like that, but I’m already experimenting with a whole zombie infestation minion system and that seemed to have worked fine… too well haha. Game plays like They are Billions Lite + Infection now.

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simdata.simjson is new? I dont recall to need to edit that for art files in AOE3DE or AOM…

That was the step missing to me! Thanks, my mods works now.

Thank you all for replying! It’s been a real pig of a job it has. So perhaps a downscaling in the project would be better.

I’d like to make a Shrine that heals in a similar manner to the Norse Healing Spring. This have been hard to achieve as well. I used a mod that added a shrine building as a template. I modded the villagers Proto entry so there’s a ‘Shrine’ along with the other things like temple and dock and so on. I then opened the Techtree to add ‘Shrine to archaic ages, but I fail again because the shrine don’t show as a buildable in the Citizens’ control panel.

When you are fumbling in the dark like me it’s hairpulling at certain times, let me tell you that!

I also want everyone be able to heal units, thats why I just uploaded a “AreaHeal TownCenter” mod. That is the easiest and also kind of balanced approach I think, since Town Centers are limited.

But I really wonder how modders are supposed to add new units/buildings?!
The buildmenu of villagers or the UI of towncenter are already occupied with so many things in vanilla (so already hard to find a free spot) and it seems one have to define the row/column of every new thing, which will 100% conflict with other mods adding new units/buildings ?!?!

Can anyone imagine a workaround for this problem?
The only proper workaround for this I can imagine is, that every mod adds a new building for their mod units and this new building is built from a mod-builder-unit which is not trained, but somehow automatically spawned at towncenter and maybe respawns automtically like the pharao…

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Thank you :slight_smile:
I managed to make the Atlantean Economic Guild also function as a Healing Spring of sorts. But your mod has more balance and that is important to me even though I only play single play.