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Created a custom hero, Air, Earth, Life adept, Beastmaster, Brilliant, vulnerable to magic, Amranth (?) Blood. The Tame Beast spell is not showing up. Is this a bug seen elsewhere??
Post edited April 06, 2016 by acesman
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acesman: Created a custom hero, Air, Earth, Life adept, Beastmaster, Brilliant, vulnerable to magic, Amranth (?) Blood. The Tame Beast spell is not showing up. Is this a bug seen elsewhere??
I have the same problem. Although I’ve never seen it work since I just started playing the game.
After more or less aimlessly looking around the game files I found what might cause the problem (I Iack the knowledge to know for sure). There seem to be some data missing from the CoreAbilities.xml file.

<AbilityBonusOption InternalName="Beastlord">
<DisplayName>Beastlord</DisplayName>
<Description>Can take control of enemy beasts</Description>
<Icon>Ability_Beastlord_Icon.png</Icon>
<Cost>1</Cost>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

All other abilities I’ve looked at also include a game modifier.
e.g.. banditlord

<AbilityBonusOption InternalName="BanditLord">
<DisplayName>Bandit Lord</DisplayName>
<Description>Player starts with two Bandit units and has the ability to convert bandits</Description>
<Icon>Ability_Thief_Icon.png</Icon>
<GameModifier>
<ModType>Map</ModType>
<Attribute>SummonUnit</Attribute>
<StrVal>Bandit</StrVal>
<Value>5</Value>
<Provides>+1 starting Bandit Guard</Provides>
<UnitClass>BanditGuard</UnitClass>
</GameModifier>
<GameModifier>
<ModType>Map</ModType>
<Attribute>SummonUnit</Attribute>
<StrVal>Bandit</StrVal>
<Value>5</Value>
<Provides>+1 starting Bandit Guard</Provides>
<UnitClass>BanditGuard</UnitClass>
</GameModifier>
<Cost>1</Cost>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

Anyone who knows what’s missing from the beastlord, or am I barking up the wrong tree?
Hi,

extending the CoreAbilities.xml like this might help (it did the job for me but I fixed a few more things Stardock destroyed through the last patch, so there might be other side effects, too):

<AbilityBonusOption InternalName="Beastlord">
<DisplayName>Beastlord</DisplayName>
<Description>Can take control of enemy beasts</Description>
<Icon>Ability_Beastlord_Icon.png</Icon>
<GameModifier>
<Provides>Can take control of enemy beasts</Provides>
</GameModifier>

<Cost>1</Cost>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

Good luck.
Post edited May 06, 2016 by Keenan69
Hi,

I have the same problem (i.e., spell missing).
Add the 'GameModifier' section not change anything.

I try with a custom hero & faction and with an existant hero: it was the same thing ... no tame spell !

My beastlord section:
<AbilityBonusOption InternalName="Beastlord">
<DisplayName>Beastlord</DisplayName>
<Description>Can take control of enemy beasts</Description>
<Icon>Ability_Beastlord_Icon.png</Icon>
<GameModifier>
<Provides>Can take control of enemy beasts</Provides>
</GameModifier>
<Cost>1</Cost>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

Thank you in advance to any one who may be able to give me some ideas.
There's quite a few errors in the Core files XML, save yourself the trouble of doing piecemeal fixes and use a mod that fixes them? At any rate:

1. Edit CoreSpells.xml w/ Notepad
2. Find <SpellDef InternalName="Tame">
3. Delete <IsSpecialAbility>1</IsSpecialAbility>
4. Save, restart LH, start a NEW game.
Post edited October 07, 2017 by Primal_Savage