Doctor Who Mod
Current Version: 0.76 alpha [Working with current version 1.19b]
Download Link: http://www.wincustomize.com/explore/elemental_war_of_magic/1/
Looking for help: I'm always looking for some help. If you think you can help in any way (you don't have to be a programmer or visual artist to help), post a msg here, or PM me.
The world of Elemental is a special place. Even more so than anyone on the planet had ever thought. More so than the Titans. This is because the magic on the planet, is really a unique type of energy not seen anywhere else in the universe. The cataclysm was a galactic event, which sent massive shockwaves throughout space and time. If it were any other planet, there would be nothing left. Thanks to the shards infused into the planet which kept it together. The Cybermen, Daleks, and Sontarans all know about Elemental due to this shockwave. All want to harness this new energy for themselves for nothing but universal domination starting with Elemental. However, this shockwave proves even more powerful than anyone had predicted, and nearly destroyed the three from getting to Elemental. Alas, a few were able to make it, albeit with nothing left.
This was originally planned to have a campaign, but it's just too much work right now. This will remain as an add-on to Elemental.
While the added races make use of most of the resources in Elemental (with the exception of the Cybermen. They don't use food, and all food resources produce materials, and a few produce gold), there are two new resources added into the world. These will be very important to each of the three races, and there will also be reasons for a normal empire or kingdom race to exploit these resources.
You'll find these oil slicks in your travels. Build an oil pump to harvest the resource. All races have access to this improvement without the need for any techs (although this may change). The Cybermen use oil to speed themselves up (they are very slow normally). The Daleks and Sontarans also have their uses for this resource. Normal empire/kingdom races will also have unique armor and weapons which require this resource to craft.
This is a rare resource. Supreme Dalek (the Dalek Sovereign) needs this resource to bring back other Daleks. Again the Cybermen and Sontarans will have their own uses for this resource. Again, there will be unique armor and weapons for kingdom and empire races which use this resource to craft.
With the addition of these two resources, it adds a bit more to the strategy of each added race, but also adds some more flair to the built in races. Who doesn't want more choices or armor and weapons?
There is a completely new tech tree, buildings, and units. The cybermen have no need for food, so they don't use the resource. Farms instead generate materials. Some of the food resources provide gold. The cybermen need metal to further their race. It is needed to upgrade a city, and to "train" units. The general idea is that the people of the land are attracted into the city, then get upgraded to cybermen.
Improvements: There are all "new" buildings here. A few here and there are Empire copies, but there are a LOT of original improvements.
Research: Alot of the "research" that the cybermen do is really just downloading schematics from their home planet. Sometimes it is seen as a mixture of the cybermen schematics and research of the planet's energies. There are also a few techs which are linked to techs in other categories. For instance: In order to get shard research (ability to build on shards, and energy lab for spellpoints), you have to first research Planet Scanner, which is in a different category. I admit, not all categories have the same amount of techs, but this will be getting updates over time.
EDIT: If you'd like to see the tech tree breakdown, here is an rtf which should help (it will also be in the zip file version 0.66 and on): http://dl.dropbox.com/u/8949112/Mods/CybermenTechBreakdown.rtf
Magic: The cybermen look at the magic on the planet, and know that it is truly a rare source of energy that the beings of the planet somehow manipulate on their own. The cybermen use it as an energy source.
Spells so far:
Electric Shock [Tactical], Tranquilizer Dart [Tactical], Illusion [Strategic], Cyber Megatron Bomb [Strategic], Head Mounted Laser [Tactical], Death Ray [Tactical], Energy Restore [Tactical], Small Bomb [Tactical], March Of Doom [Tactical], Raze Forest [Strategic], Oil Change [Strategic].
These are the rest of the weapons, which show up as an ability (as with fire giants, etc):
Electric Shock - This is inherant in all cybermen. It's only good up close (range of 1), but can inflict a fairly large amount in the early game.
Tranquilizer Darts - Basically, this is just the Daze spell. Takes the enemy unit out for one round. This can be researched, which upgrades how long the enemy unit is "tranqed".
Head Mounted Laser - Right now, the effect isn't too great, and is weird on angles.
Chest Mounted Death Ray - A little better effect than the laser, with higher damage.
Both the head mounted laser, and chest mounted death ray stack. (so if you have a group of 3 trained, it does 3x the damage)
Iron Clad Infusion - Adds a great deal of defense. The skinning of the armor will continue at some point. The torso is done, but the arms, and legs still need to be done.
Elementium Infusion - Same as above, but even more defense.
To be done:
Particle effects for head mounted laser (still not happy with it), rifles (im thinking more the animation rather than the particle effect here).
Tiles for improvements.
More icons and medallions.
Models. I still need a few done, but have some done now.
Note: If you're going to play as the Cybermen, it's best to use the premade one "Krang" that comes in the Mod. He is way more powerful than any original one, and has a couple of abilities that make it easier to start out such as:
A. Starts with an iron ore near the starting position. (Like I said above, uber important!)
B. Starts with one Cyberman. This may not be as necessary, but as it takes metal to train ANY cyberman, it's nice to at least have one defending unit to gaurd your city while you explore.
Another Note: Since the tech tree is vary different, I would advise looking at the breakdown file I included here. It's not necessarily the most up-to-date, but most of the techs with weird requirements (techs from other categories) are explained, and should give you a good feel of how the tech tree is set up.
The idea with the Daleks is that Supreme Dalek had performed an emergency temporal shift (gee, couldnt be because of The Doctor, could it?). During the shift, the Cataclysm occured, and the resulting shockwave through time and space fried the navigational system of Supreme Dalek. The only coordinate left was that of it's first. Elemental. Some say the Daleks have a strange tie to the Quendar race and Magnar, back to the time when the Titans were around. After almost dying, Supreme Dalek is on a mission to bring back other Daleks to begin to dominate the universe, starting with Elemental.
Right now, because of their ties to the Quendar (and Supreme Dalek seemingly the only Dalek left), the race uses the Quendars (and most of their tech tree) to gather strength, and rebuild. This is not to say that they won't have their own units/techs/improvements. So, the sov will be a Dalek, all other units are Quendar (at least until you can build up enough to bring more Daleks into Elemental from the Void).
One key piece in bringing any other Dalek back will be Dalekanium. This is a very rare resource that will be needed to bring back any Dalek. No one knows for sure how Dalekanium got here (perhaps their rumored earlier visit?), but the Daleks will be sure to make full use of it. This resource can also be traded for a hefty price. This is a rare resource which accumulates slowly (.25 per turn). Supreme Dalek begins with the Dalekanium Expert ability, which spawns a dalekanium ore deposit near the sovereign's starting location.
There are a total of four Daleks which can be summoned (which subsequently get fused with a shard). They will have a couple of abilities each, and some open up other spells for supreme dalek to cast (strategic). All of the tactical abilities scale with how many shards of the appropriate type you control. The strategic spells are researchable upon researching the spellbook to summon the appropriate Dalek.
The Daleks which are pulled from the void are infused with shards, and are very powerful. Therefore, to "summon" them, the spells are extremely expensive. They cost anywhere from 150-300 mana, with a mana maintenance of 1-2. They also cost 20 Dalekanium (this may rise to a higher number), and a shard controlled. (Earth Dalek is the most powerful right now, and has the 300 mana cost)
- Speed. ALL units receive 50% bonus to strategic movement. This has a mana maintenance cost of 3/turn.
- Vicious Hurricane. Blows target units in a large radius to random tiles along with doing damage.
- Drowning Strike. Same as in game one, with much higher damage.
- Great Blizzard. Same as blizzard, only larger radius, and higher damage.
- Perpetual Winter. This is a spell that can be learned. It creates an arctic environment over a large area, and reduces the enemy city's food production by 2.
- Quake. Tactical earthquake spell.
- Earthly Protection. This grants +3 defense to all units in a radius.
- Iron Mastery. This will place an iron ore deposit, and raise metal production slightly. This is a spell to be learned.
- Fireball. Modified from original to do higher damage.
- Flame Thrower. Seer a target for massive damage.
[I may be reworking fire dalek a little bit in the future]
The Daleks don't have the Superior Equipment (medical pack, ranger pack), and Superior Mining (unlocks smelter) techs. As this is playtested more and more, other techs will probably be dropped out. Oh, also, the Refined Mining tech was dropped down to 5% (it's 10% for all other empires).
No one likes Daleks. They are nearly evil incarnate. One doesn't have to know a Dalek to know they are evil, ruthless beings bent on extermination of all other species. Simply being in the presence of one gives you that knowledge. As a result, they have -50% prestige.
While the Dalek model works fine in gameplay (without any animations anyways), it doesn't show up in the character selection screen, or the Faction selection screen. Have no fear, it works, but the model needs to be tweaked a bit, and I don't have the original Blender file. Hopefully I can get this fixed in the future.
A quick screenshot of Supreme Dalek :
Not exactly what I was going for with them, but it's the best I could do. At least they certainly look different from normal humans .
The Ood are a docile race. They are a telepathic species, and are very intelligent. They receive a boost in research production, however, they cannot equip twohanded weapons, as they hold their brains in their hand. I'll probably add another weakness at some point too. Right now, they simply use the Kingdom tech tree. Eventually, they will get some unique techs.
The Draconians are a reptilian race with a very similar culture to humans. They are very efficient at defense, but have less health than most. Above you see their unique weapons, Draconian sword (with leather armor from the armor tech), the polearm (with medium armor from advanced_armor tech), and Wakizashi (with Master Heavy Plate armor from Expert_Armor tech). The polearm, and wooden sword add defense as well (so when equipping them, they show under armor - weird thing with giving defense to a weapon unfortunately). These weapons also use a couple abilities from Updated Weapons (if you don't have this, the weapons will still work, and be very worth using). The draconians also follow the kingdom tech tree. When researching the Equipment, Weaponry, and Cutting Weapons techs, the research window will only show you the unique weapons which are unlocked by said tech. Not to fear, you will also receive the normal kingdom items for whichever tech was researched.
That's it for now. Please give me an suggestions/feedback here or in PM.