[eMOD] Doctor Who Mod [Discontinued]

Version 0.76 alpha Updated 1/28/2011

By on August 30, 2010 9:27:15 AM from Elemental Forums Elemental Forums

impinc

Join Date 07/2010
+30

 

 

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.

 


General Background

      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. 

 

Resources

     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.

Oil

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.

 

Dalekanium

 

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?


Races

Cybermen 

  

  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].

 

Weapons:

 


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)

 

Armor:

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.

 

Daleks

 

    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)

Air Dalek

- 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.

Water Dalek

- 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.

Earth Dalek

- 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.

Fire Dalek

- 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 :

The Ood 

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.

 

Draconians

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.

Imp Inc.

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August 30, 2010 9:32:49 AM from Elemental Forums Elemental Forums

I'm looking forward to seeing the Tardis in action.

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August 30, 2010 8:20:42 PM from Elemental Forums Elemental Forums

Daleks would be so cool.  Wish I could help, but I can barely mod the basics at this point.  Need more practice.

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August 31, 2010 5:56:45 AM from Elemental Forums Elemental Forums

EXTEEEERMINATE!!

 

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August 31, 2010 8:09:00 AM from Elemental Forums Elemental Forums

Doctor Who.....really. Why? Probably the worst Sci-fi series ever made. And the novells are not that great either. Well lets hope the mod will be better than the show

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August 31, 2010 9:06:40 AM from Elemental Forums Elemental Forums

To each his own dude. If it's the worst Sci-fi series ever made, why is it the longest running television show in the world? Just because you don't like it, doesn't mean other people don't. I'm not really into the older ones, but I do enjoy the newer seasons. I'm just doing this to be fun anyways.

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August 31, 2010 7:26:31 PM from Elemental Forums Elemental Forums

My only question is if it was the worst show ever, why did you read the novels

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September 1, 2010 5:03:25 AM from Elemental Forums Elemental Forums

Hehe, everyone is entitled to hisser own opinion. I'm quiete sure though that Bellack is pretty much the only one with that opinion...

As much as I like the series I see no point in modding a sci-fi setting into a fantasy game either though...

I'm wondering if anyone comes up with the idea of a mechwarrior mod, too.

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September 1, 2010 9:01:12 AM from Elemental Forums Elemental Forums

Is there a point in modding a fantasy world into a fantasy world? Is there any point to any mod? Really, it's for fun.

I guess no one can open their minds to this idea.

 

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September 1, 2010 10:27:33 AM from Elemental Forums Elemental Forums

Ok, a bit of an update. I'm currently just laying the framework for the mod. Currently, I'm building the Cybermen race (tech tree, buildings, units). I'm shooting to post at least this for the weekend as a sort of alpha release to have some people give me some playtesting results/ideas. When I DO release the alpha version, everything will essentially be placeholders. As in, don't read much into the descriptions of things, or the images, as those are easy to replace. I'm working on getting the functionality to work for now. Seeing as I'm looking for a truly unique gameplay experience with each race, I will need some feedback and suggestions. I shall call the version 0.1! Heh, I still have this and two more (at least) races to work on.

 

Not to mention, I've barely even looked in the campaign xml at this point, and I'm sure thats just going to be giant rays of sunshine too.

 

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September 3, 2010 11:46:11 PM from Elemental Forums Elemental Forums

Updated to include link to alpha version.

 

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September 3, 2010 11:47:58 PM from Elemental Forums Elemental Forums

Screenshots?

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September 3, 2010 11:52:34 PM from Elemental Forums Elemental Forums

Well, like I said nothing is done visually yet. Unless you want screenshots of the tech tree?

 

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September 4, 2010 12:03:11 AM from Elemental Forums Elemental Forums

Awesome!  It's a great show (though I'm still sad Billie Piper isn't on anymore - ignoring her returns where she had trouble finding the character). I look forward to playing it when you're done (and I don't play many mods!)

 

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September 4, 2010 5:09:23 PM from Elemental Forums Elemental Forums

LOL, that is pretty cool.  Great job on the descriptions.

Can you make futuristic-style buildings in the tile editor?  That and the background images might be easy places to start on the graphics.

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September 4, 2010 7:58:21 PM from Elemental Forums Elemental Forums

Well, I have to first get some sort of graphic manipulation program on my computer. But, I'm more focused on fleshing out the mechanics at this time. I'm the only one working on this, so it's going to take a while. I'll probably have 0.2 coming tonight as I'm tweaking out the cybermen still.

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September 4, 2010 8:12:51 PM from Elemental Forums Elemental Forums

this should be VERY interesting.  i look forward to seeing how you take the show and convert it to the game.  i would definitely play this.

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September 4, 2010 10:10:56 PM from Elemental Forums Elemental Forums

Quoting Bellack,
Doctor Who.....really. Why? Probably the worst Sci-fi series ever made. And the novells are not that great either. Well lets hope the mod will be better than the show

 

No no, Stargate Universe is the worst Sci-Fi series ever made, Dr Who is just stoner chips and fun.

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September 5, 2010 6:07:15 PM from Elemental Forums Elemental Forums

Alpha Release v 0.2 Changelog (sort of)

Ok, so the cybermen are nearing completion of their functionality. This alpha release requires an imagination as almost nothing has been changed graphically yet. There's still more to add, but the tech tree is getting closer to being done. Because the three races will have seperate tech trees, the will also have seperate improvements, spells, etc. So everything starts out vanilla. I have to add everything myself, which admittedly involves alot of cut and paste, then changing of a few key settings. Here's a list of stuff that got completed:

All of these are regarding the Cybermen race.

- Farms now produce materials rather than food. The cybermen have no need for food.

- Units unlocked by techs are not designable.

- Added caravans.

- Got basic units working with special abilities. The basic unit has the ability to electrify an enemy adjacent to it. One unit has a tranquilizer dart (same effect as daze), one has a head mounted laser, and another has a death ray. Keep in mind, these "abilities" are simply spells i copied from the core spells. Hopefully either A> I get good at editing the effects, or B> someone graciously offers to help so these don't look so dumb.

- Added the Cybermen leader, Krang, as a Sovereign.

- Added armor. Again, visuals arent done.

- Added groups, and teams (for cybermen it is 8. I may change this to be even lower later)

- A little tweaking of the tech tree as far as how hard something is to research.

- Added ability to raze a city, and also the unit action fortify.

- Added harbor

This is only the list of stuff I actually had written down, there were countless hours of fiddling with settings trying to get at least a modicum of balance (which is still way off, but I could use some feedback here). I did do a couple of tile designs, but they are really nothing more than me messing around with the tile creator. I think this race is starting to get slightly playable. Try it out and let me know!

 

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September 5, 2010 6:48:41 PM from Elemental Forums Elemental Forums

I'm looking forward to how you will balance this  

http://www.youtube.com/watch?v=kBSOhODoch0

 

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September 11, 2010 11:28:45 PM from Elemental Forums Elemental Forums

Alpha Release v0.3 Changelog

Things are starting to come together with the Cybermen. Soon, work will begin on the Daleks. There are still many areas to be completed, especially with visuals, but more and more functionality has come. Again, these all apply to the cybermen:

- They can now build Oasis', shards, and all other global resources. Some of these are changed to different results (oasis brings in money).

- Added Illusion, and Cyber megatron bomb. [Note, all spells need new effetcs, they are just copied from the standard spells].

- Pioneers train in shorter time. Base unit takes longer.

- Added more metal producin building/techs.

- Mines are cheaper to build.

- Added cybermats into the game. Needs tech, then building. They simply use the umberdroths for now (with the poisonshot ability).

- Some balancing of HP, attacks, movement, and tech availability

- Started editing the Flavortexts (The stuff you see when you start the game in sandbox, and also for the general tech categories).

- Added a couple cheasy pics (Cybermats, rifles)

- Various other tweaks I didn't write down.

 

They are starting to get fun to play. And if the AI plays with them, they certainly make use of all the different units. There's still some need for balancing, as I got my ass handed to me when playing against them. Then again, that was a while ago after tweaking a lot of different things.

Please let me know of any suggestions.

Imp Inc.

 

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September 12, 2010 12:30:09 PM from Elemental Forums Elemental Forums

I can easily think of a few other Races to add for Military - Sontarans and Ice Warriors.

 

 

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September 18, 2010 4:37:21 PM from Elemental Forums Elemental Forums

Alpha Release v0.35 Changelog

This was more just to make the "spells" work with the current release of Elemental (v1.08). The spells affected were Electric Shock, Head laser, and the death ray. This will need some tweaking and balancing, seeing as the magic system changed a bit in this version.

If you're going to play as the Cybermen, you're best off playing with Krang, the sov for the race. He has a couple of important traits.

1. Has an iron ore located near the starting position. As the cybermen need metal to grow (and train troops), iron is a necessity, especially early on.

2. Starts with one cyberman.

Without those two traits, it would be difficult to start most games, as a cyberman requires metal to trian. Their cities also require metal to grow (instead of food).

This is mostly it right now. To come in the future is to actually have a use for crystals, and shards. Right now, they don't really do much. Also, I must start on the other races. Daleks, and Sontarans to come in time.

 

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September 20, 2010 12:57:18 AM from Elemental Forums Elemental Forums

Alpha Release v0.38 Changelog

- Updated main post to better reflect the mod so far

- Added a few tiles/medallions/improvements

- Added logo

- Added "chip upgrades" to give a boost in movement on the cloth map, and line of sight

- Sov Krang now has Electric Shock ability to start (instead of having to research it first)

- Lots of tweaks and general adjustments

 * Shameless bump *

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September 20, 2010 1:16:03 AM from Elemental Forums Elemental Forums

Bellack nice try at trolling.  Doctor Who is a classic.

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September 20, 2010 4:08:44 AM from Elemental Forums Elemental Forums

Yeah, and when I think about the fact that the new season will take till april next year to hit the screen it makes me wanna exterminate someone!

 

@OP:

If you need mp3s for the mod, you might wanna try here:

http://www.bbc.co.uk/doctorwho/sounds/index2006.shtml

 

 

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