Elemental Mod example requests

By on September 11, 2010 5:19:01 PM from JoeUser Forums JoeUser Forums

Frogboy

Join Date 03/2001
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Comment here on what sorts of mods you’d like me to make to serve as examples to work from.

Be aware that in Elemental v1.1 that the magic system is moving away from personal mana to a global mana pool (much funner, more balanced) so you will likely want to keep mods focused on things that can be easily modified by that change.

Anyway, if you’re interested, put in your requests here and I’ll start on these this next week and start posting source to the mods.

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September 11, 2010 5:23:11 PM from Elemental Forums Elemental Forums

Frogboy, can you please explain the global mana pool please?

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September 11, 2010 5:27:18 PM from Elemental Forums Elemental Forums

hmmm maybe a ring with "phase" (like the shrills) that is sueable two times in battle/per turn.

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September 11, 2010 5:31:03 PM from Elemental Forums Elemental Forums

Blood Magic. Let my Champions fuel their magics by blood instead of mumbo jumbo mana. Or magic that does something to the caster and something different to other target (through XML and different to that Drain Life).

Or do my dirty work and create text adventures a la Space Rangers 2. Come on, it must be easy... I suppose? Requires Python to create the setup?

I must say that I don't know what to ask for seriously. I wanted that RPG mod that you were to create... but I suppose that right now is not a possibility.

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September 11, 2010 5:33:42 PM from Elemental Forums Elemental Forums

1. Ruins tile that "only" sovereigns and champions can enter (which transports them - not accompanying army units - to a tactical map).

2. A ruins encounter with AI battle tactics  for that specific encounter. (example of designing AI optimized for a specific encounter)

3. Armor or item that gives wearer resistance to cold with this example one could create other armor types that give resistance to a specific element or specific spells(?). Example: Coat of Cold Resistance, Cloak of Fire Resistance. Then one could design an encounter where the effectivness of a specific element is reduced.

4. Code for a building that gives a research bonus limited to just one element or tech tree. (i.e. Guild of Air Mages Tower that gives a 20% bonus to researching air element spells).

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September 11, 2010 5:41:07 PM from Elemental Forums Elemental Forums

How to make champion/sovereign talent abilities use the champion's/sovereign's stats to modify existing ones or possibly create new ones.

Example: I want to make the Merchant provide (1 Gildar + Merchant's Level + Merchants Intelligence) per turn. So a level 3 Merchant with 10 intelligence would provide (1 + 3 + 10) 14 gildar per turn.

 Of course this is a random example and I really just want to know how to calculate values already in the game or if its possible as of this time or if it will be possible.

Thank you!

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September 11, 2010 5:44:02 PM from Elemental Forums Elemental Forums

I am working on questing and I am having trouble with exactly what kinds of things I can do. I would like some examples of one quest affecting another much later in the game. My current workup is a hero that you save. If he is still alive in a later quest and in your party, he should be a usuable value to affect the outcome of the quest right? Would I use the same xml you used for the prince escort quest or is there another way to do it. I must admit I do not fully understand what this flags means(in yellow):

<!-- Success condition -->
   <QuestConditionDef InternalName="Condition1">
    <Description>Escort the nobleman home.</Description>
    <Class>Success</Class>
    <Type>ClearGoodieHut</Type> 
    <TextData>QuestEstate</TextData>
    <MoreTextData>EscortSon01</MoreTextData>
    <Flag>DestroyUnit</Flag>
    <Flag>UnitMustBeEscorted</Flag>
    <Flag>RevealTarget</Flag>
   </QuestConditionDef>
   
   <!-- Failure condition -->
   <QuestConditionDef InternalName="Condition2">
    <Description>Protect the nobleman from harm.</Description>
    <CompletionText>You failed to protect the noble's son and he died a most gruesome death. His father will not be pleased...</CompletionText>
    <Class>Failure</Class>
    <Type>UnitKilled</Type> 
    <Faction>Player</Faction>
    <TextData>EscortSon01</TextData>
    <NumericData>1</NumericData>
   </QuestConditionDef>
   
   <QuestConditionDef InternalName="Condition3">
    <Description>Don't allow the nobleman to arrive unescorted.</Description>
    <CompletionText>The nobleman's father is furious that you allowed him to make the journey home without an escort and refuses to give any reward.</CompletionText>
    <Class>Failure</Class>
    <Type>ClearGoodieHut</Type> 
    <TextData>QuestEstate</TextData>
    <MoreTextData>EscortSon01</MoreTextData>
    <Flag>DestroyUnit</Flag>
    <Flag>UnitUnescorted</Flag>
   </QuestConditionDef>

Can I use that as "Sov must be escorted by the hero from the previous quest?" Is it something to do with the <TextData>? Maybe there is an easier way to do this.

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September 11, 2010 6:00:34 PM from Elemental Forums Elemental Forums

Id really like to be able to have a Lycan mod with transforming/morphing units, so mabe some kind of mod that makes certain channelers be able to transform into summons like Man to dragon, man to wolf, man to frogboy etc .

If you just do a simple mod showing the mechanics and maybe supply a few models i am sure the community could take this to new heights, Vampire to wolf/bat etc.

Thanks

 

EDIT, a spell that makes flesh fall off your eniemes and turns them in to undead skeletons that fight for you would be sick, maybe hard to balance though...

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September 11, 2010 6:01:33 PM from Elemental Forums Elemental Forums

New mount bonuses, can use same graphics but with different colors:

Red horse/warg: +1 fire damage to unit's attack

Blue horse/warg: +1 water damage to unit's attack

Orange horse/warg: +1 air damage to unit's attack

Green horse/warg: +1 earth damage to unit's attack

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September 11, 2010 6:02:54 PM from Elemental Forums Elemental Forums

I'd love to see a tactical combat sandbox. Choose your troops before the fight, maybe have a points system where each side gets the same amount of gold/people/material with which to customize their troops, then you go right to the tactical battle. I.e. bypass the strategic building and resource gathering and focus on the combat.

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September 11, 2010 6:13:43 PM from Elemental Forums Elemental Forums

Don't really know what you're after but as for magic:

- Necromancy, creating undead. Vampires. Turning your sovereign into a lich. (some of this about to be modded already)

- Rituals demanding several turns of uninterrupted casting, with truly global results, e.g. wrath of the (sovereign), meaning a chance for a rain of fire over all enemies at war, on the cloth map, each round ... Breaking the Law of Life: for the next 50 turns all killed units become undead  ...

- werebeasts, spreading lycanthropy 

- polymorph spells, on self and on others

- building on Wintersong's blood magic mentioned above: also sacrificial magic (like in Dominions): round up some local virgins and unleash your wrath ... 
I realise it must seem like I'm crazy ...   

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September 11, 2010 6:19:41 PM from Elemental Forums Elemental Forums

I'd like to see "FirstStrike" and "Cooldown" tags functioning.  Also, a way to affect the stats of both CastingUnit and TargetUnit in the same spelldef.  If this is currently possible it is not very easy to do or figure out how to do.

 

A data dump of all available tags would be nice, as well as mods each having their own subfolders so we can keep them distinct.  Currently the game ignores anything that is not directly in the mods folder, so we have to have a big messy disorganized puddle of files that is difficult to manage.

 

But the best thing you could do for the modding community would be a straight dump of all available tags.

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September 11, 2010 6:21:25 PM from Elemental Forums Elemental Forums

Also unit morphing as has been mentioned.  Most of the things that have been mentioned in this thread are already possible.

 

Also, we -need- a spawnunit cheat.  Exhaustive testing is simply not practical currently.

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September 11, 2010 6:27:37 PM from Elemental Forums Elemental Forums

One thing people might want is an underground cave system where there are resources and tunnels on a piece of the world that you cant get to normally. I would assume that you can't just have multiple layers to the overworld map, so you would have to cut off some on the sides and put walls to make sure you cant cross from the "underworld" to the "overworld".

 

I know that once 1.1 comes out I am going to probably buy the game and make a MoM mod that imports many features into elemental. I don't really have any examples to request since I am a Game Dev myself so all the stuff I want to do is probably easy to make with the XML files.

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September 11, 2010 6:38:18 PM from Elemental Forums Elemental Forums

I'd admire to see how you create different units. Or is there going to be a  unit editor coming along? Thanks.

Edit: I meant an item editor. Note to self: Engage brain before engaging fingers. 

 

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September 11, 2010 6:54:03 PM from Elemental Forums Elemental Forums

I would like to see Vendors that any faction can visit.

Reputations would add a cool aspect to the game, for example if i choose to invade Capitar for no reason, the other factions may see view me in a negative or even positive way and be more willing for trade or alliance. If we did have Factionless vendors say i could choose to attack them, steal their stuff, and factions may see me in a negative way. At the end of the game based on my actions i would like to know what kind of ruler i was.

Stat editor in when designing units. So maybe i could make a fast scout with alot of moves but may have to sacrifice attack or health and maybe even have a bird scout whole can fly over mountains and oceans.

Customizing the map in game like building bridges across rivers or tunnels through mountains.

Be careful when you tell me to make some comments i can go on forever lol.

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September 11, 2010 7:03:11 PM from Elemental Forums Elemental Forums

Check the game Dominions 3. There are a lots of ideas like spells, units, everything is balanced. OLder but good game. There are many things which you can put into the elemental...

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September 11, 2010 7:07:02 PM from Elemental Forums Elemental Forums

Ability to build structures on any tile within your influence.

Ability to have actions when structure is selected.

 

Example 1:  Shipyard/Dock: built outside of any particular city.  Click->Menu->Build Ships

Example 2:  Mobilization Center: built outside of any particular city,  Click->Menu->Build Units

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September 11, 2010 7:08:27 PM from Elemental Forums Elemental Forums

Maybe a mod that puts dungeons in there that are random inside like nethack ._.

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September 11, 2010 7:17:33 PM from Elemental Forums Elemental Forums

How can we make a wizard tower that can sell spells and give quests. I was thinking it could work as each spell or item being a quest that you can accept or decline depending on whether you want the thing the wizard is selling. I run into a problem when selecting a specific spell to buy (how could we choose since everything in the game currently only has a one quest per building feature).

I also thought about copying the merchant function from a city but attaching it to a wizard tower in the wastes. Is that easier or do you have another way I haven't thought of? And how can we make a tile give us a random chance to get a quest from the wizard instead of buying things?

Hopefully you have a +1 wand of coding that can help. If not I will just make a 2X2 tile area with each part as a seperate function of the shop.

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September 11, 2010 7:19:40 PM from Elemental Forums Elemental Forums

Quoting sleem,
New mount bonuses, can use same graphics but with different colors:

Red horse/warg: +1 fire damage to unit's attack

Blue horse/warg: +1 water damage to unit's attack

Orange horse/warg: +1 air damage to unit's attack

Green horse/warg: +1 earth damage to unit's attack

Already in Gnilbert's mod (: 

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September 11, 2010 7:28:27 PM from Elemental Forums Elemental Forums

++ on ritual magic (long casting time, big effects), but that is highly nontrivial because you would want all the AIs to know at the beginning of casting so they can try to stop you (and then what "stops" the ritual?  Just engaging in combat?  Landing a hit on the sovereign, who must stay immobile in combat?  Killing the sovereign?).  There are a lot of things in here which would have to be addressed in a mod.

While I know this isn't Master of Magic, one thing in MoM that really added character and uniqueness to NPCs and items were "intrinsics" (water walking, phase strike, etc).  Being able to add these sorts of things as enchantments to characters (or items, via ritual...) would give champions or items a real "punch" they don't have now, and would fit into the magic theme, particularly if tied into shards (capturing an air shard gives you the power to give one unit the "flying" intrinsic which allows them to move faster and disregard terrain...).  So understanding how enchantments work and how much flexibility one could have to do a long-lasting custom one that does something besides tweaking existing stats would be good.

A mod which gave casters more power the closer they were to friendly territory would be nice (means you're weaker in attack and stronger in defense, for example).  By contrast, reversing that (you have more power the FURTHER you are from friendly territory) would be a very strange mechanic...

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September 11, 2010 7:36:22 PM from Elemental Forums Elemental Forums

  would realy like to see added ( low priority) a Small Keep, or house for your Hero, where you can Pile your plunder, Trophys, acheivments,  a litlle PVE thing, it is Turn based, perhaps for Single player only, a Win for you or at Defeat, a Screen shot of the house with your hero(s) and the Plunder (key chain, treasure chests, books, Alchemy, magic items, creature body parts exc) as a score board

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September 11, 2010 7:37:13 PM from Elemental Forums Elemental Forums

Not sure if it's possible, but what about different types of mana (fire, earth, water, air) which can all be global with each respective shard generating that kind of mana.  Then have spell casters have different affinities for each (they can be like stats I believe).  Example, if a mage has a high affinity for fire, perhaps his spells do more damage or he uses up less fire mana.  Some spells might use more than one type of mana (volcano =  fire+earth, some mud spell = earth+water).  Heh, might be a bit much though.  

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September 11, 2010 7:38:42 PM from Elemental Forums Elemental Forums

Ninja Mod.

 

 

 

Edit: Ninja Magic, Gear, ect. Details soon.

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September 11, 2010 7:48:02 PM from Elemental Forums Elemental Forums

I need some ghostly units. Something with a "See Through" model so I can skin parts but leave other parts blank. I've tried with Alpha Channels in Photoshop CS4 with no luck. Heavenfall has given it a shot too and doesn't think it's possible. Also, the Dragonlance Team could REALLY use those converters/plugins to get our models in game without having to use three different programs to do it. We've got some good models virtually done already and are working on animations. Whatever tools you guys planned on releasing could come in Seriously Handy right now, Chief .

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