[eWIP] Secrets of the Past Scenario

By on February 9, 2013 2:47:04 PM from Elemental Forums Elemental Forums

DsRaider

Join Date 11/2008
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The world of Elemental is an ancient one. Uncountable ages have preceded ours. You are Aedun the youngest son of a merchant lord of Capitar, and a scholar  determined to rediscover the secrets lost when the Cataclysm broke the world asunder, and buried the empires of old. Your quest will lead you into the darkest corners of this world, among the long buried ruins of antiquity. Some things however are perhaps better left forgotten for the weight of history can drag men down into madness.

Goal: To produce a RPG and TBS scenario that is very enjoyably and fully utilizes the potential inherent in Fallen Enchantress.

Features:

-An Epic and Exciting Story

-A Stunning World You Want to Explore

-Real Character Development and Interaction

-True Boss Fights

-Redesigned City Building and Tech Trees

-More Strategic and Interesting Tactical Battles

-Revamped Everything

-Tons of New Original Content


Beta

This scenario is very far from done but I am releasing a promo of the first level. This is very much a beta test and it will be expanded as more levels are created. I simply want to give people a taste of what is to come and collect some suggestions.

Anyone who beta tests the scenario can feel free to give constructive criticism and offer up ideas, currently in particular I am looking for:

-Interesting new tactical abilities to spice up combat, especially early game.

I am only releasing this on Dropbox, because I am only distributing it for testing purposes.

Note: There are several known issues where having my campaign installed will mess up normal games, remove the mod before playing a normal map.



Open Positions

I am dedicated to this project and will try to see it through, however things would go much smoother and faster if I were to get some help. In particular I am looking for:

Prop Creator

A large part of making this scenario's world come alive will be done by adding props, tons of props. They add flavor and interesting details. To really make beautiful maps I plan on adding a lot of props. Unfortunately this takes time. Releases would be much faster with a dedicated prop creator. They would have to have knowledge of both the map and tile editor, and would be responsible for not only creating tiles but also adding the finishing touches to maps so they look outstanding.

Quest Consultant

This scenario will have a lot of RPG elements and feature a ton of quests. Unfortunately one of the few areas of xml I don't really understand is the quest code. Learning all that would really slow down releases. So things would go much faster if there was someone who could do advanced quest work. They would have to have greater knowledge of quests then just using the quest editor. Basically you would be answering questions and designing complicated quests. I can give instruction on using and understanding triggers.

Particle Consultant

I will be adding tons of abilities in order to make tactical combat more enjoyable, and this will require some particle work. This scenario will get done a lot faster if I can focus on other stuff and someone else designs the particle effects.


To Stardock:

Bugs

-What's with the scenario elementaldefs file? It seems like if you want to change the values in it you have to replace it for each individual scenario. There is no way to change the values for just one scenario. Seems like a rather large flaw. It would make sense for you to be able to take individual tags out and place them in the Campaign files, but that doesn't work.

-Overwriting existing campaign items from the mod folder doesn't appear to work. I tried adding a Restrictedabilityoption to some items and it doesn't take effect. This prevents me from stopping players from buying Troll Amulets for example.

-Sometimes Props placed using the map editor don't show up in the actual game.

-The animation for Darklings using magical staffs hangs. A small thing but it would be nice to have corrected.

-I cannot get improvements placed in the map editor to join cities. Placing improvements in general seems very buggy.


Requests

Camp System: I came up with a pretty good system to mesh the RPG elements of Elemental with the TBS characteristics in order to make a interesting adventure scenario. I call it the camp system. Instead of placing a full on city the sovereign will instead place a Camp. Camps will be like cities but will not be able to build improvements. They will be place-able respawning, training, and restocking centers. They will also function a little like save points. You will only ever be able to have one but you can raze it and place another one. There are however some limitations.

Most importantly I would like some tags for cityhubs that prevent them from destroying the environment when razed. As of right now razing a camp prevents you from placing one nearby ever again. I would really like to be able to replace camps.

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February 9, 2013 3:48:33 PM from Elemental Forums Elemental Forums


I can't dedicate time to help, but I'll playetest when possible.

GO GO GO

I do hope you'll complete that

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February 11, 2013 12:26:50 PM from Elemental Forums Elemental Forums

So the first promo level is a straight forward RPG level. I am currently working on creating the second level, which wil be a 4X level involving cities. I have created a custom race for this level. They are basically just the in-game bandits turned into a faction. I am however having trouble coming up with a cool faction ability for them. Right now they have Knife Fighters which switches their shields for off hand daggers. That's fine for tactical but I want something more strategic for them as well. I plan on releasing them as a standalone race since I have already done so much work on them. Any Ideas any one?

Also has anyone played through the first level yet?

 

Note: There are several known issues where having my campaign installed will mess up normal games, remove the mod before playing a normal map. Most these have been fixed on my side, except for the 2 blank improvements that show up in the city build list. If anyone knows anything about this I would appreciate the help.

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February 11, 2013 12:34:24 PM from Elemental Forums Elemental Forums

Bandit faction abilities... there are so many to choose from! The most obvious of course is capturing population when you defeat enemies or raze cities. You can also set it up so they provide extra gildar, or remove growth, in any city they are stationed in. Why not make every unit give a little extra unrest in a stationed city? Bandits are also masters of opportunity - perhaps the entire faction could have the unit trait that makes them go first in battle (aka ambush). Not to mention access to the "treasure map" that unlocks new quests. You could also reduce their wages overall by ~50% but in turn give normal bandit units a 50% chance to act on their own (no player control for 1 turn).

A zerg bonus would fir them well, I think. A single bandit may be cowardly, but a whole raid would surely gain benefits such as increased spell resistance (you could also take away something if they're lower than 3-4 units in an army).

 

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February 11, 2013 2:41:06 PM from Elemental Forums Elemental Forums

DsRaider, I have downloaded the files and I can select your scenario from the scenario screen, but it crashes as it loads.  Love the splash screen quote btw!  I tried erasing the other mods in my mods folder, the units, etc.

 

Any suggestions?  Thanks.  I was playing with ROTM and my summoner mod wip prior to loading your mod.

 

 

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February 11, 2013 3:26:14 PM from Elemental Forums Elemental Forums

Hmmm, did you read the readme and place everything in the correct place?

The maps go in Documents\My Games\FallenEnchantress\Maps

Secret_ElementalDefs replaces Campaign_ElementalDefs in StardockGames\FallenEnchantress\data\English\Campaigns.

I will do some more testing but it worked on my other computer.

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February 11, 2013 4:19:16 PM from Elemental Forums Elemental Forums


for the bandit faction, they may have strategic ambush ability - starting battle at the very close distance (not sure if it is doable).

other idea a spell-like ability targetting city - raid-city - steal 5% gildar, steal 5% city population, destroy random building and random iteme from queue

spell-like ability raid-improvement - destroy the improvement, gain 10 times season production of the given type (eg. 10 metal, 5 horses or just the gildars amount for food items/clay etc)

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February 11, 2013 4:42:35 PM from Elemental Forums Elemental Forums

Quoting DsRaider,
Hmmm, did you read the readme and place everything in the correct place?

The maps go in Documents\My Games\FallenEnchantress\Maps

Secret_ElementalDefs replaces Campaign_ElementalDefs in StardockGames\FallenEnchantress\data\English\Campaigns.

I will do some more testing but it worked on my other computer.

 

 

The maps thing is what threw me, thanks!  Got it now!  The readme said put all xml in the Mods folder... I misplaced the maps.

 

Small typos in the bodyguard intro "you kind brother" should be"your kind brother"  and competent.

 

Looks good will play more!

 

 

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February 11, 2013 6:34:15 PM from Elemental Forums Elemental Forums

Thanks for trying it out NaytchSG, I'm glad you got it working.

After examining the issues that cause normal games to be unplayable I have just come to the conclusion that the campaign data is imply not being isolated from the main game properly. Really data in the <CampaignData> tags should not affect the main game, but it clearly does. Not a lot I can do about it, I think Stardock has to take a look at it.

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February 12, 2013 5:00:47 PM from Elemental Forums Elemental Forums

Hi DsRaider,

I really enjoyed the scenario!  It was quite fun and I like how you made research into quest loot.  And I absolutely love your dialogue, it made me lol a few times!  

 

Your custom beast in the lower corner of the map was really cool (no spoiler, i hope i am being vague enough).  I look forward to future chapters!

 

Could bandits as a race unlock stuff for their shops based on other races tech advances?  Call it the Black Market?

 

 

 

 

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February 12, 2013 8:12:13 PM from Elemental Forums Elemental Forums

Thanks NaytchSG, I'm glad you liked it. I hope to get the next level out soon.

As for bandits I've pretty much decided to give them Knives and Extortion, which gives them tolls and thieves guilds. Tolls replace consulates and produce 2 gold with no tech req. Thieves guilds are an upgrade to black markets. This will allow them to produce tons of gold at a slight unrest cost.

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March 8, 2013 12:39:31 PM from Elemental Forums Elemental Forums

So I have been working on this a bit but running into some problems. Most importantly this tag appears to do nothing.

        <AllowAIBuildAndTraining>1</AllowAIBuildAndTraining>

I really want to have missions where you play versus real AI opponents... and I don't know if it is possible. I can redesign my scenario around this limitation but it is a real bummer and really drains my enthusiasm.

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March 8, 2013 8:56:14 PM from Elemental Forums Elemental Forums

What, campaign facility where the AI can't build normally?  What was Stardock thinking??

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