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.
-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
-Tons of New Original Content
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.
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:
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.
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.
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.
-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.
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.