A question regarding resources

I really like the direction that resources are moving in - global but also finite - there are discrete units of material x. I think this is really a positive direction and will be fun.

I am just wondering if created stuff might not also be stored in a global warehouse this way. In other words swords, armor, all that kind of stuff, going into the global inventory.

Reasons I think this would be a good direction to go:

Allows you to build up a large armory of equipment, but you don;t have to actually amke the soldier at that time. So you could create 1,000 swords, breastplates, etc but leave your people working in your city as (serfs/peasants/craftsmen) and then recruit them as soldiers as needed. There would still be training time needed to create the unit but all of the gear could be made in advance. To me that seems like a fun option. I even don't mind the idea of being able to select a soldier (or a squad of them) and revert them back to peasants and have their equipment go back into the global pool.

  This could even be a good way to upgrade units to your latest and greatest weapon. They go to a town, you revert them to peasanthood, then re-recruit them as your new improved unit with new improved weapns and gear. Could get a little micro-managey, I realize there is going to be a ton going on other than managing your war machine. Still, a thought.

  I also really like the idea of their not only being the common resources, but also uncommon, rare and unique resources that may be required for various uncommon, rare, and unique items that one might want to create. As I have posted elsewhere I would like to have a "global inventory scree" Where I can see all my ammassed stuff. Raw materials as well as stuff I have made. Maybe an option to break things down to raw materials again, depending on the item. (Maybe that piece of meteorite that you put into a ring maybe you found a way to use that in a magic sword - no reason you shouldn't be able to pry it out of the ring and forge your "sword of the stars".

4,296 views 8 replies
Reply #1 Top

You could. In the XML you can pretty much define anything as a resource and make something require it.

In Elemental, we won't make swords a resource but modders could implement a very sophisticated economy where armories produced swords and shields and other items that went into the global pool.

Reply #2 Top

Quoting Frogboy, reply 1
You could. In the XML you can pretty much define anything as a resource and make something require it.

In Elemental, we won't make swords a resource but modders could implement a very sophisticated economy where armories produced swords and shields and other items that went into the global pool.
End of Frogboy's quote

Awesomeness. This game will have a very long life, because of the powerful modding features. Basically almost everything will be moddable as I see. Hardcoded stuff = I don't like it! :D

Reply #3 Top

Thanks for the response, and that is cool that it will be moddable to do things like that at the XML level without having to get into Python. (I have never modded and am not sure how deep I will get into that, but I do understand XML, so I am glad I will be able to do some minor stuff with XML only.)

 

I am wondering how many resources we can expect in the canon game, or is that yet TBD?

Reply #4 Top

Actually I am curious. Never written a mod before but the outlook of this game is making me very interested in trying my hand at it.

So out of curiosity where would I need to look/research/study to get my feet wet at modding?

Reply #5 Top

I am wondering how many resources we can expect in the canon game, or is that yet TBD?
End of quote

I'm hoping for the TBD and still hope there will be some way to reclaim non-magical resources (loot) after a battle. In the longest games on the largest maps, it seems plausible that yesterday's terrible host of warriors might be tomorrow's supply of something or other. Whether you're stripping fresh corpses or skeletons, the battlegrounds should provide a good source of already-refined metals and maybe other goodies.

Reply #6 Top

Quoting GW, reply 5

I am wondering how many resources we can expect in the canon game, or is that yet TBD?


I'm hoping for the TBD and still hope there will be some way to reclaim non-magical resources (loot) after a battle. In the longest games on the largest maps, it seems plausible that yesterday's terrible host of warriors might be tomorrow's supply of something or other. Whether you're stripping fresh corpses or skeletons, the battlegrounds should provide a good source of already-refined metals and maybe other goodies.
End of GW's quote

Even a % of what the 2 forces LOST divided by a .15% recovery cost, we don't have slaves right?. then the costs of the Caravan to move the excess to City G, as it is a known weak area in the defensive line along the "Themes"

Reply #7 Top

Quoting XeronX, reply 4
Actually I am curious. Never written a mod before but the outlook of this game is making me very interested in trying my hand at it.

So out of curiosity where would I need to look/research/study to get my feet wet at modding?
End of XeronX's quote
 

Python coding knowledge will be needed if you want to make more serious [total conversion] mods. However, adding a new spell/weapon/armor/unit etc. will work via editing .xml files I think [Hopefully...because I don't know python at all :P]. I am not sure that what must be done in python actually, and what must be done via .xml editing. Trying to make a better AI = that's Python coding for sure. Creating a new event or something should be coding related as well...I guess.

PS. To make new creature models, you will have to use an external program for that [3ds max for example.]

Reply #8 Top

You could. In the XML you can pretty much define anything as a resource and make something require it.

In Elemental, we won't make swords a resource but modders could implement a very sophisticated economy where armories produced swords and shields and other items that went into the global pool.
End of quote

I guess modders will also need to teach the AI how to use a such sophisticated economy ;)