Modding Depth

Games like Elemental tend to appeal to a smaller market than say, Halo. Nothing wrong with that. I enjoy the Halo games. That said, a turn based strategy game will never have the widespread appeal of an action based FPS like Halo.  Games like Elemental don't need to have simulation level depth (although that can be fun too!), but they should have enough depth to allow for interesting strategy, meaningful choices, and tough decisions.

 

Having been through the Beta, and now having seen the initial reactions to the 'final' game, I think that the main problem people have with Elemental is the lack of depth. Yes, there are plenty of bugs and small issues, but most complaints seem to come back to the lack of depth in combat, magic, city building, heroes, diplomacy, etc.  Right now there is a distinct lack of interesting decisions. I never have to decide anything really interesting about my cities...I can generally just build everything and they all end up lifeless. Sure, there are level up choices, but they feel bland. I would much rather decide to make characterful choices that impact gameplay...so when I found the city I can make it a Trade Post, Military Camp, or a Village. Each would have strengths and weaknesses, instead of the current bland % bonus. 

 

Stardock has plenty to do making the base game better (smashing bugs, improving AI, etc). I would love to see Stardock make major improvements to the game's overall depth, but I would rather they focus on making the core game work properly while we in the community focus on expanding the depth and content of the game. Below I have listed a few ideas that I think we may (eventually) be able to mod into the game to improve depth and thus overall gameplay.

 

I'm putting this thread together to talk about how we can improve depth through modding. Several early adventurers have already gotten us started with some nifty mods. I'm sure that this will mature as time goes on and we get a better idea of what we can and can't do.  I know we have had plenty of 'Walls of Text' already, but I am not just looking to throw out ideas. I'm trying to find ways to accomplish some of these ideas as I  begin to learn to mod Elemental on my own. If anyone has ideas for increasing depth or ideas on how to begin to mod any of these ideas....I'd love to hear your thoughts.

 

1) City and Faction management: Right now, your Kingdom / Empire and cities are fairly bland, with few interesting choices to be made. There are no Faction-wide decisions to be made other than in Diplomacy (War, treaties, etc.).  A player using a peaceful human Kingdom should have a different experience than a warmongering Fallen Empire, beyond just declaring war more often. Gal Civ II had this with the morality system and random events that had the player make decisions. Many (perhaps even most) other strategy games have something like this. Same goes for cities. There really aren't many decisions to be made. Even when you conquer an enemy city...it is now magically yours, with no real problems. This is rather silly, especially in a Fantasy setting where you have different races.

            A ) City Management: Each city will have a happiness level. This will work the same way it has in most games like Civ, Gal Civ, etc. As the population gets larger, it will be harder to manage. You will be able to add buildings that impact happiness. A Pub might add happiness, while a Forced Labor Camp might add materials while reducing happiness. I would also like to see events and policies tied into Happiness, war weariness, etc. Different levels  of happiness could have positive or negative benefits, ie: bonus to gold for a happy city, penalty to production for unhappy. I would like to see the possibility of revolts as well, but that will be even more difficult to mod. This will require the addition of a new stat to cities. We might be able to repurpose one of the existing stats such as Prestige. Once we have a 'Happiness' stat working, we would obviously need to add the buildings and other systems to make use of it. There are plenty of other things we could also do here, such as City Health as seen in Civ.

            B ) Faction Policies: I love civics / policies in Civ, Alpha Centauri, and King Arthur. I think they add a great deal of flavor and gameplay choice. This would require us to be able to modify certain global values by  setting policies. Ideally, we would be able to add a screen to the UI or modify on existing screen, such as the Kingdom Report, to allow policies to be selected. Look at Fall from Heaven II for Civ...playing as Bannor with the Order religion, adopting the Crusade civic...it felt very characterful and had a major impact on gameplay.

2) Combat and Magic: The issues with the depth in these systems has been talked about extensively, so won't rehash it here. Bottom line is that there needs to be greater choice...I should have a reason to want cheap spearmen (anti-cavalry / good general defense) even though I can equip my units with death hammers. I should be rewarded for focusing my efforts into one book of Magic, or for being a jack of all trades. Special abilities will help with combat as will overall balancing. Same for Magic...spells should be different and scale with the game. We shouldn't see minor summoned monsters casting area of effect spells that wipe out entire armies at the start of the game. However, a late game Sovereign should be able to unleash devastating spells that can really change the tide of battle.

 

3) Heroes: Another topic that has been discussed at length. Special abilities, better scaling and balancing, greater difference between Heroes...these will all help a great deal. I picture Heroes as the heart of the Adventuring / Questing system, and a supplement to large battles. I really like the way King Arthur handled this...see the next section.

 

4) Quests: Quests are generally linear. Kind Arthur had a much better system. I think we can probably do something  similar in Elemental with a CYOA style system. The main thing I want to do is figure out how to tie such a system into the Heroes going on the quest. I like the idea of having RPG style parties that can engage in quests. Some quests could involve armies, as seen in King Arthur, but I prefer a system that focuses on small parties of Heroes. So when a given decision point is reached in a quest (ie: you enter a trapped hallway) the involved Heroes will determine what happens. So if you enter the hallway you may take damage, but if you have a Rogue-style character, maybe you can avoid it. I want to create more multiple stage quests that have NPCs and life to them, so that after the 10th stage of a big quest when you finally hunt down the evil mage that has been the root of the problems, you actually care about the fight. Ideally, we will be able to tie the quest system into other systems. So, if you have a city that is very unhappy, it may generate a new quest to deal with some rioting citizens or something like that.

7,224 views 16 replies
Reply #1 Top

There is practically no depth right now. I don't want depth through modding. I want the core game to be deep. When we rely on modding it breaks the community up some. I want to play both SP and MP, and I don't want to have to rely on mods for SP, and in MP I want a large community, not small ones with a few people using a mod.

 

My 2 cents

Reply #2 Top

Quoting woca, reply 1
There is practically no depth right now. I don't want depth through modding. I want the core game to be deep. When we rely on modding it breaks the community up some. I want to play both SP and MP, and I don't want to have to rely on mods for SP, and in MP I want a large community, not small ones with a few people using a mod.

 

My 2 cents
End of woca's quote

 

Agreed...that would be the ideal, and it is why so many of us were screaming for greater  depth across the board, all though Beta. Sadly,  it didn't happen for the most part.

 

I don't think Stardock is going to completely revamp the game to add more depth, especially when there are many other things for them to work on such as the AI, stability, performance, etc. I think  the expansions may make big changes, but who can really say for sure? If you look at previous Stardock expansions, there were often major changes made, such as adding Death Stars and Race-specific tech trees in Gal Civ. I think we can look forward to similar expansions for Elemental, and I would like to see major things added that the community might have trouble modding, such as a robust item creation system (both in game and for the workshop).

 

However, Elemental was designed as a mod makers game...modding is one of the core aspects. I think it is a bit silly to not want mods to add depth or anything else for that matter. I rarely play stock Civ or Total War games. I almost always play mods. If modders can take the foundation that Stardock has given us and make the game better...why not enjoy it?

Reply #3 Top

Quoting Goontrooper, reply 2
I don't think Stardock is going to completely revamp the game to add more depth
End of Goontrooper's quote

I had hope that they would, but I have slowly been coming to the realization that they may not be able to drastically change things. I'm sad :(

 

As for the why not enjoy mods- I have a lack of faith in people balancing things and making the AI work with the changes. I really shouldn't have a lack of faith in them.

Reply #4 Top

As for the why not enjoy mods- I have a lack of faith in people balancing things and making the AI work with the changes. I really shouldn't have a lack of faith in them.
End of quote

So when "people" should not be allowed to balance the game - aren't there actual people working at Stardock? Are you not people?

Early mods will be unbalanced because modders are still testing the waters and the main question is how to create an effect at all - not how many points of damage it should do.

But comparing that to he current game balance in Elemental - I don't see a real difference there.

Reply #5 Top

My oppinion about balancing and mods is that, no matter if intended or not most mods become kind of kitchensink-mods because of the constant strive for improvement and novelty (thats what we want, right?). I also fear that relying on mods alone will hamper MP and split the comunity. Nontheless "the community" consists out of players that began to play vanilla.

I love Mods but the core has to be strong to support them. Even Total Conversions have to use the core as a (rather loose) framework.

Reply #6 Top

The community is split by design.

I realise that there must be people that want to play this game in a multiplayer mode (people want multiplayer Solitaire if you ask around...) but that is no consideration whatsoever for me.
The biggest priority I see is getting modders access to the script engine so they can tell the game how to best use their modded features. It can't possibly figure out all the crazy mod ideas on it's own.

The kitchen-sink mods are all that's doable at this time so what else could there be? For really varied gameplay (zerg/terren/protoss mechanics) it's not enough to tweak a few unit stats.
Besides, balancing a mod for MP isn't very exciting. Those are humans who can more or less read instructions or at least tooltips. The real challenge is in making the AI use new features and tricks so that's where modding gets interesting.

If people want to play vanilla multiplayer or specially tailored MP mods - that's all fine with me. Which is the best way to play MP is more a topic for the Multiplayer forum because that's an entirely different play mode with a rule set that has to be agreed on by more than one player.

Reply #7 Top

Looks like its no real use to argue about that. No matter what, both sides need attention. And both should be listened to in here. Its not about who is right but what is the most important thing to make the Game more appealing.

 

 

Reply #8 Top

Modding Elemental was not some late addition to the game.  It was a design-time decision.  The game was meant to be moddable, from the ground up.  No matter how "deep" Stardock makes the game, the community will successfully make it deeper.  Once people start learning the ins and outs and all of the nuances, you will start seeing some amazing things in the modding community.  Things that Stardock could not even imagine.

So while I understand your sentiment, I am not sure that I agree with the scope.  Stardock included robust modding tools so they could be blown away just as much as everyone else.

Reply #9 Top

When the Python API's get released, then the true FUN and Depth can begin. Until then, learn the in's and out's of the XML and simply play the game. It is still FUN if you let it be... ;)

Reply #10 Top

There is very little modding depth to speak of at the moment. All we can really do is recycle. So far, only Gnillbert has produced something that is actually new in terms of the xml mods - both the shard fix and the example of using a global unitstat of 1 as a way to count resources.

At some point they can break away from "fixing" and think about "adding". At that point, I think we can start asking for modding depth. Before that... there's always tiles to be done.

Reply #11 Top

Yes i agreed with this too, for some reasons i like lords of Magics better than EWoM. They just need to put more efforts into this, paying 49.99 for this is just not worth it. Noticed alot of things are not quite balance yet, so i manage to balance out the prices on weapons, armour and other things that make the game more enjoyable.

Reply #12 Top

Quoting Robert, reply 4

As for the why not enjoy mods- I have a lack of faith in people balancing things and making the AI work with the changes. I really shouldn't have a lack of faith in them.
So when "people" should not be allowed to balance the game - aren't there actual people working at Stardock? Are you not people?

Early mods will be unbalanced because modders are still testing the waters and the main question is how to create an effect at all - not how many points of damage it should do.

But comparing that to he current game balance in Elemental - I don't see a real difference there.
End of Robert's quote

 

i feel like you didnt actually read what i said

Reply #13 Top

Interesting discussion, some good points.

 

That said, does anyone have anything to say about my original post as far as what we can / want to eventually add to the game to address the core issue of shallow gameplay? As Jharii correctly stated, modding is a core feature and no matter what Stardock does to the game, the Community (if enabled with the ability to really mod the game... ) will make the game deeper.

 

So...lets talk about that. I've mentioned a few ideas for that...anyone have anything to say on the topic?

Reply #15 Top

Quoting Hadberz, reply 14
Add the economy to that list. I still like the idea for the sophisticated model in this thread. http://forums.impulsedriven.com/352821

 
End of Hadberz's quote

 

Agreed! I'm a big fan of the deeper economic systems...I really liked the more detailed model (ie: produce swords, equip the units, etc.). The key is to add depth without needless complexity. A deep economic system that is still simple and fun is the key here.

Reply #16 Top

Wow producing single swords for units will be very complex allready considering the micromanagement involved. Why not start with more depth in character creation and variety of skills/abilities (for factions as well). Something that makes more different classes possible and limits the types of equippable items perhaps. I know this is allready in work but there are some obstacles that wont get vercome without developers help. 

 

What i really miss are promissed things like really important and scarce ressource with bigger effects on troopsizes and caps, special buildings and global effects. Unique Factions, random adventures, free scalable tactical battles and so on.

 

Actually i dont really get what we need suggestions for as the Forum is filled with (feared) ideaguys.