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Elemental Mod example requests

Elemental Mod example requests

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.

397,274 views 154 replies
Reply #101 Top

Ponies

Reply #102 Top

Traveling merchants with limited goodies available. It would keep track of what is bought and sold from the merchant. They might buy stuff that you had previously sold to your local merchants. Maybe some sort of merchant's guild that has mercs. Maybe based out of an independent city state. Give the option to attack the guild and loot it but you face sanctions from the guild causing problems like mercs on your borders and lessened diplomacy with their good trading partners. The possibility of ordering items to be made and hoping that the wagon with the goods makes it safely to your border or a unit.

 

 

Reply #103 Top

I'd be most interested in modding the following;

Items

Creatures

Resources

Most of all though I think you need to focus on making the tools all work well together in a more integrated way..

I'd also like some sort of tutorial for the Partical editor...I find it a bit hard to fathom to be honest, though it's probably easy to use once it's been explained.

Reply #104 Top

A few things.

First a mod spell that will allow you to use dead corpse. I.e. Raise dead, animate dead, corpse explosion etc..

Second a mod spell that will affect the enemy as well as your units such as prayer.

Third a mod spell that will add an improvement to your city. example wall of stone.

Fourth how to make a spell effect variables such as mana regen or defending units defense.

 

Lastly a detailed list of modtypes that can be plugged into the <mod> tag.

Also a detailed list of targets that can be plugged into the <target> tag.

Also a list of attributes that can be edited in the <attribute> tag.

Lastly a detailed explanation on the <calcultate> command.

 

Basically what I would like to see is a detailed manual of what can or cant be done with the modding engine and examples on how to do it.

Reply #105 Top

"Basically what I would like to see is a detailed manual of what can or cant be done with the modding engine and examples on how to do it."

This is what he was talking about in the OP. Not what you want added, but what you want explained.

Teach a man to fish...

Reply #106 Top

Quoting AM_Shark, reply 89
Mod Request:

Name: Weathering the Tides

Sea Monster/Navy Mod

Sea Monster Part:

-Spawning sea monsters

-Spawning Pirates

-Wreckage on costliness/mid ocean floating wreckage/stranded at sea which are only accessible by ship.  (goodie huts/Quests/recruit-able heroes)

-recruit-able factions sea going factions (mermen, magical sea beasts)

-lost islands (Quest type - they remain invisible until the chain of events, in a quest line, places them on the map.  Place treasure or faction to recruit on the island.)

-Oceanic world events [weather (damage to ships that pass through, maelstrom(impassable sea tile), red tide (no sea movement for X turns), Moon movement (tides rise 1 level, all constructions on coasts or 1 tile in are destroyed), Violent seas (all moment sea reduced by 1)

Navy Part:

-More ships - (Cutters, heavy cutters, battleships, Fire Bombers, Magic ships (can remain hidden for X turns, or can have combat bombardment before tactical battle), other cool ideas for magic ships/normal navy combat, example: a winged combat carrier (think air ship that can transport/aircraft carrier to use modern terms).

-Tactical navy battles, half the screen is the ship attacking the other half of the screen is the other ship defending, or water where the sea monster came from or is. (could use a plank or ropes to move across ship to ship to reach non range damaging units if if its ship to ship.  It its ship to monster have the monster on the ship deck.  If you want to step it up have a large monster have tentacles or what not on half the ship and the body in the water)

-Units, specialized creation of navy crew to combat nay ship to ship/ ship to monster combat. (please do not use transporting units to combat monsters like knights etc... (limit the amount of crew/created units per ship depending on the size of the ship.)  Cant load a Heavy cutter with 20 squads of Sea men units, limit to 5 or what have you.

-New spells especially to focus on navy combat, ( wood rot: damage to ship over x turns, Rogue wave: damage to all units on deck/all tentacles to sea monster.  have fun with it)

-Ship capturing.  This is a bit tricky let me explain a bit.  Ship would take overall damage during turns of tactical combat, after a set number of hit points ship would sink, all crew lost, you win.  If you can defeat the crew before the hit points of the ship is lost then you have a free ship.  Here is  the thought, between each turn (attacker defender movement/combat) the ships take a turn where they simply fire there cannons at each other or the sea monster. The damage they do is simply to the ship/sea monster and not the crew on the decks. The hit points of a ship can be already damaged from the weather effects listed above, ranged bombardment from another ship before an attempt to capture so the ship might come to battle already half defeated already.  Like current mobs you fight in the game now.  If the combat is with simple Mermen jumping on deck then that "ship to ship cannon fire" does not occur.  Its only ship to ship or ship to giant sea monster combat.

-Rare/legendary ships, you have to win these ships in combat, they don't spawn every game/there are particular quests to get them to spawn etc...  these ships provide a bonus like a hero does on land (+1 to navy combat/ +1 to all ocean movement/+1 to bombardment/+1 to sea monster combat)  and they come with a very specialized crew/magic crew (use your imaginations, anti monster crew with harpoons etc..)

 

Thanks Frog!

Edit:  I wanted to add here under Navy:

Captain units, hero units for the sea, recruited by sailing into your waters with there own ship or seen exploring/or stranded in wreckage(without a ship).  Ship heroes come without a crew or with a small weak crew.  Just like how roaming heroes work now.  (might be funny to see a hero floating around in a  dinngy to recruit)
End of AM_Shark's quote

 

Great Idea, reminds me off the Sea faring faction in Alpha Centuri's add on. I'd love to see something like this although since it would require an awful lot of work i expect we won't see it until an expansion or community mod.

Reply #107 Top

Sea resources - fishing, sea creatures, etc.

and/or

Dragon mounts

Reply #109 Top

Mayhaps, a unit akin to the constructor of GCII - could build strategic structures like teleportation gates, Observation towers and recovery encampments.

Reply #110 Top

Epic hero and item creator similar to the Sovereign designer.

 

At the moment, I think we're missing a little flavour due to a distinct lack of high level characters and items on the main map. Currently we can make a Sovereign and then turn them into a hero via .xml manipulation, but what we really need is a gui'd creator which allows us to make a hero and then plug into the map - giving him items and abilities as necessary.

 

Same goes for items - we should have a gui'd item creator which we can then link to tilesets - eg creation of a "sword in the stone" scenario on the main map, or make a much better armor set as a quest reward - if you could allow us to tag abilities to these items as (eg a sword with dragon breath!), that would be awesome! 

 

 

Reply #111 Top

Quoting [Bravo,
" reply="110" id="2769523"]Epic hero and item creator similar to the Sovereign designer.

 

At the moment, I think we're missing a little flavour due to a distinct lack of high level characters and items on the main map. Currently we can make a Sovereign and then turn them into a hero via .xml manipulation, but what we really need is a gui'd creator which allows us to make a hero and then plug into the map - giving him items and abilities as necessary.

 

Same goes for items - we should have a gui'd item creator which we can then link to tilesets - eg creation of a "sword in the stone" scenario on the main map, or make a much better armor set as a quest reward - if you could allow us to tag abilities to these items as (eg a sword with dragon breath!), that would be awesome! 

 

 
End of [Bravo's quote

 

Great idea!

Reply #112 Top

Please make a Lord of Sorcery Mod.

All the specifications for this mod are available in great detail if you just find a synonym for Lord and then a synonym for Sorcery.  :P

 

Reply #113 Top

I'd like to see a Warhammer mod complete with EVERY race!

Elven races.

Skaven

Dwarfs

The Empire

Lizardmen -> I REALLY REALLY would like to see a lizardmen army in this game... WITH REAL TAILS!!!

Orcs and Goblins (greenskins)

Chaos

Undead

Ogres.

 

It has tons of variety and many nations that could be built to add tons of fun!

 

Also TOP thing I'd like to see is if a faction's leaders are all destroyed, the cities turn into rebel cities that just build defenses.  And therefore either you or other nations nearby attempt to lay claim to them.  Because a giant nation disappearing merely because the leaders charge your defenses after you take one city isn't exactly fun...

Reply #114 Top

Some folks have already asked, but I'd love to know how to make UI modifications.

Specifically, I'd like to know if there's a way to modify how the Empire Tree looks/functions.

Reply #115 Top

Quoting seanw3, reply 105
"Basically what I would like to see is a detailed manual of what can or cant be done with the modding engine and examples on how to do it."

This is what he was talking about in the OP. Not what you want added, but what you want explained.

Teach a man to fish...
End of seanw3's quote

I agree but unfortunately alot of the requests are something that can be found out, just by looking at the existing code.

The examples I have included are ones that arent in the code currently, and we have no idea on figuring out how to do it.

For example:

1. Wall of Stone? As of right now you can make a spell to upgrade the look of your city to stone walls, but you cant have a spell increase defending unit defense. I have tried for days and it cant be done. That is we need a guide.

 

Honestly the effort would be better served if they answered these questions on the following tags.

1. <mod> what are all the examples that I can use such as map, unit etc...

2. <target> so far I see a few such as friendlyunit, enemyunit, unit, map etc.. but a full listing would be nice.

3. <attribute> etc..

4. Lastly detailed guide on the calculate command.

 

With these a person can figure out how to do everything with this game. Hence teaching a man how to fish instead of doing the fishing for the man like some here are requesting.

Reply #116 Top

Disregard

 

Reply #117 Top

Alright, what I'd like to see is how to link a faction's current resource level, in this case diplomatic capital, to another game mechanic, such as influence, with some nonlinear function. It'd be a great way to illustrate how to implement a (somewhat) advanced operation in Python, and would be an interesting game mechanic (for at least one person!).

Reply #118 Top

DEFINITELY an espionage mod. Special Spy class for champions that can infiltrate enemy/ally cities and supply information. Also able to be posted in your own cities for counter-intelligence.

Reply #119 Top

how about a unique sets (armour, shield, helm and sword for example), that you have to collect in order to have extra bonus? Maybe as big quest?

Reply #120 Top

Hi there,

Id like to see a NIGHT an DAY mod,

For instance have 12 turns for day and 12 turns for night, day can have varying colours per turn from dawn to dusk and night colours from dusk to dawn.

while the night turns are on all characters would need torches or magic to light there way and there would be a sight restrictsion unless you had night vision or magic sight this would also include citys sight as well and add a bit of sneakness because you cant see because of the darkness.

There can be creatures that come out to hunt at night and get bonuses for sight and attack because of the element of suprise but have negs if caught in the sunlight.

Cheers all.

Reply #121 Top

city defence mod.

The population should give some bonus (maybe extra units or bufs?) while defend. I can't believe 1 hero is able to conquer a town with 500 population just by killing 1 guard.

Reply #122 Top

Quoting Edwin99, reply 4
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)

End of Edwin99's quote

Second this!

AND

Mercenaries that ask to join - spawn at those cities with the most prestige points (wonder if this would be the best prerequisite to choose from...)

Could be different creatures or folk from around the world (e.g. like Giants or Barbarians from the mountains / Treants, Gnolls from the woods, ....) 

Reply #123 Top

I want more powerful creatures. May be just to rise level for existing mobs. I need more creatures not with distant powerful damage, but with high defense and a lot of hit points. Some kind of "tanks". So it would be greatful, if you add to the game more enemies with high combat speed and a good melee damage. Drakes - not enough interesting mobs, as it fire through defense and don't let to tactical thinking... =(

Because it was boring to fight with easy mobs in late time of game, while you have big Army and high lvl Champions/Sovereign.

Thank you for your attention. Sorry about my bad english...)

Reply #124 Top

Few more ideas:

- balista, catapult etc.

- tactical battle as in Age of Wonders - many hexes, different obstacles etc! - best game in that aspect ever (there is little tactics right now - wirtually no space to manouver)

Reply #125 Top

Non Gildar drops from combat.

A merchant in town who can convert objects into a useable item. (e.g. 3 midnight stones and a ruby).