Heavenfall Heavenfall

[for devs] Requests for changes in modding

[for devs] Requests for changes in modding

This thread is intended as a way for modders to present their opinions and requests on how the modding tools, or various aspects of the mechanics in modding, can be improved. It can range from small to large requests.

1. A frequent request I've seen on the modding forums is for map files to contain a tag that prevents resources from spawning in it. Edit: Even better, a tag that defined what resources COULDN'T spawn in them as well. So, first a <NoNewResources>True/False</NoNewResources>. But also a <NeverSpawnResource>IronOre</NeverSpawnResource>

2. CityWallSets have a tag called <Filler> that I think is meant to fill empty tiles inside the city walls. This does not appear to function. If it DOES function (and I misunderstood it), I would like a NEW tag inside the citywallset type that allows us to assign what designed tiles should be placed on empty tiles inside the city walls. Please consider the ugliness of the following picture: http://img820.imageshack.us/img820/774/elemental1285071164.jpg

3. I would like to see EnvironmentType not be hardcoded, so that we could add new types of environments to the game. Right now, there is only 5 types (barren, fallen, kingdom, desert and arctic). I think there is a HUGE amount of room here for GOOD LOOKING improvements to the game, but the environment types are hardcoded and that makes it impossible to create new interesting environments.

4. Right now, we can only build one type of improvement on each type of worldresource. For example, a "ScenicViewBonusType" will ALWAYS produce the same improvement. Even if more improvements are added that uses the same type, there is no way to build them. I would like to see an option added to select which type of improvement is to be built on a resource, if there are several choices.

5. I would like to see the ability to add more Allegiances to the game. Specifically, it should be possible to choose more types of allegiances when selecting a race to play. Right now, the UI only presents 2 types - Kingdom and Empire allegiance.

6. I would like to see numbers added to the scales in the builder's forge. These numbers should be modifiable. That way, we can fine-tune the placement of objects by editing the numbers. Right now, the scales are rather bumpy in design and that makes it hard to adjust them after they have been placed.

Add your own thoughts!

53,499 views 127 replies
Reply #101 Top

We're not swarming them with requests, putting them in a single topic sounds unnecessary to me. 100 posts in four months, not all requests, shouldn't be a problem to follow.
End of quote

I completely agree. This thread is not exactly hard to read and most of the posts are pretty straight forward. That said, I do think that it might be nice if someone took the best ideas and made really good cases for them beyond this thread. The only reason would be to make sure that the devs really know why those particular updates are necessary and to prevent future changes from addressing only one limitation while creating two others.

Reply #103 Top

Quoting impinc, reply 96



Quoting RFHolloway,
reply 95

Quoting impinc, reply 90I'd like to be able to spawn a quest from within a quest. Right now you can spawn a goodiehut, obviously, but not a quest. This would make it possible to have quests that are more than 1 level. It would allow us modders to make more epic quests. Without this ability, there's no way to ensure the next "act" of the quest shows up on the map.

 


can you not spawn a unique goodiehut that only has one quest and doesn't spawn any other way?


A goodiehut is not the same thing as a quest.
End of impinc's quote

I realise that but I thought that you could use a quest to generate a particular goodiehut, which would only generate the required quest,  So you have the required result (one quest generating another) with the (possibly unfortunate) side effect of having to generate an intermediate goodie hut.

so quest A on completion generates Goodie hut B.  The only thing that goodie hut B does is generate Quest B so that you can get from quest A to Quest B.

Reply #104 Top

I would like to see a tag for hero & sovereign level so that it can be used for calculations of spell and weapon damages.

Reply #105 Top

Quoting viperfdl, reply 104
I would like to see a tag for hero & sovereign level so that it can be used for calculations of spell and weapon damages.
End of viperfdl's quote

 

This is a big one for me too!

 

Reply #106 Top

I would like to see a tag for hero & sovereign level so that it can be used for calculations of spell and weapon damages.
End of quote

This point has already been specified above, and for those who are interested I have broached the point directly with Cari_Elf in IRC. Honestly, I would like level to be accessible in every place that a normal stat is accessible. For instance, I would really like the level to be accessible for a required spell stat, which would allow me to create unlockable skill trees for normal units. 


In general, this is one part of a two part request I have for updates to the spell system. By making levels accessible like a regular stat, I can make robust and interesting spell trees which unlock both as your level and stats increase. The second part is a single tag which allows me to hide spells and special abilities which do not have their required stat fulfilled. This change would allow me to not only create this kind of robust skill tree, but then the user would not be overwhelmed with skills that his units could not use.

Reply #107 Top

If I recollect correctly you can change what stats get updated by regular units as they level up. If you created your own "level" stat you could increment it by one each level and use that. Would have to be manually increased for Champions though I think. But yeah, could really do with having the actual Level stat exposed.

Reply #108 Top

Quoting Nimbyjester, reply 107
If I recollect correctly you can change what stats get updated by regular units as they level up. If you created your own "level" stat you could increment it by one each level and use that. Would have to be manually increased for Champions though I think. But yeah, could really do with having the actual Level stat exposed.
End of Nimbyjester's quote

That's not possible, at this time.

Reply #109 Top

If I recollect correctly you can change what stats get updated by regular units as they level up. If you created your own "level" stat you could increment it by one each level and use that. Would have to be manually increased for Champions though I think. But yeah, could really do with having the actual Level stat exposed.
End of quote

As far as i know the only leveling you can affect is with enemy units and this only dictates how higher level units should look compared to low level units. If I could directly change the way regular units level, I would be able to simply add a level unit stat which incremented with each level, thereby making direct access to the level meaningless. Then, again this would also be a nice mod request, to be able to directly affect how units level. Right now, they seem to only level up their health, but it would be nice to say, this unit levels up strength and this one dex.

Reply #110 Top

Accuracy also levels with unit level.

Reply #111 Top

You know, it would be really cool if the devs put in hooks for us to basicaly redefine parts of the game. As in, say a levelup function:

LevelUp()

if in ModList() there is a LevelUp function run that

else do normal stuff

I have a feeling that might be what they're going to do. In the end I hope they give us hooks all over the place to change most if not everything in the game.

Reply #112 Top

I'd like to have the ability to make a spell/ability "use" a spell/ability. For example you have spell A and sub spells B and C. Spell A would have a GameModifier that calls spell B and another GameModifier that calls spell C.

It would also be handy if you could have attribute requirements for GameModifiers. So you could cast a spell or use an ability on a target, but if it does not meet requirement xyz then that modifier does not take effect.

Also it would be nice to define if the requirements are greter than, Less than or equal to (>,>=,==,=<,<) an attribute. Rather than just greaterthan or equal to (>= ).

Reply #113 Top

I have been noticing some issues with the cartographer's table. It is very difficult to set a specific place for a faction to spawn as the only definition is player 1-8. It would be nice to be able to set a specific faction, vanilla or custom, to start at a given tile. Also, some major factions spawn in place of a minor faction. It seems to not recognize the difference when it chooses who will start where.

Reply #114 Top

Could Calculate be made to work in ANY <GameModifier> tag!!  PLEASE!!!!

Reply #115 Top

Another thing I'd like to see regarding quests (besides an editor). I'd like to be able to fit more text into more screens. Right now, the only two places which are fairly unlimited are the initial opening quest description (upon accepting quest), and CompletionText (which appears you can't change the image associated with this, it appears to use the Image defined for the quest accept screen). QuestChoice only allows 400 characters. Being a choice though, we can work around this for now.

The other thing I'd like to see is some kind of allegiance tag within a quest condition. This way we can add flavor in quests depending on if you're a kingdom, or empire. I see the <Faction> tag in there, but it only resides in non-active quests right now. And it only ever has Player reside inside of it. Seems kind of redundant, as the player is always the one doing the quest. 

Also, open up gamemodifiers to all parts of quests. This one can get very frustrating at times. I don't recall now, but there have been occasions where I had to move a gamemodifier from one part to the other. I don't remember the order at this time, but I think I had a gamemod in a questconditiondef, which didn't work until I put it inside a QuestChoiceDef. Very confusing, especially if you're just starting out creating quests. Even if there is no change here, providing a list of valid gamemodifiers for each container would be invaluable.

 

EDIT: I think, from talking to Cari_Elf, that you meant to have PopUpObjectiveMsg take care of long text. It does allow for a lot of text, however, as the name implies, it's a popup. And not a very large one. It only takes up the bottom part of the screen, with a medallion on the left side, shrinking the already small area for text. If you put too many characters here, the text will shrink, fitting it all, but making it nigh impossible to read.

EDIT2: Also, it would be nice if there were a way of having requirements for doing a quest. Or at least maybe not upon being able to accept the quest, but within it. Something like <TechRequired>Armies_Trogs</TechRequired> inside of a QuestConditionDef. I say this particular type of tech in this situation: A quest where you have quite a large battle, and you want to make sure the user can build troops before accepting the fight. This way, we can keep the quest active until the user has the appropriate tech.

Reply #116 Top

Not sure if any of these have been mentioned yet, but I post mainly to get this thread going again:

  1. Ability to use <ApplyToTile> in Tactical layer.  Also fix <ApplyToTile> so if a unit stays in an affected tile, they are still affected by the intended effect(s) at the beginning of the next turn.   EDIT: Actually Apply To Tile doesn't really work unless you want it to last forever (can't use it with Duration.)
  2. Ability to use <Calculate> on these spell functions: <Range>, <Radius>, <Duration>, <SpellResourceCost.> I would also like to have <SpellResourceCost> increase with an increase in <Range> or <Radius>, for instance.
  3. Please separate Combat Speed and Tactical Moves into two separate stats (I know this one has been mentioned before) and allow hold / roots (Tact Moves = 0)

That's all for now.

Reply #117 Top

Also, I would like to be able see what effects are currently active on a unit or tile (if they are not an enchantment, or even if they are, in tactical combat) and also have (a) GameModifier(s) which removes or otherwise affect enchantments and other spell effects, ie counterspells, dispells, disenchants, etc.

Reply #118 Top

Change the way terrain types and categories are validated/invalidated in spelldef.  Check out this thread.

Reply #119 Top

The ability to implement passive special abilities that do calculations per turn.

Pretty please?

Edit: Also, hooking up the AdminCost and AdminCostExponent tags in the ElementalDefs file, as well as the tax rate. Or, if these are already hooked up, feel free to shake your head and call me lazy.

Reply #120 Top

Add a new ability called block which gives a unit a % chance to completely block an incoming attack before att vs def is rolled.  This ability could be added to shields.

Reply #121 Top

Quoting mqpiffle, reply 120
Add a new ability called block which gives a unit a % chance to completely block an incoming attack before att vs def is rolled.  This ability could be added to shields.
End of mqpiffle's quote

 

 Thats kind of what Dodge does. Although it doesn't "block", but dodge is rolled vs accuracy before att v def.

 

Reply #122 Top

Add a new ability called block which gives a unit a % chance to completely block an incoming attack before att vs def is rolled. This ability could be added to shields.
End of quote

Sounds more like a mod project for someone. Really though, this is less of a mod request and more of a game request. As far as the modding side is concerned Impinc is correct, there is already a dodge which is functionally the same and defense itself uses a soak mechanic instead of a block mechanic.

That said, here are a couple of request that would be awesome

- Tactical Immobilization - This would allow modders to do rooting effects, as well as create defensive effects which trade movement for defense.

- A method to disable normal attacks while leaving counters unaffected

- A game modifier for an on-hit spell trigger - This has probably been stated before, but I think it would be amazing to be able to create spells like thorns or fire shield that trigger a spell when the unit is hit in combat.

Reply #123 Top

- Tactical Immobilization - This would allow modders to do rooting effects, as well as create defensive effects which trade movement for defense.

- A method to disable normal attacks while leaving counters unaffected

- A game modifier for an on-hit spell trigger - This has probably been stated before, but I think it would be amazing to be able to create spells like thorns or fire shield that trigger a spell when the unit is hit in combat.
End of quote

Like 'em all.

Reply #124 Top

So, I know that I just mentioned this, but allowing for passive special abilities that run persistant calculations would also allow for the implementation of a per combat Spell Points system that a handful of people seemed to want in addition to scaling Accuracy/Damage/Dodge with current HP levels without too much hassle.

Reply #125 Top

Dissect <isCaravan> tag into usable parts. For example make the ability to enter neutral territory, produce roads, enter enemy cities without starting combat, and whatever different tags.