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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.

397,247 views 154 replies
Reply #51 Top

I would like to mod the random name generator to produce more meaningful or readable names, is that possible, via python scripting for example?

Reply #52 Top

Mod request:

Forts/castles- A building that can be built once forts/fortresses have been researched.

  • These would take two turns to construct
  • provide 1 radius of influence
  • provide a bonus to defense
  • remain permanently after construction

These structures would cease conferring any influence bonus if left unmanned. If taken over by an aggressor, provide the same bonuses to the new occupant.

For construction either a pioneer could be used to create it, being used up in the process or it could be buildable by any sovereign/hero.

 

If possible this mod would show a few very key components of the modding process. By showing how to create a new building (which many people have figured out and which have been prominently displayed thus far) and then tying that building to unlock-able research. It would also show how to create a new building creation button (i.e a pioneers create city button) and how to apply start up modifiers (defense stats, battlefield tethering, etc.) to this newly created building tile.

 

Not only does this balance out some of the city spamming I've noticed but it creates an excellent way to control bottlenecks and caravan lines to distant cities. I hope this is a plausible mod suggestion, because I think this would add greatly to the enjoyment of the game and the knowledge base of the community as well.

Many thanks!

 

Reply #53 Top

I'd like to see a mod that adds dungeons.... Meaning, random spawning caves or some such appearing on the world map... when you step on them, it literally transports you to another overhead map, but textured as a cave or dungeon. Within the dungeon would be randomly spawned units corresponding to the type of dungeon you entered and the power of your party.

 

Also, would like to see a mod that allows for randomly generated loot. Weapons and armor that boost or hinder attributes and such. 

Reply #54 Top

Thanks again for the update, here are some requests I would like to see.

1. How to make a construction unit like the pioneer that can build buildings, or monsters that can build homes if you let them go to long..:omg:

 

2. A mod on how exactly score is deterimed and how we can manupilate the calculation and display of it.

3. The setting of victory conditions and restrictions on players. example: "You must make four kingdom alliances and at least two of the factions must survive until the end." Etc etc.

Thanks ahead of time. :beer:

 

Reply #55 Top

How about a mod that moves the techline up some to muskets and cannons?

 

Really, the main thing I want is more stuff in the game though- not too picky.  My real concern is making the mods easy to install through Impulse.

Reply #56 Top

Quoting KLeiker, reply 52
Mod request:

Forts/castles- A building that can be built once forts/fortresses have been researched.


These would take two turns to construct
provide 1 radius of influence
provide a bonus to defense
remain permanently after construction
End of KLeiker's quote

 

I'd love to see something like this, but add: bonus to healing, drop any non-allied/non-pacted units entering 1 radius down to 1 movement (patrolled chokepoint / zone of control, basically - this could be a researchable upgrade once built).  Possibly add a trebuchet researchable upgrade that can fire on 1 enemy in 1 radius once per turn.  These would be your strong line of defense against the encroaching darkness.  Kinda epic, sometimes:-)

Reply #57 Top

Also, non-square area-of-effect spells / effects.  for example:

 

1. lightning bolt a straight line from caster for some distance, all units in line in jeopardy of damage (for bonus points: allow or disallow friendly fire, whichever is not the current default)

 

2. dragon breath that's a 'T': 1 directly in line, then 3 behind that.  (Though even just a 2-distance straight line would be better than only individual targets)

Reply #58 Top
  • Unit attributes (attack, defense, wisdom, etc): changing the # of attributes units have as well as what they influence.
  • All tactical combat mechanics / features
  • All aspects of the AI
  • All aspects of city development
  • All aspects of the GUI (graphics, new windows, positions, etc)
  • All aspects of magic / shards / mana / etc
  • All aspects of quests

In short - allow for total conversion mods.

Reply #59 Top

Hi

Id like to see a palace mod which is expandable as your power grows, it can affect your town and country morale

and maybe let you create say a kings guard and court magician/personal advisors  as an idea.

Also I like to see a throne room with trofees of my conquests and great magic items ive aquired through my travels.

Id like to see a reward system also for positive things you do for your kingdom, say statues and gifts from your ruling classes.

Cheers.

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Reply #60 Top

By "Global Mana" I'm gonna assume you mean "we will make magic more like Mom" :)

Reply #61 Top

Quoting Narcosus, reply 59
Hi

Id like to see a palace mod which is expandable as your power grows, it can affect your town and country morale

<snip>

Also I like to see a throne room with trofees of my conquests and great magic items ive aquired through my travels.

End of Narcosus's quote

 

These are great user-reward ideas:-)

Reply #62 Top

I'd like to see enchantments that affect all your cities on a single cast. Or enchantments that affect a whole stack of units (perhaps an enchantment on a hero that gives a bonus to each unit in its army).

Reply #63 Top

I'd like to see an underground map layer with new creatures and factions to populate it. Units can enter and leave the layer from cave entrances.

Reply #65 Top

Quoting KLeiker, reply 52
Mod request:

Forts/castles- A building that can be built once forts/fortresses have been researched.


These would take two turns to construct
provide 1 radius of influence
provide a bonus to defense
remain permanently after construction

These structures would cease conferring any influence bonus if left unmanned. If taken over by an aggressor, provide the same bonuses to the new occupant.

For construction either a pioneer could be used to create it, being used up in the process or it could be buildable by any sovereign/hero...
 
End of KLeiker's quote

This would be fantastic as well. I'd love to see how to do this. I figure it'd need to be a custom city hub but I'm unsure how to implement all of it at the moment How do I make the ability, for starters, as there is nothing to look at for the Pioneer "Make City" ability.

Reply #66 Top


Objective: To make elemental more exciting by adding one new adjustment to diplomacy relation options during peacetime.

Reason: Relations between nations in most 4x games basically boils down to big surges of war and peace, but what if we had something in between during peacetime to make the game more exciting?  Micro conflicts between states within set restrictions will reduce early and late game tedium.  As a side effect it will also add to the dangerous wild wilderness frontier wasteland setting that Elemental is trying to impart for the customer.

Proposal: Nations without an officially formal peace treaty but are in a cease fire will not enter into territory claimed by another unless a state of war is declared.  However, military actions can ensue outside of a nations borders.  In other words, evil players may choose to behave like barbarians and attack other nation's units on the outer frontier outside of towns and cities without a formal declaration of war.  Such activity may not benefit diplomatic relations if word returned home.

Edit: Attacking a sovereign, heir, or champion could be off limits except in a state of war.

Wrap Up: So basically, outside your kingdom's borders it's almost like the Wild West out there until society advances enough to be passed off as civilized.  Now choosing whether or not to sign those peace treaties is even more important.
End of quote

One additional peace time option that allows micro conflicts to occur outside of anyone's borders in neutral territory.  It will in theory, assist the AI without any combat/strategic AI tinkering because anyone who sends armies near another's territory will be swiftly killed.  Hopefully this will reduce late game tedium especially on future bigger maps.

Reply #67 Top

Quoting the, reply 10
Don't really know what you're after but as for magic:

- Necromancy, creating undead. Vampires. Turning your sovereign into a lich. (some of this about to be modded already)

- Rituals demanding several turns of uninterrupted casting, with truly global results, e.g. wrath of the (sovereign), meaning a chance for a rain of fire over all enemies at war, on the cloth map, each round ... Breaking the Law of Life: for the next 50 turns all killed units become undead  ...
End of the's quote

That is a great idea and it should be a tech in the Magic tech tree. After you have researched all books of one element you can research a ritual that gives the Sovereign the Elemental Perfection perk:

- Earth: The damage of physical attacks against the Sovereign is reduced by 75 %.

- Fire: All enemy units in adjacent squares take fire damage every turn.

- Air: The combat speed is increased by 50 %.

- Water: The Sovereign heals 25 % of his HP every turn.

Reply #69 Top

Since it's modding vs cannon, how about introducing a new player to the game?  Something distinctly different from Kingdoms and Empires.  A wicked blood thirsty race.  Evil incarnant.  A scourge.  A viscious, vampric, hive minded foe.  Possesing regenerative qualities and utilizing a twisted biological construct in their buildings.  Yeah, like the Wraith from Star Gate Alantis (sans the space cruisers and stun guns).  A new playable entity, complete with unique buildings, weapon style, tech tree, skill sets, etc (the full deal) would make for a great showcasing as to the power of Elemental modding. And I think a Wraith like race would be wicked fun!

Reply #70 Top

I want to know how to resize units. "Unitscale" in race settings seem to be disabled.

Reply #71 Top

A tutorial on DesktopX and how it relates to the Elemental UI, with specific examples from Elemental including a list of what we can currently edit in the UI, would be greatly appreciated.

Thanks in advance.

Reply #73 Top

Introduce the random map generator mod into the game!!!!! XD
And an easy equipment creator!

Reply #74 Top

Quoting WhiteElk, reply 69
Since it's modding vs cannon, how about introducing a new player to the game?  Something distinctly different from Kingdoms and Empires.  A wicked blood thirsty race.  Evil incarnant.  A scourge.  A viscious, vampric, hive minded foe.  Possesing regenerative qualities and utilizing a twisted biological construct in their buildings.  Yeah, like the Wraith from Star Gate Alantis (sans the space cruisers and stun guns).  A new playable entity, complete with unique buildings, weapon style, tech tree, skill sets, etc (the full deal) would make for a great showcasing as to the power of Elemental modding. And I think a Wraith like race would be wicked fun!


End of WhiteElk's quote

Oh you mean like...
(yeah i know you want an actual new race rather than just a custom race, but what the heck, i even tied it into the lore!! haha)

The Wraith (evil) http://www.filefront.com/17283652/wraith.rar
The Wraith have long slumbered in their great hive ships, recently stumbling upon this world by mere chance, again.. No culling has taken place for thousands of years, after the last one proved a bit too, excessive.
:D  :D  

Reply #75 Top

A succesion system