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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.

397,255 views 154 replies
Reply #126 Top

Quoting jereome, reply 115
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.
End of jereome's quote

Hey man - I have a working example of this in my mod HERE. It's a wall of bones, but the tiles for a wall of stone are also included in the zip. The critical parts are in Gnilbert_UNHOLY_Spells, Gnilbert_Walls, and Gnilbert_Improvements. I haven't written an official guide yet, but I'd be happy to if there's enough interest.

4. Lastly detailed guide on the calculate command.
End of quote

It's not as good as Frogboy's would be, but you can use the one I wrote HERE as a stopgap.

Also, please see HERE for:
  - How to create a new spell
  - How to create/assign a new special ability to a unit


@Frogboy - Thank you in advance for doing this!

    I'd prefer you don't create a tutorial that demonstrates a spell/effect we could "easily" frankenstein together from the spells/abilities already in the game or already readily available in a mod. I'd really like to see a spell that does something we can't currently recreate, like:

  - Create a spell that has a visual effect on a city that lasts until the spell is cancelled. An example would be making the Brilliance spell create a glittering effect on the city in question that stayed beyond the initial cast (but still actually disappears when you cancel it).

  - Create a (non-spell) ability for a (non-sovereign) unit that can be used on the strategic map. An example would be the ability Scout: Until cancelled, target applies movement speed as a bonus to line of sight, but movement speed is set to 0 (or 1, maybe). The best part here would be the GameModifier that actually gives the ability to the unit for overland use.

  - Create a building that can be built on any tile within your influence (without requiring city adjacency). An example would be a Traveler's Inn / Guardpost: This building can be built anywhere in your influence and expands your zone of control. This building would be used to expand your ZoC along your roads, reducing the need for city spam, while still protecting your caravans/roads. Having a limit of X per city would prevent this building from being abused. Additional optional cool mechanics (for the demo) might include:
   a. Create a requirement that the building must be placed on or adjacent to a particular type of tile such as a road, forest, etc.
   b. Require the building be placed at least (or at most) X tiles away from a particular type of improvement. In this case, you might require the inns to be spaced away from each other (outside the ZoC provided by the Inn itself would be another way around the max inns per city issue).
   c. Provide a "Building Ability" usable in the strategic map. An example for the inn would be Royal Feast: Costs X gold, all units in this tile gain +2 overland movement for Y turns.

- A Spell/Ability that applies an effect to all units in a particular tile (strategic and/or tactical) only each turn they're within the tile (without creating a custom terrain type, which is already possible but messy, destroys other objects in the tile, and is permanent). Examples would include a "Wall of Fire" or a "Healing Grove."

Happy modding,
Gnilbert

Reply #127 Top

Quoting Gnilbert, reply 126


- Create a building that can be built on any tile within your influence (without requiring city adjacency). An example would be a Traveler's Inn / Guardpost: This building can be built anywhere in your influence and expands your zone of control. This building would be used to expand your ZoC along your roads, reducing the need for city spam, while still protecting your caravans/roads. Having a limit of X per city would prevent this building from being abused. Additional optional cool mechanics (for the demo) might include:
   a. Create a requirement that the building must be placed on or adjacent to a particular type of tile such as a road, forest, etc.
   b. Require the building be placed at least (or at most) X tiles away from a particular type of improvement. In this case, you might require the inns to be spaced away from each other (outside the ZoC provided by the Inn itself would be another way around the max inns per city issue).
   c. Provide a "Building Ability" usable in the strategic map. An example for the inn would be Royal Feast: Costs X gold, all units in this tile gain +2 overland movement for Y turns.
End of Gnilbert's quote

i'll (enthusiastically) second that... excellent idea Gnilbert...

Reply #128 Top

Quoting Gnilbert, reply 126


  - Create a (non-spell) ability for a (non-sovereign) unit that can be used on the strategic map. An example would be the ability Scout: Until cancelled, target applies movement speed as a bonus to line of sight, but movement speed is set to 0 (or 1, maybe). The best part here would be the GameModifier that actually gives the ability to the unit for overland use.

End of Gnilbert's quote

 

Just throwing out an idea here, but if you give the unit 1 essence, and add the ability "scout" that casts an enchantment on said unit, wouldn't that do essentially what you're asking? The 1 essence makes sure that the enchantment can only be used once (unless you abuse temple of essences). You can just use 2 or 3 as the bonus modifier on both values (note that an organized leader will still be able to move these guys around).

 

Of course I remember Brad talking about how the enchantment thing was an unneeded complexity, so I'm not sure if it'll stay around for long. Hopefully we'll get some more details on the big changes soon...

Reply #129 Top

Quoting Thizzbaby, reply 106

Quoting AM_Shark, reply 89Mod 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)


 

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.
End of Thizzbaby's quote

Hey guys, 

One of the first two expansions (I believe the second) is going to be focused on the ocean, so a lot of navy stuff and sea stuff is going to be added on, definitely big scale stuff, so fingers crossed most of this gets put in. 

Regards, 

Paradoxical

Reply #130 Top

Quoting Kalin, reply 128

  - Create a (non-spell) ability for a (non-sovereign) unit that can be used on the strategic map. An example would be the ability Scout: Until cancelled, target applies movement speed as a bonus to line of sight, but movement speed is set to 0 (or 1, maybe). The best part here would be the GameModifier that actually gives the ability to the unit for overland use.

Just throwing out an idea here, but if you give the unit 1 essence, and add the ability "scout" that casts an enchantment on said unit, wouldn't that do essentially what you're asking? The 1 essence makes sure that the enchantment can only be used once (unless you abuse temple of essences). You can just use 2 or 3 as the bonus modifier on both values (note that an organized leader will still be able to move these guys around).
End of Kalin's quote


    For abilities usable in tactical combat, this works great - unfortunately, there does not appear to be a way to give units the ability to perform a new action on the strategic map other than the predefined Fortify, Build City, etc. Originally, I tried creating an ability marked Strategic, setting the cost to 0 and then assinging it to (and unlocking it on) the unit. I tried several variations on this theme, and I tried giving the ability to the unit through spells, special abilities and items, but unfortunately, it never appeared in game on the unit I'd assigned it to as a usable ability (though tactical abilities are still a snap).  Of course... when I tried to do it last may have been pre 1.07 - it occurs to me that I haven't tried it with the latest version yet.

Gnilbert

Reply #131 Top

I would start off by saying that I have high hopes for this game, what Stardock can't/wont do the modders will. I fully expect to be playing this game when I am 50.
 Many things written below aren't my ideas; I am just adding my voice to the chorus in this case, raising the volume and adding my own distinctiveness.

Resources:
Food should be tradable, 1 food per turn for 20 turns for x money... If it is the rarest resource in the world it has real value; I may end up with  lots of food and no crystal.... for example. Also helps people get over the whole caravan thing.

While you're at it make everything tradable. I may not have the racial aptitude to raise and train wargs or spiders but how about trading for already reared/trained ones.

Shops:
As mods are developed I expect to see tons of stuff at the shops. Diversity in shops, from one loc to another (quest shops = hot).

Catagorize shops, I already have thumb fatigue from scrolling through the shop list.

Very rare resources that yield superior kit in the linked city. unobtainium mines make your armor better in that city. Legendary plains horses make faster mounts... etc. 

Spells:
Diversity in spells is great but so is parity in spells. If I end up with 12 water shards and no fire... you get my point, or points rather, as in shards...ok I'll stop.

Summoning items would be wonderful. A summon a simple sword that lasts for 1 or two turns would be fantastic for the early game. Remember to not use regular weapons as the summoned items as people will summon them the sell them :).

A maintained strategic spell that modifies the weapon/armor/kit of the units built there. IE enchanted weapons for your troops.

A clear forest spell.

Tactical magic is really powerful... too powerful in my opinion. A caster with the mana tower and 40 int is unstoppable.
 
Weapons/armor:
The whole speed bonus for weapons....well on magic ones I go for it but movement speed needs to be addressed, perhaps use points as others suggest: 100 points to move a tile, 20 points to thrust with a dagger 1 time, that sort of thing.
 
Armor also needs a balance pass, master light/heavy... why did you even make the light?
 
I often think that games designed to be modded don't take full consideration of what modders do. Everyone wants their weapon/armor to be a bit special, more so than the default stuff that's in the game. Problem is when your damage scale for weapons is 2-20 and 1-15 for armor you end up with 1 single point added making a huge difference. I would balance the game for a very large scale, 1-100 or more. It allows us to have many unique weapons, armor, monsters, units, spells, etc. without spoiling the balance of the game just because we want our 8th level raging inferno spell to do more damage than the 4th level woosy inferno.
 
Tactical:
Flanking bonus/penalties.
 
Fatigue, would really mess with the guy that has 10 points of combat moves and 10 stamina.
 
Damage/resist types. I see from the .xmls that you had something in mind here, just didn't have time to implement it?

The "glass cannon" effect: A few things could mitigate it:
With your counter attach mechanism add another counter attack, when one side moves into a square adjacent to a mob that prompts a counter attack. It makes sense and it makes it harder to attack once, move back two wait for mobs to advance repeat.
Balance to make it so that you can rarely get killed or kill with one shot, so there is always at least, preferably more in "even" fights, two exchanges (attack, counter, attack, counter, attack, death) at least this much sword play.
 
A better combat speed system would also help. 

Greater diversity in monsters (more below).


Monsters/units:
Randomize mob stats and the attacks they use i.e. normal trolls move two, but Urg the swift's swiftness is famous among his people and can move 4. In the same pack is dim the stupid and god only knows why he became a shaman. Wolves are fast, if they could move 4 turns a combat round they would seriously mess with the glass cannon. That rare wolf that happens to be a glass cannon himself would add a lot of fun to the fight.
 
Hide the monster stats from players; instead give players hints in the monster name for rare random exceptional (Urg the swift from above). I think I have seen one mob that can move 3... one of the quest mobs.
 
Tougher monsters. How about instead of 2 monster groups per "uninfluenced" tile late in the game we have one every 4 tiles and it is a bruiser. The current system creates lag, makes it stupid easy for humans to accumulate huge wealth and power, and makes it impossible for the AI to do anything outside their influence late in the game.

About this late game monster spawn....well its nuts, as you know. How about ignore global monster level and just spawn 1 mob for every 4-5 uninfluenced tiles and use global monster level to calculate the types/levels/group size of the monsters you spawn. Global monster lv + average hero level > lv 1 = average monster level. I fought one lv 11 monster and it was fun.
 
Variation in level up attributes: gaining nothing but hit points when leveling is meh.
 
Give different mounts different strengths. Wargs perhaps move through forests and swamps at their full speed while horses move at full speed through open, hills; something like that. Different classes of mounts; I modded myself rounceys, coursers and destriers.
 
Greater diversity in heroes talents, If I see yet another "adventurer" I am going to scream. I modded my heroes and histories and all but eliminated "adventurers". A sample of what I have now: knights, scouts, wizards, rangers, gladiators, etc. A few things I would like to do but cant..like make having a ranger or scout in the party move faster across rough terrain.
 
The dragon you get from the quest.... dragons fly, <movementtype> air</movementtype> exists switch him to that and change his moves to 6, he is a lot more fun that way. Would be awesome if you could turn him into a boat, ride him, (actually you can) but that has problems, not least of which is he can move a whole army when he should be able to bear aloft one hero not 10.
 
Make old units upgradable. There is no game play reason you can't only game mechanics. Game mechanics are ugly things, we players hate to see them. The lv10 peasant should be the grand elite battle hardened badasses of your army but some 15 year old with a long sword and plate armor can clean their clock. Any intelligent commander would give the bad ass kit to the bad asses first, 15 year olds last. 
 

AI (the bad guys):
Less stupid, use boats, B E Aggressive, be more aggressive. This should be at the top of my list really.
 
In tactical...well everything pretty much always uses the same spells.
 
UI:
Display chosen unit path.
 
Highlight selected unit much better (hard to see in strat map).
 
Waypoints for chosen units (including caravans and their pending roads.

Hide things from left panel ribbon (guarded units for example)

Hot key grid overlay ( I don't want the grid on all the time but would like it for placing cities and that sort of thing)

Center on selected unit button
 
Right click to center to city/unit from left ribbon without deselecting current selected unit.
 
Does the road upgrade thing from the .xml files work? If so it should show up on the map. Would really like to have some control over where caravans place roads, driving through that uncontrolled forest is bad.
 
City:
City level up screen needs a display that shows what that city is producing, what resources are within say 5 tiles, and what upgrades have been chosen in the past. Better yet get rid of the level up choice screen and just put in 3 radio buttons so we can select (still apply the bonus at level up though). You could also have 3 auto balancing (totaling 100%) sliders that would be even better than radio buttons.  I don't see any reason why we can't retask a city once the decision at level up is made.

Some sort of resources linking tool that doesn't involve a chain of houses so you get a 1x20 town. I always end up with unlinked resources from the various research revealing techs.

Buildable forts, guard towers, etc. That I can place along my trade routes, routes of ingress from other empires for attack, edge of my influence to guard my shards, etc. Small zone of influence associated with them, extended fog radius. How about if my caravan or other unit is attacked within sight range of my fort I can opt to send units stationed at the fort to assist the attacked unit. That would be a fun tactical trick. Caravan attacked, units from fort deployed but on tactical map the fort units show up on the other side of the attackers....can you stop the attackers before they destroy and loot your caravan?

Yeah some of this stuff doesn't belong in this thread but I got on a roll.

Reply #132 Top

As the game currently is, the vast majority of the resources collected are from controlling special resource tiles and +X% city improvements and level bonuses that are next to worthless without said resource tiles. Additionally, all improvement construction and unit outfitting/training is solely time based. In both cases, population has no meaningful effect on anything whatsoever. My kingdom has no farmers, no merchants, no laborers, no tradesmen. . . nothing but soldiers-to-be sitting around idly waiting to be recruited, letting mysteriously self-harvesting resources and strangely automated buildings do all the work. There is zero sense that when I recruit a soldier I'm pulling someone away from their farm or market stall or workshop.

I would love to see a mod explaining how to make my population matter. Rather than a market that provides +1 gold per turn, for instance, I want a market that provides additional taxable revenue based on how many people do business there. Of course, for that to work, people need to be taxable in the first place, which would be an excellent place to start. A taxable populace would make gold mines feel more like a welcome bonus than an absolute necessity without which your economy is doomed. I'd also like to see a system where the effectiveness of most improvements (including resource harvesters) is based on how many people are working in them, up to a limit. For instance, a resource improvement could provide +X of that resource for each person working there, up to Y maximum workers. This could also serve to remove arbitrary caps on the number of any given improvement a city can support (at least for the more basic improvements) because any citizen working in one building is not working in another, so you could properly specialize or generalize each city based on how you distribute your population, rather than spamming a bunch of 1 material, 1 gold, 1 tech research, 1 arcane research micro-cities.

Food is another resource I'd like to see done on a per-person basis. I want to see each (living) person/creature, civilian/domestic and military alike, consume X food each, based on race, rather than having strange hungry houses.

Reply #133 Top

I would like to see an implementation of new resources, both global and city-restricted, and how to reference them in the XML and how to display them in the GUI.

Also, is there any method to disable the core XML content?  I.e. I want to eliminate specific (all) default races, factions, weapons, units, etc.

Thank you.

Reply #134 Top

I'd like to see a tactical map large enough to hold two opposing armies of ~40 units apiece and if possible a way to choose larger maps based on the total number of units in the battle. So a 12 v 12 battle would use the current maps, 20 on 20 a larger one, 30 on 30 even larger, etc. etc.

Reply #135 Top

I'm not sure if it would be possible to mod any of these, but here goes anyway.

 

New quest rewards:

1.  A building in a city.  Example, gathering the equipment necassary to help a new blacksmith get started.

2.  Tech tree item.  Example, finding a legendary weapon's master to train squads

3.  Resources.  Example, helping clear an abandoned goldmine of a monster infestation.

 

Different quest requirements:

1.  Visit a building in a city.  Example, must visit a city with a library to get a clue about how to solve an ancient mystery.  If a library doesn't exist, you must build one.
2.  Kill another sovereign's offspring.

3.  Create an alliance with a minor faction

 

Strategic map effects of lairs, dungeons, etc

1. They can exert influence.  So, if a lair pops up in your land, it will create an expanding hole in your ZOC until you you clear it.

2.  They can spawn monsters.  Example, a bandit lair or spiders nest.  Each quest can control how the spawns behave.  They can move randomly, move to the nearest city, or try to attack caravans

 

Reply #136 Top

I'd like to see a mod that removes the ability to create custom units, and instead adds the following:

  1. Several tech trees that unlock new unit types (Offensive, Defensive, Ranged)
  2. Several tech trees that improve all existing units (Weapons, Armor, Mobility, Fortitude, etc.)
  3. A tech tree under the Magic tree that unlocks magic units (Priests, Mages, etc.)
  4. A tech tree under the Diplomacy tree that unlocks 'monster' units

The trees listed under 1.) would result in different pre-conceived units for each race. This allows us to balance and differentiate each faction.

The trees listed under 2.) improve ALL our units, making it so that the unit you just built and leveled up doesnt become useless. Upgrades from successive techs are cumulative. This way no research is wasted.

The Magical Units tree gives us special 'human/fallen' troops.

The 'monster' tree gives us fantasy-themed, but faction-specific units.

 

While the ability to create custom units is 'cool' I don't feel that it enriches the game, much more it results in all units essentially being the same. You might have a few different types of units, but you will have these units in each game, no matter what faction you play.

 

Reply #137 Top

Quoting TheProgress, reply 58

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.
End of TheProgress's quote

YES... this is important...  I agree.   Especially the tactical combat .

   Allow us to create RTS battles OR TBS battles.

   Allow us to create larger battlefields for tactical combat.

   Allow us to create immobile units such as a ballista or castle gate on the battlefield.

   Allow us to create a battlefield which includes all neighboring squares thus allowing multiple players on a single battlefield.

Reply #138 Top

I would like to see some guidelines on what types of modes could end up being included in the 'standard' distribution of Elemental, instead of being in a bunch of individual threads we have to track and update.  Personally if I am going to take time away from my other coding projects to put time into writing quest scripts, would like to know how to potentially get them promoted to "cannon".

The best example I have seen is RavenX's skin mods for some of the Fallen races, as I like my evil Evil, instead of cartoon evil:

https://forums.elementalgame.com/394301

https://forums.elementalgame.com/394683

Cheers.

 

 

Reply #139 Top

I'd love to see a couple of UI mods.

Reply #140 Top

Spell mods I'd like to see:

1. Spell cast on tactical map at a given location that does damage to those passing through it and it has a duration. Like a wall of fire/ice/wind/earth, etc.

2. Spell that is cast from a given type of terrain on the Strategic map. Like summoning a bear if you are in a forest.

3. A spell that can use a variable amount of mana. Like teleporting at a cost per square(s).

4. A spell with a tactical summoning of a creature(s).

5. A tactical spell with a conical damage path (some form of shaped effected hexes).

6. A tactical spell with selectable multi-targets. A bonus if each additonal target cost mana of a given amount.

7. A tactical spell that acts like a shield. Man in equal an amount of damage negated. Has a duration. Has variable cost when cast.

8. A tactical spell that travels to a target, but can damage anything in its path.

9. A strategic spell that allows travel over water or flight over all terrain. Has a duration or cost by range moved (small distances 3-5 squares per pop).

10. A tactical spell that "summons" a creature that is an illusion. Looks real but fades away when struck (AI would need to treat it as real). Also be nice if the illusion did a small amount of damage or even had a very diminished armour value.

11. A strategic spell that creates a structure. For example creates a magic gate that allows travel to other magic gates. This would require some form of persistant "magic" on the structure and a spell definition to allow a teleport from gate to gate. Structure needs some form of HP and armour so it can be destroyed.

12. A strategic spell that can target and destroy structures in a town. Need to select structure. Have a short range. Perhaps a mana cost based on structure size/cost.

I could go on, but that is more then enough. With any luck 1.08 will open more of the system up for mods to do the things above.

Keep up the great work!! B)

Reply #141 Top

I know this wasn't the question but shouldn't it rather be what the engine should be able to do?

Things that probably won't undergo major changes like editing item/unit stats would make good modding examples for now but
when tinkering with spell creation I constantly run into... can't do this, can't do that... because it's not supported.
It was never meant to be so I can't really complain. =P

Things like multiple resources or conditions required (and not necessarily all of them consumed) to be able to cast a spell.
Conditions that are true for not just the caster herself but maybe for the battlefield, the terrain type she is standing on.
Resources that are not just used globally (like mana or metal) but maybe the caster's own HP or carried spell reagents.

Spells that can have multiple effects.
Some sort of multiple choice construct where a spell is assigned 3 effects and one of them will randomly fire, based on the chance assigned to them.
If more spells effects are listed beyond that, they all fire depending on their assigned chance... or not.

And each such effect should be able to have a different target...

I honestly don't see how any magic system could be flexible enough to allow for all these harebrained schemes... without scripting.

A simple damage spell, yeah.  An [insert element] nuke that costs x mana and does INT * n physical damage to the target...

Reply #142 Top

Quoting Gnilbert, reply 126



Quoting jereome,
reply 115
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.
Hey man - I have a working example of this in my mod HERE. It's a wall of bones, but the tiles for a wall of stone are also included in the zip. The critical parts are in Gnilbert_UNHOLY_Spells, Gnilbert_Walls, and Gnilbert_Improvements. I haven't written an official guide yet, but I'd be happy to if there's enough interest.


4. Lastly detailed guide on the calculate command.
It's not as good as Frogboy's would be, but you can use the one I wrote HERE as a stopgap.

Also, please see HERE for:
  - How to create a new spell
  - How to create/assign a new special ability to a unit


@Frogboy - Thank you in advance for doing this!

    I'd prefer you don't create a tutorial that demonstrates a spell/effect we could "easily" frankenstein together from the spells/abilities already in the game or already readily available in a mod. I'd really like to see a spell that does something we can't currently recreate, like:

  - Create a spell that has a visual effect on a city that lasts until the spell is cancelled. An example would be making the Brilliance spell create a glittering effect on the city in question that stayed beyond the initial cast (but still actually disappears when you cancel it).

  - Create a (non-spell) ability for a (non-sovereign) unit that can be used on the strategic map. An example would be the ability Scout: Until cancelled, target applies movement speed as a bonus to line of sight, but movement speed is set to 0 (or 1, maybe). The best part here would be the GameModifier that actually gives the ability to the unit for overland use.

  - Create a building that can be built on any tile within your influence (without requiring city adjacency). An example would be a Traveler's Inn / Guardpost: This building can be built anywhere in your influence and expands your zone of control. This building would be used to expand your ZoC along your roads, reducing the need for city spam, while still protecting your caravans/roads. Having a limit of X per city would prevent this building from being abused. Additional optional cool mechanics (for the demo) might include:
   a. Create a requirement that the building must be placed on or adjacent to a particular type of tile such as a road, forest, etc.
   b. Require the building be placed at least (or at most) X tiles away from a particular type of improvement. In this case, you might require the inns to be spaced away from each other (outside the ZoC provided by the Inn itself would be another way around the max inns per city issue).
   c. Provide a "Building Ability" usable in the strategic map. An example for the inn would be Royal Feast: Costs X gold, all units in this tile gain +2 overland movement for Y turns.

- A Spell/Ability that applies an effect to all units in a particular tile (strategic and/or tactical) only each turn they're within the tile (without creating a custom terrain type, which is already possible but messy, destroys other objects in the tile, and is permanent). Examples would include a "Wall of Fire" or a "Healing Grove."

Happy modding,
Gnilbert

End of Gnilbert's quote

As I said earlier I figured out how to upgrade the walls by going through the improvement xml files, but getting the spell to do anything besides a graphical change has not happened.

Reply #143 Top

I'd like to see adding techs to a tech tree and building techs that have multiple techs as prerequisites.

Reply #144 Top

I would vote for anything that shows how to use Python.

Reply #145 Top

I would really like to see a mod that adds more tactical battle abilities for sovereigns, hero units and basic infantry. Its already close to Shining Force or Fire Emblem. It would be really cool to see a mod that makes it more like Final Fantasy Tactics or Tactics Ogre, it could potentially make the battles very epic, it would also allow for non magic based sovereigns to be a little more viable. 

There was also a thread I read a while back that discussed having cities gain abilities from events that occur during the game. Such as a long seige making the cities populace being more resistant to seiges or have a lower trade income toward the opponent who seiged them. 

My final thought for a mod that would  be really cool would be to make a pirate mod, adding a few more ships and maybe something like floating cities, shipwrecked coves and the like. I think that would be an absolute blast! Just my thoughts on some mod ideas.

Thanks for allowing us the input!

Reply #146 Top

I'd like to see a custom spell that had different possible outcomes based some conditional test.

For tutorial purposes, I'd like to see a simplistic example, where the test condition is a random number generated when the player casts the spell.

So, lets have this spell roll a number (transparent to the player) between 1 and 100.

On a roll result of 1 - 33, the spell produces a fireball.

On a roll of 34-66, the spell produces a lightning bolt.

On a roll of 67-99, the spell produces a windstorm, and

On a roll of 100, the spell does damage to the caster.

The idea is that while the player knows he's casting a spell, for this particular bit of 'wild magic' he doesn't know what the result will be exactly.  Please close the tutorial with some ideas about what the possible test conditions might be.  Where, in this example, we have the test condition be a random range result, please describe some ideas about what the game can actually handle as far as test conditions.  Maybe the resulting spell is based on time of day or game year, or whether the player is facing a specific compass direction.  Or the result may be based on the tile type the soveriegn is currently occupying (city, forest, etc.).

I just want to see some branching outcomes for spells where the result isn't necessarily known in advance to the player.

Reply #147 Top

I'd like to see a small example of turning the game into a CRPG. . . especially since you mentioned a Ultima mod a while back. I know that can't be served up, but a small example of how it can be done (CRPG) would greatly intrest me.

 

Reply #148 Top

i would like something were we can choose to 'keep races'.  Ie if i conquer a trog city, I want to be able to build trog units from that city. 

 

Then please give the option to migrate them out if we want.

Reply #149 Top

A mod that really pushes the limit of how different one can make the game.  For example, a mod that takes place in a modern office and instead of combat you have to generate reports in Excel.  Or a mod that takes place in a laundromat in which all of the washing machines transform into beautiful girls.

Reply #150 Top

is there a way to give negative karma to people? ^

anyway, if this hasn't been posted here already there was a thread requesting tactical dungeons and it was discussed whether or not this was supposed to be part of the supported game, but if it isn't, could it be done through modding instead?  here's the linky: https://forums.elementalgame.com/395554