[eMOD] New buildings, modified spells, cooldowns, release v0.8 (1.1)

Edit 12/11/2010: new release (0.5b), read https://forums.elementalgame.com/401219/get;2842116

Edit 12/11/2010: new release (0.8), read https://forums.elementalgame.com/401219/get;2850939

 

Hello, Elemental community.

I'm planning to increase the number of available buildings and resources in 1.1, in order to make the game more varied and interesting, based on comments in players' feedback. What I plan to do:

-Create a new, weak resource which will produce knowledge: the Lorekeeper Monastery, filled with monks dedicated to recovering and preserving the ancient lore, "Followers-of-the-apocalypse-style" (for those of you who've played some Fallouts). The factions can build a Fortress Monastery, which provide protection to the Lorekeeper Monks in exchange for obtaining their knowledge. It'll produce 4 knowledge, so 4 times what a study produces and twice what the "new library building" will produce.

Lost libraries will be raised to 8 knowledge production and will remain rare, being the focus point and stake of entire conflicts.

I have the buildings already, I just need to change the resource XML.

-Create 2 new buildings, one specialized in iron ore gathering at a low rate, the other in horse breeding at a low rate. This is because the only spammable building we're currently using... are studies. Materials don't matter that much, and arcane labs are less useful. Now, you'll also be able to produce some iron and horse at a cost; probably something like, 2 gold upkeep, 0.4 production for the iron producing one, and 3 gold upkeep, .2 horses per turn for the horse one. And maybe a gold producing one too, which produces 1 gold for 10 or 15 people.

Got any name for those ? Any comment ? Balance suggestion ? Other simple building you'd like to see implemented ?

5,133 views 8 replies
Reply #1 Top

Re: the new world resource, I would recommend that you don't make it weak. As per this thread random placement for world resources makes the resource "compete" with each other; the more new world resources you add, the less you'll see of other types. If you add a weak sort, it only further makes world resources "pointless". Instead, I would recommend that you make it "strong" in balance terms, so it's still perceived as a bonus, like other world resources. Perhaps, given the nature of the resource, you might consider adding 0.5 mana per turn or something to sweeten the deal.

Regarding your metal and horse/warg buildings, I think that's a great idea. I would recommend that you set them to require a high number of "specialists", ie used population. Maybe 15 for the metal building, and 20-25 for the horse/warg building. The high number is to off-set that these resources are supposed to be very rare, and are hard to come by. You might also want to put some materials as upkeep cost for the metal producing building.

Something you will need to consider regarding those buildings is how the AI will manage them. If you make them so that the player can build an infinite amount, the AI will have access to that as well - and may end up building "too many", breaking the AI's production (I'm not sure how this is handled in 1.1 beta). It MAY be a better solution to keep it one per town. Another alternative is that you make a larger version with higher production values, that you can only build once per faction.

Edit: Maybe consider a cost of food upkeep to have the warg/horse building. Just throwing the idea out there.

 

Reply #2 Top

Thanks for the feedback. For the AI concerns, I'll try with an infinite-type building with moderate AI priority (if there is such a thing we can tune), to try and see what happens. If it doesn't work, then I'll conssider altertnative solutions.

If the horse building uses food, I'll make it more powerful. Not as powerful as a real horse resource, but not much weaker.

As for the high number of specialists, okay :).

As for the first concern, there's a trick explained in that thread to have resources which *don't* compete with the others. Trick I was intending to use :).

Reply #3 Top

Release of v0.1 at this location:

https://www.wincustomize.com/explore/elemental_war_of_magic/15/

It contains 2 buildings, 1 for each faction, that both produce iron (but not at the same cost and rate).

It also adds a non-repeatable quest that unlocks a new resource... after a nasty fight. That resource adds 4 tech research, 4 arcane research, 2 gildars.

 

More to come (horse breeders for limited horse production, trollbows for a powerful bow that fires 1 shot/3 turns... and more)

 

Edit: feedback appreciated, of course :D.

Reply #4 Top

New update: the buildings work well, but I had to remove the quest since it was broken. The resource now spawns normally ( though rarely) and can be built upon. As far as I know, everything works fine.

Reply #5 Top

Release v0.5: https://www.wincustomize.com/explore/elemental_war_of_magic/15/

The .zip contains 4 folders:

-A folder containing major modifications to quite a few spells, adding cooldown to some, increasing overall damage, adding intelligence scaling to many, increasing the power of shards. AoEs have been reduced in damage but now scale with the number of units in a group, making them great for killing lots of weak units.

-A folder with the iron-producing improvements for each faction. They now require techs to build.

-A folder with the mount-producing improvements.

-A folder with a new weapon, the trollbow, with 10 attack and a power on a 3 round cooldown that deals 150-200% damage.

 

 

Spell changes:

Air spells:

-Evasion now give + Air Shards + INT/10 dodge.

-Titan's breath now moves an enemy by a number of tile equal to Air Shards + INT/20, with 2 rounds of cooldown.

-Storm deals 5-8 + 4 per Air Shards+ INT/4 damage, with a 2 rounds cooldown.

-Greater Evasion now give + 2 per Air Shard + INT/4 dodge, with a 3 round cooldown

Combat:

-Arcane Weaponery increases damage by 3 + INT/10

.-Arcane Arrow has a cooldown of 2 rounds.

-Spell Blast deals 20% INT in damage, multiplied by the number of soldiers in the unit groups. It has a cooldown of 3.

-Berserk has a cooldown of 2, increases attack by 50% and reduces armor to 0.

-Touch of entropy has a cooldown of 4, deals 20+INT/3 damage.

-Blood Rage has a cooldown of 3.

General:

-Imbue Champion has a 4 rounds cooldown.

Earth: 

-Stoneskin raises defense by Earth Shards + INT/4

Fire:

 -Pillar of flame has a cooldown of 2.

-Volcano has a cooldown of 75. (Yes, 75, no typo.)

-Burning hands deals 8 + Fire Shards + INT/5

-Flame Dart has a cooldown of 2 and deals 5 + Fire Shards + INT/5

-Fireball has a cooldown of 3 and deals 8 + 4 per Fire Shard + INT/4

-Firestorm deals 4  + Fire Shards + INT/10, scales with the number of soldiers in unit groups, with a cooldown of 4.

-Morrigan's Spite has a cooldown of 4 and deals 15-25 + 10 per Fire Shard + INT/4

Life:

-Heal has a cooldown of 3 and heals 5 + INT/3

-Regeneration heals INT/10 per turn.

Mobility:

-Teleport has a cooldown of 3.

Water:

-Blizzard has a cooldown of 4 and deals 2-3 + Water Shards + INT/10.

 

And a few mana cost modifications

Reply #6 Top

I did quite a lot of debugging, so I updated the mod. Spells should work a lot better now.*

 

*Many Janusks died to bring you that information.

Reply #7 Top

Update to the mod: https://www.wincustomize.com/explore/elemental_war_of_magic/15/

Bug fixes, tech requirements to the mounts production buildings, hugely increased upkeep for these buildings (10 gold).

Alchemy and greater Alchemy are now somewhat more powerful.

 

Reply #8 Top

i think for the horses and wargs it should be a very expesnive and late game tech so something like city lvl 4 or 5 with  a very high upkeep, of like 20gold per turn @ 1 per faction @ 1 per turn, that way they people that actuall yfind the resource still have some sort of reason for having it. like the last horse warg one i saw was city lvl 2 requirement but that was in v108 days . but at least the people that find the resourced still get a early game advnatage for exploration and battle speed.

i dont kown if its me but they def need to do something with the research all my settlements consist of are the basics and then 2 main resaearch  citys wiht 30arhcivists and every tech boost building then maybe one small aracne city just for the hell of it, seeing what all the new spells are like, wich are pretty useless comparativley to wepaons and gear in teh game. why even bother atm. if u could do soemthing to balance this out a lil bit thatd be cool to but im gettin off subject now. dman aderrall