Great Job. Definitely interested in this. I do think that we need some more information from stardock (the .xsd files would be great), so that we know what the valid values are for each field. I have a feeling that we'll eventually have the full story, but right now they are still in "overdrive" trying to get promised features working. In any case, keep it up, and thanks for sharing.
Murteas
Is there a way to spawn an encounter that is relatively equal to the party's strength that started the quest? I notice the levelhi levello tags in some of the other core quests, but they don't seem to be used (or I don't understand what they are for)
Hmm... I've been playing around with creating random names that come out more like this "Uruk the Bonebiter, and Gre'old of Greenleaf" however, even when I create a modded file of the CoreNameRulset.xml file and put it in the mods directory. It still uses the old name generator. Same thing with WorldNameRuleset.xml. :( I don't know why it won't pick up these mod files when it grabs the others just fine. I'll keep working on it. If
NTJedi, those are cool ideas. I can imagine that Brad's first question is: "Can the AI do those types of quests?" I think with the current quest system, the Yes or no type answers are easy to code for AI. On the other hand, a more interesting and complex system would require them to add weighting and logic to the different possibilities, which would really cool, but does take additional work and possibly a change to the schema (assuming this capability is not already
Hmm...I think that I might look at the name generation files and come up with something to help with this. For example for the Faction Generator, I have a large list of names that are randomly chosen, and can be added to. I could come up with something like that for this as well. Or alternatively, I may implement the Markov Name generator and populate this file. Just a thought. How many random names do you think need to be availab
Did someone say .net skills? :) I think that based on what you give us here, some of us in the community might be able to "whip up" a quest editor. Or at least a place holder until you guys give us something official. Looking forward to the mod series. [e digicons]:thumbsup:[/e]
I'd like to see the continuation of the Froglers Race mod. See how you add a new race (complete with models that use the existing equipment). I'd love to see an AI mod and how we can ensure they use new spells/units/buildings that we mod in.
Thank you! Great update all around. Enjoy your weekend.
[quote who="Zubaz" reply="69" id="2766757"] Quoting Murteas, reply 57Edit: Oh and by the way, it is true that your version is going to be white and boring. That is because I am using Stardocks Object Desktop stuff and in particular the program WindowBlinds 7 and the parchment theme which is made to look like Elementals UI. So I don't think there is a way for me to include that in my program, because I just get the design as a result of the WindowBlinds. So
Strange. I will upload a mirror on filefront. I have no problems with the original link but no reason for it not to be in mulitple places. http://www.filefront.com/17279313/EWOM_Faction_Editor.zip
You can actually do this now. Check the modding forums. Basically, if you design a sovereign in the custom sovereign interface you can then change it into an NPC to be recruited/hired by the factions. It actually very simple to do. 2nd - Colors can definitely be changed. Check out the metal color option in the modding faction editor: https://forums.elementalgame.com/390184 .
BTW, you can change the pacing of the game in the new game options (where you choose the victory conditions & world name).
Okay, first version is up. Check it out in the Faction Editor thread: https://forums.elementalgame.com/390184
New version available. Now with a random faction generator. More features to come. I am going to scour the forums for mods that make new abilities. I will add these as options to the faction editor. Still need to balance the abilities (still using the vanilla value for bonuses & weaknesses), and make the random name truly represent the faction. Have fun.
Okay, what I've done is simply add a random option to my faction editor which randomly fills in the fields. (It still tries to maintain consistency where it makes sense). I will release it shortly (Still have to figure out how I want to do random names). But I'd like to get feedback on what you guys would like to see, and which fields you care about. Also, what additional bonuses weaknesses you want to use (currently only using the pre-made ones). </p
Quick question, have you worked out how to get the AI to build these buildings? I think it should be possible, but unless you specifically give it a value to the ai, it will probably ignore them. Just a thought. I'll download and give them a try. Thanks for the work!
Glad the modding community is still sane right now. :) Looking forward to everything you guys put out and helping however I can.
I understand. What I think I'll do is make a prototype and release it and you guys can make suggestions on what you'd like to see. We'll work from there. I hope to have something tomorrow for download.
So, will people share which abilities they have successfully tried for a faction. And what the number means (percentage, 1 or 0, or explicit value, etc.). I'd like to make a random faction creator and I'd like to add in some of the non-official abilities to make it interesting. Just wondering what people have tried and used.
What do you intend with the % change for the 1st and 2nd weakness?
What I tried to do with the random colors on the current faction editor is to match certain colors. I put the faction color and the main building color the same. I put the 2nd clothing color and the 2nd building color similiar, etc. I actually created a method to produce random "similiar" colors, so I could at least keep a theme going with the colors. I'll probably try that out first, or if you have a suggestion on where I can go to find good sets of colors I could use
[quote who="Raven X" reply="38" id="2762869"] I think we can definitely work something out, Murteas. I can send you the files needed to add just the race and skins but not the faction if you'd like. That way players can use them as they wish. I'd like to keep at least some parts resident to this mod though so people have to download it to get the good. I love watching the download count rise on things the team and I create. Even though this is a labor of love and I would do i
Hey guys, Once this is released, do you mind if I include it as an option in the faction editor/random faction creator? I'd like to include as many races/factions as I can in the editor so people can have choices. Of course, people could install this mod separately and still reference it in the eidtor, but I'd like to make the races coming out show up as defaults in the drop downs. What do you think?
Hey guys. I was directed to this post by a pm. As to the questions in the first post. Those abilities that are referenced in the core race config but that are not in the faction editor, is because they are actually disabled in the AbilityBonuses.xml file and so if you chose them, then you wouldn't see any effect from the choice. Those abilities or any other ability you want to mod in could be added. Then you would just have to ty
In the random Map Generator thread, someone mentioned they would like to see a random faction generator. SO I thought I would create a thread to discuss what people would like to see in a random faction generator. Based on feedback, I will try to put something together and release it to the community. First off: Everything random, or should you be able to specify somethings and what you leave blank is randomized? Should