Abilities, Traits, and History's Modification [REL Version 0.46]
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UPDATED for 1.08 release :
Download Link: http://www.mediafire.com/?a9xdsi62pah7ac1
Alternate: http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/miscellaneous/Abilities-Traits-and-Historys/
** IMPORTANT: Ensure that you delete the old .XML mod files before updating. This does NOT modify any core files. **
DO NOT use the "/createxmlbinary" EXE command for this mod.
You must start a new and fresh game to see the changes.
HELP NEEDED:
I need a coder to inform me of how I can implement "attribute based abilities".
My goal is to see traits and abilities improved. With this mod most traits and professions gain a "passive bonus" that usually benefits you while stationed in cities. A merchant, for example, gains more gold stationed in a city then in the wilderness. He also gives the city a small multiplier bonus. This makes more sense instead of him scouting the landscape he is remaining in the city trading.
HOWEVER, I've been trying to tie these bonuses to the character's attributes with no success. I need someone to fill in the blanks in the coding here. For example, I want a merchant to gain .2 gold + (1/100) wisdom + (1/25) charisma + (1/30) intelligence/ per turn... how do I code this into the <Modifier> in the .XML. I'm stuck.
With all attributes at 10 the Merchant should gain ~+0.8 gold/per turn while stationed in a city. I don't want it to be a "perfect" number, I like the randomization of it. Might need to nerf the equation for late game concerns though.
I'd also like merchants to gain XP for being stationed in a city. No idea how to implement that either...
I also need testers to inform me of bugs, errors, and balancing issues.
Elemental Abilities, Traits, and Histories Mods (Version 0.46) Created by James009DI've modified a lot of the core backgrounds, abilities, and histories to offer more unique and fitting bonuses. This also helps to display the importance of leadership as you will now gain some small but important bonuses to keeping units stationed in cities. For example, a merchant king now generates about 1 gildar outside the city but generates another when stationed (which is added to the city income and modifiers) and grants a 5% trade bonus. Another example is the diplomat which generates 1 diplomacy point every 5 turns but can also generate 1 diplomacy point every ~3 turns while stationed in a city and improves the effeciency of the embassy while there by 10%. Hope you enjoy it as much as I do!
(Update) This mod now makes heroes, champions, and sovereigns even MORE meaningful and useful by adding bonus HP to each unit (4-10 depending on class). Heroes and sovereigns should now be more useful and survivable.Mods included:
How to install:
Using the mods:
New Histories: The old histories have been updated to be a little more meaningful and fun. Each history (both sov and NPC) also give the unit a bonus in HP from 4-10 to make them last longer and stronger. This should, altogether, make heros, champions, and sovereigns (especially) more meaningful, powerful, and useful.
New Histories:
The Abilities: Many bonuses are changed in such a way that they give you a greater bonus while inside a city.
Modified NPC Histories: These are available for the old NPCs and champions.
New NPC Histories: These are available for random NPCs or created NPCs.
Bugs:
GOOD LUCK! I hope to see Elemental strive into all it's modding glory!TO DO:- Implement personality traits- Fix background text- Add bonus HP (and possibly defense or dodge) to all heroes and sovereigns- DONE- Implement Mage mana restoration (Celerity)- Discover how to implement passive experience gain- Discover how to implement "attribute based bonuses"- Introduce a trait to reduce wages- Re-create all the core NPCs to have new abilities and more uniqueness.- Balancing
Want to help?
If you'd like to help contact me on the Elemental forums (James009D) or on either of these threads:https://forums.elementalgame.com/389531https://forums.elementalgame.com/389389
Also, submit your created heroes for the "Community of Heroes Project"!Changelog:
Old and Outdated Links:
[.34 Link] http://depositfiles.com/files/jvwbozk82
[.40 Link] http://depositfiles.com/files/u4le3c8j2
[.45 Link] http://www.mediafire.com/?u1dq5iala9c5ot2
Hi James, when the mod will updated?
Balance issue :
- (from the vanila, but please fix it) just force the players to choose only one or two spellbooks at the sovereign creator
- Warrior + Att Proficiency + Def Proficiency + daring + etc seems over powered. So I think rather than buff up the Warrior, you give the players a skill that work on battlefield. Just like your speed talent.
- The mage has too much essense at the beginning of the game.
I haven't tried the other. But here, some ideas :
- You can use "Charisma" as modifier for Merchant, Farmer, Sovereign, etc stat.
For example : The Merchant hero will boost the city gildar to 1. With charisma, you could enhance the number future more. Like if you have 10 in charisma, you will get 1 gildar bonus, then when you get 15 in CHR will get 2 gildar bonus, etc
Yes, you still has to use the hero wannabe to battle, but at least, now you have reason to increase CHR on level up. This easier than make complex calculation with Wisdom, Charisma and Int all together. (why make something difficult if you can exploit the easier one?)
I think for att and def proficiency, you can give the unit a combat skill rather than make him a better attacker in stat wise.
Looking forward to further updates. Hard with the rapid pace of changes to Elemental, but you are doing a great job so far as one of the leading early modders. Keep it up!
Apologies. Out of town for a few days for a meeting and then I have job testing. Might be a few before an update.
Love the mod, keep up the good work!
This really interested me, specifically your 'attribute-based' abilities. I did some testing on my own, and it appears that the game will not use anything within <Calculate> tags under a <AbilitiesBonuses> tag. It seems to work just fine under CityLevelUpBonuses.xml (of which I tried to emulate for over 4 hours this morning...), though, so I could be wrong.
I hope you can get this to work somehow, as this would be an awesome addition to this game. I love what you've got so far!
Looking forward to an update for 1.08.xyzpdq
Back in town. An exhausting week!
I can update this tonight but the likely improvements are basically the re-implementation of the "Organized" trait (still as Disciplined).
Regarding <Calculate> this doesn't currently work for ability bonuses, I've tried all sorts of combinations to get this to work. Still waiting on Stardockians to implement this. I spoke with a dev a while back and the good news is that this is on their To-Do list.
Looking forward to your continued efforts here. Thanks!
Alright, after some delay, much running, and literally jumping over fences I've finally released the .46 update. This re-implements the old "Organized" trait (still as "Disciplined", high cost) and makes heroes a little more useful by giving them a bit more HP, small dodge bonuses, and some bonus morale.
http://www.mediafire.com/?a9xdsi62pah7ac1
.46- Added additional but small bonuses (HP multiplier and dodge) to all heroes. Modified some morale bonuses. Fixed a fiancee typo. Re-emplemented "Organized" trait.
I tried a new way of implementing the spouse but it didn't work . Calculating still doesn't work either. One day those will work...
Hmmm, I haven't really even looked at spellbooks yet. I usually, by default, only use one and normally don't play a "Mage" character. I don't know if I could do this or if it'd be in the scope of this mod's goals. I'd rather give the player more options (which may be overpowered and cheap) rather then limit them to anything. My goal is to have more interesting choices and provide more variety.
Yes, I need to go through and balance this stuff. I'd like the player to be able to be a powerful Knight, General, or Soldier if they want to but this should come at the cost of efficiency or leadership. For example, an elite superwarrior shouldn't be the best at economics, administration, and diplomacy. Perhaps I should raise the costs of these abilities to compensate and balance.
It's not balanced right now because this is very early in development. My advice is not to use a bunch of things that are overpowered until they become more balanced and expensive to compensate. Makes me think of this:
Man: "Doctor, it hurts when I put my arm over my head and jump a lot."
Doctor: "Then stop jumping!"
I'll be honest, I haven't really tested the Mage yet. I wanted him to have an additional selection cost but that didn't work.
I haven't tried the other. But here, some ideas :- You can use "Charisma" as modifier for Merchant, Farmer, Sovereign, etc stat. For example : The Merchant hero will boost the city gildar to 1. With charisma, you could enhance the number future more. Like if you have 10 in charisma, you will get 1 gildar bonus, then when you get 15 in CHR will get 2 gildar bonus, etc
The moment this is availible it will be implemented. My goal is to use a combination of Charisma, Intelligence, and Wisdom to calculate your bonuses for multiple classes. Merchants, for example, will get 50-70% of their income from their Charisma score, 20-30% from Intelligence, and 10-20% from their Wisdom score. If your character is smart, wise, and charismatic then he'll make an excellent merchant and bring in some good income. A Researcher, however, would be much more focused on Intelligence and Wisdom. I'll also apply similar formula to classes like Bards, Royalty, and even Generals (training speed improved by scores).
I believe this will REALLY flush out the characters and make leveling up more important and grant greater benefits.
Hello James,
I have uploaded this mod to:
http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/miscellaneous/Abilities-Traits-and-Historys/
So you can have an alternate download location.
Keep modding!
Thanks, looks good. I'll update the first post.
I hope this mod isn't dead....the lack of posts however suggests otherwise.
Is this even 1.11 compatible. I would like to add it to mod in use Mod list but dare not as it still states 1.08 only...
If no one else is going to, I am going to try and make it 1.11 compliant. I will not add anything in this run, but I would appreciate some help testing it.
Mod isn't really dead so much as I'm waiting to be able to add new things to it (ie. bonus based on attributes). Also, last time I tried modifying it the multipliers were not working, were those fixed?
Last I checked it had been working in previous versions, might need an update for 1.19 because of the "Diplomatic" ability; a slight merge.
Anyways, I'm migrating to a new computer but will try to get on this soon. Let me know what is broken, what needs fixing, and what we should add to it. Also, I appreciate any help you have, Kenata
EDIT: So, I got everything together and did a test run, had no problems. I don't think some abilities are working (ie. Merchant city income) but I am not sure how to fix that at this time.Anyone see anything that needs fixing?
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