During the early betas of Elemental, we let users creation their own factions during the game setup. But over time, we kept getting more and more good ideas on how to make this more sophisticated that it became impractical to foist such a complex system onto the player (the UI would just get crazy).
Moreover, having to UI drive faction creation was resulting in factions that were more or less the same. So we moved this into the area of modding.
Let’s create a new faction. I’m going to create a new file called Froglers.xml and put it into my units directory in documents\my games\elemental
Inside I’m putting this file:
<RaceConfigs> <RaceConfig InternalName="Froglers"> <DisplayName>Frog People</DisplayName> <Capital>Ribit</Capital> <ShortName>Froglers</ShortName> <LeaderName>Frogboy</LeaderName> <PopulaceName>Human</PopulaceName> <Description>This amphibious race hops on all fours.</Description> <Alignment>Good</Alignment> <FactionAllegiance>Kingdom</FactionAllegiance> <DefaultCityWallSet>CityWalls_Fence</DefaultCityWallSet> <NewCityHubType>Outpost</NewCityHubType> <CapitalHubType>Outpost</CapitalHubType> <!-- Race Stuff --> <RaceClassification>Frogs</RaceClassification> <RaceDisplayName>Frogs</RaceDisplayName> <RaceInternalName>Race_Type_Frogs</RaceInternalName> <MaleUnitType>Skath</MaleUnitType> <FemaleUnitType>Skath</FemaleUnitType> <GenericUnitType_Male>Skath</GenericUnitType_Male> <GenericUnitType_Female>Skath</GenericUnitType_Female> <TraderUnitType>Skath</TraderUnitType> <StartingUnitType>Kingdom_Soldier</StartingUnitType> <StartingUnitType>Kingdom_Pioneer</StartingUnitType> <ChooseFactionBack>Faction_Background_Altar.png</ChooseFactionBack> <UnitScale>1.0</UnitScale> <UnitSkinColor>32,255,32</UnitSkinColor> <UnitHairColor>155,255,75</UnitHairColor> <UnitClothing1Color>120,25,20,255</UnitClothing1Color> <UnitClothing2Color>78,60,55,255</UnitClothing2Color> <UnitMetalColor>145,145,145,255</UnitMetalColor> <BuildingPrimaryColor>165,255,130</BuildingPrimaryColor> <BuildingSecondaryColor>75,255,50</BuildingSecondaryColor> <BuildingRoofColor>90,255,10</BuildingRoofColor> <ZoneOfControlColor>165,255,30</ZoneOfControlColor> <TechTree>TechTree_Froglers</TechTree> <KnownStartingTech>Frogler_Starts</KnownStartingTech> <EnvironmentTerrainType>2</EnvironmentTerrainType> <PreferredLogoType>KingdomCrest2</PreferredLogoType> <SovereignUnitType>Lord_Relias</SovereignUnitType> <Spellbook>LifeSpellbook</Spellbook> <A_CoreManaRegeneration>50</A_CoreManaRegeneration> </RaceConfig>
</RaceConfigs>
Now, if you pop this in it’ll crash. That’s because we have to define some things first:
Without those 4 things defined, the game won’t know what to do with this faction. It is in these 4 things that we ultimately make what is special and unique.
I also cheated in terms of the 3D modeling. I used Skaths as my units. Skaths kind of look like frogs in the game so I figured…
We’ll need to define what Frogs are as a race. And we’ll need to come up with a technology tree for them.
Stay tuned.
Let me know when you create your own "races" within the UI of Civ 4 and Civ 5. KK thx.
Several people have pointed out the negatives of the xml approach for faction and race creation and modding; namely accessibility and balancing.
What is the upside? What is the sophistication that Frogboy hints at?
Is there a chance the ingame Faction/Race editor will return at somepoint? in an expansion or patch or somthing?
Its not that i cant be bothered to use xml, its just that people i play with are more likely to accept my race as balanced if it's made in game using a points system.
Agree wholeheartedly, for three reasons. First if there's no editor somewhere in the game engine, if you have to go to XML, you're cutting 90% (at least) of players out of faction creation right there - the average user won't touch XML. Second even for people in that 10% who don't gag at the sight of XML (like me), it's still convenient to have a graphical UI - even if we later start mucking with the XML to get something we couldn't do with the UI, it's still a good starting point. Third if the UI can keep the point limitations, there's still the future possibility of working "legal" custom factions into multiplayer, and just blocking the "illegal" ones (i.e. modified through XML with options not available through the UI). And really, you've already made this, there's no reason to remove it - let us keep the existing faction creation UI, and if we want more options than it can provide, we'll go to the XML.
I don't remember any race creator. I remember a FACTION creator, but not a race one.
Either way, I don't think the faction editor was all that bad, UI wise?
I don't mind going through XML. I made my custom faction in probably 10 minutes via XML and most of that was finding the internal names, but a GUI would be good too - IF - it allowed as much customization as the straight XML (i.e. I don't lose options in the name of "making it easier" - I want to have the freedom to do really complex/exotic stuff while allowing others to make more simple changes.)
I think an editor that somehow understood where things are in the xml would be good too. For example, if I could navigate to say preferredlogo, then it would pull up a list of all the declared logos in CoreLogos.xml.
That would be great, though it wouldn't solve the problems for those who need GUI.
Do you remember what Frogboy said a while back about about Not getting rid of Content they already had? We did have a UI/Screen for Faction Creation. I'm sure when the full game launches that UI will be in the Editors. That's what I'm talking about. I don't see Frogboy and the Team throwing away that entire screen just because they're doing things in XML as well. They'll put it in somewhere and something tells me when we see it that it's going to be Much Improved from the last iteration of the "Faction Creator" that we saw a few betas ago.
Think about it my friends. They aren't going to take a step backwards in giving tools to the players. Frogboy doesn't waste money on stuff not to use it or improve upon it and they know a lot of people don't even want to have to deal with XML. They won't get rid of the Faction Creator we had entirely, they'll make it better.
Get used to FINAL DESTINATION unless you want to be called a cheater.
I don't want to have to hack a text file in order to create a new faction; that should be handled by the UI.
I don't know how things will be in the final version, but what Frogboy said /did/ imply that the only way we'd be able to create our own races/factions was in xml...and while I can edit xml, I don't really want to have to go through trial and error, opening a file, editing, closing, starting up the game, creating a new game with a new map, playing a few turns, then quitting and going back to the file.
Keep in mind it may crash the first few times until I get everything I need in the file and don't forget anything...and I don't necessarily know all the parameters.
It doesn't sound like fun.
If you're going to have custom faction creation in the XML only I suppose that's fine. But you can't really legitimately advertise that you have custom factions in the game because you don't. That's like saying that you have multiple world maps like in MoM because you could mod that in with XML...
this is exactly why I decried the removal of the Faction Creation UI originally :/
But half of you were like "oh that's great more detail yay~~~~" not to mention the obvious issue with overpowered custom factions in multiplayer (like hacking in uber-swords in the first technology in a given tree, which was my original example). Now, a point-driven custom faction being used in MP is fine (as long as it is verified to not be hacked, mind you), like what we had before.
Bah. Give me back my point-based Faction creator.
If the point-based faction creator is the only option, I wouldn't like that any more than people now liking xml as the only option.
If that's the way MP needs to work - fine, but if I play SP game, I don't want using the points to be the only way to make factions.
Has nothing to do with hacking in uber swords, imo. It has to do with how many options and what not would be available for modding factions. If I want to create an "exotic" faction but such options aren't available in the point-creator, I should just be oh well too bad in a game that's mod friendly?
The downside of only having an in-game editor is this...
A purpose-built editor within the game needs to be able access and use resources. It would be built based on what is currently there. That's fine if the resources don't change.
Also, the process of building a race would not simply be a matter of selecting a base-race from a drop-down and moving forward. It would consist of selecting from a group of race resources, then applying all sorts of modifiers to them such as base colours etc. To do justice to the options the editor would become very complicated very quickly - but would still be limited to the way the UI was set up.
The upside of encouraging us to use the XML directly is that many of the UI limitations are removed. Instead of the UI dictating the limits of our faction, it would only be our imaginations that would dictate out limits.
There will still most likely be a simple faction editor in-built I would guess. But I'm looking forward to seeing the community mods of Spider-women and Undead hordes etc that will most likely be available now that the full power of the engine is exposed via the XML.
I think there are two groups. 'Casual' players that want to tweak a kingdom ... and modders looking to remake the Lord of the Rings with the tool ...
For me ... Building your own kingdom, with the various 'costs' just as we have with our Sovereign is pretty important. i don't care that I have a frog looking character, but I am interested making choices between 'combat' and economic styles of play... and tweaking my kingdom to support that. And I like the program 'enforcing' my choices ... i.e. I only have 50 'points' to spend.
For a true modder ... The XML will be awesome. We may need a 'sanity' check on the faction for online gaming to prevent overpower factions from coming in.
I prefer a more of a "Space Empires V" view on things, in a multi-player game you can select how many points can be allotted to race and sovereign. Also used successfully in table top games.. Warhammer ect.
This would give tournaments and such something to play off of. Separate ranking of 50 point games, 100 point games 500 point games.. ect.
With the ability to fully customize your race/sovereign to fit a specific strategy something needs to be implemented to make sure there is a rock/paper/scissors or some form of balance so one race/play style doesn't rule multilayer and then take the fun out of it.
Balance will tend to find its own level. The game 'Dominions' has a fairly active modding community and when a modder releases a new race for that game there is a lot of discussion about balance. The beauty of Elemental will be rebalancing will be relatively easy. Basically a modder might release a faction mod that another player finds unbalanced. They can go in and change some of the core settings themselves. Others will try it and compare, and through collaboration we will enjoy the fruits of their combined effort.
Frogboy has shown the rating system for Sins mods and that will keep unbalanced mods from being too popular.
The lack of control may be a problem for MultiPlayer I guess, but that is one aspect I'm not really all that interested in TBH.
I would assume point-based would be the in-game UI (assuming there is one...), or there could be a checkbox that controls whether or not the faction is restricted to a certain amount of points or subsets of abilities (call it "multiplayer compatible"). There would have be a form of verification, of course.
XML could always be written by hand and used in mods, assuming it was unchecked for single player. I'm not against the concept of deliberate overpowered factions being created for either single player comp stomps (or to play against the AI for the challenge) or when creating a completely new mod with a totally different aim at balance.
My "only" outcry is that there needs to be a simple, in-game UI for creating point-based factions that could be used in multi-player OR for single-player (since that's much more fun and simple for the average user than using XML in notepad). Or we run into the "Final Destination" problem as noted above.
I know that custom factions will be created by XML, and can be done by hand. That's great, but the engine is designed for that. It's been in there for awhile now.
Modding opens up so many opportunities, which is great. But the down-side is that filling in text even in an XML editor doesn't feel like part of the game (and isn't, since completely unbalanced, as pointed out).
Don't want to say it but wouldn't it have been much easier if we had got some flashy races from the start? And then the modding could have started from there.
That would make sense. Perhaps the verification would be that when the game loads the faction, it checks the options and makes sure it's under - and if not, the user see that his faction is "in the red" and will have to adjust it.
As long as the XML remains available to us, I don't have a dog in the fight, so to speak. However, the tone of the thread seemed to be "down with XML, use UI only" which seems to imply to just remove the xml entirely.
I don't want Elemental to be one of those games where modders have to rely on someone to crack open the files so that we can actually do some modding - otherwise, everything is hidden away and confined to whatever options get presented in the in-game UI.
In other words, one of those "we don't MIND modders, but we're not going to make it easy either." games.
IronMana: create one of your custom sovereigns. Now go to:
My Games\Elemental\Units
Your sovereign should be there. You can load its xml, change them however you'd like. I believe you can even make it have all the books unlocked, have every trait, etc.
XML will always exist and be exposed to any modder. That is how, I imagine, more serious "total conversion" mods will work, especially ones that alter the core game rules instead of just loading in new tiles/quests/units/factions/etc.
The engine was designed to support XML and it will stay that way. I'm anti-XML in that an in-game UI should be available for:
1- ease of faction creation for people who don't want to open XML themselves
2- restricting the choices a new faction would have, mostly for multiplayer-usage (you would still have to have a check when you load the faction. No XML editor is magically aware of "points" or how much a particular attribute "costs"). This restriction can be lifted with a simple checkbox in the UI.
However, if you want to do crazy stuff, then you'll probably need to resort to XML. Remember that the Campaign included in the game was made "entirely" with the modding tools available, so I imagine they must be pretty powerful.
Note that currently the engine is hidden and is not exposed for modding. Over the next months we will be provided with hooks that we can write Python scripts for.
I would like to not have to learn a programming language in order to get at the custom factions/races that I was promised when I pre-ordered this.
*nod* yeah, I've made a custom sov. and faction via XML, and found it not as hard as people probably think (I'm hardly a master modder or a master programmer)
I'm not against a GUI at all. As one person said, even those comfortable with XML will likely find it convenient at the very least.
Looks like I don't have a dog in the fight - which is a good position to be in. I'll get out of the way now.
Well as someone who truly enjoyed building the factions in the earlier betas. I'm a bit dismayed to a certain degree. I understand that intricate changes for the races to be something that may need a modding tool to do.
But, I just don't see why you couldn't have the initial framework you provided in an earlier beta, to give the people a rough visual idea, within the games modding tools. Not having to use a notepad to create their own factions. That just feel's like it's missing the boat. Here's this great idea, and we presented it to you in a nice graphical presentation. But.. naw you prefer to not look at it in clean lines.
Not everyone who's going to be modding, is expecting to spend hours looking at the matrix code. It's like the old days when people chose to use a graphical display and a mouse. I just don't see why we need to step back so far. But my feelings ultimately are, that we should have something similar to what we had earlier. And that way we can crank out a bunch of basic faction designs, and then if we wanted to get more intricate we could then, go to the xml file and adjust it there, for that extra depth that is being presented.
XML is very simple, so you don't have to 'learn a programming language' for it, but I do agree that an XML requirement will make a lot of people refrain from creating custom factions. It also definitely will impact MP - I'd say there definitely needs to be an option to block freeform factions from MP, and there should be a simple in-game editor to just customize a faction (for SP and MP).
I've missed the faction/kingdom/empire/whatever creator in the beta ever since it was removed. I'm also not happy with the sovereign editor as it is now because I can't my sovereign as powerful as the premade ones. At least I can't duplicate Lord Markinn, not enough points. But I guess that will fixed/balanced by release so I'm not really worried about it.
Designing my own sovereign and then having to choose from premade factions (whatever the source) just feels wrong to me. I want to be able to make a quick custom faction to go with my quick custom sovereign. Without having to mess with xml even though I'm quite capable of doing that.
If you don't want the race/faction creator to be available after the sovereign creator when starting a new game that's fine with me. But please have one in the workshop at least? Or are we missunderstanding something here? Is race and faction not the same thing? Well, I know they are not when playing but I'm talking when modding/creating new factions/races.
That being said I like the fact that I can mess with the xml if I want to. That's great and I want it to be able to do that when I really want to go to town and create something (hopefully) unique. But I also want be able to make a basic faction when starting the game that's maybe not so unique but no the same as the stock ones. Like we had earlier in the beta. MadMagnus said it real will in reply #20 on the first page imo.
I guess I just want it all.
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