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.
This would really go a long way toward assisting the mod community. You probably have an archive full of tutorials on this so just post an old one and edit for EWoM flavor.
I'd love to see an example of the
<EnvironmentType>GrasslandEnvironment</EnvironmentType> <EnvironmentSpreadIntensity>100.0</EnvironmentSpreadIntensity> <EnvironmentSpreadRadius>1</EnvironmentSpreadRadius>
tags used in worldresources. I can't get them to work at all.
I wouldn't mind seeing a mod that:
1. Alters the name generator
2. Provides hero's, champions or units with special abilities.
I also wouldn't mind seeing something that alters the AI of units in tactical battles... this is not a real biggie here, as I think you mentioned working on something that will let us mod the AI through python, but I am guessing you are not ready for that yet.
i will also like to see those things done if possible, and :
1. how to do a spell like wall of fire, that apply an effect to 1 or more tile that damage, or give other effect to all the unit that get inside it until it wear of
2. channeling spell of 2 type one that make the caster charge the spell for some turn before use it (if the enemy don't stop him), and one that make him keep casting a spell until he move or is damaged/stunned (something like "drain life" in warcraft )
Unique items: These are items from which there is only 1 in the game, for example it was the result of a quest. The special thing about them is that when you defeat the hero that uses the item, you will get the item yourself. This allows mods to make games where you have to collect all fragments of an item, and you get the items through quests, and through defeating the opponents heroes that did the quest before you.
ill second the requests for a detailed quest overview... im an avid writer (at least, I play one on TV), and would love to create my own quests/storylines...
How to use WindowsX to mod the gui.
Would be cool if you had a class system for champions for sure, like you start out with no class, but when you reach level say 5 you can select from stuff like warrior, mage etc,. which would then give you a base set of skills, that you could refine later. bring more RPG into the characters I meen.
I would like to see a damage shield power: an effect that damages the opponent when the enchanted unit is hit in melee.
I'd like to see this as well.
Another thing I would like to see is real time/continuous turn tactical combat. I know it's supposedly less fun than turnbased, but I want to see it for myself
I'd like to know how to use map features as resources. Like mining a mountain for mithril or something. I know you can make something resembling a mountain in the tile editor, but it isn't quite the same. Similarly, I'd like to use the volcano as a resource as well.
Custom Magic Items (Like from Master of Magic)
-------------
Variable power combat spells - A spell that does more damage the more mana you pump into it.
Summoned creatures you can level up - A few special summons you can level up like a champion.
An either/or building choice - Two buildings of the same type (Temple), one is good, one is evil. Building one removes the option of building the other.
That is all I have off the top of my head.
Sammual
it's already mentioned in basic in thos thread, but i'm thinking something more elaborate as discussed here https://forums.elementalgame.com/395433
different 'tech levels' (3 of them, small, Med, big) of military (only) 'outposts' that have influence and sight radius, but can not harvest resources, and come with ongoing costs in resources (maintainance) with varying bonuses in defenses and healing and/or other features.
I like the idea of a few special summons that are able to level up, also if they could be resummoned at the lvl they died/banished at for a higher mana cost then that would be great!
Mod 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)
Not sure if this is what you're asking for, but atm I'd like to see:
1) The ability to require certain buildings be present or not in a city to build another. For example, a building that can only be build near a palace, or one that cannot be build if a palace is present. Basically, a <Prereq><Type>Building</Type></Prereq> and a not version of that.
2) A tag that makes certain buildings undemolishable. The most obvious being a quick fix for houses, make it so people have to raze massive food consuming cities if they don't have a big food surplus instead of just going around blowing up the houses. Also could combine with the above point to prevent people to build the prereq building then demolish if after the later was built.
3) The ability to require certain type of cities to build not just their level. For example, leveling up a outpost to village and choosing the gildar bonus option would make the city into a "lv2 commercial village" (or w/e you want to call it). This is to make it so that only certain type of cities can build certain type of buildings, requiring you to have one of each type and differentiate their purposes. With a little modding, each type will have their use and people won't be just picking the Gildar bonus for all their cities.
Hope it helps...
Airships anyone? Or arial units?
Trade ships, as the name points to trade between costal villages.
Maybe as someone said soe airunits
Pirates and sea battles would be nice
And improve modding tools, there are a lots of bugs, a lot.
The posibilty to design units of the minor races like darklings, spiders, dragons ... and it might be good to have some Dragon Knights
I would like mods that let me set up my own societies. I really loved how it was handled in Galactic Civilizations 2 and Alpha Centauri.
I am sorry, Brad, but for me Galactic Civilizations 2 is still the greatest game you ever produced.
The adding of new professions. Thanks in advance
What I am missing so far is the possibility to bringing the world back to a glorious magical society. You can build stuff, but it is not the Magical Kingdom I wish for, nor the Empire.
I would like to have floating castles or whole floating cities - which use up mana every round.
Also, back in the olden times everybody could use magic. I would like to return to this state - perhaps by creating a magical artefact, like The Orb of Power, which grants every citizen access to some small magic, giving units a little boost depending on the level of magic in society. Perhaps the Orb of Power passes the power on to the cities, which might need a Tower of Power to receive the power from the Orb.
This would then also be some science to be researched. A society with many levels of magic civics could have units with many spells, or more mana per person. Thus, more power despite little research into warfare, but of course also higher mana upkeep.
Also, I would love to have a weather system. They used a simple system in Alpha Centauri. Essentially, you need a general direction of the wind, then calculate the humidity and likelyhood of rain. Mountains reduce humidity by making it rain. Thus, you could cut off your pesky enemy by raising some mountains in the path of the nice little clouds, getting all the water yourself. Or you could blow up your other pesky enemy (you know, the one who doesn't want to share the mana) with a huge meteorite, causing some kind of semi-nuclear winter and plenty of fallout for yourself.
And I would like to propose a buildin called The Wizards Tower. If you have a sovereign in a city with this tower, your spells have an extended range. Thus, you could fry a bunch of enemies that are daring to enter your territory (unless they are cloaked and you can't see them, or they are shielded somehow. Then, of course, I could try to destroy their shield and blow them up later).
This might be limited to armies only. After all, if Sauron had blown up Frodo the moment he entered Mordor, the book would have been rather short.
And I still would like a mod for a number of artefacts I could create.
Airships for sure.
Hm... I'd like to see general mod examples that...
Create a new unit
Create a new resource
Create a new item
Create a new mechanic (or modify an existing one)
Create a new special ability
Add new functionality such as popup notification
Add a new dialog box and hooking that up to an event
Generating monsters
Triggers, events, and general scripting
Imports new art (models, textures, text, animation, sound)
Creating new behaviors for NPCs
Basically, I'd say create an example mod that we can take apart like "If we wanted to make a WW2 game, we'd do things like X". It wouldn't need to be complete in any way of course, but I think being walked through with actual examples that are integrated rather than just pure isolated code snippets would be really helpful.
I know some of these have already been asked for, but I just want to put them again because a lot of people also want them.
1. Dungeons you can enter and lead to more treasure/loot/quests. This would also lead to more intricate quests instead of just escort and kill this quests;
2. Moddable interface;
3. MoM mod, of course ;
4. Access to the python code to make better mods;
Any tutorials on the above type of mods would go a long way to help the modding community to come out with better mods.
I would like to see at least a small dynasty mod. This would allow those of us that want to create dysnasty mods to do so, isnce it doesn't seem like the files are modable, or even able to be found. Something along the lines of:
Here are some other forums where dynasty mods were presented, as well as other ideas related to the dynasty system.
Also, could we see a mod where the base speed of a unit is altered, this would allow us to create mods where the unit speeds are a little more believable (dragons should probably be able to move more than two, etc...)
There are many great features available to you once you register, including:
Sign in or Create Account