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.
Ponies
Traveling merchants with limited goodies available. It would keep track of what is bought and sold from the merchant. They might buy stuff that you had previously sold to your local merchants. Maybe some sort of merchant's guild that has mercs. Maybe based out of an independent city state. Give the option to attack the guild and loot it but you face sanctions from the guild causing problems like mercs on your borders and lessened diplomacy with their good trading partners. The possibility of ordering items to be made and hoping that the wagon with the goods makes it safely to your border or a unit.
I'd be most interested in modding the following;
Items
Creatures
Resources
Most of all though I think you need to focus on making the tools all work well together in a more integrated way..
I'd also like some sort of tutorial for the Partical editor...I find it a bit hard to fathom to be honest, though it's probably easy to use once it's been explained.
A few things.
First a mod spell that will allow you to use dead corpse. I.e. Raise dead, animate dead, corpse explosion etc..
Second a mod spell that will affect the enemy as well as your units such as prayer.
Third a mod spell that will add an improvement to your city. example wall of stone.
Fourth how to make a spell effect variables such as mana regen or defending units defense.
Lastly a detailed list of modtypes that can be plugged into the <mod> tag.
Also a detailed list of targets that can be plugged into the <target> tag.
Also a list of attributes that can be edited in the <attribute> tag.
Lastly a detailed explanation on the <calcultate> command.
Basically what I would like to see is a detailed manual of what can or cant be done with the modding engine and examples on how to do it.
"Basically what I would like to see is a detailed manual of what can or cant be done with the modding engine and examples on how to do it."
This is what he was talking about in the OP. Not what you want added, but what you want explained.
Teach a man to fish...
Great Idea, reminds me off the Sea faring faction in Alpha Centuri's add on. I'd love to see something like this although since it would require an awful lot of work i expect we won't see it until an expansion or community mod.
Sea resources - fishing, sea creatures, etc.
and/or
Dragon mounts
arg not done yet!
Mayhaps, a unit akin to the constructor of GCII - could build strategic structures like teleportation gates, Observation towers and recovery encampments.
Epic hero and item creator similar to the Sovereign designer.
At the moment, I think we're missing a little flavour due to a distinct lack of high level characters and items on the main map. Currently we can make a Sovereign and then turn them into a hero via .xml manipulation, but what we really need is a gui'd creator which allows us to make a hero and then plug into the map - giving him items and abilities as necessary.
Same goes for items - we should have a gui'd item creator which we can then link to tilesets - eg creation of a "sword in the stone" scenario on the main map, or make a much better armor set as a quest reward - if you could allow us to tag abilities to these items as (eg a sword with dragon breath!), that would be awesome!
[quote who="[Bravo]" reply="110" id="2769523"]Epic hero and item creator similar to the Sovereign designer. At the moment, I think we're missing a little flavour due to a distinct lack of high level characters and items on the main map. Currently we can make a Sovereign and then turn them into a hero via .xml manipulation, but what we really need is a gui'd creator which allows us to make a hero and then plug into the map - giving him items and abilities as necessary. Same goes for items - we should have a gui'd item creator which we can then link to tilesets - eg creation of a "sword in the stone" scenario on the main map, or make a much better armor set as a quest reward - if you could allow us to tag abilities to these items as (eg a sword with dragon breath!), that would be awesome! [/quote]
Great idea!
Please make a Lord of Sorcery Mod.
All the specifications for this mod are available in great detail if you just find a synonym for Lord and then a synonym for Sorcery.
I'd like to see a Warhammer mod complete with EVERY race!
Elven races.
Skaven
Dwarfs
The Empire
Lizardmen -> I REALLY REALLY would like to see a lizardmen army in this game... WITH REAL TAILS!!!
Orcs and Goblins (greenskins)
Chaos
Undead
Ogres.
It has tons of variety and many nations that could be built to add tons of fun!
Also TOP thing I'd like to see is if a faction's leaders are all destroyed, the cities turn into rebel cities that just build defenses. And therefore either you or other nations nearby attempt to lay claim to them. Because a giant nation disappearing merely because the leaders charge your defenses after you take one city isn't exactly fun...
Some folks have already asked, but I'd love to know how to make UI modifications.
Specifically, I'd like to know if there's a way to modify how the Empire Tree looks/functions.
I agree but unfortunately alot of the requests are something that can be found out, just by looking at the existing code.
The examples I have included are ones that arent in the code currently, and we have no idea on figuring out how to do it.
For example:
1. Wall of Stone? As of right now you can make a spell to upgrade the look of your city to stone walls, but you cant have a spell increase defending unit defense. I have tried for days and it cant be done. That is we need a guide.
Honestly the effort would be better served if they answered these questions on the following tags.
1. <mod> what are all the examples that I can use such as map, unit etc...
2. <target> so far I see a few such as friendlyunit, enemyunit, unit, map etc.. but a full listing would be nice.
3. <attribute> etc..
4. Lastly detailed guide on the calculate command.
With these a person can figure out how to do everything with this game. Hence teaching a man how to fish instead of doing the fishing for the man like some here are requesting.
Disregard
Alright, what I'd like to see is how to link a faction's current resource level, in this case diplomatic capital, to another game mechanic, such as influence, with some nonlinear function. It'd be a great way to illustrate how to implement a (somewhat) advanced operation in Python, and would be an interesting game mechanic (for at least one person!).
DEFINITELY an espionage mod. Special Spy class for champions that can infiltrate enemy/ally cities and supply information. Also able to be posted in your own cities for counter-intelligence.
how about a unique sets (armour, shield, helm and sword for example), that you have to collect in order to have extra bonus? Maybe as big quest?
Hi there,
Id like to see a NIGHT an DAY mod,
For instance have 12 turns for day and 12 turns for night, day can have varying colours per turn from dawn to dusk and night colours from dusk to dawn.
while the night turns are on all characters would need torches or magic to light there way and there would be a sight restrictsion unless you had night vision or magic sight this would also include citys sight as well and add a bit of sneakness because you cant see because of the darkness.
There can be creatures that come out to hunt at night and get bonuses for sight and attack because of the element of suprise but have negs if caught in the sunlight.
Cheers all.
city defence mod.
The population should give some bonus (maybe extra units or bufs?) while defend. I can't believe 1 hero is able to conquer a town with 500 population just by killing 1 guard.
Second this!
AND
Mercenaries that ask to join - spawn at those cities with the most prestige points (wonder if this would be the best prerequisite to choose from...)
Could be different creatures or folk from around the world (e.g. like Giants or Barbarians from the mountains / Treants, Gnolls from the woods, ....)
I want more powerful creatures. May be just to rise level for existing mobs. I need more creatures not with distant powerful damage, but with high defense and a lot of hit points. Some kind of "tanks". So it would be greatful, if you add to the game more enemies with high combat speed and a good melee damage. Drakes - not enough interesting mobs, as it fire through defense and don't let to tactical thinking...
Because it was boring to fight with easy mobs in late time of game, while you have big Army and high lvl Champions/Sovereign.
Thank you for your attention. Sorry about my bad english...)
Few more ideas:
- balista, catapult etc.
- tactical battle as in Age of Wonders - many hexes, different obstacles etc! - best game in that aspect ever (there is little tactics right now - wirtually no space to manouver)
Non Gildar drops from combat.
A merchant in town who can convert objects into a useable item. (e.g. 3 midnight stones and a ruby).
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