This will remain a WIP, at least and until the game is final version and even then will have to make sure mod works.
Latest Version of FR material: http://www.4shared.com/file/eG0T0Nf2/Forgotten_Realms_Mod_v02.html
Latest Version of Spells/Items: http://www.4shared.com/file/4FAvejck/Spells_and_Items_DND_Mod_v05.html]Spells and Items DND Mod v05.zip
Welcome to the team NimbyJester!
Feedback welcome. Any wanting to help code or add content is welcome, let me know if you want to be a part of the team.
Intro/Features List:
FR Pack
5 new heroes, none of which are complete or balanced yet.
2 new buildings. Khelben's Wizard Tower, unlocks same time as monastery for slightly less people cost and 1/city. Elminster's Study, adds 5 to tech research and unlocks with schools. (Not entirely sure they are balanced or going to rename other tiles with those names. Feedback is welcomed. )
Spells/Items Pack
As way of workaround, I am using Int Modifier as multiplier for damage until/unless way is found to directly tie to level ( Level d6 damage ), spells cost 8 mana per level. Summon monster I summons a celestial badger at this time. Enchantment type spells will cost mana per turn equal to spell level. Cleric spells appear for study equal to their level +3.
Lvl 0: Ray of Frost
Lvl 1: Shocking Touch, Mage Armor, Shield, Summon Monster I, Expeditious Retreat, True Strike
Lvl 2: Bull's Strength, False Life, Gedlee's Electrical Loop, Heal 2 (Not DND but does heal 12hp. I'm going to have to axe it if rebalancing spells later).
Lvl 3: Lightning Bolt, Fireball, Spiderskin
Lvl 4: Cure Light Wounds
Lvl 5: Cure Moderate Wounds
S&I Version history:
0.01 Initial release of content (2 new bldgs, new champions, new spells (ray of frost, shocking hands, gedlee electic loop, mage armor, summon monster I, shield, lightning bolt, fireball, cure light wounds, cure moderate wounds ).
0.02 Bugfixes. Ray of Frost more cold looking. Intelligence value now calculates properly, meaning spells do what they say.
0.03 Fixed value for Ray of Frost to 3. Added Expeditious Retreat and True Strike.
0.04 Bull's Strength, False Life, & Spiderskin added.
0.05 False life made variable.
FR Version History:
0.01 Initial Release (contents mentioned above)
0.02 First attempt at adding custom content/factions.
To-do List:
Flesh out factions/setting. More spells (of course!). Look into feats/classes implementation rather than just 'adventurer'. Getting potions and the like in the store. More champions. More stuff. Looking at spellbooks for other caster types (clerics, druids, bard, sorc, pally, ranger ).
I'd be happy to help out with ideas etc for something like that, but as I think I've mentioned before my available time is a bit erratic. I work alternate weeks of days then nights and have my own non Elemental projects I need to be working on. I find elemental a very good sandbox for figuring out where the balance should be between simplicity and complexity. I have a habit of trying to make things overly complicated and working within the limits of Elemental is helping me focus more on what is really needed. Granted what I'm working on is nothing like elemental but it has already made me see that I should shelve some parts of the project and improve others to compensate. Then at a later date re-instate them at a higher standard of quality.
I think part of Elementals initial/current problems were due to gameplay elements being removed due to being overly complex or not fun. But then nothing really being added in to compensate for the loss. For example they simplified the resourcing system, to counter this loss I would have liked them to make champion leveling more interesting. Currently there is little to look forward to when leveling a champion. Yay some % increase to damage or health which will offset the increase in health/damage of the enemy resulting in not much of a change. Which is why I like the idea of adding in DnD elements of classes and unlocking abilities at different levels. Then you get to look forward to unlocking some new tactical advantage i.e. a new toy to play with.
Thanks Harpo!
Also, I've uploaded all my work from this weekend. It's by no means perfect, but here it is. 2 Factions for play are added, Zhentil Keep and New Phlan. Anyone remembering Pool of Radiance ? Yep. Timeline is ~~ shortly after those events. Right, also going to need to put file POR.png in the Mods/Gfx/Logos folder. If 'Logos' doesn't exist make it and toss it in there. Right. I'll get the readme straightened out on that for next update. Also there's a Forgotten Realms map JPG in the art folder. Very handy as an atlas/reference.
PS-> The "Tree" is not good to me. I put the link in. If you click the box it'll take you to the right page at least.
supremeshogun,
it must be related to the links for the image that the website gives, as I have had no issues with links from my dropbox using the download file link pasted into the tree's link address.
harpo
Adding to what NJ just said, we all know a lot of magic was gutted with/when the new magic system came into play. There's like a great void of "stuff" and that's what I hope to plug in with what I started here. I definitely want to give it that D&D touch. Mostly since those groups who started their own are kind of quiet and none of which picked Forgotten Realms already. The one area I was most familiar with. Though I do look forward to seeing them all, I might add. Hopefully, I can spur them on, maybe encourage the devs (whoamI kidding LoL) But maybe they're impressed a few of us are already doing our damndest to mod stuff already. Or not. I'd like to think it brings smiles knowing there's a fan base waiting to see what's "under the hood" in addition to playing the game.
On a programming note, I'd like to ask a question - If I was to create a damage spell that does damage to a "squad", let's just say 2 damage per guy in the squad.. squads are teams of four. Single unit stuff, I'm ok with damage spells.
Right so, later on there's teams of 8 and 12... A) Is it possible? and if so, can you direct me to an example or tell me how to adjust the code?
C)Is it possible to vary the damage per guy in the squad (min/max value)?
Final note: Anyone wanting to comment and feedback on stuff I am totally open to new ideas and possibilities. I've been thinking of going with the following factions below (listed in pairs, largely though to balance out Kingdom/Empire, also they're antagonists to each other anyway): Zhentil Keep, New Phlan, Neverwinter, Luskan, Waterdeep, Menzoberranzan. Thinking of adding two to four more, suggestions welcome.
Hmm maybe I'll check into dropbox then.
On a programming note, I'd like to ask a question - If I was to create a damage spell that does damage to a "squad", let's just say 2 damage per guy in the squad.. squads are teams of four. Single unit stuff, I'm ok with damage spells. Right so, later on there's teams of 8 and 12... A) Is it possible? and if so, can you direct me to an example or tell me how to adjust the code?C)Is it possible to vary the damage per guy in the squad (min/max value)?
You're in luck, it is possible. I'm using the code below for a fireball spell. So you can scale it according to TroopCount, in this case it multiplies by 2 for every 4 troops. You can adjust this however you want. I would assume that you could stick the TroopCount in the MaxValue and MinValue expression, but I haven't tested this, myself... Hope this helps! Happy Modding!
<GameModifier InternalName="FireballModifier"> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute>
<Calculate InternalName="ExtraDamageFromIntelligence" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitStat_Intelligence]/-4]]></Expression> </Calculate>
<Calculate InternalName="DamageScalingTroop" ValueOwner="TargetUnit"> <Expression><![CDATA[[TroopCount] * 0.5]]></Expression> </Calculate>
<Calculate InternalName="Value"> <Expression><![CDATA[[ExtraDamageFromIntelligence] * [DamageScalingTroop]]]></Expression> </Calculate> </GameModifier>
Dropbox test:
Thanks much, LightofAbraxus! I may keep Fireball as is. (I've got it at 3rd Level) Pretty potent. But Delayed Blast Fireball (7th Level Wizard Spell) I'll opt to include the troop count. Harder to research, etc.. That way its not too much to early. May look at a chain lightning type spell as well that works on troop count.
So Dropbox it is. I can look at making future updates with it also. Not to slam 4shared since it was free - just NO wait and NO ads trumps everything.
Screenie of ZK at the faction selection screen
I don't think it is and even if it is then there is not much point due to the way squads work. A squad is really one unit that reduces in "power" as its HP goes down. e.g. a unit has 80HP and 8 people in it. If it takes 2 damage per unit; then it takes 16 damage over all "killing" one unit. If the damage varied per unit the outcome would essentially be the same as the HP is shared between them all, rather than being per unit. Or at least that is how I think it works! It has been tweaked a few times so I may be wrong now.
Just for clarity, doing damage using UnitCount as part of the calculation is entirely valid but varying the damage per unit in a squad to the best of my knowledge is not.
I think I was seeing 4 person squads that had a combined HP of around 150-160. Fireball went from nice damage to cantrip. I'm sure I'd be even in more of a surprise if 8 men troop units were out and about. I'll have to think of something to balance it, not make it immediately super powerful but at same time give it a nice bump in damage.
I think what we have to consider is that a although a single target spell can damage all the men in a squad if it is high damage enough. It is still essentially a single target spell. The first level of an AOE effect should be that the spell does damage to all the people in a squad on a single tile. The next level would be that it does damage to all squad members within a range of 1 from the original tile, etc etc.
Currently allot of AOE spells are actually AOE single target spells rather than true AOE as they do not take into account the squad unit count. Although the distinction is a little fuzzy as a squad is both multiple "units" as well as a single unit. Personally I'd like a clarification on exactly how distinct each person in a squad is. I think it is just a comparison of current health to maximum health with reference to max number of squad members. Where each pseudo unit owns a part of the overall units stats.
So if I want to reduce armour per unit in a squad then I think it would have to be reduced by the maximum number of squad members not the current number. As unlike health I don't think the overall Armour and Attack values decrease as squad members are killed.
argh work gets in the way. ETA next update 3 to 4 days, hope to get one in this weekend.
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