So we had an older thread where people would just blurt out requests that they had. It became very ineffective because there wasn't really any way to "weigh" the requests. Their odds of being implemented became zero.
This thread is intended for serious, well-thought out requests. That means you should take into account things like: Does the UI need change to reflect this? How is the AI going to interpret it? Thinking rationally, is it a major code change or a small change - or just an addition? How is it going to be reflected in XML tags that we can use? Does it help anything for the un-modded content in the game? And most importantly - how does it help the modder in specific ways and what am I going to do with it?
Edit: Request 4 filled https://forums.elementalgame.com/433089/page/3/#3346543 (LH 0.80)
Request 5 doable https://forums.elementalgame.com/433089/page/3/#3346549 (LH)
Request 1 filled https://forums.elementalgame.com/433089/page/3/#3346551(LH)
Mini-request filled https://forums.elementalgame.com/433089/get;3364131 (LH)
My absolute main primary request would be some way to reload files without having to restart the game. I create stamps, delete/modify them outside the game and the only way to reflect that is to exit and restart the game. A "reload assets" button in the tools is easily the first priority I have for the tools.
Request #8
Diplomatic Game Modifiers
Problem: The only current method of changing diplomacy is with influence. It is impossible to give bonuses to relations from a game modifier, which limits how in depth the diplomatic system can be.
UI: No change. Just make what we have in the Core AI Defs, usable from a game modifier. The UI already supports this.
AI: The AI can simply value this as it does influence. The tag should translate well.
Code Change: This should be a minor code change. The mechanic is there, it just needs to be set up in terms of a game modifier and made into an ability.
XML:
How it helps the core game: There are alot of buildings and traits you can add with this. I allows a variety of things to affect relations from calculations. Basically anything from a spell to a wonder could increase or decrease relations.
How I will use it: I want to have wonders that are so powerful, it pisses everyone off. I want to have quests that end wars. I want to have quests that start wars. There are several things I would be able to integrate into diplomacy so that it is more closely tied to gameplay.
I would like the ability to create improvements that can be built on resources that don't need ZoC to be built. A simple <reqZoC>0</reqZoC> would work. If can build on it any time you have LoS. You could also throw in the ability to make improvements not require a city to build from, instead they would simply take a many turns to build as they have build turns. This would allow me to do more interesting things in scenarios where you don't wanna be dragging pioneers around everywhere, and make for some gameplay quirks in the main game as well. It wouldn't require any real AI or UI work either. I imagine the codding would be fairly minimal as well.
This would be VERY helpful! Though I understand that reloading assets could cause stability problems. Perhaps add it with a strong "use at your own risk" caution!
Actually, I would like to be able to restrict weapons usage by either race or faction by weapon type. (I.e. my Amazon women race can't use any weapons but spears or bows) without having to resort to creating <PreReq> tags for every single weapon they can't use. It would also be nice if Armor had tags designating its type so it could be likewise restricted. It's a great way to balance modded races. If you give them new abilities, you have to take other abilities away.
This is how I see jshores suggestion nr #3 work. You add generic prereqs to them such as "UnitStat_IsAbleToWieldSpear" must be 1 or higher. Then the defaultvalue for that unitstat is of course 1 = true. But then you have a faction where you set that to 0, so they can't wield those spears.
This way, the item prereq isn't linked to a particular bonusabilityoption, but a "middle-man" unitstat.
Why is this good? Well, first we don't need to worry about different types. Second, unitstats are dynamic (they can change as the game progresses). So you might have a champion that can only wield normal weapons, but if you develop him as an assassin you start being able to wield poisoned daggers and so on. Equally important, unitstats can be taken away, so a unit might lose the ability to equip certain items based on certain conditions ("afraid of mounts" = can't equip any mount).
Have you tried copying and editing the faction weaknesses No Armor and No Ranged Weapons?
Yes.
I would like this to be added:
A way to add new city level up options. As it stands right now the code for city swapping does not work on new city types. Look below:
<GameModifier> <ModType>City</ModType> <Attribute>SwapCityHubType</Attribute> <StrVal>CityHub2_Capital</StrVal> </GameModifier>
I tried making a fourth option for city level up to be used only on the "Capital" city. Created a new city type in coreimprovements called "Capital"
The choice appears at level up correctly, however, when you select the choice, it does not swap the level 1 cityhub for the new level 2 Capital city hub and the city remains at level 1 never to be upgraded or change. Please make it so we can add new city type options by making swapcityhub work!!!!
Another request:
Please make it so that your Capital city has a defined Variable in the code.
In CoreRaceConfig you have this code:
<CapitalHubType>CityHub1</CapitalHubType>
However, this code does not work for anything. I want to be able to identify a city as the Capital and be able to call it in the code to allow it different benefits and bonuses, etc.
Request 3#
I don't think this is possible to do right now (although it might be).
I want to be able to add requirements to cityhubs, so for example if I added in some new city types to choose from level up, I would want the level up choice to require a certain building or something or else it wont be shown as a choice.
I tried adding this:
<RequiresCityImprovement>1</RequiresCityImprovement> <RequiredImprovement>TowerOfDominion</RequiredImprovement>
to a city hub type but it didn't restrict it in the level up choice.
Now that I am thinking about it, I don't remember if I added the <RequiresCityImprovement>1</RequiresCityImprovement> or not
I have to stop doing these things late at night.
#4.
Possibly easy implementable solution.
Add a single line to all items in the game.
<Trainable>0</Trainable>
Add function
<UnlockTrainable>Item</UnlockTrainable>
When used changes Trainable to a 1.
Have unit design only check for <Trainable>1</Trainable> instead of prereqs so that different prereqs can be used for items as already suggested.
Techs then just need to be updated to unlock the items the same as spells. Will also make adding new items for training much easier.
Second Idea (Partially Related)
Add a tag so that when and item is unlocked it only sells withing a certain building type, unlike the unlockshopitem where the tag is used within coreimprovment you could tag a building or buildings for upgraded buildings within the item. The default tag would be cityhub.
Basically this moves the code for where it unlocks from the building to the item. So you can have a bunch of varying items that are dependent on trait choices that are restriced by a tech not ending up having to build 2 + 4 + 4 = 10 different variations of one building type for different iterations of gears. This is rough number just based on what I have learned from armor types and the masterwork chain, light plate, and wanderlust leathers trying to restrict them to unlock when you build upgraded armories. This only affects sov/champ versions of items.
The item shop code would just do a check when a building is built to see what new items are unlocked to add new items.
So many grand ideas!
I would really like to see some "object sanity' and more granular control of element inheritance (prereq tags, etc.)
If we had some real consistency with how objects and variables were handled and more mobility we could do so much more; as well as spending more time creating content that is now used in testing and discovery.
So basically just a bump here as this stuff has been covered above.
Frogboy, PLEASE make it so that I can make Weapon damage be a percentage of HP. As of right now, I am trying to get a work around but it would be nice if this wasn't hardcoded. The only way I can see to make it do percentage damage right now is to possibly make each weapon do spell dmg but I can't even find a spell which just does Damage by a percent of HP, perhaps I am just blind. This would negate the whole pierce, blunt, etc. for each weapon though so please make it so that I can have weapons do a percent damage for the different weapon types (pierce, blunt, etc.)
Also, I would like to be able to use <AppliesRandomModifier>1</AppliesRandomModifier> with weapons.
I would like to be able to make weapons do a random percent. So for example, I would like them to be able to do a range of say 1%-3% of HP damage. Or any other combination if possible.
CurrHealth tag with a <multiplier> tag should work fine Black.
Request #11
Statistics pulling tags
Problem: Currently, the only statistics I know for sure that can be pulled from the game is Player Mana. I would really like it if I could, in a similar manner pull all of the information from the game, from hidden values, Player resouces, global effects (such as taxes unrest), unit statistics (such as attack, defense, movement), and city statistics (such as resources produced, growth, unrest, food).
UI: Small changes, the UI needs to know how to update propperly (like with the GetMana). The UI already supports this.
AI: The AI will simply check the end results. This will allow easier coding for the AI, too, as resources can be checked. (For example, AI value for growth can be food/population, so the less population it have compared to the max population, the more it will want to increase its growth)
Code Change: This should be a minor code change. The mechanic is there, it just needs to be set up in terms of a game modifier.
XML: UnitOwner_GetGold, PlayerGetGoldPerTurn, City_GetGold or other similar tags.
How it helps the core game: There are alot of buildings and traits you can add with this. It allows a variety of things to affect calculations. Basically any stat could affect any stat.
How I will use it: I want to make buildings and spells that are affected by the state of the player/city/unit. For example, to modify city growth according to the city population/food, making it so that the more food you have the faster it grows, and the more population you have the slower they grow.
Request #12
If/select case
Problem: We cannot check the current status of things, only affect it. Giving us the options to check things, even in Boolean way, will help a lot.
UI: Almost none. Only the option for effect (Yes option= "Possible" No option= "impossible", or whatever the player decides to do)
AI: This will allow us to code the AI much more efficiently. For example, "If unit has poison, then cure poison priority=2*poison damage"
Code Change: I am not entirely sure how much of a code change is required, though I don't believe it to be a huge amount.
XML: If... or... or... and... or... then.. elseif
How it helps the core game: A lot of checks could be used by this, instead/in addition to the current requirements/checks.
How I will use it: I want to create spells that do more than one effect, but the effects are decided by current ones. For example, an ability the grants a unit an ability and applies to melee attackers a debuff. The unit can use the ability on a debuffed unit, and IF the unit is debuffed, it causes the effect.
Request #13
Allowing old implements to work.
Problem: The game files are plagued by things that were being used in previous versions, but no longer apply. Also, allowing us to do things that were possible in old versions, but changed.
UI: The changes shouldn't affect the UI directly, as they change mostly the background data, which is already visible.
AI: Same as the UI, the AI take information from the data. Changing data changes behavior directly.
Code Change: If Stardock is keeping track of older version's code (I assume you do), this should be a small amount of work.
How it helps the core game: By itself not much, but some of the code can be useful: changing the amount of tiles a unit can walk over road (might be working, didn't check), forcing starting locations to be "favorable" (minimum is supposed to be 4 grain and 3 material, but doesn't seem to be working). This will also allow creation of enchantments that don't take essence slot, etc.
How I will use it: Modders will use all of the "new" old tools for their mods. I and some others want the option to ignore the enchantment slots. If I remember correctly, there was at some point the option to build improvements using outposts- I know many people would like to use that option, instead of the current system (or both at the same time!).
Sean are you talking about this:
<GameModifier>
<ModType>Unit</ModType>
<Attribute>CurHealth</Attribute>
<Multiplier>0.1</Multiplier>
</GameModifier>
So are you saying if I add this to a weapon, it will do 10 percent of the hp of the unit? Wait, is the Modtype unit necessary or does something else go there?
Will that allow it to still do pierce damage though? I feel like it wont work with damage types like pierce, etc.
Black, Sean meant that you should calc the value of attack as value=<target's current health>*0.1, for it to deal 10% of the enemy's hp.
If your code works, though, I want to know about it.
value=<target's current health>*0.1? Can you show me exactly what the code would look like because I can't see how that is going to work.
No answer yet? Sean can you clarify what you meant because it doesn't seem like it works.
BlackRainZI think you want to use a calculate environment <calculate InternalName> to get the effect you want. CurHealth is not the current health it is the operator give health (cure health). So you set it negative value to drain health.
You want to use more like [Unit_GetHPCurrent] or something like this to grab the targets current health.
Check out the spell Cull the Weak for everything you need to model the spell you are going for
You misunderstand. I do not want to make a spell. What I want to do is have weapons do a percentage damage rather than a set number value. Yes, I could possibly apply spell damage to a weapon which does a percent damage but I do not think it would work with the pierce, blunt, etc. damage types. Do you understand what I mean?
You can get a spell to do blunt, pierce, cutting damage. Look at the gambler's strike for example. It has the attribute defendable damage in it. So I think that it takes into account these defense bonuses.
Otherwise I don't know if you can get the target's information from a weapon attack.
I would love a "monster editor/creator" Furthermore I would love to have something that makes it easy to tie the tiles you make in the workshop to certain structures and units.*Like it guides you step by step*
(For example the demon gate from EWOM and the resulting ability to summon a death demon is not in FE.)
Oh, I see what you want to do. That doesn't make a whole hell of a lot of sense. You want the damage of the weapon to be equal to the percentage of the enemy's health. I misunderstood. Basically that is a terrible way to balance things and it's impossible. It would conversely be a great way to imbalance things though, if that is what you are going for.
The problem is that defense is an equation based on the idea that attack values are using the same modality as defense values. A spell, which already ignores defense would do fine. But having an attack increase based on Hp is akin to the same thing, ignoring armor in favor of Hp. But, hey, it's a mod, so it doesn't affect me in the least. Hope we get enough modding capability to do stuff like this. Good luck.
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