Frogboy Frogboy

The Mod tools are like crack

The Mod tools are like crack

It’s my day off so I’m not working on AI today.  But I have a new, better game anyway. It’s called Elemental modding and it’s taken over my life.

Let me walk you through this so you can see what I mean:

 

 

 

 

So you could imagine scenarios where someone might make a Warlords mod or a Master of Magic mod or what have you with just the included editors and some XML. 

So that’s what I’m playing with today.

126,600 views 73 replies
Reply #26 Top

looking good... can alaready see me attempting a Warhammer or Warlords mod.. :D

Reply #27 Top

Oh God someone please make a Song of Ice and Fire mod.

Quoting Frogboy, reply 19
Mods are disabled in MP.

Will there be any option to play custom multiplayer games with mods enabled?  With these amazing mod tools you've shown us, it would be nothing short of a tragedy to be unable to play custom modded matches.

Reply #28 Top

That was very cool and quite a bit simpler than I would have expected. Watching her fly after getting hit was pretty funny.

Reply #29 Top

Quoting Colossal_Wang, reply 27
Oh God someone please make a Song of Ice and Fire mod.


Quoting Frogboy, reply 19Mods are disabled in MP.

Will there be any option to play custom multiplayer games with mods enabled?  With these amazing mod tools you've shown us, it would be nothing short of a tragedy to be unable to play custom modded matches.

+1 110% 

It reminds me of Star Craft, a well executed multiplayer modding action = years of playing. 

Reply #30 Top

Quoting SpartanFry, reply 29

Quoting Colossal_Wang, reply 27Oh God someone please make a Song of Ice and Fire mod.


Quoting Frogboy, reply 19Mods are disabled in MP.

Will there be any option to play custom multiplayer games with mods enabled?  With these amazing mod tools you've shown us, it would be nothing short of a tragedy to be unable to play custom modded matches.

+1 110% 

It reminds me of Star Craft, a well executed multiplayer modding action = years of playing. 

 

I couldn't imagine Stardock including such wonderful modding tools without allowing custom modded multiplayer.  I'm going to go out on a limb and say that Frogboy meant that "Mods are disabled in Stardock hosted MP".

Reply #31 Top

Quoting viper34j, reply 30

Quoting SpartanFry, reply 29
Quoting Colossal_Wang, reply 27Oh God someone please make a Song of Ice and Fire mod.


Quoting Frogboy, reply 19Mods are disabled in MP.

Will there be any option to play custom multiplayer games with mods enabled?  With these amazing mod tools you've shown us, it would be nothing short of a tragedy to be unable to play custom modded matches.

+1 110% 

It reminds me of Star Craft, a well executed multiplayer modding action = years of playing. 

 

I couldn't imagine Stardock including such wonderful modding tools without allowing custom modded multiplayer.  I'm going to go out on a limb and say that Frogboy meant that "Mods are disabled in Stardock hosted MP".

What I should say is that LOCAL mods are disabled in MP.  Mods are server based so someone else setting up a MP server can provide all the mods they want. This will evolve over time I imagine.

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Reply #32 Top

Ah, ok.  Thanks for clarifying.

Reply #33 Top

The editor seems rather good ... but ... those clocks to change orientation aren't really the best thing I can think of : how can you precisely adjust the wall tiles ? And be sure they are at the same scaling ? Is there a way to change the variables without using the clocks ? And will there be a way to change orientation with the keyboard AND mouse (while you're pressing x you change the X orientation, c the Y orientation, v the Z orientation)

And the ability to change orientation of a group of pieces ? Like if you created a "wall" with 4 pieces, can I change the orientation of the 4 pieces like if they were one piece ?

Reply #34 Top

I'm think it is safe for me to already start planning a mod for this game. I take it we can create our own components for the tile editor to use rather easily (you guys are probably still adding to it all the time).

Reply #35 Top

Quoting Ashbery76, reply 25
How does one know it is like crack unless.....

...unless one has played everquest. For shame.

But hell, I put more hours (lots and lots and lots of hours) using spore's creation tools then I did in the actual game (which kinda sucked). I can easily see myself spending unhealthy amounts of hours making stuff with these tools.

Reply #36 Top

50 - 8 = 42

Reply #37 Top

What the hell, the ogre's a like, double as high as their house?

And those walls are so small that they could just step right over them!

Reply #38 Top

Quoting Darkdoom2, reply 37
What the hell, the ogre's a like, double as high as their house?

And those walls are so small that they could just step right over them!
So? Adjust the size in the editor. XD

Reply #39 Top

ERROR: THIS USER IS UNABLE TO REPLY SINCE HIS MIND HAS JUST BEEN BLOWN

Reply #40 Top

The only issue I have is the same issue I had in Galciv II, I wanted a ship about the size of 8 tiles. However, your engine just scales down the size of the ship to the title based on its extents (as well as a maximum size in the editor). Damn you!

Elemental looks like its going to be difficult - if not impossible - to create massive multi-tile 'stuff' on the terrain.

This potentialy saddens me.

Reply #41 Top

This is awesome! Thanks for making these videos Froggie! :thumbsup:

Reply #42 Top

Quoting Aractain, reply 40
The only issue I have is the same issue I had in Galciv II, I wanted a ship about the size of 8 tiles. However, your engine just scales down the size of the ship to the title based on its extents (as well as a maximum size in the editor). Damn you!

Elemental looks like its going to be difficult - if not impossible - to create massive multi-tile 'stuff' on the terrain.

This potentialy saddens me.


yeah, on a similar note, one of things I was hoping was that we could create multi-tile designs that are spawned as one by the random map generator, for example, think a pre-designed ruined city

Additionally, i hope there will be some sort of detailed modding documentation, the majority of the XML will probably\should be obvious but some ambiguity seems to exist, what brought this thought up was one that one of the resource tile stats was just called "Worth", now what the hell does that mean, my basic guess would be that its something to do with the AI priorities, but who knows.

Reply #43 Top

Me Solomon Grundy Smash puny Frogman!!!! Argghhh!!!

LoL J/K, nice old school DC villain reference though ;)

Man this looks so freaking kick ass!!! I can't wait to get my hands on the modding tools. Soooo much work to do...sooo little time. Please Frogster, PLEASE, see what you can do about getting us some tools A.s.a.p. . Even if it's not the "60 Days Later Package", these tools would be enough for me to at least start what I need to do. We get these with the Modding Beta correct?

I especially LOVE how you seem to have simplified the XML even more by adding specific sections for newbies to better understand, I.E. the *******Bone Unit******* break in the script. Well done Chief :) . As a Dragonlance Fan I think you're especially going to like what I have in store. I'm even going to include a little "Easter Egg" especially for You, Frogboy ;) .

*You see Raistlin Majere place his hand upon the Dragon Orb* ; a mysterious voice echos in his head...

"Hello, I'm Brad Wardell, welcome to the Elemental Beta..." Raistlin loosens his grip around the Staff of Magius, "What is this?" he says, his voice raspy from casting too many spells that day. Knowing he is seeing another place and time, another dimension, Raistlin Majere knows he must have the powers of creation that this "Frogboy" commands.

I don't know, Frogboy, but I wouldn't make this Raistlin guy angry if I were you.... :P hehe J/K

The Tools look Amazing. I'm drooling on my keyboard over here. :drool:

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Reply #45 Top

Quoting bilskis, reply 39
ERROR: THIS USER IS UNABLE TO REPLY SINCE HIS MIND HAS JUST BEEN BLOWN

You know, you could change out the word "MIND" in that sentence and make it a Lot Funnier :P hehe

Reply #46 Top

Quoting vieuxchat, reply 33
The editor seems rather good ... but ... those clocks to change orientation aren't really the best thing I can think of : how can you precisely adjust the wall tiles ? And be sure they are at the same scaling ? Is there a way to change the variables without using the clocks ? And will there be a way to change orientation with the keyboard AND mouse (while you're pressing x you change the X orientation, c the Y orientation, v the Z orientation)

 
And the ability to change orientation of a group of pieces ? Like if you created a "wall" with 4 pieces, can I change the orientation of the 4 pieces like if they were one piece ?


I was thinking that once you have selected and orientated and Sized a Entities/Objects, one of 3 things should be doable.

1) Save said entity as it's own, which then is added to the Entities/Objects database.

2) Allow a Copy and Paste function for any and all Entities/Objects to be available in the Editor proper. All Saved Entities/Objects will be available with next opening of the database file.

3) All of the Above. :)

 

(edited formatting because it broke the page.  kept content intact.  -Rosco_P)

Reply #47 Top

So as a modding noob I have a few questions:

1) Are the XML files that you will be dealing with user specific xml files or do you actually edit the "canon" game files?

2) I am aware there will be an option to set "allow mods" or not in the options. My question is, say you have made a dozen mods and they all work great, and then you do something that is a game breaker. Will there be an easy way to undo the change, (aside from making backup versions of the files before putting in a change) I mean sure, you can always re-install the game, but then you would lose the previous good mods you had made...and maybe this is a stupid question and obvious to an experienced modder - but I am not. So any tips in that regard would be great.

3) not a question, but thanks for the modding "tutorial" I hope that there are more of these included in the game. Videos like the above would be nice, if not too much to ask even an in game mod tutorial, where you actually make the changes and the tutor walks you through and explains what you are doing would be awesome. I realize that modding requires some digging in to learn stuff, I just think that any hand holding you can provide would be sweet. Again, tahnks for the video, it really makes modding seem like it will be very simple.

Reply #48 Top

Quoting Aractain, reply 40
The only issue I have is the same issue I had in Galciv II, I wanted a ship about the size of 8 tiles. However, your engine just scales down the size of the ship to the title based on its extents (as well as a maximum size in the editor). Damn you!

Elemental looks like its going to be difficult - if not impossible - to create massive multi-tile 'stuff' on the terrain.

This potentialy saddens me.

Multi-tile units, maybe. Multi-tile structures? Not so much. Just make a bunch of tiles that link together how you like, then go into the map editor and create a stamp with those tiles together. Then instead of using the individual tiles, you can use the stamp when making a map or sharing the mod.

Reply #49 Top

1) Are the XML files that you will be dealing with user specific xml files or do you actually edit the "canon" game files?

2) I am aware there will be an option to set "allow mods" or not in the options. My question is, say you have made a dozen mods and they all work great, and then you do something that is a game breaker. Will there be an easy way to undo the change, (aside from making backup versions of the files before putting in a change) I mean sure, you can always re-install the game, but then you would lose the previous good mods you had made...and maybe this is a stupid question and obvious to an experienced modder - but I am not. So any tips in that regard would be great.

My understanding is it'll be like Sins. You have the core files in the game, and mods are read out of another location. So you're editing the same files, but if it checks the mod folder and sees the file in there, it will use that instead of the default.

And by extension, if you mess anything up all you have to do is delete the messed up mod file and it'll happily go back to reading the default.

Reply #50 Top

 And by extension, if you mess anything up all you have to do is delete the messed up mod file and it'll happily go back to reading the default.
Keepsafe FTW