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Elemental: Special Abilities

Elemental: Special Abilities

One feature that players haven’t gotten to really see yet because they’re mainly applicable in tactical battles only are special abilities.

Special abilities could be likened (and are actually implemented) much like a spell.

For instance, a spider might have an ability where it can poison a unit. A ghoul might be able to send a unit into panic for a turn.

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The way it works is that in tactical battles, you will want to click on the various opponents to see what special abilities they have.

The good news for beginners is that early monsters have none. They just have tooth and fang. But as they get more lethal, they start to have increasingly powerful abilities.

For modders, the above screenshot shows how they work. Most of it is self explanatory but let me explain the others:

  • Range determines how far away the target has to be be used on them.
  • Spell Level is how advanced the caster’s faction must be in arcane knowledge. For monsters, this works out to the monster spawn level.  This way, we can keep bringing in spiders wargs or whatever and allow them to get nastier over time.
  • The Spell Class is important. The AI isn’t hard coded on what spells to use. Instead, it will look at whether a spell is offensive or Defensive and whether the target is itself, friends, or EnemyUnits.
  • The GameModifier is something modders will become very familiar with because it’s our universal system for changing something in the game.

The whole thing will need to be surrounded by <Spells> </Spells>

So you’d save this in say “MySwellSpell.xml” and put it in my documents\my games\elemental\units

Then you’d make a spell book.

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And save this as say MySwellSpellBook.xml.  You could also put this all together in one file too but I like to keep them separate. Then put this into your \my documents\my games\elemental\units directory also.

Now, next time you load the game those spells are in there.

If you want to be really tricky, you can even go to your \my documents\my games\elemental\units directory and open up one of your created sovereigns in there and give him the spell book.

Of course, it won’t do much good until tactical battles.

 

If you want it to be a strategic spell (one you can cast on the main map you’d need to add that tag:

image

This is the XML for the summon familiar. 

You could go and take this spell and make your own spell book put it in your my documents\my games\elemental\units directory, add it to your custom sovereign’s xml and in theory be able to summon some new spells.

Here’s some other units you can try it with for fun:

(replace UnitCall’s entry with one of the below)

  • Umderdroth
  • AirShrill
  • Lurk
  • Garrote

Note that I haven’t tried this with the public beta build that streams a lot of its content but it should work. If not, you still have gotten some hands on practice for modding.

So how will you share these?

In the modding betas, you will get access to a beta version of Impulse::Reactor that will let you upload and download mods. At first, these mods will be specific to Elemental (maps, units, spells, items, etc.).  But eventually, total conversion mods will be supported too (we just need to come up with a package format for that to give to the Impulse team.

You won’t have to monkey around with anything to get this stuff to work because it just goes into your my documents\my games\elemental directory which is read in.  The names of the files are irrelevant. It only cares about the XML tags.

For anyone who’s interested in modding, be sure to show them this.  I am hoping users are starting to see just how different an animal Elemental is and why Stardock is able to make so many changes to the same so quickly and easily.  90% of our work was on making this kind of thing possible so easily.

95,900 views 42 replies
Reply #26 Top

Quoting OMG_BlackHatHedgehog, reply 20


Well, mods are fun. I don't have an issue with mods. However, if you have a "design your own race as a mod" aspect to the game, what prevents you from just having the very first technology in the tree be "unlock super sword!" That's what I meant. Unless they keep the entire point system and somehow universalize the "custom faction mods" I don't see how you could possibly balance it. 

Personally i think they should make both types of custom faction creator.

So that you can both have the mod type race, where you can edit pretty much everything, and the normal one, where you cant really do that much.

Aparently i almost always get the first post on one of the pages...

Reply #27 Top

Frogboy, is there (or will there be) any way to tie an ability/spell to the actual level of the caster unit? Summon Familiar is a prime example. A familiar that's summoned by a level 1 Sovereign is exactly the same as one summoned by a level 20, and becomes obsolete very quickly.

There are many spells that can use this sort of scaling up with the caster levels to remain viable as the game progresses :)

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Reply #29 Top

How is this going to apply to normal units? Will we for example be able to train an archer that can use something like an Arrow Storm AoE attack? Or a soldier with a shield that can hunker down for greater defense at the expense of movement? Or are these abilities limited to special units?

Reply #30 Top

Will the Game Editior allow us to create creatures/units and spells and such without having to learn a programming language?

Reply #31 Top

Well, XML isn't a programming language.. it's just a bunch of tags for different attributes of the units/spells/abilities/research/improvements/quests/etc.

Given that SD doesn't have a special GUI for manipulating game data, I'm pretty sure modders will have to work with the XML files too. Some stuff of course will be in the game editors, but not creatures/units/spells.

Reply #32 Top

Quoting Annatar11, reply 31
Well, XML isn't a programming language.. it's just a bunch of tags for different attributes of the units/spells/abilities/research/improvements/quests/etc.

Given that SD doesn't have a special GUI for manipulating game data, I'm pretty sure modders will have to work with the XML files too. Some stuff of course will be in the game editors, but not creatures/units/spells.

Damn that is not good news.  I was really hoping for an editor that would allow a user friendly way of adding creatures/units like AOW:SM did but a little more user friendly.

Reply #33 Top

The way it works is that in tactical battles, you will want to click on the various opponents to see what special abilities they have.

 

Really? We need to click on each unit to see what abilities they have? That seems so... mid-90's.

Couldn't tactical combat open with a view of the battelfield/units and then a little popup screen called "Enemy Analysis" or something that shows an overview of which special abilities each unit has?

Heck you could even build some strategic spells that can show this info on the main map for a given unit, or add an ability to the watchtower to show that info for any units/armies entering the city boarders.

Reply #34 Top

Regarding the OP, the big question for me is: rather than having these abilities inherent to certain units, can we link them to equipment? i.e. every unit I equip with a mount gains the "charge" ability? This would open the door to a massive amount of unit customization; instead of equipment merely giving stat bonuses, many items could link to one or more abilities - claymore allows "cleave," dagger allows "backstab," some magic ring allows "minor heal," and so on - you could mix and match these items to turn every unit into a class straight out of your favorite RPG. That much complexity may not appeal to you, but just imagine what having even one interesting ability per unit would do to tactical combat, let cavalry have a charge ability or let assassins sneak up to and ambush things and combat becomes a lot more tactical.

Also, it's important how you limit these abilities - can they be given to non-caster units and not consume mana? Can they have cooldowns (important!) or any other limitations? I'd really prefer these abilities didn't necessarily share the limitations of spells (only useable by the few essence-wielding mana-using champions you have), but potentially useable by every vanilla unit you train. And really, how much sense does it make for a spider to need mana to cast a natural ability like poison shot, anyway?

Not that I have anything against spells, they definitely have their place as epic game/battle-changing abilities, I wouldn't want to give anything like that to a common soldier. But battles would become far more interesting if even the common soldiers had simple, situational abilities you might use at a carefully chosen moment perhaps once per battle.

 

And now for the derailment ;)

Quoting OMG_BlackHatHedgehog, reply 20
Well, mods are fun. I don't have an issue with mods. However, if you have a "design your own race as a mod" aspect to the game, what prevents you from just having the very first technology in the tree be "unlock super sword!" That's what I meant. Unless they keep the entire point system and somehow universalize the "custom faction mods" I don't see how you could possibly balance it.

[Edit: reread the original Stardock post, missed the part about custom tech trees. That does have grim connotations for multiplayer.]

I can see how it would be impossible to enforce balance on custom races with custom tech trees - but it's worth noting that Stardock distinguishes between races and factions. It's possible that custom factions (based on stock races) will still be mutiplayer permissible - they would use the stock tech trees, have traits limited by points, everything just like it is now but created out of game with a different interface. Empire Earth and Dominions 3 have very similar out-of-game custom-faction-creation options that are point limited and thus valid for multiplayer, just to give some examples. I'm not sure that it will turn out that way, just one idea for how it could work.

Meanwhile custom races (and consequently factions based on them) could be the mod-only part where balance goes out the window, with custom tech trees and units and items that are impossible to enforce any balance restrictions on. I'm worried too, just saying that I still have hope; the change doesn't necessarily mean no custom 'factions' in unmodded multiplayer, it might just mean no custom 'races' without modding.

 

Reply #35 Top

It looks like skills are "spells" and if you want a unit to only be able to use it a few times you make it cost "mana".

I am curious what the work around is for a skill that you don't want to take away from the mana pool, but only be able to be used like 4 times.

For example I have a spider mage who can cast spells, but also want him to be able to shoot a web without effecting how many times he can cast spells, but he can only use web 3 times.

Reply #36 Top

Quoting porternielsen, reply 35
It looks like skills are "spells" and if you want a unit to only be able to use it a few times you make it cost "mana".

I am curious what the work around is for a skill that you don't want to take away from the mana pool, but only be able to be used like 4 times.

For example I have a spider mage who can cast spells, but also want him to be able to shoot a web without effecting how many times he can cast spells, but he can only use web 3 times.

 

yes also we need some way to make it a cd skill without any cost, like dunno a knight who can block an attack every 3 turns but i guess its not hard to do

Reply #37 Top

That's a nice system but how do you model special abilities that do not require mana?  What if I want an ability that can be used once every turn but uses up all movement.  Or once per battle or something.  If mana doesn't regenerate that latter is easy enough to model I guess.  Not sure how the first would work though but perhaps it's possible if you can set how much mana regenerates each turn for the unit.  Just doesn't seem right have have a spider with mana though.  And would this potentially cause other side effects?  For instance does this mean that a spell that protects from magic would protect against the spider venom also?  Just want to make sure all angles are thought of if they haven't been already.

Reply #38 Top

[quote]I dunno. I don't really like the direction they are taking with custom created factions, races and units. It's basically an "in-place mod". It seems like it could easily be wildly unbalanced and the custom factions was something that I liked for Multiplayer. Sure, certain combos would undoubtably be better than others. But if there are ONLY TEN GODDAMN INITIAL FACTIONS then how can you have 16 man multiplayer? Plus, I'm sure some are going to be wildly better than others. /quote]

While I see your point for me customazation greatly outways any multiplayer issues it may cause.  You can always have house rules where certain abilities aren't allowed and you can probably mod changes to the system easy enough somehow.  Maybe Stardock can even have different rules for multiplayer and single player in this regard.  Or what about just making an additional 10 factions to add to the approved list.  There should be ways around the issues you are concerned about, just please don't take away the single player options.

Reply #39 Top

Quoting edpfister, reply 38
[quote]I dunno. I don't really like the direction they are taking with custom created factions, races and units. It's basically an "in-place mod". It seems like it could easily be wildly unbalanced and the custom factions was something that I liked for Multiplayer. Sure, certain combos would undoubtably be better than others. But if there are ONLY TEN GODDAMN INITIAL FACTIONS then how can you have 16 man multiplayer? Plus, I'm sure some are going to be wildly better than others. /quote]

While I see your point for me customazation greatly outways any multiplayer issues it may cause.  You can always have house rules where certain abilities aren't allowed and you can probably mod changes to the system easy enough somehow.  Maybe Stardock can even have different rules for multiplayer and single player in this regard.  Or what about just making an additional 10 factions to add to the approved list.  There should be ways around the issues you are concerned about, just please don't take away the single player options.

Custom factions are great. I loved being able to create my own faction with a point allotment, etc. Those are all well and good. In fact, that was one of the major selling points of the game (to me). 

However, they are taking that out of the game (in that you do it before you start playing a game). Now it's going to be more of a "mod" thing, from how I'm reading Frogboy's post, including - and this is significant- custom tech trees. If I am able to completely control all this stuff, then there is either a toggle for multiplayer-compatible or not (which has limits and stuff), or you cannot use these custom factions in multiplayer. The reason for this is because nothing stops a player from making their T1 tech trees "get crazy sword!" In addition, if it was "truly" customizable, then the XML would have to be uploaded and sent to each player. A 16 player game each with custom factions would take awhile to get going for that reason. It might only be a few MB of upload per person but... 

 

Reply #40 Top

Excerpt (long) on Special Abilities ideas

Special Abilities

Dragon Fist (requires Godhand trait) -> attacks single soldier/target with double attack (roll). If attack connects, target flies back 3-5 tiles, if it doesn't connect, target flies back 1-2 tiles.

Shear in Half (requires Massive Strength + large melee weapon) -> attacks single target, vs double the target's defense. If successful, 50% chance to instantly kill target, Else does 5x normal damage. Add +1 attack for every 10 strength to the attack after the roll.

Decapitate (requires Zen Master or Fascinated with Blood and equipped Katana) -> attacks single target, vs triple target's defense. If successful, instantly kills target. add +1 attack for every 10 Wisdom and +1 attack for every 15 dexterity to your attack after the roll.

Pierce Eye (requires Keen Sighted) -> single target, attacks vs double the target's defense. 4x damage.

Mana Burn (requires Atronarch) -> uses half your max mana, fully heals caster and makes caster invincible to magic for 2 turns.

Brawl (requires Godhand or Thickskinned) -> attacks with fist, single target. If successful, opponent is Disarmed (re-arming uses full combat turn)

"Un"Mercy Kill (requires Cold Hearted or Fascinated with Blood)-> kills an ally that has less than half max HP, reduces enemy morale

Bloodletter (requires Fascinated with Blood)-> single target, enemy defense roll +50%, if sucessful target gains "bleeding" promotion of -10% HP per turn

Fun with Torture (requires Fascinated with Blood)-> single target, half attack vs full defense, if connects halves target morale, lowers all enemy morale, and double damage

Mother Harlot (requires Harlot)-> single target, half attack, if connects double damage and restores 50% user's max HP.

Battle Cry (requires Inspirational Leadership)-> all friendlies within 5 tile radius gain full morale and +1 combat speed for 5 turns

Rally (requires Inspirational Leadership)-> all Panic-ing friendlies on map restored to (at least) low morale

Cobra Strike (requires Godhand (w/fists) or Zen Master)-> double attack vs single target, if successful paralyzes unit (50% chance to wear off per turn)

Frenzy Ride (requires Horsemaster) -> attacks all enemies in 5-tile radius (counter attacked by all victims with a spear? at half their attack roll?)

Prayer (requires Monastic) -> +10% HP and +10% mana to all allies within 5-tile radius

Sutra (requires monastic)-> uses half max mana, all allies immune to magic and morale penalties for 3 turns

Riposte! (requires Fencing master + equipped rapier, Passive Skill)-> 50% chance to (automatically) counter any melee attack. **takes place immediately after the opposing melee attack if activated

Disarm (requires Fencing Master + equipped rapier)-> attack with a halved attack roll (and add +1 for every 10 dexterity), if successful disarms opponent. If opponent tries to re-arm while still adjacent to fencing master, recieves double attack + double damage attack of opportunity from fencing master. (re-arming uses full combat turn)

Iado/Iajutsu (requires Samurai + equipped Katana or wakizashi, passive skill)-> double first attack of the battle; counter the first melee attack you recieve *before* they attack (if attacker dies in the counter, attack halts/does no damage)

Ichi-No-Tachi (requires Samurai + equipped Sword)-> uses 2 combat speed, single target, double attack (w/ katana triple attack) and if successful 50% chance deals double damage (triple w/ Katana)

*Equipable skill* Shinkage-Ryu (requires Samurai to learn, requires Light Armor or less + Sword(s) to equip, Passive)-> all Attack rolls targeting user are halved. User gains +1 to all attack rolls for every 10 dexterity.

Tight Grip (requires Massive Strength + large melee weapon equiped, passive skill)-> immune to disarmament, receives double damage from otherwise successful disarms.

 

Reply #41 Top

I wrote this on the other (Drgonal) Designers post but wanted you to see it.

 

I completely love you designers showing us what you do!!!!   Please keep up the journals even after the game releases.   You guys have enlightened me so much about the innerworkings of video game programming.   I (since) 1996 have studied teir 1 c & C++ programming and conceptualized how to get a game together and what you guys tell us is a ray of light.... I haven't written any code because I have never seen how to save data to a file and then load it back in, just because it's a hidden part of programming doesn't mean i'm not a puesedo codest.   I would die for the chance to try learning MODING.   I have visual studio 2008 is it going to be enough to code it?   Well thanks and good work guys!!!!  thanks for expanding my dreams.  - Jeremy Sr. 

 

When I was in Westwood Game Design college, I keep telling my self two things I conceptualized : 1.) Interface of Interfaces and 2.) People love interfaces.   

 

Reply #42 Top

However, they are taking that out of the game (in that you do it before you start playing a game). Now it's going to be more of a "mod" thing, from how I'm reading Frogboy's post, including - and this is significant- custom tech trees. If I am able to completely control all this stuff, then there is either a toggle for multiplayer-compatible or not (which has limits and stuff), or you cannot use these custom factions in multiplayer. The reason for this is because nothing stops a player from making their T1 tech trees "get crazy sword!" In addition, if it was "truly" customizable, then the XML would have to be uploaded and sent to each player. A 16 player game each with custom factions would take awhile to get going for that reason. It might only be a few MB of upload per person but...

I am just reading it as it has moved to not being part of game setup as it takes too long or needs more thought.  Basically I see it like what they have in Dominions where you create your leader from the menu.  There are still rules, points costs, etc.  These of course can be modded but then that would be a mod that everyone would have to load like any other mod.  I might be wrong but that's what I thought was the intention.