Murteas Murteas

[Updated] Elemental Faction Editor -Now with Random Faction Generator

[Updated] Elemental Faction Editor -Now with Random Faction Generator

Elemental Faction Editor

 

 

Here is the link to the latest version: http://www.gamemodshosting.com/showfile-86/ewom_faction_editor.zip

mirror :  http://www.filefront.com/17279313/EWOM_Faction_Editor.zip

 

Here is a link to a version that uses Adobe Kuler to pick color schemes:  http://www.gamemodshosting.com/showfile-88/ewom_faction_editor.zip

 



 

Note:  You can type in any field and put your own values, the drop down menus are just to help if you don't want to type the pre-existing fields.   

 

Update

Sept. 10, 2010 - Added a Random Faction Generation option.  On the main menu see the Random option.   This is an initial pass, try it out and give me suggestions.

 

Oct. 31, 2010 - Added a version that uses Adobe Kuler to pick color schemes.

Enjoy

 

59,919 views 74 replies
Reply #26 Top

Yeah, the color box is kinda tricky. I usually make a new sovereign with my selected colors then use those. Also, if at all possible, could you possibly format the .xml output so it's not such a jumbled mess of stuff. Add in a few new paragraph for each line.

Reply #27 Top

The faction editor does allow you to change the color of your faction (clothing, houses, skin, hair, metal, etc.)   

 

I can add some newlines to the xml, however any good xml editor should be able to do that as well when you open the file.  In either case, I'll add the newlines so that it is more readable.   New version coming soon.   It will also have an ability modifier area (i.e. faction gets a 25% increase to strength or a 50% mana regen bonus, etc.).   

 

 

Reply #28 Top

It's pretty good but I think the last patch broke it, I can't seem to get half of the race bounses or flaws to work right any more.

Reply #29 Top

I'll look into it.  I really want to wait to release for the day 0 patch so I don't have to change values again for the xml, but I check and see what might have broken.  any specific bonuses/flaws that aren't working for you?

Reply #30 Top

Quick update.   I'll update again after the Day 0 patch goes live (assuming there are changes to make).

Reply #31 Top

Thx for this... having some trouble downloading the latest version but i have been using the 1.0 version. Works great... Only thing I would like to see would be abit of idiot proofing, seeing as for a few of the selections i had no idea what i was selecting. A big thank you for doing this.

Reply #32 Top

Yeah, my goal is to put some tool tips in there so you know what things do.   I just have to find time to actually do it.   Plus with the patch coming any time this will probably change again.   If someone has a better place to host the file let me know and I'll put it there.

 

Reply #33 Top

Found a new hosting location.  Should work for a while.  Edited first post with new download location.  

Reply #34 Top

That's really great work, Murteas :). Well done brother, keep it up!!!

Reply #35 Top

This looks wonderful, great work! 

Reply #36 Top

I really can't believe that someone managed to build something like that in such a short notice.

My full support for your efforts.

Yes we can do the same stuff with xml, but this is a game, I write xml for a living, I wouldn't like to do it when playing.

 

However Custom faction editor MUST be in the game regardless of your good and hasty work, otherwise a lot of people including me will be very unhappy and mad with stardock.

 

If anything else, consider the poll about our favorite game faction: it was the one we designed ourselves with over 95% of votes?

 

Reply #37 Top

maniakos, I fully hope that we get the official faction editor soon.   As  this is really only a temporary fix. If we need it to be more permanent, then it will need a lot more effort for it to be usable by everyone (i.e. explanations for each characteristic, display the logos, etc.).   However, there seemed to be a need and a lot of people didn't want to edit their own XML and I could do something about that.

 

I intend to support this as much as needed as I am in it for the "long haul" with Elemental.  :)

 

Reply #38 Top

In the Day 0 patch notes:  

 

+ Faction Editor “Faction Creator” hooked up 

 

Looks like this project may not be needed anymore.   If anyone disagrees after tonight's patch let me know and I'll see what we still need.  

 

I'll move on to another mod project if not.

Reply #39 Top

Maybe...

We'll have to see, maybe your faction creator is better then Stardock's, lol.

Anyways, I appreciate the work you put into it. Helped me create all my custom factions. Great work!

Thanks,

- James

Reply #40 Top

Incorporating a point value system into this would be awesome.

Reply #41 Top

Quoting Murteas, reply 38
In the Day 0 patch notes:  

 

+ Faction Editor “Faction Creator” hooked up 

 

Looks like this project may not be needed anymore.   If anyone disagrees after tonight's patch let me know and I'll see what we still need.  

 

I'll move on to another mod project if not.

I'm downloading the patch now. Either way, you did great on this man. Keep up the good work no matter what project you're on :)

Reply #42 Top

Looks like you work is still needed my friend. The Stardock faction creator makes factions with no techs to research. I'm sure they'll fix it of course, but until then, it's good you made this. Even after "then" this could still be useful :)

Reply #43 Top

So anyone knows how i can "fix" my imperial factions created by stardock's creator, so they have techs? :P What do i add / edit in their .xml?
Thx!

edit: seems u just gotta change <TechTree>Empire_Tech_Tree</TechTree> (which doesnt exist) to <TechTree>Trog_Tech_Tree</TechTree>

Reply #44 Top

Quoting Baleurion, reply 43
So anyone knows how i can "fix" my imperial factions created by stardock's creator, so they have techs? What do i add / edit in their .xml?
Thx!

edit: seems u just gotta change <TechTree>Empire_Tech_Tree</TechTree> (which doesnt exist) to <TechTree>Trog_Tech_Tree</TechTree>

Go here my friend: How to Fix the Faction Creator (Work Around for Working Techs) I Explain how to do the work around to fix it. Editing the XML the faction creator generates is pretty easy. If need be copy the code I give in my example and then just alter it to your liking and then put it in the right folder and you're good to go. Enjoy :)

Reply #45 Top

:omg:   - Okay, well, I'll keep this around.   I also noticed you can't change the building colors, etc in the Stardock editor.  It just uses a single color.   I'm not sure if that was intentional or just to make it less cluttered.   

 

I'll keep things around for now.   BTW, the tech tree in this editor does work correctly.  :)

Reply #46 Top

I just wish they would put in a "landscape type" for each faction, so you can select what the land turns into under your factions influnce. Do you want the charred landscape for your "kingdom" faction, the lush green landsacape for your "fallen" faction, or perhaps something different like the ice terrian for your "custom" faction, or something else entirely?

Reply #47 Top

Quoting Polistes, reply 46
I just wish they would put in a "landscape type" for each faction, so you can select what the land turns into under your factions influnce. Do you want the charred landscape for your "kingdom" faction, the lush green landsacape for your "fallen" faction, or perhaps something different like the ice terrian for your "custom" faction, or something else entirely?

Actually you Can define that in the XML. You just have to open up the default XML and see what the line/value is for the terrain type you want, see where it goes in the script, and then copy/paste it over into your factions XML.

 

Reply #48 Top

Keep it up, Murt. Race creation still isn't part of the overall faction creator. Easy in xml, I suppose, but some of us... Like myself... :grin:  Are happier to do things with dropdown menus and stuff for that sort of editing. Trust me, designing UI alternatives is a good thing for the more casual set.

Reply #49 Top

I'm tempted to reduce the options a little to simply things.  Like if you choose Kingdom it preselects all the kingdom techs, people, selects good, etc.   What do you think?

 

Also, I just created a race with some strange colors, despite the in-game editor not using the skin color, building color, roof color, you can indeed use them and they show up.

 

However, the attributes on the last tab (like assasin, etc.) don't really work for races.  I am trying to determine what will actually work and what won't so stay tuned for that.   

Reply #50 Top

anything that can help people especially novices enjoy the game would be worth doing

harpo