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Elemental Mod example requests

Elemental Mod example requests

Comment here on what sorts of mods you’d like me to make to serve as examples to work from.

Be aware that in Elemental v1.1 that the magic system is moving away from personal mana to a global mana pool (much funner, more balanced) so you will likely want to keep mods focused on things that can be easily modified by that change.

Anyway, if you’re interested, put in your requests here and I’ll start on these this next week and start posting source to the mods.

396,243 views 154 replies
Reply #26 Top

Monk mod, i.e. hand fighting skills that give the player a reason not to use weapons and armor :)

 

or

 

a way to mod caravans to use gold (or other things) and increase the min city build distance

 

thanks

Reply #27 Top

yeah i also think that oyu should be able to tame animals by using a spell that depends on how powerful the creature is.

also how do you get new mods all the ones i can get are maps

Reply #28 Top

i hate mod dev journals :D

Reply #29 Top

I'd like to see large units not crammed into one space and completely overlapping. Maybe something like all the units spread across the map, but selecting any one of them would select the unit and that unit would only execute once (like it currently does). It'd be more of an aesthetic thing than anything.

The previous isn't that much of a mod sample though. Complex quest modding would be nice. Something like your sov would conjour one of each type of elemental golem and each one must go to a corresponding crystal (quest specific) to activate it. Once the golems are in place, the sov goes to a specific castle or something to conjour something else. All the while all 5 distinct parties would be getting attacked by wave after wave of enemies trying to thwart this conjouring. The ultimate goal would be to conjour something uber powerful or something epic. The quest could even conjour a resource type (like say something that produces elementium) that is super rare and one of a kind.

Reply #30 Top

thanks brad...

perhaps something that shows controlling the spawn rates of monsters, and or their ability to walk within my areas of influence (if thats capable in the current build)...

Reply #31 Top

I'd like to see a simple basic "hello world" AI mod as a starting point to work on different kinds of AI behavior.

Reply #32 Top

Reincarnation mod.

Whenever anything dies, it comes back X turns as a hostile. 

Reply #33 Top

I would like a mod example for different ways of using caravans. i.e. if it's possible to use caravans to transfer resources or have different bonuses to cities. What about a mod to use pioneers to build structures besides towns? i.e. building a wall to block the forest creatures from entering your kingdom borders.

Reply #34 Top

I like the idea of a global mana pool, but in so far as it would be like Master of Magic's mana pool in which you have mana as a commodity that can be banked.  Mana that is officially "commodified" is also much easier to balance, because it can be compared to other units of utility like "gold."

That being said... I would love to see a Master of Magic mod, seeing as how that's what drew a lot of us to Elemental to begin with :-)

Reply #35 Top

The global mana pool is a good idea, but there should be also "channeling points" (like in MoM and AoW) that limit the amount of mana that a sovereign or champion can spend per turn for casting spells.

Reply #36 Top

Maybe that's what Wisdom can be used for!

Reply #37 Top

Ooo! Make a mod that alters the user interface! I haven't used Object Desktop before, so I am confused as to how it is all setup.

Reply #38 Top

I'd like to see the continuation of the Froglers Race mod.  See how you add a new race (complete with models that use the existing equipment).   

 

I'd love to see an AI mod and how we can ensure they use new spells/units/buildings that we mod in.

Reply #39 Top

Magical weapons, like a flaming sword, a staff with a glowing tip. More city styles, the cities of each faction look too alike for my tastes. Also a feature in the faction workshop to chose what land type or faction will have under its influnce(Tundra, grassland, temperate, desert and jungle.)

Better dimplomancy, and more "dialogue" between factions, ability to marry the AI leaders, and more facial expressions. (Fear if your kicking the enemy factions butt, neutral if your relationship his neutral, hostile, if they are ticked at you, and happy to see you/talk with you if your relationship is good. And more dialogue strings to go with the "mood".

The ability to marry multiple spouces with diplomatic penalties or bonuses depending if the other faction leaders agree or disagree with that practice. And of course the ability to remarry if your spouse gets killed.

Bring back the "Charm Beast spell." That was a very useful spell and I miss it. :(

And hotter battle gear :P

Reply #40 Top

Quoting Blaziken100, reply 27
yeah i also think that oyu should be able to tame animals by using a spell that depends on how powerful the creature is.

also how do you get new mods all the ones i can get are maps

 

ooh another use for charisma

Reply #41 Top

Mod request:

1) Ranged magic (staff, wand, etc.) weapon, useable only by a caser (imbued champion or sovereign)

2) Building/Vendor that allows the sovereign to upgrade or re-equip units in his army

Reply #43 Top

I've got a number of main requests, some of which are built up of smaller requests.  I'd like to see:


===== Training Grounds =====

  1. A building that (once constructed) adds new user-triggered capabilities to that city; both a new button on the city mini-display at the bottom, and a new button on the city details 'book'.  For example, a training grounds (to teach existing units new unit-appropriate skills, at a cost).
  2. How to create an entirely new window display; in this case, when you click the 'teach' button for the training grounds, you would be asked to choose which unit you're teaching; from there, you would be able to choose what to teach them, or 'there is nothing more we can teach this unit', based on what the unit already knows, and what their equipment is.
  3. Associate a cost with the selection (both time and gold; gold is per individual in the squad, time is not, since they train together)
  4. How to display additional information on the unit sheet, preferably linkable to the hier-whatchamacallit.  In this case, a 'skills' list of all skills the unit has gained through innate proclivity, equipment, or training.
  5. The ability to upgrade a building, manually, at a cost: for example, upgrading the training grounds to a war college (higher-cost, higher-power abilities, can only be built at a higher level, prob. 4th level city)


Example skills:

  1. battle rush: 1x per combat, +2 movement, -40% defense for the remainder of the turn
  2. shield wall (only available for squads with shields): 1 action point, ends turn.  +25% defense per remaining squad member, up to +50%.  This simulates the squad members next to you helping your defense, when you are the current target. Assumes that squad mechanics have been updated so that an incoming attack is applied to a single individual, with any leftover applied to the next in line, and so forth.
  3. jousting (requires lance, which should confer the ability of 'charge' on it's own, and require mounted): having trained against other mounted warriors with the lance, your initial charge gets +5 attack against mounted units.


===== City / Unit UI Display =====

  1. Add new global buttons to the UI: City display, Unit display
  2. A new screen / book page for each selection (cities or units), with a list of the cities or stacks, respectively (including fancy stat displays.
  3. For bonus points, make them up-and-down sortable by stat (name, food, gold, research, battle rank, max mana, etc).

I'm sure something like this is coming in the main game soon, but by providing this as a mod, we'll see how to create entire new reporting displays from scratch - which is probably invaluable for any bigger mods.


===== Magic Foundry =====

  1. A building, that once constructed anywhere adds a new main-ui option, with nation-wide capabilities.  In this case, a mana foundry which transforms 1 resource into another, up to (# of mana foundries built * # of shards controlled) mana per turn.
  2. A new user-interaction dialog, to turn one resource into another. Options: 5 gold -> 1 mana, 1 crystal -> 1 mana.


===== Bookmarks =====

On the kingdom report book, a series of tabs at the bottom in the order of the nations within the report, each containing the icon of the nation, and having a tooltip with the nation name, which jumps directly to that 'page' of the report

 

So this should take what, 2 hours?  :-p

Reply #44 Top

I'd like to see some new techs and how to add them in.

Reply #45 Top

An example mod I would like to see is a new race complete with new meshes and clothing. Or just an explanation of how to do it- I haven't found one yet.

Reply #46 Top

Quoting Civfreak, reply 5
How to make champion/sovereign talent abilities use the champion's/sovereign's stats to modify existing ones or possibly create new ones.

Example: I want to make the Merchant provide (1 Gildar + Merchant's Level + Merchants Intelligence) per turn. So a level 3 Merchant with 10 intelligence would provide (1 + 3 + 10) 14 gildar per turn.

 Of course this is a random example and I really just want to know how to calculate values already in the game or if its possible as of this time or if it will be possible.

Thank you!

This. I'd like to be able to add calculated values for things like histories, traits, and talents. This would be HUGE for making a champion's level up more important.

I'd also like to be able to add experience to units without having to use a item. For example, I want all champions to gain some passive experience while doing things.

Polymorphing spells would be nice :)

Allow me to create a trait to define a starting champion instead of just a unit. Haven't be able to do this yet :P

Lastly, I'd enjoy seeing more variety in options for character creation and evolution. Allow champions to gain "perks" as an alternative to pure skill points (ie. Fallout).

Can't wait to see what you guys unlock for us modders :)

 

Quoting Windexglow, reply 32
Reincarnation mod.

Whenever anything dies, it comes back X turns as a hostile. 

I'd like to see this too, however, I'd just like to be able to cast a spell or spend something (expensive) to "Resurrect" a dead hero. Maybe also allow for an option that heroes can have multiple lives: <Lives> 1 </Lives> = One bonus life.

Reply #47 Top

I'd like to be able to mod the AI's behavior.

Reply #48 Top

Quoting _PawelS_, reply 35
The global mana pool is a good idea, but there should be also "channeling points" (like in MoM and AoW) that limit the amount of mana that a sovereign or champion can spend per turn for casting spells.

Maybe. It depends on implementation. If Mana is made Global just for the sake of it being "Global" and the other stats of the casting unit aren't taken into account or have anything done with them then Global Mana is a Bad Idea as it would just make every caster a mouthpiece for the Sov and they wouldn't be unique or worth anything as characters.

It's all in the implementation.

 Frogboy, how is that going to work? Could you enlighten us? What will you be doing with the other stats when mana is made global? They will have a variable that matters to magic or to the character individually correct?

Reply #49 Top


Comment here on what sorts of mods you’d like me to make to serve as examples to work from.
Be aware that in Elemental v1.1 that the magic system is moving away from personal mana to a global mana pool (much funner, more balanced) so you will likely want to keep mods focused on things that can be easily modified by that change.
Anyway, if you’re interested, put in your requests here and I’ll start on these this next week and start posting source to the mods.

I hope this time it is true that it is "much funner, more balanced" because I've gotten rather leery of announcement in this game's development. If it is global like MoM that would be nice, but hopefully not shared among all heroes. Mana pool was never the problem anyways and I hope the changes address the real issue of mana regeneration and magic damage.

Anyways as to your question, I'd love to see a mod adding spell effects, a quest mod, how to add new techs and a local economy-revert mod.

 

 

 

Reply #50 Top

A Mod of some Dragon Riders would be awesome too :)