Community Patch?

After they stop patching the game officially will the modding community be able to put out fan patches? Like a lot of the games that aren't good, and then end up being good because of fan patches.

84,975 views 10 replies
Reply #1 Top

If I do any mods at this point, it will be for FE.

Reply #2 Top

Quoting Heavenfall, reply 1
If I do any mods at this point, it will be for FE.

 

Add dynasties for me. :D

 

If they are using the same engine as WOM then we know it is possible.

Reply #3 Top

Nah, I'm not into that dynasty stuff. Anyway, I'm sure it is something anyone can do.

Reply #4 Top

When they stop officially patching the game?

You.. you're not familiar with Stardock, are you? :D

Reply #5 Top

I have several Stardock games, and by the way the forum buzzes it seems as if WoM will stop being patched post FE final release.

Reply #6 Top

Quoting Emperor_Nero, reply 5
I have several Stardock games, and by the way the forum buzzes it seems as if WoM will stop being patched post FE final release.

We can only hope so. Put the resources where they'll do the most good.

Reply #7 Top


After they stop patching the game officially will the modding community be able to put out fan patches? Like a lot of the games that aren't good, and then end up being good because of fan patches.

 

As one of the people who worked on the Community Expansion project, I can tell you I have no current plans to return the Elemental modding scene. The flexibility of the toolset isn't there and the promise to release the .dll source code simply never materialized. 

Most of us hardcore modders have moved on to other engines. There's no bad blood, and maybe one day we will return. 

Reply #8 Top

I changed my mind. If the 1.39b is to be considered the "last" patch of the game, I will absolutely make a community patch. Because it's too horrid to be considered a final product.

Reply #9 Top

Quoting Luckmann, reply 4
When they stop officially patching the game?

You.. you're not familiar with Stardock, are you?

 

Brad just said that when 1.4 work is done, he's done- as FE is looking that much better, and they may even stop selling WOM, and he wants to focus on the AI for that.

(game would be avaliable)

 

There comes a point where supporting your older games becomes a disservice to a more promising game.

 

There's still plenty of bug/issues/performance in 1.39b, but FE if it's that good, should be the higher priority.  If Brad is changing his dogma because of this game, then while it may give you cancer, it's probably really, really good.

Reply #10 Top

I've started work on a community patch, if anyone wishes to assist send me a PM.

Changes to cities: Tile limit (total X buildings) has been increased to 50. Cityhubs now hold 10 population instead of an increasing amount (capital cities - your first city - hold 14). Your capital city produces 1 food without any building. Every subsequent city founded consumes 1 food perpetually. If your capital city is lost, you can rebuild it. In 1.3 a new limit to the amount of repeatable buildings was introduced, where you could for example build 2 workshops in a level 2 city. These limits have been modified to the following (primarily based on food it takes to get there):
City level 1 = 1 of each repeatable building
City level 2 = 2 of each repeatable building
City level 3 = 3 of each repeatable building
City level 4 = 5 of each repeatable building
City level 5 = 10 of each repeatable building
Zone of control has been equalized for all cities. It is set to spread every 10 turns. Generally, for level 3 cities and above, players should get more Zone of control from their outposts, and much less from their capital city.
City level 1 = ZoC min1 max2 (capital cities start at 2 ZoC so the AI doesn't get left behind and build wrong)
City level 2 = ZoC min2 max3
City level 3 = ZoC min3 max4
City level 4 = ZoC min4 max6
City level 5 = ZoC min6 max9

New building: Vault of Individuality. Allows you to build units with only 1 member in them. This building is intended to fix a UI issue where units such as Pioneers, Caravans or Dragons would be unbuildable. Since this building is more of a mechanic fix, it costs nothing (1 turn build time) and the AI will not build it.

Lesser Shrines can now be built on shards from the start, but they produce only 1 mana (no shard element bonus) and require 15 used population instead of 10 like the other shrines. Researching Shard Harvesting allows you to upgrade to and/or produce normal shrines. Shrines give you 2 mana plus the shard element bonus. Greater Shrines, available from further research, gives 3 mana and the shard element bonus. All lesser shrines, shrines and greater shrines cost 20 gold to build instead of 3 materials.

Minor stuff:
-The following repeatable buildings were missing their limits, and this has been corrected: Master Archivist (empire), Lore Shop (empire), Library (kingdom).
-Monuments (empire) are now counted as repeatable buildings and are thus limited by the level of the city (still need city level 2 to build the first one). Monuments also require 1 gold upkeep instead of 2.
-Skath Pits (empire) and Gardens (kingdom) now produce 1 food instead of 2, to prevent infinite recursion of food. Gardens require 25 used population instead of 35 (skath pits are 25 by default).
-Changes to pioneers: New 3d model, a backpack. Pre-designed Fallen pioneers now come unarmed, putting their materials cost at the same as the one for kingdoms.
-Farms cost 0 materials and 25 gildar, instead of 5 materials (empire) or 2 materials (kingdom)
-Tower of Souls (empire) and Temple of Essence (kingdom) gives 2 mana instead of 3
-Emerald Palace (empire) gives 2 mana instead of 4


To-do
faction bonuses
item limitations by modeltype checked
trog scimitar from 50 to 40 or lord hammer to 50
all techs re-read and delete ones that give nothing
all magic books researchable, magic scales where possible with int and shards
delete everything that is hardcoded and doesn't work
adventure techs produce world resources closer to capital city
ventri mine from 3 to 2 metal
all metal and food boost buildings only buildable if city has a basic production of the resource