New User/Proposal in Modding - Linking tech research to a claimed map structure?

Hi,

I've seen that Doctor Who mod and it was a valiant effort by ImpInc; I am wishing to design something of a sci-fi partial conversion a la that mod, except using a self-created IP.  My idea is that there would be three major components; a special map resource building that any Kingdom or Empire could use, and two 'sci-fi' factions, one Kingdom and one Empire.

The essence of the game would remain much the same as vanilla Elemental: War of Magic, and the sci-fi influences would be there but not overly so.  The sci-fi factions would be not so much your standard sci-fi as more of a faction having to start again with medieval tech, but have a few extra nifties for sci-fi flavour.

I did like that Doctor Who mod but it was discontinued, so I figured the best way to have a similar sci-fi/fantasy mix in a game was to start such a mod myself.

Having said all that, assuming the base is Elemental: WOM 1.4 with the After The War mod installed, could it be possible to have researchable tech linked to ownership of a given structure?

Thank you for your time.

6,664 views 5 replies
Reply #1 Top

You can have a building unlock a technology, but once it is unlocked, you can't lock it again.

There are also diplomacy buildings in the core game that allow you to build a particular unit as long as that building is linked to a city. However, the AI handles those extremely poorly when it comes to choosing units.

The third option is to make a building produce a special resource, that would be needed to train units. The resource would function like food, ie you have a continuous stream of the resource instead of piling it up like gold or metal. Alas, the AI handles that poorly too.

Reply #2 Top

Quoting Heavenfall, reply 1
You can have a building unlock a technology, but once it is unlocked, you can't lock it again.

There are also diplomacy buildings in the core game that allow you to build a particular unit as long as that building is linked to a city. However, the AI handles those extremely poorly when it comes to choosing units.

The third option is to make a building produce a special resource, that would be needed to train units. The resource would function like food, ie you have a continuous stream of the resource instead of piling it up like gold or metal. Alas, the AI handles that poorly too.

Thanks for the information.  I'm thinking the special stuff be a resource like horses/wargs.  And I'll ask ImpInc if I can use the oil and Dalekanium resources his mod had - except I'd rename the Dalekanium to something else.  I'd also include a special research that would be done to build a copy of the tech forge for your civilisation, which would have to be done before the sci-fi stuff was unlocked.  You'd have to find the "Tech Forge Zero" first, though, and there'd be a civ-wide bonus for having the Forge Zero in one of your cities.

If you want an idea on how use of the Tech Forge would help in-game, this ending scene from a game called Might and Magic VII (never played any of those games myself, but this is where I got the basic idea) should be a good demonstration.  I would prefer to concentrate on the Tech Forge and its tech tree first.  I have Notepad++ and can learn script but I couldn't make 3D models to save my life.

I'm sure I can find tutorials aplenty on this forum, I just need some open-source/free 3D models able to be used in Elemental.  I can't promise that anything will come of this idea, but I would like to get it off the ground.

Reply #3 Top

My advice is that you get familiar with the basic tools of Elemental modding with WoM. There are some tutorials stickied here that will set you up with the basic tools. But keep in mind that FE is coming out in a few months. Any mod you make should be for that game, though much of WoM modding will be easily transferred. Nice to see some new modder blood attracted to the forums. I am hoping the new game will increase our numbers. 

Reply #4 Top

Quoting seanw3, reply 3
My advice is that you get familiar with the basic tools of Elemental modding with WoM. There are some tutorials stickied here that will set you up with the basic tools. But keep in mind that FE is coming out in a few months. Any mod you make should be for that game, though much of WoM modding will be easily transferred. Nice to see some new modder blood attracted to the forums. I am hoping the new game will increase our numbers. 

On that note, is the boxed version of FE coming out in Australia?  The original is available in its boxed version via EB Games here.  I would prefer to wait and play FE before even planning any mods for it.

Reply #5 Top

wayfarer, at present it is not known if there WILL be a boxed version, BUT I also want a boxed version in australia.

harpo