[eMOD][v 1.4] Summoner Units...

In this mod I added 4 new unit design traits:

Air Summoner

Earth Summoner

Fire Summoner

Ice Summoner

These abilities follow their namesake and summon each of these units. These traits only unlock when you meet the tech requirements. The techs you need are

Book of Winds,

Book of Stones,

Book of Flames, and

Book of Frost.

If you research more than 1 of these techs, these traits have been designed that you may *ONLY* choose one to go on any specific unit. That is if you design a unit as a fire summoner that unit cannot learn air summoner, ice summoner or earth summoner.

Also, I have added 4 new units automatically to the game. Namely each of the summoners. They act similar to mages with the particular summoner trait. Mind you this is powerful in combination with the Summoner path.

Balance: Currenlty the ability to summon these creatures have no cost to the user, so I front loaded the cost of these summoner traits and lowered the levels of these summons by 2. I do not know if the AI can summon tatical elementals, if they do great... if not, well I'll have to import a work-around for that case. Also the techs do not show up all the time, so when you get them I wanted this to add an element to fun to the game.

If there are any suggestions or things you would like to see with this let me know. In the future, I would like to add more summons to this mod.

There is now a stormworld compatible version of SummonerUnits (adds appropriate elementals for summoning purposes in stormworld). Note: that you can still use this version with the vanilla FE.

https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/SummonerUnits/SummonerUnitsv1_4c.zip

31,466 views 43 replies
Reply #2 Top

Stormworld uses custom unittypes for summons, in order to add the "Summoned" trait.

If you have it installed to go A_LIB_UnitStat_BG_vZC\CoreReplacementFiles\CoreMonsterUnitTypes.xml and copy these unittypes over to your mod:

FireElemental_BG_Summon

AirElemental_BG_Summon

EarthElemental_BG_Summon

IceElemental_BG_Summon

(also change the spells to link to those instead)

Reply #3 Top

I'm assuming that these are just copies of the originals with your added background stuff to them?

Reply #4 Top

Correct.

Reply #5 Top

Heavenfall is there a way or a flag that I can set to hide one version of the spell when people are using your mod and use the original when people are not using your mod. The only idea on how to do this seems rather silly but might work.

Reply #6 Top

Yes, but why would you want to? If the player isn't running the unitstat background lib all the changes will be completely hidden.

Reply #7 Top

If a player is running a different modded game with a new definition for their elementals, I didn't necessarily want them to have to mod my files to get the desired results. Looking to be as modular as possible, but it matters not.

I'll be adding the units soon...as soon as my family get together is over ;)

Reply #8 Top

If you want to do it, check out the thread on folder and file priorities https://forums.elementalgame.com/417961

Basically you'd include two versions of the spells in two different files, the second would be named identically to a file in my mod. Thus the game would prefer my file if it was installed, and if it wasn't it would ake your file.

Reply #9 Top

Thanks, I'll keep that in mind when making mods compatible with your stuff... in another week I should have a building style mod... takes forever to make the 100 unique buildings...

Do you know how to get excel to read xml files and make them to?

Reply #10 Top

You need to set up schemas for that. There are plenty of tutorials on google. There is no easy way.

Reply #11 Top

Now I have a stormworld compatible version of the file.

Reply #12 Top

I've updated the summoners mod to include quest summoners. I will soon update the mod to full compatibility to stormworld.

@Heavenfall do your FireElementals (and other elementals) have the same tag in your mod or did you name them something else? I need to know to update the quests to work with your mod.

Reply #13 Top

Just the normal one unless it was summonez.

Reply #14 Top

Nice initiative parrottmath, gonna try this out tonight in combination with Stormworld. Summoning is very underwhelming in the core game and I love to use summoning wizards in my fantasy games.

Reply #15 Top

I have updated for stormworld compatibility.

Reply #16 Top


Heavenfall for my stormworld compatible version of this mod, could I just eliminate my copies of the summons (since they are in your game anyway). Just have your mod as a required mod.

Reply #17 Top

Yes, of course.

But those summons are practically identical. If someone without Stormworld or the background unitstat lib runs those unittypes, they will be functionally identical to the vanilla ones.

Reply #18 Top

I know, but I was thinking of someone who changes the vanilla ones, it will keep compatability with that mod. Plus, if you ever decide to change your stats on your elementals, then I still want to be compatible with your mod without any changes to my mod.

Reply #19 Top


Parrotmath. how many of those summons appear, any reasons to train more numerable squads? maybe link the number of squad size with level of the summon?

Reply #20 Top


a little confused over installation. I am usign Stormworld.

Should I install both elements from the mod manger, or just the StormworldSummonerUnits?

Reply #21 Top

I've used this in a couple of games now and have trained fire, ice and earth summoners depending on which books showed up. So far everything has worked smoothly for me; I haven't yet seen the AI use them unfortunately so I don't know if they will use the summon spells. AI players seem willing to use most abilities, but I haven't yet seen them use any of the vanilla tactical summons, either from spells or abilities like Call Uteran.

So far, what has worked best for me is training up horse-mounted summoners with monk's robes & swords and then fling these guys forward with my regular cavalry and throw an elemental into the midst of the enemy, or even behind them to take care of pesky archers.

Is the ability available to Henchmen? A bunch of mage henchmen with a couple of levels of summoner could be interesting.

Reply #22 Top

Quoting Sentinemodo, reply 21

a little confused over installation. I am usign Stormworld.

Should I install both elements from the mod manger, or just the StormworldSummonerUnits?

 

You just need the stormworld version. Only if you want to use the mod in vanilla FE, you have to intstall the other element.

Reply #23 Top

The Lord Ron is right. For stormworld use the stormwolrld version. He has special summons.

You can design henchmen with these summons ability. It is a unlockable trait and any unit can use this trait.

I figured the AI didn't know how to use summons in tatical battle :( maybe Frogboy will add that in at some point and then we will get these summoners to work out great.

There is really no need to train more numerable squads, except for a mage firepower back-up. I thought about linking it with squad size for level, but then Henchmen would be at a severe disadvantage. So I just did a weaker version of the summons spell and added a range to the spell... no mana cost though which may be a bit OP.

The original goal was to have these characters unlock when you picked the summoner profession. But that didn't work out too well, and so I tied them to the books, making the books more interesting and adding some power to the summoner profession.

Reply #24 Top

The AI does know how to summon in battle, you just need to set the Ai priority VERY high (like 8000+ high). And there's always mana costs and so on that may cause the AI to ignore the spells anyway.

Reply #25 Top

Quoting Heavenfall, reply 25
The AI does know how to summon in battle, you just need to set the Ai priority VERY high (like 8000+ high). And there's always mana costs and so on that may cause the AI to ignore the spells anyway.

I just have to up the AI priority for this trait to 8000 and they will cast them (these summon spells don't cost any mana at the moment)? I did add a range for these summons becuase I think it's silly to be able to summon something across a tatical battle map.