Modding request

There is really no please for something like this and I am not much of a modder or coder so I really wouldn't know how to do it myself.

 

Anyways onto the the request, I would like to change to summoner profession and trait.

 

Let the amount of summons scale with the trait, or my personal favorite...remove the limit all together.

 

Also is it possible to post some of the elemental summons and or give the specific abilities at certain level.

 

Turn certain magical creatures into summoning spells that require the Sovereign to be a certain level to control, or it breaks free adding to the problems one must deal with.

 

Create a Talent that makes the Summoner connection with the summons stronger, giving them new abilities and/or increasing stats.

6,745 views 3 replies
Reply #1 Top

Those are interesting suggestions. Some can be coded with the current possibilities, some not and some others would have to be coded a bit different.

Maybe you could elaborate more on what you would like each of the summoner abilities to do.

However, the main problem I see with your suggestion is that in order to be balanced you should create a second branch for wizards. Maybe Summoner Vs Spellcaster?

Also, to make it complete, each of the other 4 paths should have at least 2 sub-branches. Or... alternatively could be nice to create a full hero develop tree where as you move towards the leaves your hero gets more and more specialized.

 

Reply #2 Top

One possible option for adding more summoning spells is to do a series of quests where the quest rewards is a summoning spell. I've not the time to implement all the details of the quest and the code required, otherwise I would do such a thing.

My summoner mod was my first attempt at making summoning a little more viable for the player who wants to summon creatures. Namely it adds units with the ability to summon an elementals. Unfortunately, this is horribly unbalanced because I was unsuccessful in getting the AI to use them effectively (difficult to test), and so my compensation to this was to attach these units to the books that have a 1 and 4 chance of showing up on your research tree.

You can pick up these characters from a quest that you do a special breed of summoners. In the code I have also altered the summon spell that these units use. They can only cast their summons in tatical combat, but it costs you no mana to do so. I still have the limit in place, but it is per summoner group so in effect you can have 3 fire summoners bring in 3 fire elementals. Then you effectively got yourself 3 mages and 3 fire elementals that you can summon back when the fire elementals die.

Also, there is much difficulty in tying the ability to the summoner profession that one chooses from the beginning. I have tried to make it a pre-requisite before and was unsuccessful, but doesn't mean that the code hasn't changed enough to allow one to do this now.

Reply #3 Top

Quoting OliverFA_306, reply 1

March 14, 2013 1:14:26 PM from Elemental Forums Elemental Forums

Those are interesting suggestions. Some can be coded with the current possibilities, some not and some others would have to be coded a bit different.

Maybe you could elaborate more on what you would like each of the summoner abilities to do.

However, the main problem I see with your suggestion is that in order to be balanced you should create a second branch for wizards. Maybe Summoner Vs Spellcaster?

Also, to make it complete, each of the other 4 paths should have at least 2 sub-branches. Or... alte

As far as each summons's ability, I wasn't l;looking for anything new or spectacular. It would have been fine with the abilities themselves staying within the world of elemental.  For example; Fire elemental tossing a fireball or summon shadow warg getting maul when within a certain amount of tiles of the summoner during tactics. I was ultimately willing to leave a bit of it up to the modder; like i said I don't code so I didn't want to try to push something that would be spuer annoying.  (Closest thing I've got to coding is when I wrote a website from scratch using notepad.)

 

I like the more levels your hero get, the more they specialize idea. I wouldn't want my summoner nuking everything while having powerful creates killing them either. (I'm kind of a thorn like that. When I play games where Rp can be brought into them. I am willing to even gimp my character, just to fill a certain role... which is usually a spellcaster or summoner roll.)