This post is insipired by the linked thread, and by me having been playing some civilization 4 mods recently.  This is pretty much a list of game mechanics I'm hpoping will be simple to mod in. (not being a programmer, I'm not sure how many of these will be simple or complex to include, this is more of a wish list, although it has some basis in features that seem planned for elemental, ideas I have for the sorts of mods someone might make, or perhaps features in other games.)

(This thread also seems like an opportunity for other people to list theirs, although Im not sure if such a thread would be that useful, or will occur.)

 

1. New Spells, Technologies, Buildings, Resources, etc.

This is realy obvious, and I'm sure it will be simple to add these things, but I listed it anyway for completeness.

 

2.  Unique buildings, advances, magic, equipment, etc. for different civilizations:

This seems like a moddable feature that a lot of people would use for scenarios, different races, and such.  (this might be the second most important moddable feature after new buildings, research, and such.)

 

3.  An ability to add magic categories, Fallen/human categories, research categories, and such

More magic types would come in handy for a number of things.  The ability to add more Fallen/human categories might come in handy for creating different alliance systems, different types of restrictions on who can use certain magic types, etc.  Research categories seem ot go hand in hand with creating new advances.

 

4.  The ability to add multiple maps, specific dungeon maps, and such

This was discussed in another thread, but seemed useful enough to add here as well.

 

5.  A collection of standardized spell effects, possibly with a separate spell editor

This was mentioned in another ideas thread.  I wouldn't be surprised if spells were simple to edit for someone who understood the coding well, but for newer people, it might be useful to have a list of standard effects for creating new spells, and bringing more people into modding other areas.  (At least for me, the faction editor in Alpha Centauri has somewhat had this effect, and the faction/tech tree editor in Galactic civilizations might have done the same thing.)

 

 

(i'm probably forgetting quite a few mechanics as well)

 

Again, I'm not really sure how simple these would be to allow for modding, but there are a list that I could imagine being fun to play.  (Now I just need ot learn some programming for these mods, and get the game to work, wait for release, etc.  I have some budding ideas for stuff I'd like ot try, though will have ot see how the game works to have a cleaere sense of what I'm going ot do.)

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Reply #1 Top

AI routines, scripted events, effects, etc. I'm pretty much hoping this game will be a framework to create anything we can possibly dream up in the TBS genre. This will allow me to realize my dream of having a modernized version of Master of Magic.

Reply #2 Top

According to what BoogieBac posted in the thread below they are hoping to support multiple maps (Shadow Plane, Underground or whatever) for mods at some point, although it may not be available at release.

https://forums.elementalgame.com/371885

Reply #3 Top

All of the above, plus algorythmic mechaincs such as food production and battles. Also UI aesthetic modding (which I know will be included due to the use of DesktopXPaks in the screens folder) and the ability to add new automation tools (like auto-resolve, governors, and the like).

Reply #4 Top

One of the things that I would like to do is change the format of the cloth map. Alter the pewter pieces to make them look like holographic projections or something, and the cloth map into some sort of command matrix which better fits a more sci-fi look.

Reply #5 Top

Quoting MagicwillNZ, reply 4
One of the things that I would like to do is change the format of the cloth map. Alter the pewter pieces to make them look like holographic projections or something, and the cloth map into some sort of command matrix which better fits a more sci-fi look.

You should be able to already do that. Just edit the stuff in the Gfx folder for the map using something like Gimp. The pewter piece might be a little harder, because I imagine you'd have to change the textures. If Elemental supports/will support invisible/see-through textures, you shouldn't have too much of a problem.

EDIT: Here's a really quick mock-up of the sci-fi command console:

Obviously it still has some issues, but like I said, this was just a quick thing to show you that it works.

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Reply #6 Top

Nice! I'll go and fiddle with changing textures in a bit.

Reply #7 Top

Just finished my first round of tests, and it looks pretty aweful so far:I've realized that the pweter figurines don't actually have their won textures: they're just the "real" textures greyscaled and I think mapped onto a grey base. The bases are changeable, but the problem is getting a holographic grid to map nicely onto them. Next step will be to see if I can fiddle with the alpha valuse on the pewter textures, maybe get a sort of rasterized wire-frame look.

No luck: the textures are definately mapped over a white base. I erased some transparent holes in the spider, and got this. I actually like these spidies better, but transparent icons are out the window unless something drastic happens to the way things are modeled.

Reply #8 Top

Hmmm. Maybe you could change the model, and put physical holes in it instead of textured holes, or make the polygons on the model invisible. The possible problems with that is that Elemental might work similar to Sins of a Solar Empire. In Sins, if you made parts of the model itself "clear" those parts would just appear black in game.

If niether of those work, I think it would still be doable, but much harder. If you are really, really good at texturing, I bet you could make something that looks like a hologram, but that would be a pain to do.

Reply #9 Top

Yeah, I have no idea how much if this oddness is from the engine and how much is from the models..... the white underlayer could just be another material. Another thing I was working on was the possibility of outlining all the individual polygons on the UV map in a colored border with a jet-black interior, to make a sort of rasterized wire-frame look (did I say this before?) that looks techy without being transparent. That, and I'm going to try opening these HKB files with Blender.

Reply #10 Top

Quoting Scoutdog, reply 9
Yeah, I have no idea how much if this oddness is from the engine and how much is from the models..... the white underlayer could just be another material. Another thing I was working on was the possibility of outlining all the individual polygons on the UV map in a colored border with a jet-black interior, to make a sort of rasterized wire-frame look (did I say this before?) that looks techy without being transparent. That, and I'm going to try opening these HKB files with Blender.

Let me know if you can open them. That's something I'd like to find out, how easy it is to import vanilla models and edit them.

I would guess that the white is what the game defalts to when there is no texture, but I'm not sure. In Sins, if you didn't have a texture, the ship would automatically get an all black texture.

Anyway, there are a couple of modding features I'd like to see. Most of them are inspired by limits that Sins has, so maybe they are already planned, I don't know.

1. Animations - basically the rotating ship parts in GalCivII, but able to do more than just make things rotate. Like say I'm making a mod where giant mechanical arms asemble units. I want to be able to properly animate those arms. Sins doesn't allow animations. There is a workaround to get things to move in circles, but that's it. Things like, say, the flight pods retracting on the Galactica are impossible.

2. Closely related to animations is tracking animations, ie making a turret or something similar turn to face its target. I don't think this will really be very useful in the vanilla game, maybe for making stationary catapults that are part of city defences rotate to face their targets. But if you're making a more high-tech mod, like a WWII mod, futuristic one, etc, turrets would be very useful for tanks and that sort of thing. I imagine they would help MagicwillNZ for his mod:P

3. Cloaking. Sins doesn't let units become completely invisible. You can make the model disappear, but if you zoom out, you can still see the 2d icon. Giving units the ability to be entirely invisible to everyone except the owner would be nice.

I'm sure I will think of others, that's just what I have so far.

Reply #11 Top

Let me know if you can open them. That's something I'd like to find out, how easy it is to import vanilla models and edit them.
As of Blender 2.5, there is no way to open them or export them. I'm not even exactly sure what program actually makes them, but intend to google a few answers.

UPDATE: Done! Even the iternets have no idea what these files are. The only hit was for some program called "Hot Keyboard" that I guess stores keystrokes of something in .hkb files.

Reply #12 Top

Quoting Scoutdog, reply 11

Let me know if you can open them. That's something I'd like to find out, how easy it is to import vanilla models and edit them.As of Blender 2.5, there is no way to open them or export them. I'm not even exactly sure what program actually makes them, but intend to google a few answers.


UPDATE: Done! Even the iternets have no idea what these files are. The only hit was for some program called "Hot Keyboard" that I guess stores keystrokes of something in .hkb files.

I bet they did the same thing Ironclad did with Sins. They have their own format for the models, and they made a converter to some other format (.3ds or whatever) into .hkb. So I guess we'll probably have to wait until SD releases that. Which brings me to a couple more things I would like to see:

1. Make it easy to convert to .hkb. IC provided a converter for Sins, but it wasn't very straight forward, and eventually a bunch of modders made their own GUI's to make it easier.

2. Allow more than one filetype to be converted to .hkb. Again using Sins as an example, you had to use XSI to get a model in the right format to get it converted to something the game can use. Eventually a user wrote a script so that 3ds Max could export it, too, but it didn't always work. If it has to be in a specific format, please make sure that there are free programs that can export in that format. So far all the offical references to modding have been 3ds Max and Maya iirc. I really don't want to have to pay a couple hundred dollars to see my models in game. If Blender, or XSI Mod Tool can get the job done, that would be awesome.

Reply #13 Top

2. Allow more than one filetype to be converted to .hkb. Again using Sins as an example, you had to use XSI to get a model in the right format to get it converted to something the game can use. Eventually a user wrote a script so that 3ds Max could export it, too, but it didn't always work. If it has to be in a specific format, please make sure that there are free programs that can export in that format. So far all the offical references to modding have been 3ds Max and Maya iirc. I really don't want to have to pay a couple hundred dollars to see my models in game. If Blender, or XSI Mod Tool can get the job done, that would be awesome.
Seconded, thirded, fourthed, and fifthed!!! Import, too: I'm sick and tired of eyeballing size-in-game to size-in-Blender and not being able to learn any tricks from Boogie et al.

Reply #14 Top

Quoting Scoutdog, reply 13

2. Allow more than one filetype to be converted to .hkb. Again using Sins as an example, you had to use XSI to get a model in the right format to get it converted to something the game can use. Eventually a user wrote a script so that 3ds Max could export it, too, but it didn't always work. If it has to be in a specific format, please make sure that there are free programs that can export in that format. So far all the offical references to modding have been 3ds Max and Maya iirc. I really don't want to have to pay a couple hundred dollars to see my models in game. If Blender, or XSI Mod Tool can get the job done, that would be awesome.Seconded, thirded, fourthed, and fifthed!!! Import, too: I'm sick and tired of eyeballing size-in-game to size-in-Blender and not being able to learn any tricks from Boogie et al.

Oooh, yes, importing! That's another thing Sins didn't really do. Eventually a user wrote an importing script, but when you imported it, you lost the UV mapping and all the hardpoints:'(

Reply #15 Top

Hmmm. Maybe you could change the model, and put physical holes in it instead of textured holes, or make the polygons on the model invisible. The possible problems with that is that Elemental might work similar to Sins of a Solar Empire. In Sins, if you made parts of the model itself "clear" those parts would just appear black in game.

If niether of those work, I think it would still be doable, but much harder. If you are really, really good at texturing, I bet you could make something that looks like a hologram, but that would be a pain to do.

Wow! Thanks for the mockup! This will definitely be something I'll experiment with.

Reply #16 Top

Quoting MagicwillNZ, reply 15

Hmmm. Maybe you could change the model, and put physical holes in it instead of textured holes, or make the polygons on the model invisible. The possible problems with that is that Elemental might work similar to Sins of a Solar Empire. In Sins, if you made parts of the model itself "clear" those parts would just appear black in game.

If niether of those work, I think it would still be doable, but much harder. If you are really, really good at texturing, I bet you could make something that looks like a hologram, but that would be a pain to do.


Wow! Thanks for the mockup! This will definitely be something I'll experiment with.

No problem. I'm very excited to see how your mod turns out:drool: