Moddable features list
https://forums.elementalgame.com/371367This 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.)

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.
I actually like these spidies better, but transparent icons are out the window unless something drastic happens to the way things are modeled.