impinc impinc

[eMOD] Doctor Who Mod [Discontinued]

[eMOD] Doctor Who Mod [Discontinued]

Version 0.76 alpha Updated 1/28/2011

 

 

Doctor Who Mod

Current Version:  0.76 alpha [Working with current version 1.19b]

Download Link: https://www.wincustomize.com/explore/elemental_war_of_magic/1/ 

 

Looking for help: I'm always looking for some help. If you think you can help in any way (you don't have to be a programmer or visual artist to help), post a msg here, or PM me.

 


General Background

      The world of Elemental is a special place. Even more so than anyone on the planet had ever thought. More so than the Titans. This is because the magic on the planet, is really a unique type of energy not seen anywhere else in the universe. The cataclysm was a galactic event, which sent massive shockwaves throughout space and time. If it were any other planet, there would be nothing left. Thanks to the shards infused into the planet which kept it together. The Cybermen, Daleks, and Sontarans all know about Elemental due to this shockwave. All want to harness this new energy for themselves for nothing but universal domination starting with Elemental. However, this shockwave proves even more powerful than anyone had predicted, and nearly destroyed the three from getting to Elemental. Alas, a few were able to make it, albeit with nothing left.

    This was originally planned to have a campaign, but it's just too much work right now. This will remain as an add-on to Elemental. 

 

Resources

     While the added races make use of most of the resources in Elemental (with the exception of the Cybermen. They don't use food, and all food resources produce materials, and a few produce gold), there are two new resources added into the world. These will be very important to each of the three races, and there will also be reasons for a normal empire or kingdom race to exploit these resources.

Oil

You'll find these oil slicks in your travels. Build an oil pump to harvest the resource. All races have access to this improvement without the need for any techs (although this may change). The Cybermen use oil to speed themselves up (they are very slow normally). The Daleks and Sontarans also have their uses for this resource. Normal empire/kingdom races will also have unique armor and weapons which require this resource to craft.

 

Dalekanium

 

This is a rare resource. Supreme Dalek (the Dalek Sovereign) needs this resource to bring back other Daleks. Again the Cybermen and Sontarans will have their own uses for this resource. Again, there will be unique armor and weapons for kingdom and empire races which use this resource to craft. 

 

With the addition of these two resources, it adds a bit more to the strategy of each added race, but also adds some more flair to the built in races. Who doesn't want more choices or armor and weapons?


Races

Cybermen 

  

  There is a completely new tech tree, buildings, and units. The cybermen have no need for food, so they don't use the resource. Farms instead generate materials. Some of the food resources provide gold. The cybermen need metal to further their race. It is needed to upgrade a city, and to "train" units. The general idea is that the people of the land are attracted into the city, then get upgraded to cybermen.

Improvements: There are all "new" buildings here. A few here and there are Empire copies, but there are a LOT of original improvements.

Research: Alot of the "research" that the cybermen do is really just downloading schematics from their home planet. Sometimes it is seen as a mixture of the cybermen schematics and research of the planet's energies. There are also a few techs which are linked to techs in other categories. For instance: In order to get shard research (ability to build on shards, and energy lab for spellpoints), you have to first research Planet Scanner, which is in a different category. I admit, not all categories have the same amount of techs, but this will be getting updates over time.

EDIT: If you'd like to see the tech tree breakdown, here is an rtf which should help (it will also be in the zip file version 0.66 and on): http://dl.dropbox.com/u/8949112/Mods/CybermenTechBreakdown.rtf 

Magic: The cybermen look at the magic on the planet, and know that it is truly a rare source of energy that the beings of the planet somehow manipulate on their own. The cybermen use it as an energy source. 


Spells so far:

     Electric Shock [Tactical], Tranquilizer Dart [Tactical], Illusion [Strategic], Cyber Megatron Bomb [Strategic], Head Mounted Laser [Tactical], Death Ray [Tactical], Energy Restore [Tactical], Small Bomb [Tactical], March Of Doom [Tactical], Raze Forest [Strategic], Oil Change [Strategic].

 

Weapons:

 


These are the rest of the weapons, which show up as an ability (as with fire giants, etc):

Electric Shock - This is inherant in all cybermen. It's only good up close (range of 1), but can inflict a fairly large amount in the early game.

Tranquilizer Darts - Basically, this is just the Daze spell. Takes the enemy unit out for one round. This can be researched, which upgrades how long the enemy unit is "tranqed".

Head Mounted Laser - Right now, the effect isn't too great, and is weird on angles.

Chest Mounted Death Ray - A little better effect than the laser, with higher damage.

 

Both the head mounted laser, and chest mounted death ray stack. (so if you have a group of 3 trained, it does 3x the damage)

 

Armor:

Iron Clad Infusion - Adds a great deal of defense. The skinning of the armor will continue at some point. The torso is done, but the arms, and legs still need to be done.

Elementium Infusion - Same as above, but even more defense.

 

To be done:

Particle effects for head mounted laser (still not happy with it), rifles (im thinking more the animation rather than the particle effect here).   

Tiles for improvements.

More icons and medallions.

Models. I still need a few done, but have some done now.

Note: If you're going to play as the Cybermen, it's best to use the premade one "Krang" that comes in the Mod. He is way more powerful than any original one, and has a couple of abilities that make it easier to start out such as:

           A. Starts with an iron ore near the starting position. (Like I said above, uber important!)

           B. Starts with one Cyberman. This may not be as necessary, but as it takes metal to train ANY cyberman, it's nice to at least have one defending unit to gaurd your city while you explore.

Another Note: Since the tech tree is vary different, I would advise looking at the breakdown file I included here. It's not necessarily the most up-to-date, but most of the techs with weird requirements (techs from other categories) are explained, and should give you a good feel of how the tech tree is set up.

 

Daleks

 

    The idea with the Daleks is that Supreme Dalek had performed an emergency temporal shift (gee, couldnt be because of The Doctor, could it?). During the shift, the Cataclysm occured, and the resulting shockwave through time and space fried the navigational system of Supreme Dalek. The only coordinate left was that of it's first. Elemental. Some say the Daleks have a strange tie to the Quendar race and Magnar, back to the time when the Titans were around. After almost dying, Supreme Dalek is on a mission to bring back other Daleks to begin to dominate the universe, starting with Elemental.

   Right now, because of their ties to the Quendar (and Supreme Dalek seemingly the only Dalek left), the race uses the Quendars (and most of their tech tree) to gather strength, and rebuild. This is not to say that they won't have their own units/techs/improvements. So, the sov will be a Dalek, all other units are Quendar (at least until you can build up enough to bring more Daleks into Elemental from the Void).

One key piece in bringing any other Dalek back will be Dalekanium. This is a very rare resource that will be needed to bring back any Dalek. No one knows for sure how Dalekanium got here (perhaps their rumored earlier visit?), but the Daleks will be sure to make full use of it. This resource can also be traded for a hefty price. This is a rare resource which accumulates slowly (.25 per turn). Supreme Dalek begins with the Dalekanium Expert ability, which spawns a dalekanium ore deposit near the sovereign's starting location.

There are a total of four Daleks which can be summoned (which subsequently get fused with a shard). They will have a couple of abilities each, and some open up other spells for supreme dalek to cast (strategic). All of the tactical abilities scale with how many shards of the appropriate type you control. The strategic spells are researchable upon researching the spellbook to summon the appropriate Dalek.

The Daleks which are pulled from the void are infused with shards, and are very powerful. Therefore, to "summon" them, the spells are extremely expensive. They cost anywhere from 150-300 mana, with a mana maintenance of 1-2. They also cost 20 Dalekanium (this may rise to a higher number), and a shard controlled. (Earth Dalek is the most powerful right now, and has the 300 mana cost)

Air Dalek

- Speed. ALL units receive 50% bonus to strategic movement. This has a mana maintenance cost of 3/turn.      

- Vicious Hurricane. Blows target units in a large radius to random tiles along with doing damage.

Water Dalek

- Drowning Strike. Same as in game one, with much higher damage.

- Great Blizzard. Same as blizzard, only larger radius, and higher damage.

- Perpetual Winter. This is a spell that can be learned. It creates an arctic environment over a large area, and reduces the enemy city's food production by 2.

Earth Dalek

- Quake. Tactical earthquake spell.

- Earthly Protection. This grants +3 defense to all units in a radius.

- Iron Mastery. This will place an iron ore deposit, and raise metal production slightly. This is a spell to be learned.

Fire Dalek

- Fireball. Modified from original to do higher damage.

- Flame Thrower. Seer a target for massive damage.

 [I may be reworking fire dalek a little bit in the future]

 

 The Daleks don't have the Superior Equipment (medical pack, ranger pack), and Superior Mining (unlocks smelter) techs. As this is playtested more and more, other techs will probably be dropped out. Oh, also, the Refined Mining tech was dropped down to 5% (it's 10% for all other empires).

 

 No one likes Daleks. They are nearly evil incarnate. One doesn't have to know a Dalek to know they are evil, ruthless beings bent on extermination of all other species. Simply being in the presence of one gives you that knowledge. As a result, they have -50% prestige.

 

 While the Dalek model works fine in gameplay (without any animations anyways), it doesn't show up in the character selection screen, or the Faction selection screen. Have no fear, it works, but the model needs to be tweaked a bit, and I don't have the original Blender file. Hopefully I can get this fixed in the future.


A quick screenshot of Supreme Dalek :

The Ood 

Not exactly what I was going for with them, but it's the best I could do. At least they certainly look different from normal humans :).

The Ood are a docile race. They are a telepathic species, and are very intelligent. They receive a boost in research production, however, they cannot equip twohanded weapons, as they hold their brains in their hand. I'll probably add another weakness at some point too. Right now, they simply use the Kingdom tech tree. Eventually, they will get some unique techs.

 

Draconians

The Draconians are a reptilian race with a very similar culture to humans. They are very efficient at defense, but have less health than most. Above you see their unique weapons, Draconian sword (with leather armor from the armor tech),  the polearm (with medium armor from advanced_armor tech), and Wakizashi (with Master Heavy Plate armor from Expert_Armor tech). The polearm, and wooden sword add defense as well (so when equipping them, they show under armor - weird thing with giving defense to a weapon unfortunately). These weapons also use a couple abilities from Updated Weapons (if you don't have this, the weapons will still work, and be very worth using). The draconians also follow the kingdom tech tree. When researching the Equipment, Weaponry, and Cutting Weapons techs, the research window will only show you the unique weapons which are unlocked by said tech. Not to fear, you will also receive the normal kingdom items for whichever tech was researched.

 

That's it for now. Please give me an suggestions/feedback here or in PM.

Imp Inc.

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Reply #26 Top

Alpha Changelog v0.39

- Added new particle effects for these "spells" : Head laser, Deathray, Tranquilizer dart, Electric Shock. Mind you, none of these are particularly good, so if you're good with the particle editor, and want to do something better, please do so!

- Added a few more tile improvements (upgrade warehouse, basic transmitter, sonic statue) * Note the above about particles. The same here with improvements. Although I think I'm a little better at the tile editor. It is difficult without custom models, but thats another story.

- Changed CityHubs to change the settlement outpust/village/town/city with tile changes.

- Rebalanced the tech tree. It was too easy to get really powerful and crush everything in sight.

- Added a few more icons/medallions.

 

Now these new changes are works in progress. Most of the particle effects and tile improvements will be redone to look better. I just wanted things to actually start looking different. It's getting there.

If anyone sees anything in here that you would like, by all means grab it. I'm doing this for fun, so if I can make someone else's life easier, then cool. Modding this hasn't been easy as I've never modded a game before. Alot of learning going on here from the particle editor, to xml, to 3d modelling. The models are going to be the most time intensive, but will come at some point further down the road.

 

Reply #27 Top

Quoting Star, reply 25
Yeah, and when I think about the fact that the new season will take till april next year to hit the screen it makes me wanna exterminate someone! 

 
End of Star's quote

Well, we will at least get a christmas and new years eve special to tide us over until then. Oh, thanks for the link too, I'm sure I'll be using some of those. I also plan on writing my own version of the theme. It will be more based off the David Tennant version, but a bit heavier, a bit more metal. It should suit well for the battles. Or, it will really suck. *shrug*

 

Reply #28 Top

You, sir, have captured the essence of this game. I congradulate you! You should put in some kind of joke about being able to travel back in time to fix dirre mistakes via the exit game and then load autosave ability. *_*

Reply #29 Top

Alpha Changelog v0.4

- Prestige buildings (sonic statue, attraction beam), also have Zone of Control modifiers to increase your area of influence. This is tied to the location of the improvement, not the center of your city.

- Groups, and military techs a little harder to research. It was too easy to get really powerful before.

- Nerfed metal processing a bit. Also, the smelter and metal processing plant now have maintenance. The smelter costs 1.5 materials per turn. The metal processing plant consumes 25% material production, AND 1 gildar per turn.

- Changed tranquilizer dart to 2 mana.

- Added a couple sounds (rifle, head laser).

- Added my modified version of the Doctor Who theme music. This plays in tactical battles. If you dont want to hear it, or get sick of it, whatever, delete the file DrWCoreLayeredMusic.xml in the mods folder, and the mp3 out of the Music subfolder (in mods).

- Gave a basic armor model to iron clad infusion and elementium armor for now until models can be done.

- Added three new spells to research in the core Cybermen spellbook.

      A> March of Doom - Cancels the counterattack of enemy units within a radius. Units can't be more than 3 tiles away.

      B> Energy Restore - Regerates mana of friendly units in a wide area by +2 every turn in tactical battles.

      C> Small Bomb - This drops a fire bomb on the enemies (large radius), for a great deal of damage.

      D> Raze Forest - This clears forest from a tile. [Thinking of doing a more powerful version affecting a radius]

- Added particle effetcs for the above spells. March of Doom is just an enlarged version of Confusion (I think), energy restore is an enlargd version of another core spells with the colors changed, and minor things tweaked, and the small bomb, I borrowed a bit from Icecrown's Fireexp (hope you don't mind), enlarged it, and combined with a modified arcane arrow.

- Made the harbor a bit cheaper.

- Changed max units in an army to 20. (I haven't tested this yet, but I believe it's the amount of units you can have in a stack.)

- I also changed another setting I mean to test out. There's a setting in ElementalDefs that makes it seem like caravans automatically respawn after 5 turns. I changed this to 2. Hopefully this works.

    One problem I've run into is the flavortexts for resources (What you see when you mouse over an unclaimed resource). While I can change it (so it properly displays what you get from said resource), it would change it for everyone (so it seems). There doesn't seem to be any prereqs with the flavortexts, so I'm not sure I can change this. It displays the proper thing once the resource is built upon though. I'm probably going to add a few more spells, tiles, and sounds for the next update. Not sure when I'll get the other races going. Having a sort of writers block on it, as I dont want the other races to simply mimick the cybermen. But, I'll keep pluggin away.

Reply #30 Top

This is a great idea, and Kudos for attempting to create the whole thing yourself! xD

 

A few points...

Resources:

Cybermen, in the old series, were deathly allergic to Gold. The idea doesn't make that much sense in the new series, but I also haven't really seen any Golden components in the Cybermen. They have more to do with neurons and steel and circuit boards. Maybe those can be your resources. "Iron", "Brains", and "Silicon". ;)

Daleks have a lot more to do with fanciful metals. A specially impervious Dalek Metal-alloy (recently dubbed "Dalekanium") has been around in some form or another since 1966. They, themselves, are Krang-like mutants in impervious battle-armor. They have no need for a currency of any sort, but common alloys (including Gold) and other metal ores (and slaves of course, to mine and produce said alloys) may be among the few materials useful to them. And whatever else you need to mass-produce a mutant army.

Sontarans... it's anyone's guess. But one imagines they, like everyone else, need metals of some sort for their massive helmets and massive spaceships. Unlike the other two species, they appear to wear some sort of cloth armor, maybe a kevlar, or a futurey death-laser resistant cloth. They boast superior numbers through cloning, somewhat similar to the Daleks, though with different motivations.

 

Species:

I've been looking into it. Cybermen and Daleks are great to start out. They are both army-based species capable of Time Travel. Sontarans as well, though they don't really touch on that in the new series. Alternatively, one could also attempt to use TimeLords (maybe using the Seal of Rassilon as an emblem?) or the Time Agency (though not solely comprised of humans, it could be considered a human-type army-based time-travelling species.)

One could also argue for the inclusion of the "Chula" as an army-based time-travelling species that could contend with the Daleks and Cybermen, though to this day, there is next to no information as to what they look like.

As a purely humorous addition, you could throw in the Poodle. They do travel in time. Why not! :D

Reply #31 Top

Just to add a little Humor to the Topic, Since I initially suggested the Sontaran race. Historically the Sontarans have been considered Toad-like (John Pertwee -3rd Doctor Era), lets equate that to frog Like and we now have a special Frogboy unit.

Reply #32 Top

Alpha Changelog v0.41 (9/28/2010)

- Added a new tile for the Cybermat factory, although this may change in the future

- Added a few techs to be able to do higher level quests. I wasn't going to do this originally, but you miss out on so much that I felt I needed to add it to the tech tree.

- Tweaked the tech tree. Specifically the groups/teams techs. Before, they had about a 50/50 chance of not even showing up at all. This can be severely crippling after about 150-200 turns. So, the rarity is lowered (I believe to about 15% for groups, 5% for teams), so it will take a while (unless you're lucky), but it will be POSSIBLE to do.

- Added energy recharge potion to the store at city level 2. (5 mana regen)

- Added the Area Scan spell. This will reveal (uncover FOW) in a 5 tile radius.

- Changed Raze Forest spell from affecting just one tile to a 1 tile radius instead.

- Added Radar tower. This powerful radar will increase the line of sight (from the tower) by 10 tiles!

- Added new default city walls. More upgradable walls to come in the future.

 

I'll begin working on the Daleks at some point this week.

Quoting Ayelis, reply 30


 
Cybermen, in the old series, were deathly allergic to Gold. The idea doesn't make that much sense in the new series, but I also haven't really seen any Golden components in the Cybermen. They have more to do with neurons and steel and circuit boards. Maybe those can be your resources. "Iron", "Brains", and "Silicon".
End of Ayelis's quote

 I've been debating this internally for a while now. Thing is, you need some sort of standard currency in order to still be able to trade. Perhaps if I add silver as a resource or something. I like the idea of silicon. I think that will have to go in at some point. Now that I have a lot of stuff already created, it may be easier to just leave it the way it is. I can always come back to them. I wish I knew more about AI, and how to manipulate it. It'd be interesting to get the Cybermen and Daleks to always war with each other. Well, they'll probably end up doing that anyways.

Thanks for the encouragement. You've managed to at least slightly open the door for me to start creating the Daleks.

Reply #33 Top

My friend, you have made a TON of VERY IMPRESSIVE changes here. That theme song kicks all kinds of ass too :)

Reply #34 Top

Quoting RavenX, reply 33
My friend, you have made a TON of VERY IMPRESSIVE changes here. That theme song kicks all kinds of ass too
End of RavenX's quote

 Hahah thanks man, it's appreciated.

Quoting shafk, reply 31
Just to add a little Humor to the Topic, Since I initially suggested the Sontaran race. Historically the Sontarans have been considered Toad-like (John Pertwee -3rd Doctor Era), lets equate that to frog Like and we now have a special Frogboy unit.
End of shafk's quote

 Hehe,  I didn't even see your post before...must have been when I was posting the changelog. Nice little frogboy reference there. Only thing is, I'm basing all this off of the 10th doctor. Plus, how many other mods are going to have some kind of ref. to the frogboy?

Reply #35 Top

I just had to post this pic. We had a breakthrough, and I wanted to show the process of how the visuals are starting to get done (properly). HUGE thanks to Mr Morgan. Raven is also working on skinning the armor to make the rest look like a cyberman. Check out the cyberman head!

 

 I think I might scale it down a bit, but we'll see when the armor is reskinned. I think once this is done, it will be time for version 0.5 to come out. I'm holding off on putting another one up right now until this is done and I make some more additions to get the Cybermen near completion. Oh yeah, here's a couple more screens (Cybermats, Androids)

 

Reply #36 Top

The Android model, especially the head reminds me of Ultron. Shouldn't the Cybermats have a Cyberman Head, see "The Next Doctor' for Reference.

Reply #37 Top

I was reading BlogtorWho and noticed that the new Dalek Design is for the Dalek Leaders and lot the regular units according to Stephen Moffit.

Reply #38 Top

Alpha Changelog v0.5

    This is a fairly major update. Things are definitely looking quite different now, and the Cybermen race is nearing completion.

- Added more techs along with tweaking. Total techs now [Civics - 12, Conquest - 13, Energy - 13, Domination - 12, Diplomacy - 10...Total of 60 techs now]

- Added Energy Cells improvement and tech (increases energy reserves [mana])

- Added Fusion Cells imp/tech. Same as above, just a little more powerful.

- Added the cyberman model. It's the head, and the torso has been skinned. It's not complete, but getting there.

- Fixed unit issue where in the beginning when selecting the faction to play as, it only showed one cyberman to the left of the sov.

- A couple of goodie huts have been added.

- Gold Conversion Building. This is a tech and improvement which converts 2.5 gold to 1 metal. Meant to try to balance the game a little later on when there are a billion gold mines around.

- Moved the Small Bomb spell to a seperate spell book, and you have to research it now.

- Added Network Booster (tech/improvement) which increases download speed (tech research)

- City Walls. Two new techs, both sporting updated models which look more like metal.

- Added Energy Refining Tower/tech. This increases the manufacturing speed (spellpoints)

- Added crystal imp/tech to increase crystal production by 100%

- Speed/Lense Boost, and Rifle store costs lowered.

- Changed all Cybermen units to have the same equipment, so all units (predesigned anyways, the automatic ones sometimes come up without the gear..still trying to figure out if its possible to turn that off)

- Added three techs for recruiting heros.

- Created some new particle effects for improvements. Some cities can have a lot going on now.

- Fixed a problem where the auto generated units were cheaper than the pregenerated unlocked ones. The auto gen'd ones now are more expensive. If you want to customize your cyberman, you can, but at a higher expense.

- Made the pioneer (installer) cost a little gold.

- Changed the energy cells improvement to only 2 per faction.

- Added in trog tech tree as seperate tree for the Daleks. This will get heavily tweaked over time.

- Added the Dalek models in. One for the sov, and four others which can be summoned from the void, infused with a shard (fire, air, earth, or water). 

- Lots of behind the scene stuff like cleaning up the file structure. Seperated into folders.

 

I wanted to wait until the Cybermen were fully skinned, but I couldn't wait to release it anymore. It's been over two weeks since last release, and things are quite different than they were in 0.42.

Reply #39 Top

Quoting impinc, reply 38
I wanted to wait until the Cybermen were fully skinned, but I couldn't wait to release it anymore. It's been over two weeks since last release, and things are quite different than they were in 0.42.
End of impinc's quote

Sorry brother, that's my fault. I'm not sure if you got my message over Yahoo or not. I just came home from the hospital today. I've been there for the last 4 days and finally today I couldn't take being stuck there anymore so I told them I was leaving until they got things set up for some minor surgery to try to clear one of my blockages next week. I'll try to get it finished before I have to be re-admitted.

Reply #40 Top

Quoting RavenX, reply 39

Quoting impinc, reply 38 I wanted to wait until the Cybermen were fully skinned, but I couldn't wait to release it anymore. It's been over two weeks since last release, and things are quite different than they were in 0.42.


Sorry brother, that's my fault. I'm not sure if you got my message over Yahoo or not. I just came home from the hospital today. I've been there for the last 4 days and finally today I couldn't take being stuck there anymore so I told them I was leaving until they got things set up for some minor surgery to try to clear one of my blockages next week. I'll try to get it finished before I have to be re-admitted.
End of RavenX's quote

 

Dude, don't worry about it. Health comes first. It's really not a big deal. I'm kind of taking a little bit of a step back for now, got kind of burnt out. I'll be back at it again soon, hopefully before 1.1. 

 

Reply #41 Top

Dr. Who seemed like an odd choice to me when I first saw it, but hey, if you want to put in the work and enjoy your labor, I hope it goes well.

I just was never a fan of the series, so I don't think I will play it, but as an example of mods to be made I would be interested to see how things work out, maybe a few game examples or something.

More power to you!  Hope all goes well...

(I am a big Star Trek [all versions] nut myself)

Reply #42 Top

Anyone still interested in this? I've not worked on it in a while, and honestly, if no one plays it, it's a waste of time for me to continue working on it. So, if you play this mod, let me know. If I at least know some people use it, it will be more worth it to continue work on it.

 

Reply #43 Top

If people are downloading it, I think that shows interest. I raged a couple of weeks back about how people don't seem to be interested in testing/giving feedback about mods, so I think it's more in general for Elemental that maybe noone is saying anything in a particular thread. Consider the elf mod, for example, with 600 downloads, and 3-4 people saying anything at all.

I also said something back then about people expecting, and only caring for, finished mods. I think this applies twice as much to a mod that is a total conversion, like this, where only parts are finished. It's a different story to download something that builds from scratch, rather than downloading something that just adds stuff to the game you're playing.

I'm interested in playing the end result of this mod, but I don't have an interest in playing it as it is now, because cybermen and daleks just don't flow with Urxen and dragons in my opinion. I know maybe that's not what you want to hear, but I'm trying to be honest and give feedback.

Reply #44 Top

The forum at my post so I'll summarize.

I've been following this mod but haven't had cause to reply until now.

If you aren't making this mod because you love Dr Who and enjoy modding it into Elemental, then my recommendation is to stop. Now if you do love Dr Who and modding in Elemental then it doesn't really matter how many people download and play your mod. Do what you can when you can. If you need to step away from it for a while to get some perspective go for it.

Nice job on what you've accomplished. I know it's no easy task making a mod such as this.

Also, is there any reason why Elemental mods aren't on moddb. The stardock forums kinda stink when it comes to looking up information on mods and getting updates on when stuff changes.

Reply #45 Top

I'm going to be taking (well, I should say continuing) a break from this. Really from Elemental itself. I find myself bored with Elemental now. I try to work on things, and 2 minutes later, I just close everything. I can't even play the game anymore. I don't know if I just burnt myself out or what. While I'm excited about the changes coming in 1.1, I can't help but cringe at what it's going to do to all the mods out there. We'll see how much work there is to do. Hopefully, 1.1 will be great, and get me back into the game again. I don't think I can do any modding until I'm excited about the game again. Reflecting on the idea to do a Doctor Who mod for Elemental does seem strange. My idea was just to do something really different. I didn't want to do the typical fantasy mod (elves, orcs, dwarves, etc), as others will do/have done them, and probably do/did them better. Well, I'll still be lurking around the forums, so if anyone has any questions/comments/suggestions, I'll see them.

Reply #46 Top

WOW. Yet another good modder has moved on. I hope you come back dude.

Reply #47 Top

I don't WANT to. I guess I feel like it's pointless to do any modding now until 1.1 comes. I know they're doing their best to get it right, I respect that. It's a tough situation. There are times when I want to be mad at Stardock, but there's only so much a small company can do. It gets incredibly frustrating modding this game. I thought at first it was my lack of modding knowledge, as I've never modded a game before. Now, I finally realize it's because the game isn't modder friendly AT ALL. There's a bit of effort there (using xmls), but thats about where it stops. I'm no genius, but I've been playing with/working on computers for well over 25 years, so I'm no slouch either. The built in editors feel like after thoughts and are very clunky (sorry, best decription i can think of at the moment). I guess it all comes down to the fact that they should have waited to release to really polish everything, but I understand they were locked into the August date. Shit happens, and sometimes you just have to wade through it.

 

Thanks for the vote of confidence! I didn't know I was considered a "good" modder, heh.

 

Damnit, kenata, your picture of the cookie monster is making me sad.

Reply #48 Top

I don't WANT to. I guess I feel like it's pointless to do any modding now until 1.1 comes. I know they're doing their best to get it right, I respect that. It's a tough situation. There are times when I want to be mad at Stardock, but there's only so much a small company can do. It gets incredibly frustrating modding this game. I thought at first it was my lack of modding knowledge, as I've never modded a game before. Now, I finally realize it's because the game isn't modder friendly AT ALL. There's a bit of effort there (using xmls), but thats about where it stops. I'm no genius, but I've been playing with/working on computers for well over 25 years, so I'm no slouch either. The built in editors feel like after thoughts and are very clunky (sorry, best decription i can think of at the moment). I guess it all comes down to the fact that they should have waited to release to really polish everything, but I understand they were locked into the August date. Shit happens, and sometimes you just have to wade through it.



Thanks for the vote of confidence! I didn't know I was considered a "good" modder, heh.



Damnit, kenata, your picture of the cookie monster is making me sad.
End of quote

I know exactly where you are coming from, dude. There are times when I am have been a bit miffed at Stardock, but I always realize that modding has had to be a secondary since the rocky launch. Yet, with all this talk about 1.1 and the big changes, the only bones thrown to the mod community is veiled references to the possibility of python scripts far out in the future and some mass PM sent to various modders.

 

btw, sorry my pic makes you sad, but cookie monster has a habit which is tough to kick.

Reply #49 Top

Quoting kenata, reply 48

I don't WANT to. I guess I feel like it's pointless to do any modding now until 1.1 comes. I know they're doing their best to get it right, I respect that. It's a tough situation. There are times when I want to be mad at Stardock, but there's only so much a small company can do. It gets incredibly frustrating modding this game. I thought at first it was my lack of modding knowledge, as I've never modded a game before. Now, I finally realize it's because the game isn't modder friendly AT ALL. There's a bit of effort there (using xmls), but thats about where it stops. I'm no genius, but I've been playing with/working on computers for well over 25 years, so I'm no slouch either. The built in editors feel like after thoughts and are very clunky (sorry, best decription i can think of at the moment). I guess it all comes down to the fact that they should have waited to release to really polish everything, but I understand they were locked into the August date. Shit happens, and sometimes you just have to wade through it.



Thanks for the vote of confidence! I didn't know I was considered a "good" modder, heh.



Damnit, kenata, your picture of the cookie monster is making me sad.

I know exactly where you are coming from, dude. There are times when I am have been a bit miffed at Stardock, but I always realize that modding has had to be a secondary since the rocky launch. Yet, with all this talk about 1.1 and the big changes, the only bones thrown to the mod community is veiled references to the possibility of python scripts far out in the future and some mass PM sent to various modders.

 

btw, sorry my pic makes you sad, but cookie monster has a habit which is tough to kick.
End of kenata's quote

That's why it makes me sad.

 

I re-read my first line, and I should have said I dont want to move on. I still have an obsession with checking the forums. I still pop into IRC, although not nearly as much since working with UDK. I wonder if I'm also worried that this type of change will happen again. I don't mean to doubt them, but what if the changes they do don't go over so well? What if the first expansion pack breaks mods again? I like doing the modding, I don't like having to go back through thousands of lines of xml to fix for each version. I know it's the beginning of life for the game, so there's hope. 

 

Funny thing. I always saw the Master Of Magic references, and how that was the inspiration for this game. Not until like 3 days ago, when I saw a video of Brad playing it, did I realize that I played it. Hahaha it was so long ago, I think I even had to box still up until a few years ago [didn't realize what it was at the time, and threw it out :(]. I had it when it came out, loved it, then eventually forgot about it. Seeing that video brought back alot of memories. I don't know why I mentioned this here, but whatever, it's my thread damnit! :P

Reply #50 Top

I re-read my first line, and I should have said I dont want to move on. I still have an obsession with checking the forums. I still pop into IRC, although not nearly as much since working with UDK. I wonder if I'm also worried that this type of change will happen again. I don't mean to doubt them, but what if the changes they do don't go over so well? What if the first expansion pack breaks mods again? I like doing the modding, I don't like having to go back through thousands of lines of xml to fix for each version. I know it's the beginning of life for the game, so there's hope.
End of quote

Honestly, I completely agree with you. I recently posted else where that I really wish they were doing regular small updates so that the community could have more involvement and the game could possibly stabilize faster. As it is, the mod community has been unable to really get off the ground. I think the devs really need to give our part of the community some love soon.