"Classic" Mod

So I want to play a "classic" mod, so I'm going to start modding towards  one which has the following things:

 

1. Basic Races, both faction and sovereign

(This is a basic RPG set plus an undead race.)

     a. Orcs

     b. Elves

     C. Dwarves

     D. Hobbits

     E. Undead

2. Uniques spells for each race

3. More spells, period.

4. More "epic" scale in "epic" mode.  Bigger populations, more size 4 and 5 cities, more size 5 special buildings.

5. Start with the ability to build party sized units, but make singles unavailable for any combat unit except maybe the very basic scout.

6. Elimination of the stupid cliffs instead of beaches.

7. 3 times more resources, maybe more.

8. A benefit to accomplishing "master" things without winning the game.

9. More magical weapons and armors and trinkets, oh my!

10.  Larger differences between existing non-magical stuff.

 

1 and 4 are mostly existing mod manipulation and combination.  2 and 3 will be more graphic heavy, but it's all xml and particle forge.  I've seen talk of 6 on the boards, just need to figure out how to implement it.   7(I think) is the rarity function in coreworldresources, if it does anything.  8 should be easy enough, I think, mostly being a spell-effect and a quest.  9 and 10, If I don't use new graphics for the stuff, it should be all xml.

 

5, I'm not sure.  It should be straight xml, but I won't know until I get into it.

 

So, consider this the first post in my modder's "diary".  If anyone is interested in helping, let me know, and ideas are welcome.

 

Oh, and if anyone can tell me how hard it is to upload stuff here, I'd appreciate it.  Thanks! 

 

 

 

 

3,764 views 4 replies
Reply #1 Top

7. If you're talking about the world resources, it is not possible to increase the total amount of random resources placed at this point.

9 and 10. Wait to see how AI develops. It is very dumb in choosing gear at the moment.

 

Reply #2 Top

Well, I made a run at modding 1.09 despite the impending 1.1 beta.  Here's the changes I made, I like them, maybe other modders will want to use them to.

 

1.  More than one Summonable of a kind at a time

 

I tried two ways.  If you change it from duration: indefinite to duration:instant, you can whistle up as big a horde as you want.  Fun for a few minutes, but not real challenging, and takes away the importance of your "civilized" units.  It's a simple -1 to a 0 in the xml.

 

The second way is more work intensive, but probably better.  Make copies of the spell, to the number of the critters you want as the max summonable of that critter.  For me, as a base, I did 3.  So, I had Summon Imp 1, 2, and 3.  I had them all in the same spell level, but you could make the spells different from each other this way, as in it gets easier to cast at a higher level or something.

 

2. Rebalanced the spells towards later game power

 

Simple changing of the spell levels.  I put the big guns no sooner than tech 5, stretched most summons to after lvl 5 and some after level 10.  To compensate, you start with one ranged attack spell.

 

3. More area attack spells

 

I don't feel I did this well, as I didn't figure out how to portray multiple shots fired at once of the spell, but whatever.  This is just changing the radius of spells from 0 to some other integer.  I think my favorite is "Fire Storm"-which is Inferno with 1.5 times the base damage and a radius of 3(!).  "What a lovely parade of units you have... Let's see how well they burn..."  lol.

 

4. Beefed up farms

 

4 food is nice and all, but 10 is nicer.  Makes it so you can have your one big city or several smaller towns, instead of one small town or several villages.

 

5.  Spellbooks are more expensive and summoning is available

 

Instead of cost 3 for most or cost 5 for enchant, I made it a cost 12 across the board.  I also put the summoning spellbook back in, which is another simple 0 to a 1 change.  

 

6. Some stuff I couldn't tell if it worked

 

I changed the city bonus spells from plus resources to resource multipliers.  Instead of +1 food, you get 1.1 times(10%) as much.

 

7. Stuff that didn't work

 

I couldn't make it possible to choose any weapon within the game for your sovereign's starting equipment.  I thought this was too bad, since King Arthur was just a squire with a fancy sword.

 

I also tried changing the resource frequency of appearance by changing the "rarity" in the xml.  I never could decide if low numbers meant more frequent or high numbers, but as Heavenfall said, it looks like we can't mod this right now anyway.

 

8.  Stuff I got ready to do, but decided not to.

 

Make more spells.  I wanted to get it up to 15 spells per book, not including summoning repeats.  Making summon spells looks simple anyway, but I could be mistaken.

 

Make more weapons.  You don't NEED a new graphic for every weapon, as long as the idea is there.  Some more nechanted swords and such would be nice, but... meh.  I'd rather see what they're doing to them rebalance-wise.

 

I'll mess with it some more once the beta is out(in a few hours, I hope.)

 

Reply #3 Top

out of curiosity can you add a particle effect to a sword or piece of armour ?

Reply #4 Top

You did not include a race of Men