Mod: Alternate Weapons and Armor Techs and Values (work in progress)

On the heels of my Combat Balance mod (the one that allows you to set the base Attack, Defense, and Constitution values globally for most units), I'm ready to tackle the next phase of this project.

Specifically, a new system for weapons and armor that is balanced against itself, and versus other elements in the game (specifically, adjustments to Monsters).

One thing I've always liked is having tradeoffs to consider when choosing which weapon to use in combat as the game progresses.  Specifically, a 2 handed weapon versus a 1 handed weapon with a shield, or a polearm for example.

Currently in Elemental, the tech trees focus on one technology for each stage in the game (think LordHammers for example).  I'm considering a different route.

For each tech advance on the tech tree, I envision additions to each 'style' of weapon combat.  In this vein, there will be a spear/polearm weapon at each tech level, as well as a 2 handed sword, 1 handed sword, club/hammer,and 1H/2H axe at each level.  Bows will also have choices at each relative tech level (as we are starting to see in the current tech tree).  Each category of weapon will have it's own unique advantages and disadvantages, so that players will have to consider what they are trying to achieve with each unit design.

This way, you won't just push for a Great Scimitar and call it a day, for example...

Armor advancement currently works pretty well, although the armor values themselves are a subject of debate.  As part of this mod, I will be rebalancing the armor according to my vision of how it should work, value wise, so that it corresponds with the weapons values available via corresponding weapons advancement.

Finally, I will be dialing down the 'late game' values a bit, so that 'lighter' armor choices aren't outclassed as quickly in the late game. 

As this is MY vision for how things should work, don't expect my values to correspond with 'vanilla' EWOM...

 

Incidentaly, I really like the Kenata's Updated Weapons mod as well, so once I have implemented things code wise, I will look into making this compatable with Kenata's special weapons abilities.

 

I'll either post more as I work out the new values (and how to make the appropriate adjustments to the tech tree), or just post some files when I'm finish modding them for feedback...

3,685 views 10 replies
Reply #1 Top

Quick update:

I've been perusing the tech trees, to understand the variables involved.  A Couple of things.

1) Codependent tech requirements do not exist in either Elemental or GalCivII (Twilight).  Each tech has either a single prerequisite, or a 'none' prerequisite.  I haven't tried inputting multiple <prereq> tags, but as this hasn't been done at all, I'm guessing it can't be done/bad things will happen...

2) In GalCivII, the different techs each have their own 'cost' to research.  In Elemental, this does not exist, so your cost is (apparently) solely based on how many techs have already been researched in that tree.  Incidentally, The GalCiv <requires> tag is a much cleaner implementation than the Elemental one (which requires 5 'lines' of code to do the same thing), dunno what's up with that.

 

So this will beg the question: "If you have 15+ different weapons techs, wouldn't you need 15+ corresponding Armor techs?"

And also a question of convention:

Method 1) "So I need Armor Tech 4 before I can research Weapon Tech 4, which I need to research Armor Tech 5?", i.e. defenses evolve due to new weapons that are deployed, which results in stronger defenses being developed. 

Method 2) Armor and Weapons trees are not interdependent, i.e. "You can have Armor Tech 5 without any advances in weaponry being required."

 

This gets particularly messy with multiple weapons trees, which is why we don't really have these as of yet in Elemental.  So if you have a Bladed Tree, Blunt Tree, and Piercing Tree, plus a Ranged Tree, you can't express "Armor Tech Two may be researched if you have Either Bladed Tech 2, Blunt Tech 2, or Piercing Tech 2". 

I suppose you could have 3 different Armor Techs that essentially do the same thing though, i.e. Armor(Piercing)Level1, Armor(Cutting)Level1, Armor(Blunt)Level 1, all of which provide a 2 Def Cuirass, but you'd have to advance the specific armor tech in conjunction with the specific weapons tech.  So if you have Armor(Cutting)3 and Armor(Blunt)1, and then develop Blunt Weapons(4), You'd have to learn Armor(Blunt)2&3 before you could get (Blunt)4...  Unless there is a corresponding jump in the number of techs available in the other tech trees, this may force you to spend a LOT more time on Warfare techs.

Mind you, having 3 'Styles' of Armor wouldn't necessarily be a bad thing,  But as I don't see a way to say "Blunt Weapons II costs 'x' number of tech ponts, but Training Tech costs more (or less) because it is a more valuable tech", well...

I'm thinking of another way to go about this: i.e. You research Materials Level 1 (wood, hides), which all level 1 weapons and armor are derived from.  Researching Materials Level 2 will unlock level 2 weapons and armor research, etc. etc. etc.

This would allow you to bypass some choices (i.e. if you just research to Materials Level 5, without doing any weapons research, you could research "Blunt Weapons 5" without having done any Blunt Weapons research beforehand.  Of course, if you tied each level of weapons to a specific resource, that could be a balance factor:

Example: All Level 1 weapons require materials.  All Level 2 weapons require metal.  All Level 3 Weapons require Crystal.  All Level 4 Weapons require Elementium.  As long as the corresponding resources are unlocked in order on another tech tree (Magic or Civics), I suppose this is one way to do it.  This doesn't look that compelling spelled out here, although...

 

This gives me some ideas, though... I have several ways to go about this, and having options to choose from is helpful at least!

 

 

Reply #2 Top

Actually, for techs it was discovered that you CAN have multiple prereq techs, as far as we know the only place where - if you put down two prereqs - you'll need both to proceed.

However, the UI does a poor job at displaying this.

You need to spend serious time on how to implement these changes so that the AI will use them.

Reply #3 Top

Thanks Heavenfall!  I'll test that out with Legendary Armor really quick to verify (i.e. add a Master Plate prerequisite) as a test case and see what happens...

Reply #4 Top

Some more ideas on this:

I've been experimenting with the +5 to all attacks and +4(3.333) to all defenses for a few days now, and have reverted back to 0 modifiers once or twice. I'm not sure if +5/+4 is the sweet spot, but I'm very much enjoying the early game combat.  There are a LOT less 'plink' results (1 damage) in the early game when things are relatively even.  Heck, even spiders trying to bite through a 11 Def with an 9 Att are scoring damage here and there.  Before, when it was 4 versus 7, the spiders were pretty ineffective. A 10 base Con (instead of 5) only adds 2 HP, which isn't significant but has saved my bacon once or twice...

Pushing the base 'bare handed' attack to 10 seems dangerous to me though, as I've seen some whopper hits with the +5 attack (not enough to take you out in one blow with early weapons and baseline Strength, but enough to make you think about retreating or popping a salted pork).  This is why boosting both weapons and armor values by the same amount is critical - so that 'average' damage of more than 3-5 in the early game is uncommon when things are 'equal'.  Later, when Sovs have more HP, an extra 3-5 damage can be absorbed more easily...

With this in mind, my next step is to target the late game at around 30 or so, n/i strength modifiers.  My only concern here is that having a 20+ STR, plus picking up a few books and items here and there, will mean that the 30 weapon may easily translate into a 40+ attack as far as Heroes an Sovs are concerned.  As long as the 'bad guys' will only have to penetrate the 30 armor with that 30 or so attack, though, that should keep things somewhat interesting.

One way I see armor values:

5/6 Padded/Padded+Shield

8/10 Leather/L+S

11/13 Plate/P+S

14/18 Lt Master/LM+S

17/23 Hvy Master/HM+S

20/26 Legend Plate/LP+S

Add 3.333(4) to these values, and that puts Legendary Plate with Shield at 30.  The current +18 dodge modifier for the Legendary Plate Shield is a big issue, however, so that will be addressed...

I'd still like that 3.333 to be Con/3, to make Con more interesting (and potentially pull some points off of STR), but until someone comes up with a way to do that in the .xml without having a spell involved...

 

What I plan to do is along these lines:

Say we are talking Spears/Polearms: (keep in mind that a +5 Base Attack may add to these values).

Level 0: 8 Att Wood Spear (no prerequisite)

Level 1: 12 Att Boar Spear (Bronze)

Level 2:16 Att Iron Spear (Iron)

Level 3: 20 Att Polearm (Steel)

Level 4: 24 Att Enchanted Polearm (Crystal/Magic)

Level 5: 28 Att Elementium Polearm (Elementium).

 

Swords, Axes, Hammers, and Daggers would be handled similarly.

 

Plus, a 10 Early Defense versus a 33 Polearm Attack is still pointless, but not as pointless as the a 6 defense versus a 50 Great Scimitar.  I'd like the lighter armors to be useful into the late game, especially if there were tradeoffs, i.e.

Padded (0) - no penalty

Leather, Bronze Plate (1) - slight penalty.  Bronze Plate offers better protection at a moderate penalty.

Iron Plate (2) - moderate penalty.  Better protection than Bronze Plate.

Metal/Chain (3) - becomes available at L3, offers L2 protection at less penalty

Steel/Plate (3) -  heavy/significant penalty, better protection than Iron.

Enchanted Plate (4) better protection or lesser penalty than Metal Plate. 

Legend Plate (5) better protection, or slightly less penalty than L4 plate.

Legend Chain similar to Mithril Chain, i.e. very light, with a little less protection than Legend Plate.

This way, you have another reason to go with Chain (besides cost).

 

So, at the later levels, I'm envisioning light, medium, and heavy protection.  Light with no penalties, medium with some penalty, and heavy with significant penalty.  Mainly to speed/move.  There is a reason the Spanish Conquistadors didn't trapse around the Americas in Full Plate, you know... booting the 'outdated' stuff out of the shop might be tricky, though!

An enchanted 'Spider Silk' variant of Leather/Padded might be interesting (think Kevlar).

So, Armor would come in three varieties: Light, Medium, and Heavy.  Medium shows up at L2, Heavy shows up at L3.

As an example: L5 could have suits of Ultimate Cloth (14 Def, no penalty), Elementium Chain (17 Def, some penalty), and Legend/Elementium Plate (20 Defense, significant penalty).  Add the +6 for the Elementium Shield as appropriate.

Different size shields would also be nice, but the Elemental mechanics don't lend themselves to this concept very well, although...

Small: +3 dodge, +1 def  Medium +2 dodge +2 def  Large +1 dodge +3 def, or something along those lines (pondering).

 

This is still very much a work in progress, and I'll need to see how things shake out ingame of course.

 

My focus at the moment is rethinking the techs.  I've actually grown to like the 'Level 1 uses Materials, Level 2 also require Metal, Level 4 requires Crystal, Level 5 Requires Elementium' idea as I've thought about it.  I also have a 'slowdown' factor in mind to keep Legendary Plate out of reach for a bit, i.e. you need one or more other techs to qualify for Metal tech, then one or more other techs before Crystal Mines become available, then one or more more techs before Elementium Production becomes available (i.e. move the Elementium out of goodie huts and into buildings).

These 'interim' techs would have to be useful in their own right.  They could be other existing techs, so I'll ponder the existing tech tree and see what I come up with.

I don't want to slow it down too much, but I like the 'unified' approach to ensure that appropriate weapons and armor become available after the Mining and Manufacturing technology becomes available.

So, I've decided to go with the Wood+Stone/Bronze/Iron/Metal/Crystal/Elementium approach.  Implementing 'Bronze' could indicate creating a new resource, but actually, that could be part of the Materials/Metals Tech tree.  Metal mines produce 'Bronze' until Iron Tech becomes available... followed by Steel tech...  You wouldn't have to change the resource itself (so just Metal) -  just think of it as 'generic' ore that is good for whatever your tech level allows you to 'smelt'.

My big issue is going to be doing this as 'invisibly' as possible, i.e. keeping as many of the original tech names as possible, so as not to break other mods  I.E. Ultimate Blunt Weapons (the paradigm), may actually end up being "Elementium Weapons", and how you get to "Ultimate Blunt" will be a little different than how the current tech tree handles it.

 

This'll take a bit, so be patient!

Reply #5 Top

Another quick update (after a good night's rest).

I was trying to figure out how I could get techs to 'jump' across tech trees.  I.E. You research a Civilization Tech, which makes a Warfare Tech available.  I don't think there are instances where this has been done in Elemental's tech trees, so I was wondering if it could be done and how it would be shown.

Then, whilst reading another thread:

Quoting Frogboy

Elemental has demons, dragons, drath, etc. that one can research up to.

That said, I think there's a real pacing issue that needs to be addressed in the future.

I am not convinced that we need 5 different tech trees.

I could almost imagine it broken down to 3 like:

Civilization

Lore

Magic

where Warfare, Diplomacy, Adventure and Magic get split into these areas.

Or put another way, the 3 basic means to victory should be the paths like Mundane, Magic, Adventure.  Win via Lord hammers, win through devastating spells, win through powerful creatures and allies or some combination.

Right now, you have a pretty solid civilization and warfare tree while the other 3 are kind of meh.

End of quote

 

This little tidbit (ditching two tech trees) would make my life much easier, as I'd like to tie the Civ and Warfare/Weapons trees to each other anyways!  I still have a couple of instances where I'd like to jump trees, but this would eliminate 90% of the 'cross jumps' I have in mind.

I'd probably still like to cross the Civ and Lore trees a few times though, if I had my way.  Example: "Your researchers have discovered some writings that unlocks Steel Research", but can easily work around that as need be.

I'm hand drawing my tech trees now, and as soon as the tree I want materializes I'll share it here.

Reply #6 Top

Looks very interesting. :)

Reply #7 Top

Quoting Heavenfall, reply 2
Actually, for techs it was discovered that you CAN have multiple prereq techs, as far as we know the only place where - if you put down two prereqs - you'll need both to proceed.

However, the UI does a poor job at displaying this.

You need to spend serious time on how to implement these changes so that the AI will use them.
End of Heavenfall's quote

 

Actually, this works in the tech tree as well. I have a couple techs in the Dr Who mod that have 2 prereqs, and you can't get it until both are researched. However, the UI is really wonky with this, and it isn't obvious.

 

Reply #8 Top

Quoting impinc, reply 7

Quoting Heavenfall, reply 2Actually, for techs it was discovered that you CAN have multiple prereq techs, as far as we know the only place where - if you put down two prereqs - you'll need both to proceed.

However, the UI does a poor job at displaying this.

You need to spend serious time on how to implement these changes so that the AI will use them.
 

Actually, this works in the tech tree as well. I have a couple techs in the Dr Who mod that have 2 prereqs, and you can't get it until both are researched. However, the UI is really wonky with this, and it isn't obvious.

 
End of impinc's quote

Good to know where I have an example for this (i.e. your Mod .xml files).  I tried something yesterday in the Amarian_Tech.xml file, and it didn't work, so apparently I wasn't expressing it correctly in the code...

Your Doctor Who mod looks really cool, BTW.  Definitely something to look forward to when I get tired of working on my mods and such!

Edit: Yep, I see what I did wrong!  Thanks for mentioning your 'success' story!

Reply #9 Top

OK, pardon my mess here.  I'm brainstorming.

I've dissected the Amarian Tech tree (incidentally, the Wiki is wrong, dunno who to talk to about that, weapons don't branch to armors back to weapons now).

The particular tree I'm interested in is: Harvesting!

Currently, Harvesting looks something like this:

Harvesting --> Guilds --> Mining Guilds --> Smelting -->  Blacksmithing --> Refined Mining

..............................\--> Farming Guilds -->Superior Farming --> Refined Farming

 

Note that Harvesting and Equipment are baseline techs (you start with those).

Now assume that Harvesting and Equipment are essentially the SAME tech

 

Here's what I'm pondering currently

(0) Harvesting/Equipment: Gnarled Club, Primitive Knife, Pointy Stick, Hide Armor, Stone Axe (think Caveman)

(1) Guilds (Craftsmen): Basic Hammer, Staff, Oak Spear,  Wood shield, padded armor, Improved Club, Improved Axe (Hunter Gatherer), Crude Bow(?)  Note: No Metals required!

(2) Mining Guilds (Bronze): Axe, War Hammer I, Dagger, Sword, Boar Spear (better than Oak), Bronze Shield, Leather armor, Bronze Plate (- to spd, etc).  Shortbow (think Greece)

(3) Smelting (Iron): Axe II, Hammer II, Sword II, Polearm, Lesser Warstaff, Iron Armor/Shield, Studded/Ring Leather, Longbow (think Rome)

(4) Blacksmithing (Steel): Axe III, Hammer III, Sword III, Halberd, Warstaff, Steel Armor/Shield, Chainmail, Crossbow (think Medieval)

(5) Enchanted (Crystal): As above, just cooler

(6) Legendary (Elementium): As above, just Ultimate.

 

The simple thing would be just to have the weapons show up with the appropriate smithing tech, but what I have in mind is:

Harvesting: Provides basic stone, bone and wood weapons that can be crafted on the fly, throwing spears

  v

Guilds --> Blunt, Cutting, Piercing, or Ranged I weapons, Armor I

  v                                              v

Bronze Mining                              v

  v                                              v

Mining Guilds --> Blunt II, Cutting II, Piercing II, Ranged II, Armor II

  v                                              v

Iron Mining                                  v

  v                                              v

Smelting (Iron) --> Blunt III, Cutting III, Piercing III, Ranged III, Armor III

  v                                              v

Forged Steel                                v

  v                                              v

Blacksmithing (Steel)  --> Blunt IV, Cutting IV, Piercing IV, Ranged IV, Armor IV

 v                                               v

Crystal Mining                              v

 v                                               v

Enchanting -->  Blunt V, Cutting V, Piercing V, Ranged V, Armor V

 v

Elementium

v

Legendary Smithing -->  Blunt VI, Cutting VI, Piercing VI, Ranged VI, Armor VI

 

So, to qualify for Blunt II, you'd need both Mining Guilds and Blunt I.  As has been pointed out to me, the GUI doesn't handle this well currently (doesn't show the proper requirements).

This would SLOOOOW down tech progression for Weapons immensely.  There are 5 weapons/armor techs for each level, so the fastest you could go (assuming you beelined a single tech) would be 16 Jumps (Guilds, Bronze, Mining, Iron, Smelting, Forged, Blacksmithing, Crystal, Enchanting, Elementium Legendary, plus Blunt I-VI, if you solely focused on blunt weaponry).  Add another 18 for the other four techs... that's 32 techs just for forging/weapons/armor.  Looks high to me...

This could be 'dual tracked',

i.e. Bronze Mining, Iron Mining, and Forged Steel could be Lore Techs (not Civilization techs), but you'd still need to research them. 

Keeping Crystal Mining, Enchanting, Elementium, and Legendary Smithing in the Magic Trees would offload another 4 techs.

This would leave 4 'crafting' techs in the Civilization Tree, plus 30 weaponry techs (Blunt, Cutting, Piercing, Ranged, Armor). 

10 techs could be eliminated (The V and VI weapons/armor/ranged techs), simply stating you need Level IV techs plus Enchanting or Legendary to make said items.  Another idea is to 'skip' a tech for the various weapons.  Example: The Iron age didn't introduce any significant changes to clubs, but the Steel Age introduced morningstars... This would mean that you could have each 'age' focus on a weapon type.  Say Spear for Bronze, Sword for Iron, and Blunt for Steel.  This would drop another three techs...

So that's 17 weapon/armor/ranged techs, plus the 4 crafting techs in the Civilization tree, plus 3 in the Lore tree and 4 in the Magic tree.

I could pare some more techs (so only Cutting I and II, Blunt I and II, and Piercing I and II) to shave another 3.  Dunno if I like this...

Another 18 or so weapons techs would also need to be offloaded from the Weapons tree.  Most of those look like Civ techs, although training MIGHT be a lore tech...

Then there's the extra horse techs I want (Mounted Warfare --> Warhorses --> Exotic Mounts).

There are currently some 30 odd Warfare techs in the tech tree, of which 15 are weapons/armor related.

There are 21 or or so other techs in the Civ tree, some of those might be able to be moved over to lore...

 

Here's what I'm seeing.  Eliminating the warfare tree will probably greatly overload the Civ tree.  The Magic tree has room to grow.  The Lore tree is another matter (there's only so much you can do with it).

Unless research base costs are tied to each tech (i.e. tech a costs more than tech b to research), what you will run into is imbalanced trees.  I.e. say 60 Civilization techs, 40 Magic techs and 30 Lore techs as examples.

Based on how Elemental currently calculates research costs, the Civ tree will hit 'max' cost level pretty quickly in comparison to Lore, and you will be spending correspondingly more time there.

 

Enough musing for now.  I was focusing on weapons, not the whole tech tree...

 

 

Reply #10 Top

Just remembered that Diplomacy would probably get dumped into lore, so that might rebalance things pretty well.  Tech counting time!

Edit: Rough count on the Amarian Tree

28 Civilization

37 Warfare

23 Magic

16 Lore

16 Diplomacy

Merging Lore and Diplomacy means 32.  Warfare would thus have to be split pretty evenly between Lore and Civilization to maintain balance, with a few techs thrown in Magic's direction (not necessarily from Warfare).

Magic has room to grow though.  Lots of new ideas/spell lists/etc. can be added there.