Epopea: A mod to make the world come alive.

 

Epopea:

A mod to make the world come alive

So I have really enjoyed the game since 1.1 and have been thinking of unique ways to mod things, ways that don't encroach on other modder's territory. One idea I have is to make a map that has a story behind it. We all know the lore of the official game, but since the campaign didn't really come through as something useful in sandbox, no that it was intended to, I want to make a map that uses specific locations and quests to add lore to places and make the world seem asleep rather than dead. What is the difference you ask? 

A dead world must be filled with new life from the Sovereigns, while a sleeping world may be slowly woken from its slumber, allowing for incremental, but effective storytelling, arising from the world itself. I want to make a map that has a specific player start. I want there to be quests nearby that hint at a previous, but ancient, civilization. I want mysteries to unfold from these quests. As one works his or less likely her way across the map, there will be more and more dungeons that unearth an epic tale of pre-cataclysmic intrigue. One will find ancient tomes, describing great riches and magic below the marshmallow earth of the Realm of Epopea. As the game progresses global events will wreak havoc on the balance of power in Epopea. Anything, from a horde of the undead to a race across the world will ignite new rivalry and ensure that mere resources can never mean total victory. As the seasons pass into the thousands, truly great beasts will emerge, either woken by one's explorations into the perilous depths below, or perhaps an ancient enemy of the once powerful Kingdom that ruled Epopea, flown here over vast distances from a far off realm. The game will finish with a 100 turn battle for supremacy of the Deus Ex Machina, the very machine that was meant to save Epopea from the Cataclysm so long ago.

This is the kind of depth I want to add to a map. A story spanning thousands of seasons. Enemies that seem to be conquered, only to reappear stronger than ever. Further than all this, I want to use the tile editor to actually design every single tile so as to create a lucid environment, rather than the minutia of random pieces, stapled together with totally illogical resource placement. I want to make a valid effort at convincing people that the potential of map modding goes far beyond mere assurance of uniform play and strategic map locations. 

This endeavor will take not only my knowledge of storytelling and fantasy aesthetic, but certainly help and borrowing and in most cases outright stealing from the modders in the community. All of you will of course credited for any contribution, but I like to use other people's mod files to save time, if they give me permission first.  ;)

 

Here is what I will need from Stardock:

-The ability to cause global events

-The ability to make the AI aware of events (AI triggers and creature or army spawning)

-A good quest editor

-A good army/creature editor

-Advice on how to implement things I want to do without premium skills in writing code

-Updates to the editors to facilitate complex creations i.e. a search function or the ability to put icons on each tile in the list that I have created.

 

Here is what I will need from the Mod Community:

-Filling in of the gaps that Stardock is too busy to handle

-Permission to use your mod files as needed (assuming you will be duly acredited)

-Feedback

-Mod compatibility discussion

-Suggestions on what kind of content could be added to such a project

-A little bit of xml checking should I need to troubleshoot problems

-Troubleshooting

 

My first project is going to be making the world, which I will post as it develops, and assigning locations for storytelling. I am really excited to see how detailed I can make the map with the assortment of eye candy that is available through the tile editor.

 

Will post more as it develops... 

 

5,510 views 7 replies
Reply #1 Top

Well, you have permission to use anything I've released. Global events are not possible. You'll need to do procedural map generation (like elementerra) to avoid the random placement of stuff. Global events are not possible. The AI probably won't fight you for the deus ex machina.

Reply #2 Top

Then they will at least attempt to stop the player from using it! (All factions declare war, get resources, spawn uber units, attack in unison.)

Global events were in the game at one point. I am sure Frogboy will answer the call and add that back in if I can generate support.

I will be making the map from the ground up. Every resource will be specifically placed adjacent to a neutral settlement. Each settlement will have a story behind it. Within the story will be the knowledge of what resources they own and how the settlement came to be. Some will be friendly and easy to take. Others will be groups of raiders, heavily armed and just waiting for weary heroes to cross their path. Still others will be secretive, perhaps only found once one has the power to move mountains. 

I will obviously have to test for what is possible, but by limiting resources to adjacent settlements, I can give each one a unique flavor, whilst allowing game changing traits to seep slowly into the world. Of course, the AI will not be able to use much of the special units that cites give. They will mostly be given what I call counterweight, units that spawn out of misguided player actions, to make sure things stay competitive. These counterweights will be tied into the lore much like Lord Sauron's method of "recruiting" troops. These player mistakes will be in the form of quests, declaring war on certain factions, taking certain cities, and even not taking certain cities; any more ways of using a human mistake to justify giving his or less likely her enemies more power would be appreciated. Those actions will need to somehow give things to the AI to use against the new abilities, evening the eternal war of good and evil. Oh yes, there must always be balance.

I want to avoid unjustified computer bonuses, but even these are probably going to be in my beta versions until the AI gets to its full potential.

Do you happen to know if we can tweak any part of the AI's personality? I would be very well off to have an AI that like to send random hordes out to kill the innocent.

I would also like to explore different ways of giving the computer units and resources. Any thoughts out there?

Reply #3 Top

There is actually plenty of room for tweaking the AI, it just requires a significant effort to replace the Ai personality. There is no support for putting special orders in there though, it's all handled indirectly through weights. (this will be the next update for expandedfactions, making each faction behave differently)

Resources - can't think of anything that isn't in the game already.

Units - the AI summons units through magic, and builds units from diplomacy world resources, and designs its own units (poorly), and recruits champions (but doesn't equip them). That's it.

Reply #4 Top

What does this mean, "builds units from diplomacy world resources?" I am very curious.

Anyways, I will likely use summoning for one race, probably a master wizard that uses the goblin race from expanded factions. They will summon my (in progress) legion armies. Summons take up mana, but I can give this race settlements that increase their ability to sustain massive conjured attack forces. That way, when you kill them, they will just reset at the caster and come for you again. Muhahahahaha!  :rofl:

 

Is there any way you can devise that the AI will only use preset units that I ordain? I notice that the expanded factions have special units. Does the AI build them? 

 

Also, I am thinking that if the AI can build special units, this may lead to minor civs becoming much more useful. They could ally with a faction, and pump out useful units that, while not controlled by the player, will be powerful and cheap for them to produce. This will force the player to decide between capturing the settlement to gain resources, or allying to have a unique and powerful allied army. 

One thing we need from Red Alert 3 is the ability to target a city or unit for destruction by an Allied army. That was pure genius and is not generally repeated in any other games. But lets not argue over things we wish we had.

As to the AI not being able to equip champions: the simplest solution is to make all champions already equipped and merely reflect that in their cost to recruit. I am working on a minimod for this specific problem. 

 

Reply #5 Top

1) You know, umberdroths, darklings and so on.

2) Yes, use a custom resource in addition to mana for each unit type. The Ai will summon everything it can, afaik.

 

Reply #6 Top

Thanks for the info. Unfortunately the weekend is almost over so I will have to put a pin in this until I finish midterms. Can I PM you with questions as they arrive?

Reply #7 Top

Better post them in a thread.