LightofAbraxas LightofAbraxas

[eMOD] Expanded Magic Mod v0.93

[eMOD] Expanded Magic Mod v0.93

Features:

  • Ten schools of magic with a unique strengths and weaknesses. 
    • Intuition 
    • Air
    • Earth
    • Fire
    • Water
    • Ether
    • Blood
    • Spirit
  •  
  • Elemental Shards changed to colorless Mana Shards- now each shard is equally valuable!

New Spells:

+Intuition: Spells common to all individuals with the ability to channel mana.
-(1)Mana Burn- target unit takes [6 + (Int/12) + (Cha/12)]
-(1)Vigor- target unit gets +1 combat speed
-(2)Invest Power- target champion can channel spells
-(2)Invest Weapon- target unit gets +5 to attack
-(3)Greater Vigor- army gets +1 combat speed
-(4)Spell Immunity

+Air: Good Damage (Random or Continuous) / Intel ; Limited Utility
-(1)Wind Sense- fog of war revealed for a 8 radius around the caster
-(1)Becalm- Stills the air around a ship in your territory for two seasons.
-(2)Deny Breath- Removes the air from the target's lungs, damaging them for (Int/10) damage per turn for 10 rounds.
-(2)Gale- A strong headwind blows upon the target army, reducing their movement by 2 for 4 seasons.
-(3)Windstorm- A stiff upward wind swirls and eddies the dust on the battlefield, reducing the accuracy of enemies by 40%
-(3)Storm- Lightning strikes a random enemy unit, dealing [2 + (Int/2)] damage.
-(4)Tornado- randomly disperses an army across several tiles
-(4)Greater Wind Sense- FoW revealed for 16 tiles around the caster
-(5)Sirocco- A hot wind from the south blows upon your enemies, damaging them for [2+(Int/12)] for 6 rounds.

+Earth: Good Utility / Buffs ; Poor Damage
-(1)Bloom of Life- The farmlands of the enchanted city grow verdant and forgiving, providing increased yields of 3 food.
-(1)Raise Land- water into land and land into hill
-(1)Lower Land- mountain into hill, hill into land
-(2)Revive Land- tile becomes grassland
-(2)Desecrate Land- tile becomes forsaken
-(2)Shifting Terrain- Causes the terrain to shift constantly, disorienting enemies travelling through your territory for two seasons.
-(3)Flintskin-Target unit's defense raised by (Int/4).
-(3)Strength of Stone- Target unit's strength raised by (Int/4).
-(3)Clay to Gold- Convert 20 materials into 80 gildar.
-(3)Heat Armor- target takes damage equal to their defense for 4 rounds.
-(4)Destroy Land- lower land to water
-(4)Create Mountain- raise land into a mountain
-(5)Earthquake- destroys random improvements and resets the training and build queues of nearby cities

+Fire: Excellent Damage that scales with Group Size ; Poor Utility
-(1)Burning Hands- Flames erupt from your hands, damaging target unit for [10 + (Int/2)].
-(1)Flare- A fiery dart strikes any distant target enemy for [4+(Int/3)] damage.
-(2)Fire Ball- A fireball is conjured and target group takes (Int/4) damage <s>
-(3)Fever Delirium- target units defense is moved to attack for battle
-(4)Fire Storm- Area with radius 1 takes [4 + (Int/2)] damage <s>
-(3)Inferno- Target tile is on fire for 10 turns, walking through tile causes 20 damage to each unit.
-(4)Pillar of Flame- This raging column of flame damages an enemy army [4 + (Int/2)]
-(5)Volcano

+WaterUnsurpassed Damage in limited areas of the world / Good Utility / Only elemental school with healing ; Doesn't excel in any one area
-(1)Erosion- erode Cliffside into beach
-(1)Chill Blood- 25% chance per turn to lose next turn
-(2)Cleansing Waters- target healed by 2hp per turn.
-(2)Nurturing Rains- settlement gets +2 food <m:2>
-(2)Raise Swells- target ship in your territory loses moves for a turn and takes 3 damage
-(2)Greater Erosion- lower land to water
-(3)Part Waters- creates a beach from water tiles
-(3)Blizzard- [4+(Int/3)] damage to units in a 2 tile radius
-(3)Bloodrime-Target enemy unit has a 75% chance to freeze and takes (Int/10) for 6 turns
-(4)Treacherous Mud- Target army in ZoC reduced to 1 move for 3 seasons
-(5)Monsoon Rains- enemy combat speed is halved for 6 turns
-(5)Tsunami- All units within one square of target beach are swept out to sea and drowned.

+Ether: Access to summons / Good Buffs ; Damage only in late-game / Cha requirements
-(1)Bend Light- target unit gets +15% to dodge
-(1)Summon Imp
-(2)Blinding Light- target unit gets -50% to accuracy for 6 rounds
-(3)Cloak of Shadows- target gets +50% to dodge rating
-(3)Shroud of Twilight- All units escape the battlefield
-(3)Infernal Binding- summons a greater demon
-(4)Dance of Shadows- target unit does not provoke counterattacks
-(4)Blotted Sun- Target army is immobilized for a season
-(3)Extraplanar Labor- reduces the build time in the target city by 25%
-(4)Radiant Visage- all enemy units get -50% to accuracy
-(5)Searing Light- All units within 2 tiles of caster take (Cha/2) damage.

+Blood: Second only to Fire in damage / access to strong healing ; Increased research time and mana cost
-(2)Slow Mend- Heals 2hp per turn.
-(2)Wither- Reduces attack of target by 5% per turn for 15 turns.
-(3)Let Blood- Take 30% damage to gain mana
-(3)Blood Wound- Causes massive damage to a single enemy
-(3)Fervent Research- bonus to arcane research per turn
-(4)Mend Flesh- Heals target unit by [2+(Int/2)].
-(4)Blood Theft- Sacrifice friendly unit to gain mana 
-(5)Contagion- all enemies take damage per turn
-(5)Greater Blood Wound- target takes caster's Int in damage
-(6)Mass Sacrifice- target city you control loses 100 citizens and provides 50 mana (or .5 mana per citizen)

+Spirit: Hard to describe, but is quite a bit of fun to play ; Cha requirements
-(1)Blink- teleport unit to an empty tile in tactical combat

-(1)Hex- target gets 20% penalty to accuracy for 20 rounds
-(2)Deny Sleep- Increases movement by 50% for 2 seasons
-(2)Visage of Awe- Caster's charisma is increased by 50%
-(2)Descent unto Madness- target unit receives (Cha/10) damage to Int and Cha for 20 rounds.
-(3)Whispers of the Dead- increases tech research
-(3)Torment- Movement reduced to 1, takes constant damage
-(3)Death Ward- imbued hero will be saved if they fall in battle
-(4)Dominate- (2*Cha) Chance to dominate take control of the target unit.

-(4)Inspiration- automatically completes training the unit in target settlements queue
-(4)Ritual of Calling- all the players units that aren’t in cities are teleported to the selected tile
-(5)Waking Nightmares:- All enemies on the battlefield find their minds flooded with nightmare images, reducing their movement to 1 and dealing (Cha/12) damage per turn.
-(5)Spirit Walk- teleport to any tile in your territory.
-(5)Patron Guardian- Summons a guardian unit bound to a city

  


Installation Instructions:

This mod has been discontinued until further notice. 

 

 

Special Thanks:

  • kenata: for help with the shards-spawn-under-the-hood problem
  • Heavenfall: for always being the first to help out a aspiring modder and allowing me to use some of his models
  • impinc: for a few helpful conversations
  • Aeon: for quite a few good ideas
  • Wynniham: for a couple ideas and general food for thought.
  • Last but not least, a special special thanks to the Stardock Team. Keep up the good work!

 

 

19,690 views 36 replies
Reply #26 Top

Yeah, Heavenfall's been nice enough to let me use some of the models from his Expanded Factions mod. This should help fill out the Ether group and should work for the illusory units you mentioned.

I got your PM, but I'm not quite to the point to where I'm able to mess around with the custom unit stats. Soon, hopefully. 

Reply #27 Top

*Updated: the mod now has 30+ brand new spells and 20ish rescaled vanilla spells*

Done: Testing. It's been a little painful to discover the ways in which the engine is currently limited, and I've had to adapt as best I could. While there are a few more spells I plan on adding, I think this is about as much as I could come up with, given the current xml functions.

Still to do: Finishing custom particle effects. Assigning new books to canon sovereigns.

Also, I'm still on the fence as to whether non-selected spellbooks should be available through research.

Reply #28 Top

Quoting LightofAbraxas, reply 27

Also, I'm still on the fence as to whether non-selected spellbooks should be available through research.
End of LightofAbraxas's quote

In my opinion non-selected spellbooks should be available via research but there should be something extra to do. Like some quest it unlocks with the end result being that you gain access to the spell book. Or perhaps a choice between the spell book and some other reward. A quest to re-discover old knowledge after researching where it may be found feels some how more right to me. Rather than your non magic researchers miraculously figuring out how to cast a new bunch of spells.

Reply #29 Top

Yeah, if I did include them, I had planned on rearranging the magic tree a little bit to have some intermediate techs before each book tech, which would all be seperate. With a little bump to the tech exponent, I think that would keep the factions from ending up with them all. But, I like your way better, it's just going to take a little investigation on my part to figure out how all the tech/quest xml works.

The main problem that I see is this.

Now, most of the schools have a way to do all the major things... damage, slowing down enemy armies, etc. I've tried hard to make them all operate differently, and where they're absent, it was a deliberate choice to counterbalance a strength of the school. There are really not that many gamemodifier tags that are available for spells, so there is only so much variety that can be coded up. So, with an increased degree of overlap between each school, how many different damaging spells does anyone need? How many movement debuffs? Would the end-game just involve each sovereign using the best spells from each school? What does this do to immersion?

I'm not trying to argue against your point, just curious as to what you and others think.

*Also, don't pay too much attention to the damage calculations attached to the spells, I just started spreadsheeting them, and the progressions are kind of f'ed up, I know. Any thoughts on ideal late-game damage would especially be appreciated. Most of my playing is just mod-testing. I have never won a game of Elemental. Sad, I know. Right now, I have it worked out that Int/1 as a modifier should be the ceiling (except for Tsunami!) for the best direct-damage spells.*

Reply #30 Top

Yeah I get what you mean, it's a bit of a pity there aren't different damage types in the game then at least you could choose the correct damage spell for the target. Unless you actually modded in a damage multiplier to the unit stats for each magic school. Then used the multiplier to reduce damage to the unit (and other effects) from within the spell defs. But it's allot of extra work when it only adds a little to the game and the AI probably won't take advantage of it.

In terms of how many different spells of each type. Generally I'd want a long range (lower powered), Short Range (High powered), Short and Long range AOE as well as high and low mana cost versions of the single target spells. So 6 at least :grin: . Plus some just to have a different effect to see. I'd also want some low power versions for new channelers who haven't got the INT to do any decent casting yet, or if I wanted warrior casters. So you could have quite allot of overlap, especially if you include spell progression. Then there is always direct damage and defended damage, and with defended damage you can (I think) have differing amounts of accuracy.

You should also be able to put cooldowns on spells which would another reason to have multiple versions of them. Obviously not for the weaker spells but for more powerfull spells maybe you can only cast it once every 2 or 3 rounds. Want to cast it twice then eithe have two casters or two simmilar versions of the spell.

hmmn, another idea just came to mind for spells in general. Having a unit stat for the strength of a spell school for the unit that reduces with each cast in tactical combat. So if you over use one school in a long combat then you will be having less and less effect on the enemy units. Would be a reason for wanting multiple books, though it may just be more of an annoyance than anything. Or it could be used as a limiter to how many times a particularly powerful spell can be cast by one unit. You could then have spells that directly target these stats, or only have the stats so that spells can be used to target them to alter spell strength on a book by book basis.

The problem is that, no matter what system is used, eventually it boils down to doing damage to the target to kill it before it can kill you. The trick is to make it interesting somehow.

And finally a random spell idea: A spell that transfers the casting ability of one mage to another mage resulting in more powerfull spells. Sort of like ritual casting. Maybe it even unlocks spells that can't be used otherwise.

Reply #31 Top

Yeah, I think that you're right about the ranges and areas of effect. As it is, the Fire school is the only one that does this adequately. There are quite a few continuous damage spells, but I could probably add an AoE to a couple more books as well as a couple short range, high powered spells.

I finished the rebalancing and all the particle effects today for all the books but Light and Shadow, so hopefully I can get the last few spells implemented and release v0.9 tomorrow.

Reply #32 Top

Alright, version 0.9 has been posted. This is the "beta" version. I think that I got all of the bugs, but there may be some balance considerations to take care of in the late-game. I also plan on adding about 10ish more spells, but I've been having some problems getting them to work.

Feedback would be greatly appreciated!

 

*Update* Fixed a couple damage calculations. Sirocco and Heat Armor calculations were a bit off.

 

To do for v1.0:

-Balance spell power for the late-game.

-Split the Ether spellbook into Light and Shadow once I get my head wrapped around some of the aspects of the summoning system

-Add the Transcendence spellbook

-Try to figure out an interesting way in which non-selected spellbooks can be learned.

-Give some of the new particle effects a little bit more love.

-Implement an Affinity system with unit stats.

Reply #33 Top

Updated for ease of installation and to remove some weirdness with updating. Now no core files need to be moved.

Reply #34 Top

Quoting LightofAbraxas, reply 33
Updated for ease of installation and to remove some weirdness with updating. Now no core files need to be moved.
End of LightofAbraxas's quote

Thank god for that.  I'll give it a try now.  I always hate to move about core files.

Reply #35 Top

Sweet. Let me know what you think.

Reply #36 Top

*Updated*

Included optional file to slow arcane research down quite a bit. Now, getting level 5 spells will take some time. With the optional file, sovereigns must meet stat requirements for all spells, which have been lowered slightly from vanilla.