I have plans to do a D&D style mod: 1)Rather tightly scripted 2)A campaign that follows your heroes throughtout a war 3)Heroes (have special abilities, can cast spells, resurect on death) 4)A Weapon system 5)A special upgrade system 6)RPG style 7)"Items" 8)Plenty of dungeons and dragons 9)Some special adaptations 10)Anything else ya like 1)Quests: many scenarios that lead your character(s) through quests and give them items that can be used later at "Ye Ol' Magick Shoppe." Something you should know..... I have absolutely no skill whatsoever in python, XML and the works. I can come up with ideas though, and on some rare instances steal ideas that i think would help a just cause... The heroes should be able to keep their promotions items weapons stats through each scenario. In the end i intend to have quite a few, "INCREDIBLY" long scenarios. Possibly with up to 80 hours of play (and the bad part is im very limited with what i can do). 2)This part, i have rather planned out, but my skills with scripting are between .001% and -50%. The campaign starts out with an easy to do scenario, that teaches you how to play while setting up the story at the same time. The basic scheme is that the enemy is at the city of Pothan and you are a soldier defending it. It is suprisingly easy to cut you way through the horde of orcs and you gain experience quite quickly. Then some stuff happens that i'd really like to explain only to the people who want to build the scenarios (and add in there own side quests here and there that add flavor to the game). 3)A yes, heroes. You start with one in the first scenario, but he is still relatively weak. Heroes (basicly who you get to play with) can be resurected sometimes if certain things happen. this is a hero thing only. There are "checkpoints" throughout each scenario, which are just cities that cant build anything. You capture them, and then upon the death of a hero he/she is resurected at the last city you captured. Also, spells. These can be anywhere from summoning something to using buffs to doing damage at range to healing to a special effect (Freeze stops target in it's place, poison slows it and harms it and decreases its stats, unrest turns it into a skelatal minion for you to use upon its death... Finally, special abilities. Im not sure how this will work, but i think it will be a promotion. Say there is a river (two squares wide) in your way. There will be an icon for one of your characters on a tile at a certain place. When they stand on it an action will happen, like raising a landbridge out of the riverbed. It could be scripted as "WhenUnitWith> <PromotionOn" then the action happens. I dont mnow if that works though... 4)A weapon system. In civ4. Yes. Im thinking that a lot of these special things can be done through the promotion system, but some might have to be unit upgrades, like if you want to change your weapon from a sword to a bow, then in order to effectively lose the sword, you must upgrade the unit to a different one, eg. Scenario Man (Sword), +50% bonus against leather armored and unnarmored units. Upgrades to Scenario Man (Bow) OR Scenario Man (Axe) OR Scenario Man (Staff) OR Scenario Man (Mace)... Then Each of those can be upgraded to either sword... everything but itself. I think this is possible if you have to have an improvement for the upgrade. My Idea of "Ye Ol' Magick Shoppe" is a collection of cities (with the city graphics changed to Be Blank And then once an improvement is added the Improvement is huge And takes up the whole tile, so it could be easy to change city graphics. The improvements would be Sword Smith, Bow Crafter, Axe Forger, Staff Carver and Mace Maker and they would be built in different cities. All the cities would be close together, and perhaps new graphics for a hardwood floor could be added... Also, there are other ways to get weapons, like the more powerful ones, by killing "Boss" units. They could, if they are humanoid, drop the weapon which could be picked up as a promotion... And if items can be gotten working, then creatures that are killed will drop them, and then they can be taken to a workbench or an albemic (more improvements) to be turned into Weapons, or to beef up weapons, or to make spells. It should also be noted that making/improving something uses the item. 5)While I think i explained this in #4, i will try to flesh it out some more. Upgrades can be used to give units new weapons, using the OR device explained above. However, they can also be used to improve upon the weapons at the workbench. At a cost of gold, you can improve your weapon somehow, like notched Axes or Iron Arrows, and can be extremely helpful if you want to stick with the same weapon. Two notes: buying the original weapon costs more than upgrading it, and Improved weapons can be upgraded only to the plain weapons, eg. Axe--> Steel Blade or Iron Shaft or other weapons Steel Blade: Gives regular axe improvement, plus an extra 20% attack Iron Shaft: Gives regular axe improvement, plus an extra 20% defense Steel Blade--> "Mithril Blade" or "Steel Blade and Iron shaft" or to unnimproved regular sword, mace, etc. Steel Blade and Iron Shaft--> "Mithril blade and Iron shaft" or "Steel blade and Steel Shaft" or regular weapon. Of course, if it is done this way, adding in the creature items improvements to any stage wouldnt be hard, it would just take time, cause you'd have to add the new thing to every upgrade, and then make it require the item, and then make it upgrade back to the other paths (attack and defense) and to regular weapons and to another item thing, so that if you wanted, you could use all the items in the game on one weapon, and upgrade it all the way... And, if you wanted to give yourself a challenge... Find a way to store weapons once you upgrade to a different path, so that if you want you can change back to the old one at no cost, in the middle of a scenario, and then continue upgrading where you left off once you get back to "Ye Ol' Magick Shop." Or not . 6)By this i mean that it feels like an RPG, you advance and build character, a plot unrolls in front of you, and there are tasks to accopmlish, side quests, main quests, gold, magic, upgrades, fighting, and Fun! 7)Items... In the game and throughout the scenarios, your character can get items by accomplishing tasks, like helping an old man, or killing a giant, and then use the items at "YOMS" (Ye Ol' Magick Shoppe) to build spells, improve weapons, make armor possibly? I like this. I will Explain Armor Later as well. Anyway, items can also just be picked up off the ground, like special berries, flowers, roots, rocks, etc. I want them to work as units that are escorted, and when you, die, you drop them. However, i think it will be up to someone else on how to make them actually work. I hope to make it so items can also be sold... and bought. (some items can be used more than once, maybe even infinately...) 8)I need lots of scenarios, and lots of creatures to go with them. And, with this being D&D style, if it ever appeared anywhere in a fantasy game, it's fair game. Just try and make it fit together... 9)Here is where I will talk about some cool thing I think could be used in this Mod. The Civics: I plan on turning civics into magic styles. Government--> Element Religion--> Summon And on and on. I dont think there is a limit to the number of civic catagories, so i think that there should be 5 (this will probably change): Elements Summoning Damaging Buffs Acadamy Elements Has 6 civics Earth Fire Water Wind Lighting Life Summoning has 0 civics (secret) (secret) (secret) (secret) (secret) (secret) Damaging has 4 civics Chaos Poison Desease Frost (secret) (secret) Buffs has 4 civics Demons Creatures Undead Humanoid (secret) (secret) Acadamy Has 6 Civics Antimagick Restoration Death Life Illusion Combat I wanna use religion somehow, but I'm not sure whatfor... Also, there are special items that allow you to cat spells that dont require the civics, and are specific to that item. These Items should use up lots of mana. Mana: This will be viewed as strength. Mage type players will have the same strength as warriors, but will have attack penalties and defense penalties (rather than strength penalties). Casting a spell reduces your strength, and you could eventually kill yourself this way. The best way to regain health is to rest. Other people can cast heal on you, and this will also regain health. When you choose, your, Acadamy, you choose your penalties if any at all) and some special things you can do... Tell Me if im forgetting something... Oh, right, armor. Armor basicly works like this. It is not an upgrade, it is a promotion. You can just keep adding to your armor. Armor promotion, +10% defense --> Iron Curiass --> Steel Curiass Armor promotion --> Iron Left Pauldron --> Steel Left Pauldron Armor--> Wolfhide reinforcement Armor--> Mithril underlay etc. Anyway, I need help. I need scripters, artists, codesigners, playtesters, and a vicepresident modder (who will be mostly in charge of this mod, for i have very limited tome and resources...) Please come join the work effort, which right now is one man (me... ) Good times ahead, The New Saint.