Heavenfall Heavenfall

[eMOD/coreMOD] After the War 1.10 for E:wom 1.4

[eMOD/coreMOD] After the War 1.10 for E:wom 1.4


If you enjoy this mod, I suggest you check out ExpandedFactions and the Artifact mod. They are aimed at putting more content in the game.

 

After the War is intended to fix some smaller design issues and bugs in the final patch (1.4) of Elemental: War of magic. There is also a bit of balancing going on. The full changenotes can be read at the end of the post.


Download link

1.10 (  https://www.wincustomize.com/explore/elemental_war_of_magic/46/ )


Log in with your Stardock account if you are having trouble downloading.

How do I install this?

Download the .zip file and extract it straight into your install directory. If you need help finding it, open Impulse/GameStop client, rightclick Elemental and select "Open Application Folder".

The next time you start the game, it will take a minute or two and then proceed like normal. This extra loading time only occurs once.

How do I uninstall this?

Open Impulse and Shift-Rightclick your Elemental icon. Select Verify Installation. Run the verification, and when it is done, update the game like you would if there was a patch. Once the "update" has been downloaded and installed, this mod is uninstalled.


Major changes

Citychanges

Changes to cities: Tile limit (total X buildings) has been increased to 50. Cityhubs now hold 10 population instead of an increasing amount (capital cities - your first city - hold 14). Your capital city produces 1 food without any building. Every subsequent city founded consumes 1 food perpetually. If your capital city is lost, you can rebuild it. In 1.3 a new limit to the amount of repeatable buildings was introduced, where you could for example build 2 workshops in a level 2 city. These limits have been modified to the following (primarily based on food it takes to get there):
City level 1 = 1 of each repeatable building
City level 2 = 2 of each repeatable building
City level 3 = 3 of each repeatable building
City level 4 = 5 of each repeatable building
City level 5 = 10 of each repeatable building
Zone of control has been equalized for all cities. It is set to spread every 10 turns. Generally, for level 3 cities and above, players should get more Zone of control from their outposts, and much less from their capital city.
City level 1 = ZoC min1 max2 (capital cities start at 2 ZoC so the AI doesn't get left behind and build wrong)
City level 2 = ZoC min2 max3
City level 3 = ZoC min3 max4
City level 4 = ZoC min4 max6
City level 5 = ZoC min6 max9

Buildings that serve only to boost metal or food production by a percentage, now require a "basic production" of that resource in the city. A city without an iron mine or a ventri ore mine may not build a blacksmith, for example. For food production, only sources that are world resources count - Gardens, Skath pits, spells or the initial 1 food bonus to a capital city does not allow you to build the booster buildings in that city. Example on how being prevented from building looks: http://ii.snag.gy/Klmse.jpg

Spells

Spells are researched twice as fast, but researching spell level-ups take 50% longer. You can now research three level 1 spells in the same time it takes to research access to level 2 spells.

All spellbooks can now be researched from the tech tree. Books selectable from start have a 75% chance to appear when researching tech to unlock them. The summoning book has been removed.

Spells have been tweaked to scale better with the game. Spells now depend on a new unit statistic called Magic Power. This statistic can only be boosted by conquering more shrines, or building special improvements (see below), or researching a perpetual research called Refined Mana Channeling. Magic power controls the strength of various spells. All champions currently start with 100 magic power, which means spells are 100% efficient. The individual statistic Intelligence has three functions in the new system: First, to reduce the chances of getting your spells resisted. Second, to boost your own Magic Resistance. Third, spells require intelligence to be cast (somewhere between 10 and 20).

The full spell list can be found here: http://pastebin.com/raw.php?i=dGyvYjF4
A spell may say, for example, that it deals 3^ damage. This means that a champion with Magic Power 100 will deal exactly 3 damage. However, if he has magic power 150, the spell will deal 3*1.5=4.5 damage.

Magic Power can be boosted from different sources, these things can be researched in the Wizardry technology tree
- Each Shrine provides you with +15%
- New improvements Temple of Essence (kingdom) and Tower of Souls (empire) can be built once in any lvl 4+ city connected to a shard (after researching access). These improvements give another +10% Magic Power, but they also cost 1 mana per turn.
- New Improvements Tower of Ereog (kingdom) and Tower of Titans (empire) can be build in any lvl 5+ city (after researching access). These improvements, which can be built only once per faction, provide 25% bonus to Magic Power. These improvements drain 2 mana per turn.
- An infinite research, called Refined Mana Channeling, gives another 5% bonus. This technology has a 25% chance to appear.

Players may invest their level-up stat points for Champions in Magic Power. Note that the additional stat points are conntinously multiplied by all existing bonuses from shards and other improvements.

Environments

The 10% increase/reduction in offense/defense depending on what environment you were fighting in has been removed. Some factions now spread barren, desert or winter environments instead of fallen or kingdom.

Difficulties

Difficulties renamed and tweaked. Examples: A Normal (100%) AI plays just like the player. A Challenging (125%) enemy gains 25% to all his production values and unit hitpoints.

Research

All infinite technologies (things you can research over and over) now have a 25% chance to appear when researching a field. If what you want doesn't appear, you have to choose something else. At least 1 tech of some kind will always be available. Technologies that previously could be researched repeatedly for a 10% bonus to an area, now give 5% instead. The only exception to this is the technologies that reduce the price of Champions - that remains at 10%

Arcane armor (legendary plate armor) now has, as a prerequisite, the highest level of armor research from the Warfare trees (this is poorly shown by the UI). For Kingdoms, Arcane Armor now comes before Arcane Weapons instead of the other way around. (Note that for both Empires and Kingdoms, Arcane Weapons require the tech Arcane Armor, and therefore indirectly require the highest level of armor from the Warfare tree.)

Unit Quality

Unit quality type has been much reduced in power. Previously, it gave 0% / +50% / +100% / + 200% hitpoints at the different levels. Now, it gives 0% / +25% / +50% / +75%. In addition, units will regain extra health in strategic mode depending on their quality level; 0 / 1 / 2 / 3. Note that this allows units with quality training to regenerate health outside their own Zone of Control (which gives +1 health regen as well).

Unit Training

Training time bonuses have been tweaked. Note that these scale unevenly in an additive manner. If you increase speed by 10% it takes 90% as long as it normally would to build a unit. If you increase speed by a total of 50% it takes 50% as long as it normally would to train a unit. This is the opposite of having a diminishing return, as each bonus is based on the original value rather than the smaller modified value (each additional bonus increases the final amount by a greater relative percentage than the bonus before). In addition, all the buildings that boosts training speed have been tweaked. These are the new stats. Generally, they require less upkeep but more citizens.
Kingdom:
Barracks: ~10% faster training time, city defenders gain 3 accuracy - 15 citizens, 2 gildar/turn upkeep, requires city level 2
Command Post: ~10% faster training time, city defenders gain 2 dodge - 20 citizens, 2 gildar/turn upkeep, requires city level 3
War College: ~10% faster training time, city defenders gain 3 magic resistance - 30 citizens, 3 upkeep, requires city level 5
Empire:
Garrison: ~15% faster training time, city defenders gain 3 accuracy and 1 dodge - 25 citizens, 3 gildar/turn upkeep, requires city level 2
Warrior Temple: ~15% faster training time, city defenders gain 3 magic resistance and 1 dodge - 50 citizens, 4 upkeep, requires city level 4

Unit Health scaling with levels

Health and how it scales has been changed for player-designed units. Units will now gain much less health from levelups.
New health scaling (old => new)
Level 1 = 21 => 23
Level 2 = 38 => 30
Level 3 = 55 => 38
Level 4 = 72 => 45
Level 5 = 89 => 53
With Experienced quality training (~+25% health)
Level 1 = 26 => 29
Level 2 = 47 => 38
Level 3 = 68 => 47
Level 4 = 90 => 57
Level 5 = 111 => 66
As before, all units gain +3 accuracy for each level after the first.

New World resource: Elementium Deposit

A new world resource has been worked into the game, Elementium Deposit. These are exceptionally rare sources of Elementium that mostly appear in deserts. Both factions can build Elementium churners on top of these deposits. One piece of Elementium will be produced every four turns. http://img215.imageshack.us/img215/8679/elementium.png

New World Resource: Ruins of a Hospital

A new world resource has been worked into the game, Ruins of a Hospital. A wide range of medical personell dedicated their lives to heal the sick and wounded at this hospital. If you assist them in rebuilding the burnt-down building, they will help you by healing your troops - but only if the building is inside your city walls. If the building is outside your city walls, there is no bonus at all. Regardless, the connected city gains +1 prestige.

New World Resource: Broken Magical Forge

A new world resource has been worked into the game, Broken Magical Forge. A relic from another time, this forge has magical properties. Any effort to make something in the forge always turn out the highest quality of produce. This allows the maker to save resources that would otherwise have gone to waste. If the forge is rebuilt and positioned inside city walls, the city can train units at 15% less resources. If the building is outside your city walls, there is no bonus at all.

Minor changes

-For the player, pioneers are now built in groups like normal units. More members in the unit means a larger starting population in the built city, but it is generally not worth it to build a unit larger than 4 since the city will grow organically anyway. The AI still builds solo pioneers.
-Cliffs can now be walked on, just like beaches
-Tweaked default sovereigns. Most notably, Kravox now starts the game with a pioneer.
-Libraries and Master Archivists now give 1.4 Tech Knowledge production, instead of 2.
-The following repeatable buildings were missing their limits, and this has been corrected: Master Archivist (empire), Lore Shop (empire), Library (kingdom).
-Monuments (empire) are now counted as repeatable buildings and are thus limited by the level of the city (still need city level 2 to build the first one). Monuments also require 1 gold upkeep instead of 2.
-Skath Pits (empire) and Gardens (kingdom) now produce 1 food instead of 2, to prevent infinite recursion of food. Gardens require 25 used population instead of 35 (skath pits are 25 by default).
-Changes to pioneers: New 3d model, a backpack. Pre-designed Fallen pioneers now come unarmed, putting their materials cost at the same as the one for kingdoms.
-Farms cost 0 materials and 25 gildar, instead of 5 materials (empire) or 2 materials (kingdom)
-Tower of Souls (empire) and Temple of Essence (kingdom) gives 2 mana instead of 3
-Emerald Palace (empire) gives 2 mana instead of 4
-Level up points for champions reduced from 5 to 4
-Sovereigns now become incapacitated for 10 turns after falling in combat, instead of the previous 5.
-Small tweaks to AI, will pursue gold and prestige less and generally build larger cities. Will almost always build buildings that boost metal production when applicable.
-Dynasty children now become adults at the age of 18.
-All weapons now include in their description whether they are one- or two-handed.
-Great Scimitar reduced to 40 attack instead of 50. Lord hammer now reduces combatspeed of wearer by 1 instead of 0. Claymore now reduces accuracy by 5 instead of increasing it by 6. Great Scimitar and Claymore now cost 9 metal, instead of 10 and 12 respectively. Reaper now gives 0 combatspeed bonus instead of 1 and 13 attack instead of 14.
-Legendary Plate Cuirass reduced from 18 to 10 defense. Added new bracers, Legendary Plate Armlets, that give 7 defense and no dodge reduction for the cost of 18 gold, 6 metal and 1 elementium.
-Medical Pack now grants a unit 1 hitpoints, instead of 5. Ward of Health grants a unit 2 hitpoints, instead of 3. Band of fortitude now costs 7 crystal, instead of 1. Amulet of Life can no longer be purchased or used when designing units. Ranger's Pack removed from game. Messenger's Pack removed from game. Scout's pack now gives 1 sight instead of 1 defense. Crystaline Stonelet gives 2 hitpoints instead of 3. Hatestones now reduce the Hitpoints of the user by 2, instead of 0.
-Fixed Cloaks being generally unavailable for Empires.
-Tweaked unit design window to show hidden values. Before: http://i.imgur.com/Ggqrs.jpg After: http://i.imgur.com/f7kl4.jpg
-Wargs and horses are now exclusive to each type of faction. A kingdom may never train warg units, even if it has the resource. An empire may never train horse units, even if it has the resource.
-Ventri ore mine reduced to 2 from 3 metal
-Mining Guild (kingdom) now gives 25% more metal, instead of 100% more metal. Blacksmiths (kingdom) increase metal production by 25%, instead of 50%. Smelter (empire) now increase metal production by 50%, instead of 25%.
-Catapults now come with 27 attack. Previously, kingdom catapults had 20 attack and empire catapults had 35.
-Removed the quest Moriah's Lost Spellbook
-Removed Kingdom techs: The_Ties_That_Bind_Amarian, Movement_Amarian. Advanced Tracking is now a one-time research.
-Removed Empire techs: Armies_Trogs, Teams_Trogs, Influencing_Trogs. Advanced Tracking is now a one-time research.
-Removed the researchable 25% hitpoint bonus for Kingdom. It was causing issues and Empire didn't have anything equivalent.
---------1.2
-Special fallen traveling boots added to cities, were previously missing
-Alzor's armor now wearable by anyone, replaced model
-Changed fallen capital city population limit from 20 to 15
-Longstrider boots removed from the game, champions that wore those now wear traveling boots (same bonus)
-AI more likely to build workshops and other material-producing facilities
-Fixed issue where fallen male sovereigns would be unable to buy armor if playing a kingdom faction
-Kingdom legendary gear now costs the same for non-fallen as it does for fallen in the shop
-Fixed what order items appear in the shop - armor sets now appear next to each other, and different item types are sorted according to their type (all cloaks next to each other, all shields next to each other and so on)
-Band of Endurance now allows wearer to regen 1 health per turn in combat, price raised to 200. Previously it added 1 strategic move, and cost 123 gildar. May be used for unit design, in which case it costs 3 crystal.
-Band of Roaming renamed Band of Vengeance, now adds 15% to counter-attacks from the wearer, price increased to 250. Previously it added 1 strategic move, and cost 51 gildar. May be used for unit design, in which case it costs 4 crystals.
-Cloak of Thwarting now wearable by everyone
-Yithril bow now gives 0 Combatspeed, instead of +2
-Added new city levelup bonus - materials production (same % as gildar, 5*new_citylevel
-Reduced Tech knowledge levelup bonus from 10*new_citylevel to 7*new_citylevel
-New Sovereign History: Weaponmaster. Attacks have a 10% chance to ignore all armor. Verga starts with this, instead of Vengeance (50% higher counter-attack damage, introduced in this mod).
-Removed old sovereign history Beastmaster (didn't work)
-Reduced time it takes to build Hedge Wall (kingdom) to 10 from 15, to match the Wooden Wall (empire). Fort (kingdom) now takes 15 turns to build instead of 20. Fortress (kingdom) now takes 20 turns to build instead of 25. Castle (empire, 2nd and last level) still takes 20 turns to build.
-New Faction bonus: Close Living. All housing room is increased by 10%. Yithril now starts with this bonus. Note that this means the capital city can reach level 2 without building any housing room.
-Increased citizens needed in studies and archivists from 3 to 5. Libraries and Master archivists remain unchanged at 5.
---------1.3
-Barter House now buildable once, instead of being treated like a repeatable building
-Fixed so horses/wargs should spawn the same
-All factions can now train male and female units (visual difference only). This is of particular interest to the non-human Empires, as they get access to two (visually) different types of armors.
-Removed free diplomatic capital from Fallen technologies
-Fixes from this mod that were incorrect: Empire smelter only gave 25% metal production boost, should be 50%. Kingdom Blacksmith gave 50%, should be 25%. Kingdom Mining Guild did not require a "basic metal production", also fixed.
-Scout's Pack is now available only after researching Superior Equipment (the same tech you get medical pack from)
-Updated the Unit Design List window, so the "costs" window is larger.
-Updated the Unit Training window, where you select which unit to trai, so the "costs" window is larger
-Medical pack now gives +1 hitpoint instead of +1constitution (worse scaling with level-ups).
-Beacon of Hope (kingdom) now gives 1 prestige instead of 10
---------1.4
-Farm (kingdom) now gives 5 food instead of 4, to match that of the Empire's. Orchards built on Fruit Groves have been reduced to 3 from 5 food for both factions.
-Inn (kingdom) now takes 8 turns to build instead of 10
-Tweaked appearances of Refugee Camps
-Cloaks and Accessories now give additional training time when included on units. All cloaks now provide at least 1 defense
-Scout's Cloak now costs 13 gold and 2 materials, instead of 25 gold and 5 materials. It now provides 1 extra sight, instead of 2
-Soldier's Cloak now give +3 ranged dodge, instead of 0
-Band of Agility now costs 10 crystals, instead of 15
-Amulet of Warding now costs 5 crystals, instead of 3
-Ward of Defense now costs 8 crystals, instead of 3
-Vengeance coating now provides 2 attack, instead of 3. No longer costs any materials (previously 25), now costs 20 gold instead of 5
-Crystaline Stonelet no longer costs materials (previously 25) and gildar cost is now 25, previously 5
-Hate Stone now costs 5 materials, instead of 25. Gildar cost is now 30, instead of 10
-Crystal Mine (empire) is now buildable after researching Arcane Experiments, instead of Arcane Weapons (2 techs earlier), can be researched right after shard harvesting)
-Refugee Camp now provides 60 population storage instead of 100
-Empire lesser shrines were missing their 20 gold cost to build, foxed
-No shrines require population anymore, as the engine wasn't handling it properly (the cost was only applied if the building was inside city walls)
-World resources that require an upkeep in gildar after it has been built, now say so in the "hammer" tooltip when you are about to build the improvement
--------1.5
-Reduced frequency of some of the new world resources
-Added text to armor: "This armor will only fit Fallen males" and "This armor will only fit those smaller than Fallen males". This should avoid confusion why some armors can't be worn effectively when traded by champions.
-Added new armor that combines helmet and chestpiece, denoted by a large "*" icon. These are primarily to force the AI into wearing helmet - but may also be used by the player, of course. The cost is equal to the separate pieces when designing units, but they are slightly cheaper than the individual pieces when buying in the shop for champions (5-10%)
-Removed a few armor pieces of Patchwork from heroes, as they were very unstable
-Fixed refugee camp tooltip to accurately say 60 population instead of 100
-Iron ore mines now give 2 metal per turn, and ventri ore mines give 3 metal per turn
-Fixed tooltip on Touch of Entropy to accurately say 25^ instead of 30
-Reduced arcane arrow from 10^ to 8^ damage
-Tweaked the following buildings:
--Imperial Throne (empire): Now avaiable at city level 3. Reduces maintenance in city by 50%. Adds 2 prestige.
--Palace (kingdom): Now available at city level 3. Reduces maintenance in city by 50%. Adds 2 prestige.
--Theatre (kingdom): Reduces maintenance in city by 25%. No upkeep. Adds 3 magic resistance to anyone defending the town.
--Great Arena (kingdom): All cities have their prestige boosted by 25%. All controlled units gain +10% magic resistance. 3 upkeep.
--Town Hall (kingdom): Increases Tech, Materials and Gold production by 10% in the city
-Fixed tooltip for spell blast to accurately say "Target units within a radius of 1 take 8^ damage."
---------1.6
-Arcane arrow tooltip fixed
-Touch of Entropy can now never be resisted
-Fixed Fireball damage, it was roughly +200% too strong
-Removed negative combat speed modifier from Lord hammer, the weapon now only gives +40 attack and nothing else
-Claymore (kingdom) now gives +3 dodge and -3 accuracy and 40 attack, instead of -5 accuracy and 40 attack
-Great Scimitar (empire) now gives +3 dodge and -3 accuracy and 40 attack, instead of -3 dodge, -3 accuracy and 40 attack
-AI more likely to hoard metal until it can build units with high armor, instead of spending it all on weapons only
-Fixed a massive issue with AI cheating with pioneers (caused by this mod). The AI now appropriately pays exactly the same as the player does, instead of 75% less. If you had AI swarm the entire map with pioneers in 15 turns, that issue should be much reduced now.
-Iron Ore mines now give 1.5 metal, and Ventri metal mines give 2.5 metal
--------1.7
Lord hammer still had -1 combatspeed, this was removed
Remove Kingdom reference to archery range
Did lots of tweaking to make sure ExpandedFactions mod could integrate better
Embassy (kingdom) is now a once-per-city building and requires 15 used citizens instead of 0, and takes 8 turns to build instead of 3
Reduced Mining Guild (kingdom) to 3 gildar per turn upkeep from 6
Fixed an issue where Kingdoms would never ever train mounted warriors (still very low chance)
-------1.8
-The normal Karazzan is now available for Empires as well, after researching Dread Weapons. it was previously only available to Kingdom players.
-Players can now select no more than 3 stat points upon reaching a new level with a champion
-Renamed the "Annie" unit to "Dog"
-Fixed Fireball, it now deals 4^+1^/fire shard, instead of dealing 5^+1^/fire shard
-Elementium Churners now take 75 gold to build, instead of 250. The material cost of 25 remains the same
-Fixed one issue with the Heal spell, let me know if it still isn't working
-Unhidden the following stats for all units: Strategic and Tactical Health regeneration. Updated the champion Equip UI to make room for new stats shown
-Used a bunch of unitstat tooltips to talk about game mechanics
-Journeyman's Cloak now gives 1 strategic health regen, instead of 1 sight
-New Sovereign Background: Magician - Gains +5 Magic Power from the start. This talent was given to Procipinee, replacing her old background Royalty. Also to Karavox, replacing his old background Expander. 
-New Flaw: Dull mind - Unit starts the game with -10 magic Power. This flaw was given to Markinn, replacing his old flaw Ugly.
-Kul-al-Kulan now starts with Expander history instead of Warrior.
--------1.9
ATW: Removed spellcasting from a bunch of units that shouldn't have it. Spellcasting is for Sovereigns and Imbued Champions only.
ATW: All cities had the artificial limit of how many tiles your city can cover increased to 100, from 50
ATW: Wages have been reduced 50%. This should solve the imbalance that exists between gold and the other resources in the middle-game. Also, should make the AI harder to fight, as the AI gildar management is bad (it builds crap units until it can never afford to build good units - not anymore).
AWT: Fixed Wither spell to do what it says
ATW: Background changes to allow for new custom factions based on ExpandedFactions
ATW: All self-designed units had been set (by this mod) to give 5 experience points exactly, no matter size or strength. This was removed.
--------1.10
- Fireball redesigned. It now reads: "Target suffers damage modified by troopcount. Base damage is 16^ (+4^/fire shard). Each troopcount above/below 4 adds/removes 20% damage (3 men= -20%, 6 men= +40%)." changed previous calculation: "Enemy target suffers 4^ (+1^/fire shard) damage per unit member.". This is intended to slow down the scaling of the spell near the end-game.
- Sacrifice tooltip reworded - mana arrives at next turn. Now appropriately requires 20 intelligence instead of 34.
- Glyph of life now gives +20% health, instead of +20^ hitpoints. Now appropriately requires 16 intelligence instead of 28
- Summon Earth Elemental now appropriately requires 18 intelligence, instead of 29
- All shard shrines now provide 3 mana, instead of 2
- Sovereign automatically generates 2 mana per turn, instead of 1
- Players may now increase their mana generation further by a perpetual research in the wizardry/sorcery research tree. The new tech is called Attunement, and adds +5% to shrine mana generation. The research has a 25% chance to appear, and may be researched infinitely. The pre-requisite is the tech Expert Channelers.
- Removed the Empire tech "The Old Order". Empire players may now instantly research the "Order of Zaleth" technology.
- The Empire tech "Proper Living" has been moved down the tech tree. It was previously researchable from the start. It now requires that the Empire player first researches Learning, and Majesty now comes after Proper Living (instead of after Learning). Bartering and Learning is now researchable from the start (they previously required Proper Living). Compared to the Kingdom Houses, Proper Living is still more accessible as it requires 2 completed techs (previously 1) - Kingdom requires 3.


To-do
update horse tile, warg tile so they're visible in 3d mode and don't just look like a forest - steal something from elves mod?
update basic goodiehuts to give a greater variety of stuff including armor

Special thankts to:
Gobstein - for helping out with tiles for the hospital and magical forge

 

 

312,824 views 247 replies | Pinned
Reply #101 Top

Uploaded 1.6

new spell list http://pastebin.com/raw.php?i=qbawFt8S 

From 1.5:

Arcane arrow tooltip fixed
Touch of Entropy can now never be resisted
Fixed Fireball damage, it was roughly +200% too strong
Removed negative combat speed modifier from Lord hammer, the weapon now only gives +40 attack and nothing else
Claymore (kingdom) now gives +3 dodge and -3 accuracy and 40 attack, instead of -5 accuracy and 40 attack
Great Scimitar (empire) now gives +3 dodge and -3 accuracy and 40 attack, instead of -3 dodge, -3 accuracy and 40 attack
AI more likely to hoard metal until it can build units with high armor, instead of spending it all on weapons only
Fixed a massive issue with AI cheating with pioneers (caused by this mod). The AI now appropriately pays exactly the same as the player does, instead of 75% less. If you had AI swarm the entire map with pioneers in 15 turns, that issue should be much reduced now.
Iron Ore mines now give 1.5 metal, and Ventri metal mines give 2.5 metal

Reply #102 Top

Heavenfall, where exactly is the Install Directory located so I can extract the files, I can't find it in my C:Drive/Program Files/Elemental War of Magic Files anywhere and/or on Impulse either??  thanks, geecadwah :)

Reply #103 Top

Might as well answer this; Open impulse, left click on Elemental and open application folder, that is the fastest way to see where the game is installed, can't recall the default for impulse, never used the default.

Reply #104 Top

I'm fairly confident that this mod has reached its potential. There are things I would like to do, that are not possible due to the game limiting me. And there are things that I'd like to do, that are simply not worth the time (primarily 3d models).

The next step is to bring my other mods (Artifact, ExpandedFactions, ExpandedMounts) up to the same standard as this patch. The big question I pose to everyone really, is: are those mods better off as their own downloads, or should I merge everything into this patch, as a single download?

Benefits of having just one download:
-easy to install for everyone
-easy to update, in case I find bugs, I don't need to release a new version of several mods
-if everyone has the same content, I can balance around that - I don't have to worry about someone using Artifact but NOT ExpandedFactions

Cons of having just one download:
-difficult to uninstall
-some things are actually easier to mod as a normal mod instead of a coremod (doesn't really affect the user)
-some things would be added that the player might not want in the game - the modular nature of the mods is removed, and the player can't remove just one feature he dislikes anymore

 

(even if the mods are standalone, they will require this patch)

Reply #105 Top

Well, depends.

I am not a big fan of the Mount expansion, they do look pretty and some of them actually look useful, but others are a bit too much and they do tend to add clutter to the interface, both in the shop and unit creator. Perhaps make the armored horses/Wargs Core and the rest an add in mod Flavor?

I haven't played with Expanded factions or Artifact, though the latter sounds interesting, mainly because of the version gulf, So I can't give you a real answer here.

I think, ultimately, as mods might work better, but I am speaking from ignorance

Reply #106 Top

I usually just copy your xml into new files and then do my own tweaking. I can 90% of the time get it to work with the things I have been collecting over the past year of mod scavenging. I would prefer separate downloads for my own needs. But why not have a complete version for noobs and a fragmented one for vets?

Reply #107 Top

That's literally twice the work

I'll go separate, but take a few shortcuts

Reply #108 Top

I know right. I have to go through every line to make sure we aren't modding the same thing. Then I have to rebalance everything to make it all work. I make less errors though when I start with a blank file and add each item myself and then check for duplicates with a search. 

If only I put this much effort into anything else on the planet, it would end the recession.  :grin:

Reply #109 Top

Any idea if these mods will be incorporated into any official version for the game?  i.e. 1.41 or something?  It sounds pretty good.

 

Reply #110 Top

Who knows. I personally don't think so, they've moved on to FE now. You can't just "include" a mod like this, it needs testing, and that's resources.

Reply #111 Top

I say combine them.   I personally would use all of them, so for me I would put them all together.

Reply #112 Top

Uploaded 1.7


Fixed:
Lord hammer still had -1 combatspeed, this was removed
Remove Kingdom reference to archery range
Did lots of tweaking to make sure ExpandedFactions mod could integrate better
Embassy (kingdom) is now a once-per-city building and requires 15 used citizens instead of 0, and takes 8 turns to build instead of 3
Reduced Mining Guild (kingdom) to 3 gildar per turn upkeep from 6
Fixed an issue where Kingdoms would never ever train mounted warriors (still very low chance)

Reply #113 Top

Think that last one is because, really, horses don't add that much to a unit, they are hard to find, hard to find the appropriate ones and add time to the build time.

Really, it always felt as if it was the L1 tech missing the upgraded mounts on L2 with armor and what not (a tech called Stirrups?).

Maybe add extra mobility and some defense?

Reply #114 Top

The AI is just poor at designing units. But the problem I fixed was that the AI was set to never research it anyway. Now they do, and thus they can sometimes train mounted units.

Reply #115 Top

Quoting Heavenfall, reply 104
I'm fairly confident that this mod has reached its potential. There are things I would like to do, that are not possible due to the game limiting me. And there are things that I'd like to do, that are simply not worth the time (primarily 3d models).

 

Sad to hear this, since I recently discovered your game fixes (as well as the factions and dungeons mods) and am loving them--I still find it strange that you are doing what SD did not, and they're the ones who made the money from it.  Just seems twisted to me. *shakes head* Anyway, I have glowing praise for your efforts to flesh out this game, yet there's still tons of untapped potential (and waiting on another game vs. fixing the one we have goes against the ancient wisdom that "a bird in the hand is worth two in the bush").

Many of your fixes line up perfectly with my observations about the game deficiencies (those highlights are posted in the general Elemental forum). Your improved game pace (aided by SD's 1.4 patch, to be sure) is great with every faction I've played (even though they handle differently--quite the accomplishment!).  Gold/mats/metal all seem to be balanced fairly well, so they seem like strategic choices (rather than the inevitability of collecting them all in sick amounts that you have no use for).  Your expanded faction's special units have been integrated wonderfully, and are a real joy to discover--the dance of balancing unit variety/strengths/weaknesses has never been better (though again, much improvement could be made in this area alone).  Much has been tightened and feels more properly epic (rather than the cakewalk it was), even though there's so much you can do without better basic AI.  Your dungeons are a refreshing change--so fantastic that it makes me wonder why SD doesn't implement them in the core game (more on dungeons below, since they still need tweaking).

I can tell how much you care about this game, so bear with me while mention some bugs I've found, along with suggestions on ways to better enrich the game (I have no modding experience, but my natural inclinations, schooling and work all favor creative/analytic--perhaps that can help here).

--Captured capitals should not give the ability to summon that (dead) leader's special units.  It makes no sense from either a gameplay or roleplaying standpoint.  If the game allows, the player should be restricted to his own faction's special units, regardless of which city is captured.

--Factions like Altar and Kraxis had silly amounts of food available to them (like 86 food with 1 settlement!). Is this to make up for the poor AI design (where they seem to have issues building up their cities properly)?  This can't be stressed enough: the game will never be fixed until the AI can build and defend their cities well, and then those captured cities don't make winning the game inevitable (with sick bonus boosts and duplicate powerful structures--as an example, no Empire should benefit from a beacon of hope; perhaps many of the faction-only buildings should be automatically razed upon capture, and balance this by automatically converting others like housing into the faction's own so you get the upgrades).

--Magic, while moving in the right direction, is still very weak/unworthy in many cases.  I'd be happy to lend more input to help balance and make spells more exciting without becoming silly-overpowering (at least without sweating blood first--tier 5 spells rightly ought to be fearsome).

--The Combat spells seem especially useless, though a player has spent build points to have that book.  Pretty sure the "8^" damage of the main Arcane Arrow isn't functioning as intended, since it does 8 damage, regardless of # of shrines or caster intellect (non-scaling spells in a game with so few spells is a perfect example of a broken mechanic).  It also says it uses 8 mana, but uses 16 (and mana is precious rare, especially in the beginning--this should be the guide when carefully tweaking spell effects and costs).

--The "high end" summoned creatures are all a joke, when so much can be done with them (see your own work with mounts and pets).

--The 100 intelligence requirement to cast the Spell of Making is completely out of the park, especially with your otherwise great tweak of only 4 points per level--heck, on a medium map, you'd have to win several times over to get high enough (like level 25!) to get at that.  This effectively shuts down that victory path; I know this wasn't your ineptness, but I believe you can easily fix it.  I'm unsure if you can have control over this, but I'd balance the requirements with a complete understanding of magic (which only makes sense), meaning you'd have to not only have at least one of each shard, but have researched every spellbook, including summoning (and I also thing the shards should be within a city, as opposed to wild improvements).  Then even with a reasonable minimum requirement of 60 intelligence, it'd still not be an easy path to victory (it takes quite a bit of doing to reach level 12+).

--The math is wrong for the Heal spell. I've had units down 6 points only heal 1 or 0.  I had a unit (a bladedancer, if that matters) missing a single point of health actually lose 9 more health when "healed" (thank you, sir, may I have another). I wanted to top off the health so they leveled-up properly, which is another serious beef of mine, that a fully healed unit magically gains health when leveling, yet if they are missing a single point, they are suddenly far weakened when they level--this is especially painful with high health units like those of your elemental faction and the expensive upper quality units, where they actually become weaker when they level and the stack drops in size (from like 4 to 2 or 3, dropping bother their attack and defense). Heal spell is a vital mechanic, especially when supplementing weaker units, so please recheck the formula.

--Just to make sure this horrible game flaw isn't missed, I'll repeat that no unit should ever be *weaker* after leveling.  The current process makes high health units more of a curse than a benefit.  Is there a way to keep the same percentage of damage when a unit gains health from leveling?  That'd be the simplest, elegant fix (i.e., if they were 15/20 health--25% damaged--and they level and now have 50 health max, their current health should show 40/50, keeping that 25% damaged).  Heh, trying to find workarounds to not suddenly have a 15/50-health worthless unit is like trying to push a broken car to town instead of fixing it.

--The technology path for Kingdom seems so inefficient on vital things like housing and better research (by comparison, the Empire's is streamlined and simple); some of them are okay to add to the flavor and challenge (if you play Kingdom against Empire), but some have no good reason, like making the longbow rare to research (I think this is leftover from the days when bows were so overbalanced, and should be removed now that a better balance is available). This might not be within your control, but instead of lessening a bow's damage, a much cleaner/more realistic fix would be to give shields higher range dodge chance (like 8 with the starting shield, scaling to 20 or more with the top shields, or whatever it takes for bows to be only 10% effective). Another idea would be to make bows like spells, in that using a bow ends your turn's AP, which makes them more a strategic weapon. (A combination of both tweaks would be best as long as unmodified bow damage is high on non-shielded, less armored units.)

--While I'm on about archery, there are many fun ways to offset the previously mentioned ranged limitations (you have already done two good ones with the top elven special unit--kudos to you).  Specials like rapid fire could help against heavily armored units, as well as sureshot (using an extra turn to make an indefensible hit, which could only happen in the proper circumstances); can these be trained into normal units (for big costs like crystal and elemantium)?  If carefully balanced, they would be good fun without placing them back into a boring kill-all position.

--Population numbers are inconsistent and don't add up.  In two cities I founded, both with four houses and a 10% boost to housing, one had 224 max population while the other had 181.  Oddness.

--Prestige pacing needs work.  Some cities grow faster than you can build improvements, and prestige improvements/champions/leaders have been rendered worthless.  I realize that is a cheap fix to help game pace a bit, but it's gone overboard (and the "hidden" growth modifiers just make everything misleading--why even have a prestige "calculation" if it's never correct?).  Without spending resources on prestige items, a city should maintain reasonable growth that can leave it waiting to "level" (and out of tile spaces) without specific action from the player.  Conversely, prestige amounts could be left alone and the buildings and charisma stat could be tweaked to be more meaningful.  For example, an Empire statue should naturally add influence as well as prestige--seeing a row of awe-inspiring or grotesque statues should have a noted effect besides making residents want to breed more.  On the other side, inns and pubs have a venerated track record of being profitable and helpful to the community.  Inns can have well maintained stables, which care for mounts and therefore help in the growth a tiny bit (by not having so many steeds die from poor tending).  Pubs would make good money, because we all know kingdoms, real and fantasy alike, make tons of money with a "sin tax" on alcohol.  Just ask the United State's ATF...  A nice offset would be to make influence more meaningful (like tied to build potential and safe/advantage zones) and kingdom upkeep tighter (though higher wages, mostly, as well as some maintenance increases).

--Combat experience is backward.  No one in any other setting gains more experience from hunting down a bear than defeating a large army. No one should gain less experience from dungeon clearing than wandering around in the wilds.  This seems a simplistic fix to me, so perhaps I am missing important elements.  The roles of wilderness spawns are to occasionally threaten unguarded/poorly guarded cities (something balanced pretty well with these latest tweaks, but could use increasing) and help gain that first level or two of experience, not to be a cash cow or build elite units--the very idea is preposterous. How about this: Wilderness spawns equal 3 experience per unit per level, and dungeon monsters have that same scale while applying an overall 30% boost.  This is simply offset by making dungeons more rare--it's quite silly to have each tier of dungeon spawn tons of dungeons (sometimes even 2-3 in the same area).  From my limited experience (so far!), dungeons could still be common enough with half the spawn rate, and every bit as challenging and rewarding (though I think they need more challenge at higher levels, but it seems balanced extremely well for 1st and 2nd levels). Then warfare, which is life's best forge for makes elite soldiers, should have significantly higher experience (say, 100% boost on those same numbers--this is already balanced against life expectancy of soldiers locked in war and the steep leveling curve).  No worries about "farming" the AI for experience, because if you're doing that, you're dominating and winning the game anyway.  It baffles me that any dev would get this natural/reasonable order of things so completely reversed, that a single one-shot spider is worth far more than an army of 12 enemies that take some doing to kill (*chuckling* let me remind people of the name of this game--it's not called "Explorers R' Us," even though adventuring is a very fun/needed diversion as well as one path to victory).

--This might not be in your control, but I think it worth mentioning that when a caravan gets eaten, you can send a new one to a different city to collect yet another 10% bonus.  This makes no sense, because if your roads aren't clear, you should not be able to benefit from trade ("What trade?" asks Robin Hood); the easy fix would be to apply the bonus only when there's at least one active caravan working the route.

--The primary quests' timing is now quite random (had one happen in midgame, when it's of no use whatsoever); is it in your control to make rewards and fights scale?  It'd be a nice fix that would make them more of a feature than a bother.

--Some minor problems I've noticed: The avatar for the ghost troll is missing, giving just a shadow on the ground, and taking long turns to be able to damage it (I suspect the game engine is trying to deal with missing animation info and having to time out, since it takes ages in computer times, like 20 seconds in real time).  This happens with every hit or miss, and adds up to annoying.

--The text on the bladedancer special unit (elf) says "extremely quick" to make up for its other weakness, presumably.  However, it's no quicker than a standard unit.  I'd suggest giving it 3 move and 5 combat AP, especially since 2 of those are taking up "casting" the special ability on itself (I wish there were a smoother way to do this, since it makes no sense unless the game engine requires it). Can you have a 0 or 1-AP "spell"? Slipping into a stance would be as fluid as breathing for this unit, and I cannot see it as overpowering (mine still get beat up by large stacks, as they should).

--The training icons (at least in the elven city recruiting window) do not match (neither unit size nor quality), which can be very misleading, and is poor UI.  Not sure you have much control over that without the devs fixing their buggy engine, but I thought it worth the mention.

--The elemental special unit ability, Hot Breath (from lavaling), sounds quite...underwhelming for what it does.  How about "Scorching Breath" or the more humorous "Hellfire Halitosis."

 

Quoting Heavenfall, reply 104
The next step is to bring my other mods (Artifact, ExpandedFactions, ExpandedMounts) up to the same standard as this patch. The big question I pose to everyone really, is: are those mods better off as their own downloads, or should I merge everything into this patch, as a single download?

 

It seems to me your mods are totally complementary, each one making the other better (especially once more balancing, like the things mentioned above, are done).  It'd take a ton of careful work to integrate them, but it'd end up being like FO3's Wastewanderer Edition: the quintessential must-have mod to properly enjoy the game--I cannot see ANY gamer wanting to go back to SD's broken vanilla game after playing your mods (again, once they are polished).  If you could make the features individually enabled/disabled, then it'd make the mod a win even for those who would sometimes want the added dungeons and sometimes not (the extended factions aren't an issue, since you can already choose to include them or not).

I know this is asking a lot, and I have gained much admiration for you based on what I've seen so far (even if you change nothing else); however, it's natural (and healthy) to dream of a perfected game.  Much of this seems to be within your reach (though I admit to having no clue other than what I observe about what you can and cannot do).

Okay, enough of this--I'm back to digging out of the deep hole I've put myself in. *grin* Happy gaming to all.

 

Reply #116 Top

Quoting Gorde, reply 115


--Captured capitals should not give the ability to summon that (dead) leader's special units.  It makes no sense from either a gameplay or roleplaying standpoint.  If the game allows, the player should be restricted to his own faction's special units, regardless of which city is captured.

 

I'm cutting unique units from the EF mod. They're impossible to balance against the changes in the core game, ie every unit now has almost no health and deals massive damage because they come in fours.

Quoting Gorde, reply 115


--Factions like Altar and Kraxis had silly amounts of food available to them (like 86 food with 1 settlement!). Is this to make up for the poor AI design (where they seem to have issues building up their cities properly)?  This can't be stressed enough: the game will never be fixed until the AI can build and defend their cities well, and then those captured cities don't make winning the game inevitable (with sick bonus boosts and duplicate powerful structures--as an example, no Empire should benefit from a beacon of hope; perhaps many of the faction-only buildings should be automatically razed upon capture, and balance this by automatically converting others like housing into the faction's own so you get the upgrades).

I've said the same many times, it is beyond the engine unfortunately.

Quoting Gorde, reply 115

--Magic, while moving in the right direction, is still very weak/unworthy in many cases.  I'd be happy to lend more input to help balance and make spells more exciting without becoming silly-overpowering (at least without sweating blood first--tier 5 spells rightly ought to be fearsome).

Again I'm limited by the tools. If I could do anything, it would be a small thing to balance magic so that it scales properly. What I'm left with is having a single solution that has to scale from the beginning of the game to the end-game. If you've got any specific suggestions about weak spells, let me know.


Quoting Gorde, reply 115

--The Combat spells seem especially useless, though a player has spent build points to have that book.  Pretty sure the "8^" damage of the main Arcane Arrow isn't functioning as intended, since it does 8 damage, regardless of # of shrines or caster intellect (non-scaling spells in a game with so few spells is a perfect example of a broken mechanic).  It also says it uses 8 mana, but uses 16 (and mana is precious rare, especially in the beginning--this should be the guide when carefully tweaking spell effects and costs).

In my game, Arcane arrow scales and costs 8 mana. Make sure you don't have any mods that interfere.


Quoting Gorde, reply 115

--The "high end" summoned creatures are all a joke, when so much can be done with them (see your own work with mounts and pets).

This is true; I just find it too boring to change to bother.

Quoting Gorde, reply 115


--The 100 intelligence requirement to cast the Spell of Making is completely out of the park, especially with your otherwise great tweak of only 4 points per level--heck, on a medium map, you'd have to win several times over to get high enough (like level 25!) to get at that.  This effectively shuts down that victory path; I know this wasn't your ineptness, but I believe you can easily fix it.  I'm unsure if you can have control over this, but I'd balance the requirements with a complete understanding of magic (which only makes sense), meaning you'd have to not only have at least one of each shard, but have researched every spellbook, including summoning (and I also thing the shards should be within a city, as opposed to wild improvements).  Then even with a reasonable minimum requirement of 60 intelligence, it'd still not be an easy path to victory (it takes quite a bit of doing to reach level 12+).

Your sovereign can cast any spell, sovereigns ignore such limits. The intelligence requirement is there merely as a tool to make sure that it is your sovereign that casts it and not some random hero.


Quoting Gorde, reply 115

--The math is wrong for the Heal spell. I've had units down 6 points only heal 1 or 0.  I had a unit (a bladedancer, if that matters) missing a single point of health actually lose 9 more health when "healed" (thank you, sir, may I have another). I wanted to top off the health so they leveled-up properly, which is another serious beef of mine, that a fully healed unit magically gains health when leveling, yet if they are missing a single point, they are suddenly far weakened when they level--this is especially painful with high health units like those of your elemental faction and the expensive upper quality units, where they actually become weaker when they level and the stack drops in size (from like 4 to 2 or 3, dropping bother their attack and defense). Heal spell is a vital mechanic, especially when supplementing weaker units, so please recheck the formula.

I'll take another look at it, thanks.


Quoting Gorde, reply 115

--Just to make sure this horrible game flaw isn't missed, I'll repeat that no unit should ever be *weaker* after leveling.  The current process makes high health units more of a curse than a benefit.  Is there a way to keep the same percentage of damage when a unit gains health from leveling?  That'd be the simplest, elegant fix (i.e., if they were 15/20 health--25% damaged--and they level and now have 50 health max, their current health should show 40/50, keeping that 25% damaged).  Heh, trying to find workarounds to not suddenly have a 15/50-health worthless unit is like trying to push a broken car to town instead of fixing it.

Sorry, beyond my control


Quoting Gorde, reply 115

--The technology path for Kingdom seems so inefficient on vital things like housing and better research (by comparison, the Empire's is streamlined and simple); some of them are okay to add to the flavor and challenge (if you play Kingdom against Empire), but some have no good reason, like making the longbow rare to research (I think this is leftover from the days when bows were so overbalanced, and should be removed now that a better balance is available). This might not be within your control, but instead of lessening a bow's damage, a much cleaner/more realistic fix would be to give shields higher range dodge chance (like 8 with the starting shield, scaling to 20 or more with the top shields, or whatever it takes for bows to be only 10% effective). Another idea would be to make bows like spells, in that using a bow ends your turn's AP, which makes them more a strategic weapon. (A combination of both tweaks would be best as long as unmodified bow damage is high on non-shielded, less armored units.)

Bows and shields are really there for the player; the AI never uses shields and only rarely bows. They're as balanced as I can make them at the moment.


Quoting Gorde, reply 115

--While I'm on about archery, there are many fun ways to offset the previously mentioned ranged limitations (you have already done two good ones with the top elven special unit--kudos to you).  Specials like rapid fire could help against heavily armored units, as well as sureshot (using an extra turn to make an indefensible hit, which could only happen in the proper circumstances); can these be trained into normal units (for big costs like crystal and elemantium)?  If carefully balanced, they would be good fun without placing them back into a boring kill-all position.

Generally, I try to avoid adding content the AI can't use. Mainly because it feels like a cheat.

Quoting Gorde, reply 115

--Population numbers are inconsistent and don't add up.  In two cities I founded, both with four houses and a 10% boost to housing, one had 224 max population while the other had 181.  Oddness.

I think all the numbers are right on my end, if the problem is in the .exe I can't fix it.


Quoting Gorde, reply 115

--Prestige pacing needs work.  Some cities grow faster than you can build improvements, and prestige improvements/champions/leaders have been rendered worthless.  I realize that is a cheap fix to help game pace a bit, but it's gone overboard (and the "hidden" growth modifiers just make everything misleading--why even have a prestige "calculation" if it's never correct?).  Without spending resources on prestige items, a city should maintain reasonable growth that can leave it waiting to "level" (and out of tile spaces) without specific action from the player.  Conversely, prestige amounts could be left alone and the buildings and charisma stat could be tweaked to be more meaningful.  For example, an Empire statue should naturally add influence as well as prestige--seeing a row of awe-inspiring or grotesque statues should have a noted effect besides making residents want to breed more.  On the other side, inns and pubs have a venerated track record of being profitable and helpful to the community.  Inns can have well maintained stables, which care for mounts and therefore help in the growth a tiny bit (by not having so many steeds die from poor tending).  Pubs would make good money, because we all know kingdoms, real and fantasy alike, make tons of money with a "sin tax" on alcohol.  Just ask the United State's ATF...  A nice offset would be to make influence more meaningful (like tied to build potential and safe/advantage zones) and kingdom upkeep tighter (though higher wages, mostly, as well as some maintenance increases).

Unfortunately, prestige and influence is nearly impossible to mod.

Quoting Gorde, reply 115

--Combat experience is backward.  No one in any other setting gains more experience from hunting down a bear than defeating a large army. No one should gain less experience from dungeon clearing than wandering around in the wilds.  This seems a simplistic fix to me, so perhaps I am missing important elements.  The roles of wilderness spawns are to occasionally threaten unguarded/poorly guarded cities (something balanced pretty well with these latest tweaks, but could use increasing) and help gain that first level or two of experience, not to be a cash cow or build elite units--the very idea is preposterous. How about this: Wilderness spawns equal 3 experience per unit per level, and dungeon monsters have that same scale while applying an overall 30% boost.  This is simply offset by making dungeons more rare--it's quite silly to have each tier of dungeon spawn tons of dungeons (sometimes even 2-3 in the same area).  From my limited experience (so far!), dungeons could still be common enough with half the spawn rate, and every bit as challenging and rewarding (though I think they need more challenge at higher levels, but it seems balanced extremely well for 1st and 2nd levels). Then warfare, which is life's best forge for makes elite soldiers, should have significantly higher experience (say, 100% boost on those same numbers--this is already balanced against life expectancy of soldiers locked in war and the steep leveling curve).  No worries about "farming" the AI for experience, because if you're doing that, you're dominating and winning the game anyway.  It baffles me that any dev would get this natural/reasonable order of things so completely reversed, that a single one-shot spider is worth far more than an army of 12 enemies that take some doing to kill (*chuckling* let me remind people of the name of this game--it's not called "Explorers R' Us," even though adventuring is a very fun/needed diversion as well as one path to victory).

Dungeons specifically have a low experience rate simply so you can't level up in there. I played a while with high experience in there, and I realized that it was much more important to save low-tier dungeons than actually use them. That way, you could just walk 12 high-end units into the dungeon, auto-resolve every battle and come out with 12 fully healed level 8 units.



Quoting Gorde, reply 115

--This might not be in your control, but I think it worth mentioning that when a caravan gets eaten, you can send a new one to a different city to collect yet another 10% bonus.  This makes no sense, because if your roads aren't clear, you should not be able to benefit from trade ("What trade?" asks Robin Hood); the easy fix would be to apply the bonus only when there's at least one active caravan working the route.

Hardcoded, can't change it.


Quoting Gorde, reply 115

--The primary quests' timing is now quite random (had one happen in midgame, when it's of no use whatsoever); is it in your control to make rewards and fights scale?  It'd be a nice fix that would make them more of a feature than a bother.

Primary quest? Don't know what that is. Anyway, no, generally there's no way to scale difficulties in such a manner.

Quoting Gorde, reply 115


--Some minor problems I've noticed: The avatar for the ghost troll is missing, giving just a shadow on the ground, and taking long turns to be able to damage it (I suspect the game engine is trying to deal with missing animation info and having to time out, since it takes ages in computer times, like 20 seconds in real time).  This happens with every hit or miss, and adds up to annoying.

Noted


Quoting Gorde, reply 115

--The text on the bladedancer special unit (elf) says "extremely quick" to make up for its other weakness, presumably.  However, it's no quicker than a standard unit.  I'd suggest giving it 3 move and 5 combat AP, especially since 2 of those are taking up "casting" the special ability on itself (I wish there were a smoother way to do this, since it makes no sense unless the game engine requires it). Can you have a 0 or 1-AP "spell"? Slipping into a stance would be as fluid as breathing for this unit, and I cannot see it as overpowering (mine still get beat up by large stacks, as they should).


Unique units were removed in the latest mod version.

Quoting Gorde, reply 115


--The training icons (at least in the elven city recruiting window) do not match (neither unit size nor quality), which can be very misleading, and is poor UI.  Not sure you have much control over that without the devs fixing their buggy engine, but I thought it worth the mention.

Sorry, can't change that either. And believe me, I tried.


Quoting Gorde, reply 115

--The elemental special unit ability, Hot Breath (from lavaling), sounds quite...underwhelming for what it does.  How about "Scorching Breath" or the more humorous "Hellfire Halitosis."

Unit removed

 

Thanks for all the feedback. Really, unique units and summons could work with the game, if someone understood how to balance them properly. Unfortunately, that's not me (I was never good at that kind of balancing). I'd be more than willing to put them back in if someone made the effort to make them playable.

As you've pointed out, there's still a LOT of problems with the game. But only very few that I have actual power to fix (besides summons). So in that sense, that's why I think the mod has reached its potential.

Reply #117 Top

By the way, if you download the latest artifact version 5.4, armor pieces can now boost your base level magic power (before magic bonuses are applied). That should boost the magic in the game some for the player.

Edit: I mentioned earlier in the thread that the whole monster aspect of the game is in need of loving. It is practically not there. But it's just too much for me to do, and I don't have that in me.

Also, to be honest, I'm saving my strength for Fallen Enchantress. While I'm not sure what we can do with it, I'm certain it will be far more than E:wom.

Reply #118 Top

Understood, Heavenfall.  There's only so much you can do, and it's tough to be motivated when things are broken beyond your control.  Like I alluded to, it's still an awesome accomplishment to have done so much with the content (and I only use your mods, btw--haven't tried any others, and probably won't).

You probably know this, but I'll mention it anyway. Balancing units and spells is laborious, but not too difficult if one has the right tools, a decent analytic mind, and a lot of patience; the trick is to put all the information in large spreadsheets, grouping like together and applying plenty of notes fields (to track relative strengths and weaknesses, as well as ideas).  Then you cross reference each spreadsheet as you make tweaks (this can be done for town buildings as well as spells).  If the devs ever fix the AI (which has no ability to win right now--I gave it plenty of opportunity in my last round while I played around with the dungeons and other things), look me up and I'll be happy to detail what I'm talking about (and help you by compiling and sharing those mentioned spreadsheets--basically putting my money where my mouth is).

For spells, you have to play with the major variables you have (and mix and match to give flavor); these include: spell power (INT), shards, area of effect, debuffs, buffs, unit effects (single or groups), utility/strategic.  You are on the right track by making some spells more powerful by shard and by area effect/unit, but be sure not to ignore INT (making it a worthless stat).  It can be scaled back in some cases, but it is a wonderful tool for building in scalability (as is % of health, if the game lets you access that--this way a spell stays viable across most difficulty levels).

With dungeons (after having cleared them all on a medium map from 1 to 5), I can confidently say they get too easy in the higher levels (which can be supplemented by making them spawn more stacks, rather than simply higher level ones--in fact, the most stacks I ever faced was in the 1 and 2 tier dungeons).  Also, as I said, you can balance the dungeon xp by making them less common (by half).  That's still plenty to find and defeat, but without the craziness of getting no xp.  Perhaps my case was rare, but in the map I just played, I had almost no wilderness spawns, so my troops were only 4-6th level by the end game, and I had no way to train up new troops at all (takes like 6 dungeon levels to reach 1st--surely there's a balance where they don't bank, but can get some).  Anyway, this is all probably moot at this point, but we can hope the devs finish what they started rather than pretending it never happened.

Reply #119 Top

Why not combine them, but provide a switch so players cahn choose which to actually install?  Kinda a modular approah?

Reply #120 Top

I don't like intelligence as a way to boost power. The AI doesn't know how to use it, so it just ends up as a cheat. Also, it's a sort of one-trick pony. Intelligence already dictates how often you get resisted, what spells you can use, and your own magic resistance. There's no need to base spell power on it. What I COULD do is allow the player to level up spell power as a separate stat. It would make magic stronger, but the AI wouldn't know how to use it.

Dungeons are not there to give you experiene. They're there for champions, artifacts and resources (and fun). I realize the lack of experience doesn't make sense, but I can't be heaping experience on the player because there's nothing at all similar that the AI can gain.

@ElanaAhova it's either or, anything else is just extra work for me (which I'm not willing to put in). I went with the separate approach, three different mods people can install if they want to. Artifact and ExpandedFactions both require the After the War mod now.

Reply #121 Top

Nice mod, HF.  There is a problem with the Fireball spell which is included.  I fixed it on my machine.  Here how the gamemodifers ought to read:

<GameModifier InternalName="TileDamageModifier_Instant">
            <ModType>Unit</ModType>
            <Attribute>CurHealth</Attribute>
            <Calculate InternalName="ExtraDamageFromShards" ValueOwner="CastingUnit">
                <Expression><![CDATA[[UnitStat_NumFireShards] * -1]]></Expression>
            </Calculate>
            <Calculate InternalName="ExtraDamageFromMagicPwr" ValueOwner="CastingUnit">
                <Expression><![CDATA[[UnitStat_Magicpwr] / 100]]></Expression>
            </Calculate>
            <Calculate InternalName="MinValue2">
                <Expression><![CDATA[[ExtraDamageFromShards] + -4]]></Expression>
            </Calculate>
            <Calculate InternalName="Value2">
                <Expression><![CDATA[[ExtraDamageFromMagicPwr] * [MinValue2]]]></Expression>
    </Calculate>
                <Calculate InternalName="Value"  ValueOwner="TargetUnit">
                <Expression><![CDATA[[Value2] * [Troopcount]]]></Expression>
            </Calculate>
        </GameModifier>

Thanks.

Reply #122 Top

Heavenfall,

I tried to unzip this mod to the install directory.   It took some of the files but for others the computer said I did not have administrative privilages and would not complete the update.

Have you run into this before?    It may be pretty basic:  my system uses windows vista.   While I am the sole user of this computer and have done some "run as administrator" updates before thats not an option when I unzip the file.  

I know this is not a problem with your mod but I very much want to try it and would appreciate any suggestions.

Thanks in advance,

Xaltotun

Reply #123 Top

Thanks mqpiffle

xaltotum, I have no idea. Try googling up some.

Reply #124 Top

Not familiar with Vista. You know I'd recommend you'd try and get 7, better product over all, but it might not be an option to you, so, not sure. It sounds like some permission issue though. Tried bugging the MS folks yet?

Reply #125 Top

After imbuing one of my champions (not sure it has to do with anything) I have noticed that I can cast spells in every battle I am in. Even though no caster is present. Is this a feature or a bug?