seanw3 seanw3

[eWIP] Beta v3.912.01 Elemental Balance Mod

[eWIP] Beta v3.912.01 Elemental Balance Mod

Those of you who not only have time to play the beta, but also want to try out some balance ideas, this is the mod for you. If walls of text are more your speed, I even have a link to one of those: https://forums.elementalgame.com/422630

That pretty much sums up what I think about the new balance changes with regards to weapons and armor. Armor is too high. My solution is to raise weapon values to compensate. The challenge is that this is making unarmored units die in one hit. So I raised Hp across the board to make units survive for longer. If you still think unarmored units die too easily, watch this video: http://www.youtube.com/watch?v=osTQrJ_axfc Not all that accurate, but the basic ideas are there. No armor means you will not be getting much more than one hit against an armored opponent. 

What does that mean for my mod? It means that the AI needs to start using Leather and Chain. It means that I need to make lots of unit designs to make sure the AI can train better units after each new tech is mastered. It means that wages need to be lower and training times higher. This will mean that unarmored units will flood the early game and more armored units will cost more gildar and take longer to train. Magic is kind of a wildcard when talking about realism vs. gameplay. I have tried to give magic a defensive advantage. Each magical weapon is a mundane weapon with magical attributes. This means they will be faster, lighter, have special damage when compared to their mundane counterpart. 

Abilities have been beefed up to make heroes more competitive at higher levels. Citylevelup bonuses have been redesigned to be more interesting and specialize cities more. All improvements have been changed, though not as much as the last mod. You may want to play on slower tech paces if you felt the midgame was borderline too fast. There are more Research options now, but they come with trade offs. 

Expansion now increases Unrest. Outposts and Cities. So if you want to expand, you need to reduce Unrest. There are buildings for this or you can reduce taxes. Wages for units are 30% of vanilla, so money can be invested more in shop items and rush buying. I have yet to finish the level 5 bonuses, but at level 4, you will see some incentives to build up instead of out. In general, the AI will not expand as much either. Please let us know if the AI is spamming still.

Spells have been balanced a bit. Mana Blast now uses 20% of your Mana. All spells now correctly use the targets they should be using. AoE's will ignore your own units. All damage spells can be resisted, so Spell Resistance can help you avoid magical attacks.

The devs seem to want city differentiation this month, so if you think of any Faction Buildings that make sense, tell me and I will make them for testing. Magnar and Gilden are pretty solid. I would like to testers to suggest about the others. They are slower to balance things the way I want it. This kind of mod is mostly about trying out new ideas and balancing old ones.

 

I will post videos of examples:

Older Videos:

Test 1

Test 2: Monsters are deadly business

Test 3: Cities can now defend themselves

Test 4: Ire of Karavox

 

Newer Videos:

City Defense

Karavox and the Army of Crystalline Entities

City Defense II

Yithril Attacks!

 

I recommend playing each faction on fast tech pace and making a new unit design for each new tech as appropriate. It is the only way to get the AI factions to use good units. I will put up a link so you can use my units. Please post your unit designs as you go through each faction. The vanilla units are just sad.

Enjoy:

Elemental Balance v3.912.01

 

 

How to install:

First thing you need to do is add -localdataonly at the end of the file path for your shortcut. To do this, right click on any shortcut you have made for the game and click Properties. In the Target box there is a file path. At the end, add a space and type -localdataonly. Now download the link below and unzip it. In the file is the original xml file and the modded one, labeled Test. Take all the ones with Test in the name and copy them into FallenEnchantress/Data/English (except CoreImprovementsTest and ArtImprovementsTest, those go in the Improvements Folder there). Now delete the core files that my files are replacing. The backup copies are in the folder you downloaded. It is important to always have the original backup and a backup of your mod files as they may be erased by updates by the devs. To summarize, you just put the modded files in the game folder and got rid of the originals so that the game will read the modded ones. You added -localdataonly to the end of the file path for the desktop shortcut, allowing the game to see your computer's xml instead of the ones on the server. You should now be ready to play a new game that is much more fun!

The unit designs go in your user folder under the subfolder Units. You and the AI can use them!

Notice, there are no longer any of the vanilla units such as Defender or Spear Maiden or Scout. You must add the unit in the Unit folder to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units. Or where ever your user files are stored. The vanilla units are breaking the game right now, so this complication has become necessary. 


Rules:

Don't post bugs in FE Support when using a mod. We have a special thread for mod bugs.

Remember to put the original files back before updating and keep a copy of the modded files. Many things change from one version to the next. Better to keep things as the devs expect them to be. 

Do post new ideas and problems you encounter here. The whole point of this is to give some parallel feedback on what you think works and what doesn't. Then we can present that to the devs and see what they think.

Do ask questions. I am more than happy to teach anyone that cares how to mod these files to their personal liking. I can also help if this is your first time adding a core mod to the game.

Might want to start on easier settings. The game is so much more challenging now. I may need to think about AI help if it turns out they can't handle the monsters.


29,709 views 44 replies
Reply #26 Top

 The way I have it set up, you can eventually get citylevelup bonuses that reduce Unrest for the whole faction. This allows you to either raise taxes or expand. I like that choice.

Reply #27 Top

Quoting Werewindlefr, reply 25
I will change the "city spam limiting mechanic" this evening as I'm not entirely satisfied by it. It currently gives +5% global unrest per city (all unrest values from taxes were lowered by 5% so that the first city would bring the player back to the original values). I'm thinking of having cities reduce production and research by 5% each instead, because the current version makes very high taxes level go over 100% unrest...

I kinda like the idea of using the unrest mechanic in your original way.  IMO there ought to be more improvements, traits, and spells which mitigate unrest.

EDIT: Looking forward to trying this mod out on beta 3.

Reply #28 Top

Quoting seanw3, reply 24
I took the link down because there are some things I want to add before people download it again. Buildings are getting a makeover.


I suppose then that I'll play vanilla for a day or so, and if you have your link up, I'll play yours.  Best of luck on it.

 

Try Handel's Zadok the Priest, as led by Robert King:

 

http://www.youtube.com/watch?v=QCHUCMiJ_Ew

 

The sound leaves something to be desired, but it really lends a festive touch to attacks on slag beasts and such.

Reply #29 Top

I might just do that. =)

 

I should have the link up in a few hours, I just don't people to get half the changes and then not update when I finish.

Reply #30 Top

Quoting seanw3, reply 29
I might just do that.

 

I should have the link up in a few hours, I just don't people to get half the changes and then not update when I finish.

 

Looking forward to it, then. :)  And eventually, to what you want to attempt with buildings, as well.

Reply #31 Top

Okay!

The newest version is available in the OP. Lots of changes, the biggest ones are to Improvements. Werewindle did alot of good work to Abilities and expansion issues.

 

I will update the OP to better explain what we have been doing. Werewindle might want to explain his changes since we don't have a specific list we are working from.

Reply #32 Top

Thanks.  Downloaded, and installing.  I'm also looking forward to hearing about the latest changes.

 

Reply #33 Top

Should I assume it only needs to be installed under the mods subdirectory under Fallen Enchantress/SDNXL?

Reply #34 Top

Needs to be in the installation directory I think. Some of the files we are modding require a complete replacement or they won't function. 

 

See the Waiting For Next Beta Mod post for how to install into the game directory. 

 

 

!. Keep a backup of all original files in a folder somewhere.

2. Never report a bug when using a mod.

Reply #35 Top

Quoting seanw3, reply 34
Needs to be in the installation directory I think. Some of the files we are modding require a complete replacement or they won't function. 

 

See the Waiting For Next Beta Mod post for how to install into the game directory. 

 

 

!. Keep a backup of all original files in a folder somewhere.

2. Never report a bug when using a mod.

 

Just for a reference, your download has both CoreUnitStats.xml and CoreUnitStatsTest.xml.  The former has the later date/time stamp, but I'm assuming you want the latter used to replace the game's original CoreUnitStats.xml.  Please correct me if I'm wrong in this.

 

I assume there's no need to retitle each file and remove "Test?"

Reply #36 Top

I think they are the same file I will correct the mistake. Use the latest one though as that is the one I opened last.

Reply #37 Top

The newest version fixes a bug where I was saving all my extra files into the same folder. That is why you may have gotten a data.zip error earlier. In just tested it and everything seems to be working now.

Reply #38 Top

Updated the OP to have my unit designs. The more of these we have, the better the AI is.

Reply #39 Top

Played it a bit last night, will play it some more when I get a chance.  I tend to go for the magicusers, such as Pariden, and on large maps, so likely I won't see many of your changes for a while.  When I do, I'll let you know how things go.

Reply #40 Top

New version up for .912. 

You're fast Derek, But I am Faster.

Reply #41 Top


Great thanks Sean. Going to start a new game this weekend with your mod. Looking forward to it and sure hope the devs are trying these mods too.

Reply #42 Top

Updated the OP. Version 3.912.01 adds alot of good spell balance among other things. You might notice that researched items are now affordable in the Shop. Lots more units for everyone. There are no longer scouts mucking up battles. Just soldiers and Champions now. 

Reply #44 Top

New video in the OP. I am getting closer to making the AI fight back. This is what it looks like when the AI is set to only build units and gets an Ophidian Lair right away.