BlackRainZ

Give me suggestions on how to mod FE to fix some of the issues that people have been complaining about.

Give me suggestions on how to mod FE to fix some of the issues that people have been complaining about.

I have been reading a lot of the posts and listening to ideas on how to make FE a better game. Now, I know FE will probably be changing a lot in the near future but I figured I would try and do a small balance mod to possibly fix some of the issues people are having. 

 

So far this is what I am thinking:

Made it so all city types can have walls. (Edit -- I was able to Mod this)

 

Change pioneers so they require 150 gold to be built.  (Edit -- I was able to Mod this)

 

Make the minimum time to produce a unit or building 1 and not 3 (Edit -- I was able to Mod this)

 

Edit the ability that gives you starting gold to only give 150 extra gold (this is so krax can't pump out 4 or 5 pioneers at start but is still useful because you could hire 2 pioneers at start, rather than 1 or recruit that starting hero and build one pioneer) (edit -- I was able to mod this, right now wealthy ability gives an extra 150 gold)

 

Make the adventurers guild give you a 100% chance of giving 1 xp a turn. (maybe make it so you can build 1 in every city) (Edit -- I was able to mod this to 100% chance and to allow 1 built in every city)

 

Thinking of making dispel 50 mana instead of 100. (Not sure yet if this is necessary but I have had enemy AI's cast some of the curses on me like 5 times to the point my defending soldiers had almost no hp, to fix this would cost 500 mana, that's a lot so I will think on this more) (edit -- I was able to mod this in successfully)

 

Make Birth of Summer (spell which restores land) to a general spell (or low level Earth spell) rather than tied to Earth and make it cost 50 mana (or should I keep it at 100 mana) (edit -- I was able to mod this in successfully -- Changed cost to 100)

 

Maybe, if possible, edit the range that monsters can roam (Possible but need to experiment) (working on this)

 

Maybe, if possible, edit the AI of monsters so that powerful monsters always attack (or very high chance) anyone or anything near it (cities, etc.) (I made most monsters much more intelligent which should translate to deadlier)

 

Was thinking of working on leveling up and perhaps changing the level up bonuses from different traits (edit -- adjusted XP gain so heroes gain xp a little faster, will probably tweak this)


Will try to change how population works. (edit -- I changed population by a factor of 10 but it is really just cosmetic, everything functions the same, just there will be larger growth and greater population count. I also made it so that it will be easier to get to a lvl 2 town but more difficult to get to a lvl 3 town)


I made it so that the spell where you can build a outpost costs 75 mana instead of 50

 

Give me your suggestions and opinions on anything that you feel needs to be balanced and I will see if I can figure out how to do it. If anyone would like to try my changes, please let me know.

 

You must follow these instructions to install - First MAKE SURE YOU BACKUP THE FILES BEFORE UNZIPPING AND REPLACING THEM, LOOK IN THE RAR ARCHIVE TO SEE WHAT FILES ARE IN THERE AND THEN BACK UP THOSE FILES IN YOUR FALLEN ENCHANTRESS DIRECTORY -- ALMOST ALL OF THE FILES ARE LOCATED IN THE DATA --> ENGLISH FOLDER. ONE FILE -- COREIMPROVEMENTS -- MUST GO IN THE DATE --> ENGLISH --> COREIMPROVEMENTS FOLDER.


These files are overwriting your default Fallen Enchantress files that is why you must back those up in case there are any issues. Still requires a lot of testing and balancing. Also, if you are using a Custom Faction, you must recreate your custom faction AFTER putting these files into your Fallen Enchantress directory and overwriting the default files. If you do not recreate your custom faction it wont work correctly if you are using a Custom Faction.


You must also edit the shortcut for Fallen Enchantress. Right click on your shortcut and go to properties, at the end of "C:\Stardock Games\FallenEnchantress\FallenEnchantress.exe" you need to put -localdataonly. So it should look like this:


"C:\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly  (make sure there is a space between the directory and -localdataonly)


Download Link: https://www.dropbox.com/s/pmcn1cnhazau2g9/balance1.rar


Tell me if the download link doesn't work. I am also going to play around with the settings more, so tell me if anything seems unbalanced or if the AI is not reacting well to the changes.


ALSO MAKE SURE TO PLAY ON CHALLENGING OR ABOVE DIFFICULTY OTHERWISE THE AI WILL NOT BE GOOD.

130,683 views 59 replies
Reply #51 Top

Yes, pioneers cost gold, that is what is stopping the Ai from spamming them right now. They cost 150 gold to produce.

Reply #52 Top

I didn't think about just increasing production times for pioneers because I feel like they will spend too much time building pioneers and then it will be mid game by then and they wont expand as much anyway. I would rather it took less turns to do but cost something so they could only do it when gold is available. The new version coming out this week might fix the pioneer spam problem anyway.

Reply #53 Top

 

Well we'll still have something to fal back on if they don't .   :grin:

Reply #54 Top

Let me know how things are going in your game.

Reply #55 Top

Quoting BlackRainZ, reply 38
It shouldn't be hard to do that. I can make lairs spawn much more creatures and increase their radius, but it is a lot of work heh. Just making monsters smarter took me like an hour and a half yesterday and that was editing one value. I will probably try it out in the future maybe but then there is so much to balance haha. I will put up the file so you guys can just download it and I will explain what to do but it needs to be tested to see if it will work out okay and that the AI can really adapt.

Were you ever able to make your monsters more aggressive? I changed my pioneers as you did and it is much better!

Reply #56 Top

Quoting BlackRainZ, reply 43
That doesn't work for this kind of mod, of course I know all about the use mods function. The changes will not work correctly if you do it that way.

 

If you haven't tried modding things like spells, abilities, etc. you might not be aware. For new content that is fine but when changing existing content, it won't work correctly. For example, if I wanted to edit the wealthy ability and I just put it in there with a gold amount, it would not work. It would just add that extra amount to the existing skill. I would have to actually subtract, as in use a negative number to get what I wanted. Other changes would not work. You wouldn't be able to edit units for example or spells. I would have to actually create a new spell, identical to the old one, with my changes to make it work. It is complicated. I was doing it that way before but it is too much work and not everything I want to do will work.

Ugh that sucks. How do you tell what is new and what is old? Guess I can't finally mod and fix some of those unbalanced traits! :(

Reply #57 Top

You can, he was describing a different method of modding.

Basically, when you mod the installation directory, you can do almost anything. Any value can be changed and so on.

He was describing a separate method where you don't mod the installation directory but place your files in a special folder under My Documents. When using this method there is a risk of duplication on certain tags and certain types. Ie, when using this method, I can't just copy the entire improvementtype and put it in a file because that will create duplicate values of some things.

There are pros and cons to both methods. If you are using the method of changing files in the installation directory, the mod will not be compatible with other mods because you can only overwrite a file once, so to speak.

Reply #58 Top

Quoting Heavenfall, reply 58
You can, he was describing a different method of modding.

Basically, when you mod the installation directory, you can do almost anything. Any value can be changed and so on.

He was describing a separate method where you don't mod the installation directory but place your files in a special folder under My Documents. When using this method there is a risk of duplication on certain tags and certain types. Ie, when using this method, I can't just copy the entire improvementtype and put it in a file because that will create duplicate values of some things.

There are pros and cons to both methods. If you are using the method of changing files in the installation directory, the mod will not be compatible with other mods because you can only overwrite a file once, so to speak.

Thanks again very helpful!

Reply #59 Top

Yes, there are also certain things which can't be done unless you change core game files. Post in my new thread if you have any questions, and yes I was able to make Monsters more aggressive.