seanw3 seanw3

[eMOD] Master's Affliction 1.02

[eMOD] Master's Affliction 1.02

Formerly Known As The Elemental Balance Mod

1.02.016 Now available!

Elemental: Master's Affliction

A total conversion mod by Sean W. III and Werewindle


 

 

 Dolor hic tibi proderit olim; aut vincere aut mori


To give sum to this realm which I have created is simple: Some day this pain will be of use to you; either to conquer or die. When I read the description for Fallen Enchantress, I imagined Pandemonium. I believed too much in a realm of chaos and desolation. A realm where the monsters have lease and ancient demons rule. The realm that was finished is quite simply too soft for my tastes. My thirst for strife is impossible to satisfy. I want, nay need, the realm to devour humanity. This can't be accomplished in the realm of the Fallen Enchantress. The world is but a piece of cloth, on which simple empires are built. There is not danger, no survival against impossible beasts. Cities do not grow from fledgling villages into towering dominions. Magic does not rip the realm in two. Humanity is nowhere near sufficiently scared. Without challenge, victory is hollow. Without pain, defeat is meaningless. But I, I have the power to change that. I will build my own realm. I will populate it with terrible beasts and ancient demons. I will give true power to humanity and watch them destroy themselves. I will lure those that think themselves masters of magic straight into the pits of affliction. Defeat will be their turmoil. Hubris, their lure. Welcome to the Master's Affliction.


But not everything I do is to cause you pain. There would be no reason to play if I did not offer things a master needs. First and foremost I offer more strategic and tactical depth. Balance is a word for making things equal. I want to add depth to my scales of balance. I will provide links to charts and descriptions of what I have changed and why. There will likely be many more changes and content additions. For now I want to get a core depth to tactical battles. I will be primarily focusing on rebalancing monsters to provide appropriate levels of challenge throughout the game. The basic concept is that each tile must be fought for in a war against the world. This will be explained in detail in the Mod Explanations section. For now, try it out and please provide feedback.

FE Mod Library Page

FE Nexus Page

Download Here (1.02.016)

Mod Install Instructions

Mod Explanations

Mod Charts

Weapon Balance

Changelog


With Contributions from:

 

The King of Despair Heavenfall


2,032,618 views 856 replies | Pinned
Reply #276 Top

Quoting bbr91, reply 275
So why not put all this in the original post?

So is Goetia finished and included in MA (as it shall from now on be known!)?

The mod explanation now provides a detailed series of essays on how I shaped the mod. I don't like forcing people to scroll through a massive OP each time they want an update. And I actually just re-updated the Mod Explanation to include advanced game concepts. It goes through some of the complicated changes to overall strategy. It also talks about what is coming in terms of new content. Goetia is still in progress. There might just be an early beta version coming soon.  ;)

Reply #277 Top

Yay! I'm really looking forward to Goetia! Also are you still doing your ivory/wizard/whatever tower mod thing?

Reply #278 Top

Yes. It's mentioned in the Mod Explanation. I will be updating the thread for that soon. Soon as I get some time to polish it up.

Reply #280 Top

It seemed to encompass what I am trying to do here.  O:)

Reply #281 Top

Quoting seanw3, reply 270

Are you sure you have your taxes set to at least low? The default tax rate in my mod is None.

 

That's what got me.  Thanks.

 

Dangerous place, your world.  Really enjoying it. :)

Reply #282 Top

I don't understand the Notice: part of the install instructions

 

"You must add the units in the Unit folder I provide to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units."

 

there's no Unit folder provided with the download and I don't have a Units folder in MyGames either ..

 

Reply #283 Top

You should have a units folder in your user directory. Everyone has a units, quests, maps, etc folder there. It contains all the unit designs you have made in the game.

Reply #284 Top

that's it, I haven't made any unit designs yet. still, there's no Unit folder provided with the DL

Reply #285 Top

I am working on a basic unit list. I am going to be making alot of changes to unit design traits. I don't want to make a whole bunch of obsolete designs.

Reply #286 Top

seanw3 I just want to say you're awesome for making these mods! I know the primary motivation is that you want to make the game better for your own enjoyment, I do that with GalCiv 2, but for sharing your work with us, you're just awesome!

Reply #287 Top

oh I see, the unit folder is not included yet :)

Reply #288 Top

Man, Sean, you weren't kidding when you said you made units cheaper. I can spam 1 production spear chicks rought out of the gate.

Reply #289 Top

I hope you make the most of it. I am working on a change to traits. Basically before we had each unit with no traits or armor costing 32 labor per soldier in the unit. I am shifting towards pushing most of that labor into other areas.

How well are those units faring in the world?

At what point does the cost of those units prevent you from training more?

Reply #290 Top

Just started a new game with your current build playing as Karavox, insane world, expert AI, 5 opponents, medium map. Just got myself a 53 hp Anna the wolf too. Early game looks extremely promising at this point.


 

Reply #291 Top

Quoting AlLanMandragoran, reply 291
Just started a new game with your current build playing as Karavox, insane world, expert AI, 5 opponents, medium map. Just got myself a 53 hp Anna the wolf too. Early game looks extremely promising at this point. 

 

Don't bet on it.  He lures you in with Anna, and higher summons, and more mana, gold, and better traits all around.  Plus, all city militia have armor.  Then you discover that even on early levels darkling armies and mites are formidable, with more forces and better hit points, let alone...well, I won't spoil it for you. :-"

Reply #292 Top

Sean - I'll jot down some notes in this repy regarding feedback on 1.0.002 build here and keep editing it (vs. spamming your thread). WIP:

  • Karavox on medium map, insane world, expert faction, 5 opponents, dense monsters, more often random events, all other options default
  • Turn 10 - my FP 17, Altar highest at 19, Magnar lowest at 9. Went with training and leatherworking, decked out sov and initial hero with full leather. Spamming custom spear units that cost 3 production. Save. Clearing immediate area, see first expansion point, moving to clear. Enjoying the fact I can spam units right off the bat. We'll see how this goes. My goodness, those mites are like roaches, they are everywhere!
  • Turn 20 - FP is 30, Altar is highest AI at 21, lowest is Resoln at 15. Researching drills to get 1 more slot of cheap pointy sticks in my armies. Have two hero led stacks, each champ decked with full leather and some cool weapons found in goodie huts. It took me 10 turns to fight through mob after mob of mites to destroy their lair. Epic. Just cleaned them up, made a pioneer, going to found 2nd city shortly. Thus far other mobs on map not a challenge yet. Fighting through those mites was crazy... also discovered I'm right next door to the wildlands Curgen's tomb. Had a weird graphical glitch that affected the OS, sure hope it's not my vid card or SSD. Also got another Anna wolf. Woot for exploring! save.
  • Turn 30 - FP 56, Tarth is highest at 32, Resoln is lowest at 16. Researched civics and almost done with knowledge. Have 3 heros now, each leading a stack of PMSing pointy sticks whom are kicking ass (Sean's Kraxis' ability is op). Have 3 cities now, all with great production and essence, about to found 4th. Clearing a large part of the map right now but starting to see some really nasty mid-late game mobs. Met Magnar now (FP 24) so he's timid as can be with me atm. Curgen's tomb is right next door so gonna have some future nasties rolling out of there. All in all the first 30 turns are looking pretty good. Save. I've hit turn 30 Sean, bring it! B)
  • Turn 40 - My FP is 57. Resoln dead (mobs), lowest is Pariden at 22... and as you mentioned, here comes Tarth with FP of 74. Have 4 cities, area cleared of most low to mid mobs. Researching the low turn stuff to balance out the research. Still have some areas to expand to but biggest concern are the mobs in Curgen's Tomb. They are coming out in force. Things are about to get interesting. Still only have seen Magnar and he's way behind me with FP of 27. Save.
  • Turn 50 - wow, the wildlands opened up and are attempting to stomp my face. Fp of 70. Tarth continues their rise with 117 and Pariden is bringing up the rear with 25. Still 4 cities, completely under seige from Curgen's Tomb wildlands mobs. Had two epic battles at my cities - both of which were won by the skin of my teeth. Ice Elemental stacks, Earth elementals, you name it. Faction concerns aren't even on my radar - just trying to stay alive from the wildland zerg. A Shrill Lord killer stack is moving towards one of my cities - trying to kite the mobs away if I can. Scream it Paxton, scream it! Save.

  • Turn 60 - I am at war with Curgen's Tomb. That is all. My FP is 79, Tarth is highest with 147, lowest is Magnar with 37. I lost Anna (one of my beloved wolf scouts) by risking a cross-country move. Just researched heroes so I can build the Nightwatch, which will apparently keep the cities it is built in from being attacked by monsters. I can also start to throw some wardens up on outposts. I'm fully focused on thinning out the hordes of wildlands stacks, nothing else matters at this point until I can stabilize the situation. Extremely dangerous, tons of fun! Sean, this is nuts, the gates of hell. Looking to expand west if I can. Trying to kite wildlands mobs away from the cities. Save.
  • Turn 70 - FP 89 (3rd). Tarth is highest with 168, lowest is Magnar with 44. Managed to settle a village out west next to a nasty 3 stack of ogres. I took my sov (risked pulling him off the Curgen's Tomb front) and 8 spear units with a settler, settled the village, and stuck all 9 units in the town. Next turn, the 3 stack attacked the town. Sean modded the city defenders to have armor and such so had an epic battle of sov, 8 overland units, and 3 armored defenders. Lost a couple of units but pulled it out. One of my towns ZOC just expanded on top of an assassin demon lair, waiting for him to move. He has 450 hp so when he moves it's gonna be dicey. Curgen's Tomb is east of my domain and they remain a constant threat. Using overland units to kite as much as possible... just trying to survive. If they come out in force I'm in trouble. Bandit hordes up north, managed to kill an army that attacked my northern town, again only pulling out because of the city defenders. At this point I'm considering lowering land west of my capital to punch through the Misty Mountains and continue settlement. I could also punch north but need to take out that bandit spawn. Feel threatened on all sides by the world. Haven't lost any cities yet. Save.
  • Turn 80 - FP of 97 (3rd). Tarth at 197 and Magnar at 65. Assassin Demon awoke and I goaded him into attacking my city with sov, full stack of 9 spears, and defenders. Cleaned him up and took the lair (air elemental scroll). Western side of domain stable and quiet. Eastern front continues to be a madhouse with Curgen's Tomb mobs all over. Had a 2 stack of Ice elementals attack my northern town, which is now a fortress and soon to have a fort. Eastern front is stabilizing a bit, doing a little offense to clean out the mobs. HOWEVER, another of Sean's nasty little surprises... a lone darkling warrior lair was sitting in the northern part of Curgen's. Well, I never cleared it and all of a sudden 3-4 full stacks of darkling warriors poured out of there and are on the move. I'm trying to kite, hoping they will fight some of Curgen's mobs. Fortunately the city threatened is the fortress. Still considering expanding west, using some mana to blow a hole through the mountain range. It appears when I'm done stabilzing this area, I'm going to have a couple of Kingdom factions to deal with... they are growing in power unchecked. Save.
  • Turn 90 - FP of 105. Tarth leading with 237 and Magnar at the back with 83. Each of my two cities directly next to Curegen's tomb experienced massive curgen tomb attacks, both of which were repelled with minimal losses. Sean's buffing to city defenses gives the feeling there are towering walls protecting the cities - cities are no pushover in this mod, especially fortresses. Spending my time building city infrastructure - masons, lumber mills, etc. Building night watches in each city, upgrading outposts with wardens and high towers. Trying to make that long border with Curgen's tomb a little more safe. Never really had to focus on outpost upgrades before - how dangerous the mobs are in the mod is forcing me to. Taking my sov up north to process a short campaign against the bandit hordes, may swing east to deal with the wildling hordes. If I can clear the area up north there is another settleable spot, but my border will start bouncing up against Magnar. Magnar is apparently acting as a great buffer against the 3 kingdoms. The anxiety I felt from turn 50 to 80 is starting to subside (and it's not from the valium). I might survive this after all. If the city defenses were buffed like this, and I wasn't able to spam the slaveling spear units, I would have been toast awhile ago. Save.
  • Incoming turn 100...

 

Reply #293 Top

Like I said to Glazunov, I'll give you a 30 turn head start. Then they will come for you.

I have a nice balanced custom map if anyone wants it. It gives reliable starting positions and have some logic to monsters protecting expansion bases. Might only work with this mod since I have renamed alot of lairs.

Custom Map

Reply #294 Top

Hi Sean - your wildlands are about to roflstomp me off these difficulty levels. I'm about to get pwned. I'll let you know, lol. Turn 41...

Other thing, the path improved poison blade says the below.

Reply #295 Top

Is your weapon balance chart up to date? (I admitedly haven't downloaded this yet, as I'm dealing with crash related issues).

There are a couple things that strike me as incongruent with your explanation file. Notably that shields are a counter to bows (they don't list any sort of range defense) and that slow heavy weapons are supposed to be powerful. Both the maul and the doom maul list their damage per hundred rounds as lower than same tech one-handed weaponry. Are some of those damage numbers typos? It seems odd that you would go to the trouble of calculating the damage over a hundred rounds against each of the armor types and then leave them so obviously subpar.

Reply #296 Top

Turn 49... Sean, you are a bad, bad, man. Death incarnate (aka Insane Shrill Lord) eyeing my city... Only hope now is to kite. The wildlands opening up like that was a cruel joke! X(

Reply #297 Top

This has probably been said but I think that there are far to many Mites in a single army

EDIT: I saw your idea of the ending of how the sov will become a god...well it turns out I will be stopping my mod. I was going to make a mod based on the D&D FR style of gods on how the play could become a god

Reply #298 Top

Any chance you could mirror the files somewhere else?  Mediafire isn't cooperating...  :'(

Reply #300 Top

Ah!  Thank you much!  I live in China, land of proxies and firewalls, where we make sacrifices to porcelain pandas in hopes of getting youtube videos to load...