[eWIP][eMOD] F.E. Immersion Mod Version 1.4 -- Lots of Dramatic Changes - 2-5-2013

This is my vision of Fallen Enchantress and what I want to do with it. I call it Immersion because I am trying to make it feel more real in a sense.

 

What I mean is, for example, scale. The scale of the game currently is just silly. A hundred years pass and you still have only a couple thousand people living in your empire and an army of maybe a 100 or so if you are lucky, well that is just foolish.

 

I want to have the game be on a much larger scale, even if that just means the illusion of scale.

 

This mod has Sean's Affliction mod integrated into it with many changes, alterations and such.

 

 

NEW VERSION 1.4 IS UP --- DOWNLOAD AND OVERWRITE --- YOU MUST START A NEW GAME FOR CHANGES TO TAKE EFFECT

Make sure to read my last post in this thread to see what was changed, many drastic changes made, also some important instructions there so make sure to read the post.

 

 

VERY IMPORTANT, TO INSTALL PLACE FILES IN YOUR FALLEN ENCHANTRESS - DATA - ENGLISH folder MAKE SURE YOU BACK UP ORIGINAL FILES SINCE THESE WILL OVERWRITE THEM>

 

THERE ARE ALSO UNITS INCLUDED SO PUT THEM IN YOUR C:\Users\BlackRain\Documents\My Games\FallenEnchantress\Units IF YOU WANT TO. THEY ARE VERY BASIC UNITS BUT WILL PROVIDE THE ENEMY WITH ENOUGH UNITS TO USE AGAINST YOU IN CASE YOU DO NOT FEEL LIKE MAKING UNITS. MAKE SURE TO DELETE ANY UNITS YOU HAVE IN THERE BEFORE PUTTING THESE UNITS IN THERE. YOU MUST DELETE ALL UNITS ANYWAY BECAUSE OF CHANGES MADE IN THIS VERSION

 

IF YOU WANT BETTER MORE SPECIALIZED AI UNITS, MAKE SURE TO TRY OUT EACH FACTION AND DESIGN UNITS FOR THOSE FACTIONS SO THAT THE AI HAS MORE UNITS TO USE. JUST TAKE A FEW MINUTES TO LOAD UP THE DIFFERENT FACTIONS AND CHOOSE AUTO UPDATE FOR WEAPONS AND ARMOR AND SAVE THE DESIGNS.

 

 

Changes to turns:

The game is going to play much slower then you may be used to. This is intended. It is intended to be a long game which hopefully immerses you and helps you to feel as if you are really developing a civilization from nothing to a world power. 

 

Turns will be by weeks and months, not by seasons and years. So if a unit requires 3 turns to recruit, that would mean 3 weeks. Which is much more realistic for recruiting 5 men or even more. Although technically you should be able to recruit and train much more than that in that period of time.


This means that every 4 turns will equal 1 month and every 48 turns will equal 1 year. 

 

Changes to armies:

Group sizes are now the following: 5, 20, 100, and 300.


This means that the game is going to play very different from what you know. Large groups (100 and 300) are going to do a good deal of damage, but this has been limited by code. The attack rating on the unit will not show the actual damage done. It will show a very high number, but once in battle, the groups will do the correct amount of damage they are supposed to. Groups of 100 and 300 will be difficult for smaller groups and heroes to take out, although possible, especially with well equipped and powerful units and\or heroes.


Armies are going to require much less time to train. Even 300 men will not require a huge amount of time as it should not take more then a few weeks in real life to train 300 men and equip them. How many weeks required to train is still being considered. As of right now, it will only take 1 week to train any given unit but this is just a placeholder until I play with the numbers.


Wages are back but very low. I have tweaked gold, so it should come slow. Let me know if this isn't the case.


Changes to cities:


Each city type is able to build fortifications. This may be changed at a later time with different town types have different kinds of fortifications but that is if I have the time. These different kinds of fortifications could either look different in some way or just give different bonuses and types of units depending on the type of city.


Defending units will be using armor and weapons, there will also be different types of defending units depending on any extra buildings created in the city (Mages, knights, etc.) These changes are from Sean's Affliction mod which is integrated into this.


Now, only town type cities are able to construct food buildings. They will provide food to the whole empire. Also, only towns can build most of the growth buildings, especially higher level growth buildings. Fortresses and conclaves can build wells and inns which gives them very limited options for growth. This will make other ways of achieving growth important, like spells, heroes, etc. Cities are going to grow much slower and since units require population, this is going to be something you have to really think about.


The capital city of your empire (which will be designated by building the tower of dominion in it) will have extra benefits. It will received 2 extra grain, 2 extra production and 1 extra essence. It will also grant a bonus to growth and unrest. This is to simulate that the city which is your capital is important. You do not have to build the tower of dominion in your first city, but only one can be built and so you will most likely be building it in your first city but that is up to you.


Wonders will be even more important than before because wonders also provide huge growth to a city. 


Cities will now have huge populations by end game.


Changes to population:


Population will now be by a factor of 10. This means a city in vanilla that had 200 population will now have 2000 population. This is much more realistic in my opinion. Prestige, and all techs and abilities associated with growth and population will be changed to affect this.


Now to simulate what it must be like when first starting up a town in a barren wasteland so to speak, I want it to be slower getting to a lvl 2 city but once you hit a lvl 2 city, it should be easier to get to a lvl 3 city, moderate to get to lvl 4 and slower getting to lvl 5. In my opinion this makes more sense as when you are starting out for the first time, it should be difficult to develop your first city due to all kinds of dangers and the population having to grow from such a small amount. Once you have a few hundred to a couple thousand citizens (as well as your prestige up) your city will grow more quickly naturally. However to get to a metropolis, basically, should require a lot of people (possibly around 10,000 or 12,000 population) which will be possible with techs and buildings and such. This should take many in game years to accomplish. By the 10th year, meaning by turn 480, you should have a pretty sizable total population.


Population is still being considered and how slow or fast you achieve it and how much population you achieve may continue to change as I get a better feel for things.


Monsters:

I am using Sean's Affliction Mod changes to monsters so they should be much stronger. I am not using his changes to goodiehuts though and monsters will not act the same way as in his mod. They will act similar to vanilla but just be more powerful. This may change in the future.


Weapons and Armor:

Currently integrated into the mod are Sean's Affliction Mods changes to weapons and armor with some minor changes I made. This may change though and I may decide to go with Halmar's changes depending on which ones I like better.


Heroes, leveling up and abilities:

I am using Sean's Affliction mod changes to heroes, leveling up and abilities which I really like. There are some minor changes but it is mostly the same. 


I will probably alter this because right now it may be too easy to level up.

Spells:

Mostly similar to Sean's Affliction mod with some changes made by me. 5 New spells added related to healing units.


Some building changes:

All city types can build a well and upgrade to an inn. Only a town can upgrade from an Inn to a Theatre and only a Fortress can upgrade from an Inn to an Arena. These are the only normal ways to raise growth in a city. Other ways include building wonders (which give 30 faction prestige) or to cast spells which give growth to a city. There is one tech which gives 5 faction prestige and Sovereigns gain Faction Prestige at 2 per level.



MEDIAFIRE LINK

DROPBOX LINK


Some Screenshots:


Army of soldiers in a W formation facing off against ignys (snakes? I forgot)

https://www.dropbox.com/s/4xb3hpy3zjcop0k/FallenEnchantress_1354970043.jpg



Army in a checkered formation facing off against rock spiders

https://www.dropbox.com/s/lgdow2ct01jeoso/FallenEnchantress_1354972669.jpg



Army of soldiers in line formation facing off against some rock spiders

https://www.dropbox.com/s/8yto3zppyp45rdw/FallenEnchantress_1354972769.jpg


Screenshot of the empire view showing the population of the empire as well as the week and month

https://www.dropbox.com/s/ktuxvka9l6329px/FallenEnchantress_1354972921.jpg


Generals leading army attacking a Corpse Spider

https://www.dropbox.com/s/s61uue7lajw7w08/FallenEnchantress_1355178978.jpg


The world map, it is very large

https://www.dropbox.com/s/k3mu08zcnj0eyyo/FallenEnchantress_1355355457.jpg


Employing the natives
 https://www.dropbox.com/s/5h5gx3r2d6fze55/FallenEnchantress_1355355594.jpg

242,679 views 267 replies | Pinned
Reply #1 Top

Well something that i wanted to see in a mod is the Sovereign or Henchmen or other hero units to be able to join units giving them specific bonuses. I find it more realistic to join units than standing alone in the battlefield attacking large enemy formations. Dont know if thats possible though  <_<  

Reply #2 Top

What do you mean join units? Do you mean like a group of spearmen, you have your sovereign join the spearmen group? That is not possible.

Reply #3 Top

Thats what i meant and yes i know its  hard to do if not impossible, just a thought.  :(  

Reply #4 Top

There is no way to do it. Is there anything else you would be interested in seeing?

Reply #5 Top

Cant think of something right now but i like your thoughs for the mod especially those that make seasons to weeks. Keep it up!

Reply #6 Top

I like your idea but an idea that could slow down pioneer spamming at the start you could have it so that when you recruit pioneers or any unit it decreases the cities population of the city that it came from.

With your city idea personally I don't think its realistic because cities were not very big during the early periods after any disaster because look at the medieval ages a city will 200 people was quite a large city.

Either way with the mod I am looking forward to it =)

Reply #7 Top

Historically cities could have tens of thousands of people living in (or very near) it. Capital cities could have up to 100 000 people. So in that sense, a larger scale is much appreciated from a historian's perspective.

If the purpose is to make an immersive mod, then I would consider the following: cities were essentially a net loss in population. Even through the early industrialization cities only continued to exist because more people emigrated to the cities than died in them. There weren't nearly enough people being born in the cities to compensate for the loss from deaths. I'd love to see this reflected in a mod, so that you have "world resources" function as population producers, whereas the actual city would constantly run a negative growth. Although there could be huge AI issues for gameplay there. Still, the point is, cities existed only because they traded goods for food and labour constantly emigrated to them. This is why you'll find cities like Paris and Madrid nearly in the exact center of their countries - surrounded by a huge stock of food and population.

The big exception is cities located near rivers or oceans (think Venice). Those cities were able to survive because they traded and fished instead, which is equally important. Difficult to simulate in FE though.

Reply #8 Top

That is true Heaven, but I am thinking more along the lines of Europeans settling the colonies (I am actually a History teacher and teach American History). Cities like NY or Philadelphia had a population of around 25,000 in 1760. Now, the world of Elemental is a different beast but bears some similarities to the "New World" when the Europeans arrived. I can't simulate it exactly of course and Elemental also has monsters, magic, etc. to deal with.

 

In America, most of the population lived in rural areas, while only small populations lived in cities. In Elemental, it would be very difficult for people to live in rural areas because of monsters, and all kinds of evil corruptive influences. Cities would be safe havens. There is also the magics of the sovereign to think about.

 

Also to get examples, you have to think what time period in history we are talking about. If you are talking about Medieval society or renaissance society then that is true. If you go further back to Rome, there would be certain cities which would be quite massive (Rome having 1 million people living in it at certain times). Or the city of Carthage, etc. So there are various examples out there.

 

The way I see it is that the world of Elemental is extremely dangerous, people are leaving the wilds to go to the city for safety. New population will be migrants rather than new children if the turns are done like weeks and months, rather than seasons and years. It definitely makes sense for a population of a city to grow to 10,000 or so in 8 or so in game years with migrants coming in from the wilderness, assuming there is that many.

Reply #9 Top

Quoting The_Kezz, reply 7
I like your idea but an idea that could slow down pioneer spamming at the start you could have it so that when you recruit pioneers or any unit it decreases the cities population of the city that it came from.

With your city idea personally I don't think its realistic because cities were not very big during the early periods after any disaster because look at the medieval ages a city will 200 people was quite a large city.

Either way with the mod I am looking forward to it

 

Already have it in mind that pioneers and units will reduce population. You are wrong on your perspective of "cities". Cities were never 200 people, even in the dark ages. Especially not major cities. You have to realize that in FE you are only building a handful of cities, so these are going to be considered your "capitol" and "major cities". A capitol always has a large population since it is the center of government. Also, there are always going to be a few major cities in each country with large populations, also consider this. I am not talking about 100's of thousands of people. For the first couple of years in game time, population is going to be small in your city, probably under or around 1,000 which is not a lot. As time goes by and your city develops more and has more luxuries and food and such the population will grow. Eventually it will reach 10,000 or more but it wont ever reach like 15.000 or more probably. By the tenth in game year, you probably wont have more than 10-20 thousand in your empire, although I might increase pop even more. I am still considering it.

Reply #10 Top

Quoting Heavenfall, reply 8
Historically cities could have tens of thousands of people living in (or very near) it. Capital cities could have up to 100 000 people. So in that sense, a larger scale is much appreciated from a historian's perspective.

If the purpose is to make an immersive mod, then I would consider the following: cities were essentially a net loss in population. Even through the early industrialization cities only continued to exist because more people emigrated to the cities than died in them. There weren't nearly enough people being born in the cities to compensate for the loss from deaths. I'd love to see this reflected in a mod, so that you have "world resources" function as population producers, whereas the actual city would constantly run a negative growth. Although there could be huge AI issues for gameplay there. Still, the point is, cities existed only because they traded goods for food and labour constantly emigrated to them. This is why you'll find cities like Paris and Madrid nearly in the exact center of their countries - surrounded by a huge stock of food and population.

The big exception is cities located near rivers or oceans (think Venice). Those cities were able to survive because they traded and fished instead, which is equally important. Difficult to simulate in FE though.

 

These are some interesting ideas and it may be possible but we have to really consider it carefully so that it works with the AI. There are certain things that could be done. You could create a world resource called population and have a little village graphic or something and sprinkle the world with them, capturing these world resources would be essential as you would need them to increase growth in your city. Maybe get rid of prestige or make it very small. Capturing village or town world resources would mean population grows. Maybe something like this.

Reply #11 Top

Or you could just have world resources give prestige in the connected city. Even small numbers (0.2, 0.3) would emphasize that it is the surroundings of a city that determines how well it is able to support inhabitants.

Reply #12 Top

What do you think about giving a large bonus to Capitol cities in regards to food so capitol cities can get much larger populations?

Reply #13 Top

Quoting Heavenfall, reply 12
Or you could just have world resources give prestige in the connected city. Even small numbers (0.2, 0.3) would emphasize that it is the surroundings of a city that determines how well it is able to support inhabitants.

 

True, but it would have to be a larger number than that or else population would never grow heh. With just small cities of 100 or 200 that might be okay but when you want cities to grow to a couple thousand or more that isn't much. I am thinking maybe capitol cities should get a huge bonus to food and prestige since they are your capitol and will naturally attract migrants. Villages and such would of course increase this amount. Maybe get rid of global prestige and just have certain buildings and such be what gives prestige. A long with taking villages and such.

Reply #14 Top

What you could do is give the capital city extra grains and materials. That way you have a city that stands out, but is still dependant on other towns to give global bonuses to food.

Reply #15 Top

Ok I came up with some great ideas here, tell me what you think.

 

I want Capitol cities to be really meaningful, as they should be. So Capitol cities will get a different path then the normal city (as in cities that upgrade to Towns, conclaves and fortresses)

 

First, Heaven do you know of a way to make something require a Capitol? Is there a "Variable" for capitol? If not I can tie it all to the Tower of dominion.

 

Capitol cities should be able to build everything that a conclave, fortress and town builds in my opinion. So Capitol cities will be able to build mostly everything. I am thinking of maybe changing how food is gotten though. There may be "some" buildings that ever kind of city can build to grow food but Towns are going to be the real agricultural centers. Capitols won't have many buildings for food either. You will have to have towns to really grow food. The food buildings will give global benefits rather than city specific I think. Also, I am considering whether wonders and major buildings (ones that can only be built in one city) only be capable of being built in a capitol city.

 

Capitol cities on reaching level 2 and choosing capitol city will gain extra grain, materials and maybe 1 extra essence. These will be very important cities. Capitol cities will also get the most growth. Prestige will not be global and will be tied to certain buildings like the tower of dominion, Inn, theatre, things like that. Maybe some buildings will give global prestige like certain wonders or something. Sovereign will also give some prestige. This means that the Capitol city will grow a lot but other cities wont grow as much, depending on what kind of city it is. Towns will grow decently but conclaves and fortresses wont grow as quickly but will still grow of course. Food will be global as in towns will produce food for the empire. Also there will be no techs providing food or prestige. Getting to lvl 2 will be easy but growing to 3, 4, and 5 will be more difficult but still definitely possible. Your capitol city will grow quickly though. I will also increase the amount of food that grain provides so that cities can definitely grow to at least 3 depending on how much grain. With Towns, your cities will grow more of course.

 

Also, will add world resource of maybe "farming village" and maybe a town, which could give different prestige benefits (locally).

I will come up with more ideas too. There will be more differences then just this but I think its pretty good. What do you guys think?

Reply #16 Top

some cool ideas here.  i like the concept of little hamlets or settlements as resources for city hubs.

Reply #17 Top

On unit sizes:

Wildland bosses are large and take up several squares on the tactical map so why can't you use that to your advantage? Make a unit take up multiple squares and have each square graphically hold ten little men. So a company of spearmen would take up ten tactical map squares with ten men on each square. On the strategic map have a graphic of a single spearman with a company flag represent the whole company just to minimize clutter. Make it so that if ten men die the unit size shrinks by one square.

This could make formations possible and meaningful. A spearmen company having a formation of five squares across and two deep could become a blocking force with depth on the tactical map especially if you have to other spearmen companies doing the same thing on either side of the first one. With a river anchoring one flank and a company mounted knights holding the other flank you could hold the enemy melee units at bay while your archers fill them full of arrows.

Then again this may not be technically possible to mod. If that is the case then ignore my ramblings. If it is though...

As to city sizes:

Lore wise the game takes place years after the war that tore elemental apart so a new generation of young men and women should be coming to age about this time... I can easily see a city founded by a sov that offers protection attracting literally thousands of people in just a couple of years. Other cities would grow much slower then the capital though thus I could see your capital growing larger then all your other cities by end game but your other cities only grow moderately large. For example by end game your capital might have a population of around 25 to 50 thousand while your other cities might have population varying from 5 to 20 thousand. Thus your capital is your most important city period.

Just my two cents...

Reply #18 Top

I am not sure if it is possible to implement your ideas on unit sizes, I can look into it but I doubt it is possible. Yes, you can make a unit have multiple tiles, but that doesn't mean you can make it so that each tile has 10 men in it or whatever. Not even sure if you can give a human unit more than one tile.

 

Yeah, as to city sizes, you are seeing things my way I suppose. 

 

Also, I had another idea to put out there. How about limiting pioneers to capitols? Only a Capitol can build a pioneer, what do you think about that?

Reply #19 Top

You can actually make capital cities their own type of cityhub through the raceconfigs. It isn't used in FE but I used it in E:wom mods.

       <NewCityHubType>CityHub1</NewCityHubType>
        <CapitalHubType>CityHub1</CapitalHubType>

Reply #20 Top

Hmmm so if I use that code, does it already know which is the capital city

 

 

Edit -- Would that work for custom factions also

Reply #21 Top

Don't know about custom factions.

Actually the xml I posted is just used to make your first city special. It is only your capital city as long as you hold it.

Reply #22 Top

But, couldn't I use that code to set the "capital city" down a different path? So if I were to put in the coreraceconfig this:


<CapitalHubType>CityHubCapital</CapitalHubType>


and then add in coreimprovements a CityHubCapital which upgrades to a CityHubCapital2 which upgrades to a CityHubCapital3, etc. that should make the city follow that path. However, I think it will only work that way with factions that are put into coreraceconfig, so it might not work with custom factions.


Perhaps tying it to the tower of dominion instead is better

Reply #23 Top

I tried to edit the coreraceconfig to this:

 

<NewCityHubType>CityHub1</NewCityHubType>
<CapitalHubType>CityHub11</CapitalHubType>

 

cityhub11 being a different hub. It still built his first city as cityhub1 and not cityhub11, so how do I get it to follow the cityhub11 path instead? If this is confusing, let me know.

Reply #24 Top

Also, Heaven, where is the code that has you pick which type of town you want. This is what I see in the coreimprovements file:

 

For CityHub1 you got this

<ImprovementType InternalName="CityHub1">

 

and it upgrades to this:

 

<CityUpgrade>CityHub2</CityUpgrade>

 

and this: 

<ImprovementType InternalName="CityHub2">

 

upgrades to this:

<CityUpgrade>CityHub3</CityUpgrade>    <--- This doesn't exist in coreimprovements though and then you have these:

 

<ImprovementType InternalName="CityHub2_Town">

 

<ImprovementType InternalName="CityHub2_Conclave">

 

<ImprovementType InternalName="CityHub2_Fortress">

 

So my question is how does <ImprovementType InternalName="CityHub1"> get to these : <ImprovementType InternalName="CityHub2_Town"> and <ImprovementType InternalName="CityHub2_Conclave"> and <ImprovementType InternalName="CityHub2_Fortress"> when it says that it upgrades to <CityUpgrade>CityHub2</CityUpgrade> which upgrades to <CityUpgrade>CityHub3</CityUpgrade> which doesn't exist.

 

How does this work?

Reply #25 Top

CoreAbilities.xml