BlackRainZ

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

[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

242,765 views 267 replies | Pinned
Reply #226 Top

hmm, what version are you using? I may have made a mistake somewhere. Also, is it still persisting even when you end turn? Have you trained many units

Reply #227 Top

I just started up a new game with Lord Relias and I built a 2 cities and trained a bunch of troops and everything worked the way it should. 

 

Try to explain what you did exactly so that I can try to help you. I am not getting any problems on this end though as far as I can tell but I just briefly checked.

Reply #228 Top

To install I just copied everything into the 'Fallen Enchantress/data' folder and copied the unit files into the units mod section of My Games (those seem to be working just fine). 

In my game the economy screen states that I should be getting 6 Gildar from my main city, 4 Gildar from my second city, and -1 from my army (are militia supposed to cost any Gildar cause currently both currently set to -0). So One would assume I be making 9 Gildar, but the games not reflecting that.

I decided to try a game with Lord Relias, since you said that was working for you, but the same problem shows up. My capital's city income is 4 Gildar, and -1 army maintenance. So it should be showing up as +3 Gildar.

I would show you pictures, but I can't see how to add them to the post.

 

Reply #229 Top

Hmmm, there is something wrong in your game. I think I remember this happening to me once and I think uninstalled the game and reinstalled it and then put back in the mod files. 

 

I tried my game and it is working correctly. Unless I uploaded a wrong file somehow, it should be working.

Reply #230 Top

Hopefully if someone else is having this problem they will post, and I will know for sure if it is your game or the mod files.

Reply #231 Top


isn;t it related to the taxes level? I mean the city can yield 6 gildars, but the 0% taxes turn it 0 leaving the military costs unchanged. Maybe you should posts a screenshot, just to eliminate this.

Reply #232 Top

LOL, this is what happens when you tired and start blending you Turn Based Strategies. So now that's fixed am i supposed to be only getting +0.6 when on low tax rate?

Reply #233 Top


kind of, what I ususally been running at :D

keep seeling the loot man

Reply #234 Top

 You can up the taxes to get more gold or don't recruit as many soldiers. Building more cities and gold buildings will generate more gold. Also, some heroes can give you gold too. Trading and trade treaties and certain wonders give gold as well. There are many ways to gain gold.

Reply #235 Top


not sure, what has happened, but I cannot load any of my games anymore :(, all of my option had reset, anybody had experienced that?

nevermind, my games folder got moved by a random mouse move

Reply #236 Top


playing as gilden.

I must say I like much better the early game, the troops are fairly useful.

There are some monster HP oddities - ie. some wolves have 12 hp and others (in the same army) have 120, you might want to check that.

 

darklings that come in 20 with charge, MY MY they're dangerous now. which is good.

 

The only thing, is that I think the AI is somehow crippled. Not sure what the deal is but I am about 700 in power when all other factions have around 300.

I am playing at sentinemodo, so they have good boost to both initial gold and boost to research and economy.

 

Might be, that the latest upgrade to mosnter is crippling them more than me.

MIght be that they lack good unit designs now.

Might be, that they need to have higher priority put on training armies. They are really needed in the early game, both my sovereign and champion were killed in the early battles, so I imagine this must happen quite often to the AIs.

Reply #237 Top

Hmm, I haven't gotten around to playing as of yet so I can't comment much. I am not sure why the AI is having such difficulty. Have you tried designing units for them and seeing what happens, they should be recruiting enough. I don't think there is any real way for them to prioritize military training more unless I am missing something.

Reply #239 Top

Ok mate, I am playing your mod and it is a great mod, but I have a problem and maybe somebody here can help me.
I am the second strongest in my game with power 2018 and I am at war with a faction with 50% less powerfull. Yet I am not able to take over their cities, because they have huge armies in it. When I go with a full stack at a city their numbers are always 7 times greater. I have noticed the same when other AI factions attack my city. Building all those archery ranges, town guards, etc. Developed a huge army in my cities and nobody can take them over. I really like the huge armies, but how do you take cities over with such huge armies defending a city? Or it seems that the only way to take cities is by researching squads or even companies?

Reply #240 Top


You need area effective armies.

catapults, third-tier magic staffs, overpowering (drakes, golems, earth-elemental) monsters.

army of archers or cavalry is just not enough to take the city (and this is good).

 

Reply #241 Top


there is a problem with shockwave (earth elemental ability)

1. I find it very rarely have effect on the surroudning units. perhaps it should be scaled so full effect if not resisted but half effect when resisted. (and you need to check why it so low success rate)

2. it seem to affect all units around not enemies only and seems to affect the caster as well

Reply #242 Top


Not sure, what's the problem is with the units damage. But when I attack with group some other group, the damge done steal decreases with the number of enemy figures in the group.

I though it shouldn't happen anymore

Reply #243 Top

[quote who="Sentinemodo" reply="241" id="3321318"]
You need area effective armies.

catapults, third-tier magic staffs, overpowering (drakes, golems, earth-elemental) monsters.

army of archers or cavalry is just not enough to take the city (and this is good).

 [/quote]

Hmm, but that's not really fun. I mean, so you can't take cities with armies? You can only conquer cities by having the best units(dragons) in your army? What if I don't have any dragon caves near my cities? Also, this means, you can't conquer cities until you researched the best technology available(dance with dragons)? 

If this is the only way how to win, it means that you can't conquer any cities in the middle of the game until you get the best of the best units available in the game. In my game my neghbouring countries all have huge cities and I can't take them over by normal units.

Reply #244 Top


You can win, with trained armies, you just need to be good about it. cities are much more difficult to take in this mod, and this is as designed. in vanilla game the militias in quality and quantity are worthless.

You also need to be fast enough, if you let AI to buildup their defense. Yes you need end game units to crack those nuts. If you play at higher diff level you have even less time. before they fortify. So can you. The mod is about adding more realism, taking a level 5 city is a campaign on its own.

Also apart from normal garrisons there can be up to 9 additional trained units defending the city. try to wear them down in first waves (yes waves, you cannot hope to take a city with a single army) before attacking with army.

Reply #245 Top


also many area effect units (liek earth golems) aren't end-game units, you only need earth III to reach it, so it can be done fairly early.

and there are multiple spells at level III of most of the schools that let you be area effective, and so are champions (though I'd be careful around 300 men units with a champion)

Reply #246 Top

Ah ok, cool. Yes, I am playing at challenging difficulty and I have fortified my own towns with additional units, but my enemies did the same thing. I love the huge armies, but it seems I am too weak to take cities in the middle of the game. The only thing I can do now i build massive armies and try to upgrade them asap. I do have one question though: If I attack a city by multiple armies you said I should target the additional units first. What is the respawn rate of those additional units? So if I destroy the archers, mages, town guard etc with my first army, how long does it take until they have respawned again?

Reply #247 Top

The militias will rebuild each battle. I meant those nine additional units. You need to check them before battle. Click on the enemy city to see them.

Reply #248 Top

Ah, those nine units that move like a army. Hmm, this can be very difficult as I focused with my leaders on archership and warrior build. When a battle begins my leaders get destroyed instantly and they do not even have the chance to cast aoe spells/attacks. SO after the first turn I only have infantry en archers that can do a little damage but even they get destroyed quite quickly. Very difficult, indeed. 

Reply #249 Top

Sentinemodo, did you delete all the units in your units folder before installing the new mod changes, the reason I ask is because if you created or used older unit designs, they will still have the damage debuff on them. You must create BRAND NEW units. If you use any old designs from the older mod version, they will have the previous changes.

Reply #250 Top

This may also be why the factions aren't getting good armies if you didn't delete the units that were in that folder before but it might not be the issue, not sure. I will try playing a game with the ai now.