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

242,731 views 267 replies | Pinned
Reply #51 Top

Sorry, haven't been able to post as my hometown got obliterated by Hurricane Sandy (yay). Well I am exaggerating a little bit (well just a little bit) Had to evacuate, reminded me of a zombie movie.

 

So once things are normal I can work on this again. Also, the point of this thread is to discuss what could make the game more "immersive"

 

If you have any ideas how to make sieges better let me know, or lets discuss ideas.

Reply #52 Top

no words of encouragement huh? Haven't checked in a couple of days and not one single post of encouragement, bah :(

Reply #53 Top

I am watching this intently as I intend to use this with my armor/weapon mod and hopefully increase total number of armies.  That way you can have actual tactical battles with diverse armies.  Good luck with recovering from Sandy, I hear she was mean but maybe she was just misunderstood.  Cheers!

Reply #54 Top

Thanks. Are you making an armor/weapon mod? Perhaps we can work together to combine the two then because I would rather not have to put the work into doing an armor/weapon rebalance although I was thinking about it. Also, if we coordinate, you can come up with values that are good for more units. Depending on how I decide to go with armies, weapons and armor will need to be rebalanced to take that into account.

Reply #55 Top

Also, Sandy is the worst Hurricane to hit the east coast in probably more than 100 years. It is very serious over here. 

Reply #56 Top

Sorry to hear that, it was only a jest to lighten the mood but I can understand if it fell flat.  We only got the outside edge here in western Ohio but it was pretty nasty weather just east of us.

Reply #57 Top

I wasn't offended. My town wont have power, or water or gas for at least another week probably. I am staying in another location. I am also a teacher so I still have to go in and teach kids who will be coming back to school soon. 

 

Hopefully soon I will be able to use my own computer again. 

 

Anyway, if anyone has any ideas, any wishes or a concept to make FE more immersive and on a grander scale, please post here so that when I can get back to modding, I have some ideas on what to do.

 

I could probably even start doing some things sooner if I get the opportunity and again if you want to start planning for armor/weapon rebalance Halmal, let's discuss what kinds of armies we want. Are we considering units of 30,50,70,90 or 5,10,15,20 or some other kind of configuration. let me know.

Reply #58 Top

I like the idea of larger numbers to be honest because it fits better but also total different types as well.  I do not know if it is hard coded to have only 9 units per army stack or if that is exceed-able or not but if you can make it 12 or 16 then you can have archers protected by infantry, with cavalry to flank and your sov/champ as a general/mage.  Granted you can do this now but barely to cover each piece, normal medieval/early-renaissance armies had lots of foot with archer support and a contingent of horse, since horses were expensive, to flank.

Reply #59 Top

12 or 16 is possible, however, more starting positions need to be added to each tactical map which is time consuming because coordinates have to be added and tested and requires guesswork. Although, I have not tested it yet. As it is right now, you can make it so an army has more units in the stack but only 9 units will show up in battle when attacking and the extra units will automatically go to 1 hp or die without adding those extra positions. 

 

What I was talking about was the men per unit. Right now you can get 3 man units, 4 man units, etc. For immersion purposes, I want armies to be larger. So if I were to change it so you have 30 man units as one soldier unit, 40 man units as one soldier unit, etc. damage will be much higher because it is no longer 3, but 30. That means armor and weapons need to be rebalanced with this in mind, also sovereigns, champions and monsters need to be balanced with this in mind. This could be done in different ways. One way is with just increased HP for them without touching weapons and armor. There are other ways as well.

Reply #60 Top

Oh I understand, I was just mentioning what I would like beyond that.  For total unit sizes I am not sure what meats the immersion barrier but you could base it upon roman unit sizes, I would have to look them up.  I remember cohorts and stuff like that but not the exact numbers.  This would give you a realistic size to pull for actual values on what constitutes a small medium large and very large group for use within an army.  I can either look that up for you when taking a break from studying and working on my mod or you can delve into it.

Reply #61 Top

Alright so I decided to look up some information on formations for grins to see if I could find some realistic numbers for medieval times, and the answer is that there aren't any hard numbers per se.

The best I can say is you can the following types and fit what you are looking for I think.

Scout unit (3-Units)

Squad Unit (9-Units)

Rabble/Group - A better name would work but its what most large units were called (30 to 60 Units)

Battle Formation - Essentially a large collection of the former unit (600-1000 Units)

Not sure how to break this down with the current group types except with maybe like you already mentioned in your previous threads and chance the numbering per unit to 10 times each one for display purposes.  So you would have a scout unit of 30 men, a Squad Unit of 90 men, a Rabble of 300 and a Battle group of 6000.

More likely to fit with the game would be set them to them to only 3 types and make those specialized to fit with the total numbers realistically set.  

Knights were in smaller formations of the knight itself as well as his retainers.  Mages would likely fall into this category as well as their equipment is prohibitively expensive or they take a LOT to train.  This necessitates the smaller unit sizes.

Pike and Archers would fit in the middle ground as they generally took longer to train (archers) or had better gear (pike) versus the common rabble did.

Finally Foot / Peasant Infantry would be at the bottom wearing a gambeson (padded armor) or leathers with some chain mixed in at the later periods when it was more mass produced.  Basically fodder for the knight units until they had enough production to make better armor.

So based on this a small unit of 3 or 4 fits for the first tier.

A squad type of around 9 units fits for the next tier and would work for initial battle formations of knights and Mages

A group type of around 30 fits for the next army type tier.

Finally a last tier if its possible to add fits for a battle group / rabble / something of around 100.

I don't know if this is even possible to mix and match systems with the way you are trying to make everything 10 times larger but this is the best I can do without a lot more research.  This sort of coincided with the armor stuff I have been researching so I decided to give it a stab and give you the result to work with.

Use what you like and discard the rest.

Reply #62 Top

Hmmm. Well pioneers are limited to 3 but that is because they created pioneer units and made it so they could only be built with 3 man groups. Hmm, it might be possible to do something like this with computer units since they do not design units but I don't know how it could work with designed units. I can't look at the files right now but if it were to work, we would have to make it so that units could not be designed, otherwise it would break it.

Reply #63 Top

Post is now a sticky.

Reply #64 Top

Quoting Frogboy, reply 64
Post is now a sticky.

You made the post sticky?....
(I know, my childlike humour is... childlike ;))

~ K

Reply #65 Top

First of all, I want to say that I approve of this mod, and will most likely use it if you ever make it.

In the world of FE, the world is after a catacalysm after a "golden age". We can assume that the population is quite large in the wastelands, and the rumors of safe havens such as cities will attract people around the world.

Just for reference, I was stationed in the Israeli side of the border with Egypt. At the time (a year ago), roughly every day a group of 40-60 immigrants from Africa (various countries) would cross the border. This is quiet risky for them, as the Egyptian soldiers would usually shoot them, they attract diseases and have to pay for transport and guidance.

In a world such as ours where most of the population has "a good life" in terms of security and survivability, only a few people move. If there is only a few havens, the amounts of people coming will only increase over time. In this aspect FE is done quiet well, though the worlds themselves are relatively small.

 

 

Regarding unit sizes, I wonder if it's possible to do this- groups of 100/200/300/400, 400 is shown as 20 units, and whenever 20 units fall the amount seen is reduced by 1. So with 100 dead, a group of 400 will look like a group of 300 which looks like a group with 15 standing people (a combination of both systems you described).

Reply #66 Top

Okay, well I now am back home (after 2 weeks). I can start getting to work on this when I have some time.

 

 

As for unit sizes, you can do groups of 100, 200, 300, 400 but, as far as I know, you can't make it so that when 20 men die, the number is reduced by 1. The way it would work would be that it would show 20 men until you reached 19.

 

This is not difficult to do but the problem is balancing either weapons and armor or HP for champions, sovereigns and monsters. 

Reply #67 Top

I am thinking of making units of 300,400,500,700 but still wondering how to implement it well, meaning changing HP for heroes and monsters or doing a whole weapon and armor rebalance.

 

The reason for this is that when you have about lets say, 7 units of soldiers in an army with 2 heroes, that could be anywhere from 2,100 soldiers to 4,900 soldiers which sounds about right for an army (think total war series)

 

I want to make soldiers much easier to recruit as well. Magic will also need to be rebalanced for this. So Champion, heroes and monster HP will be very high numbers. Magic will also do high number dmg but it should be balanced for the larger group sizes. 

 

One issue which needs to be really thought about though, is designed units. I don't think it is possible to have units you design require population. I know code to make units require pop but it requires editing each unit. I don't see how it could be done for designed units unless anyone has any ideas or maybe I am just missing something (havent been able to test so I am just speculating)

Reply #68 Top

Not sure here as you would have to have access to the unit designer of which is currently unavailable.  Believe me if I could access the unit designer I would love to as I suspect that the upgrade gear code is built into it as well.

For magic spells there is already a function that could easily be added to deal with damage to large unit sizes versus large groups and small damage versus single units its the overpower function that certain monsters have.  This may make it easier to deal with the magic numbers instead of insane hp on everything.  Simple rule to follow, the larger the numbers the harder it is to balance usually.  

To balance this make it so the large damage weapons take longer to train which is in line with reality anyways.  Some weapons will find a niche spot, spears, that are sort of exemptions to the rule because of their extreme armor penetration skill.  So if this is the case expect most troops to do not much damage to creatures like 1 or 2 damage per unit but with 300 units you are still talking about 450 damage (not including accuracy vs dodge).  

How many times does a 300 unit archer core need to shoot a dragon before it kills it?  For a bear I would expect a 300 unit army to kill it in one shot.  But a dragon is supposed to kill armies of men/fallen before it falls.  Also something to consider when making unit sizes like this what about monster unit sizes like mites, darklings, bandits, and syndicate?

This is partly why I recommended some smaller unit sizes before you can research one really large one.  A 3 man, 9 man, 30 man, then say a 300 man would work perfectly in this regard without messing with most monsters.  You would then not have to re-balance the rest of the game versus such high increases in unit sizes except against troops which is pretty much what you would only use large unit sizes against anyways by the time you get them.  if you increase the number of units in an army stack to 12 then you can have 10 300 stacks and 2 champions and have a 3002 unit army or anything in between with specialty units in there for specific purposes.

Reply #69 Top

The problem with increasing unit stacks is having to edit every single tactical map to include more starting positions otherwise you will not be able to use all 12 units in your stack and it will just auto kill the extra units. I have been hesitant to take this approach because it seems like it will be very time consuming, but I will think about it.

 

Perhaps there are values where I could make their damage be much less to monsters, champions etc.

 

You do have a point on the numbers but I will need to consider it more.

Reply #70 Top

Not a problem, just thought I would point out something that needs to be identified.  Eventually when I am happy with the armor/weapons rework I might take a stab at the maps unless someone else gets to it first.  I remember someone saying that around a 25% increase in map size would make most people happy in not being to large an increase and stay within the feel of FE.  With the increase in map sizes it would be easy to just add in new / additional spots.

Reply #71 Top

I was just thinking something. What about doing all damage by spells as a percentage instead>>> This is in case the overpower ability doesn't work.

 

 

I wonder if it is possible to do weapon damage as a range of percentages rather than just a range of numbers.

For example, I want spears to do from 5%-10% damage. Is this possible> This would solve all my problems if it is, than I can do any number of unit sizes as I want. Going to look into it.

Reply #72 Top

Overpower works with weapons, hmm that gives me an idea.

Reply #73 Top

Okay, I found a way to make things work the way I want without having to give units more hp, etc. I just need to edit weapons and some monsters. I can do any unit sizes I want now. 

 

I am thinking of doing groups of 10, and 20 for the early to mid game and 100, and 300 for mid to late game. What do you think?

Reply #74 Top

I am going to begin creating the mod. Is there anything else that people would like to see changed, edited or added?

Reply #75 Top

Can you give us an idea of the system requirements of your mod? I don't see us getting away with anything less than an i7 and at least last year's high end GPU.