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 #101 Top

Oh Heaven, I wanted to ask you something. I was looking at this code:

 

<ProductionRequirement InternalName="_ISGolemRace">
      <Type>Resource</Type>
      <Attribute>Population</Attribute>
      <Value>1</Value>
    </ProductionRequirement>


Where is "_ISGolemRace" defined exactly and how would I use this code for the other races?

Would it look something like this:


<ProductionRequirement InternalName="Race_Type_Altarians">
      <Type>Resource</Type>
      <Attribute>Population</Attribute>
      <Value>1</Value>
    </ProductionRequirement>

 

This would then need to be put into each unit of the Altarians in the XML?

 

Also, I was thinking something last night. This code won't work for newly designed units most likely right? But, what if someone takes an existing unit, like a scout, and then edits it and makes a new unit. Will the code work?

Reply #102 Top

Use

<ProductionRequirement>
      <Type>Resource</Type>
      <Attribute>Population</Attribute>
      <Value>1</Value>
    </ProductionRequirement>

the internalname was just because I copied it from Stormworld and didn't bother removing it because it had no impact.

If you add the XML above to all unittypes for a faction, including generic (used for new unit designs) and all unit designs, then every trained unit will use it.

Reply #105 Top

Armor is now finished.

 

What is left to have a playable mod:

 

Spells (May or may not require major changes. Variant of Sean's Affliction mod)

Abilities (May or may not require major changes. Variant of Sean's Affliction mod)

Heroes (minor changes. Variant of Sean's Affliction mod)

Monsters (probably not going to do anything with them as of yet)

Buildings (minor changes I think. This will be a mix of vanilla and Sean's Affliction mod with some changes of my own)

 

 

When I say Variant, I mean that I check both Vanilla and the Affliction mod and will make changes (or not) as I see fit to work with the mod. Also, I may offer two versions, one with more Vanilla influence and one with more Affliction influence. This may make it possible to use Stormworld with the more vanilla one (maybe) I will think on it if I have time.

Reply #106 Top

Spells are done now.

 Abilities are also done.

Everything that is being changed will have to be tested. There is no guarantee it will work as it is supposed to but hopefully it will work well and there wont be much needed to be changed.

Reply #107 Top

I am just about done with the first version of this mod.

 

I am not going to touch monsters in this first version as it is a very time consuming thing. I will be taking a look at it for the next version though (barring any minor changes or improvements that need to be made)

 

I only have to do buildings, which wont take too long, and units. Units may take a little but I will finish soon.

Reply #108 Top

Heroes are done, Buildings are also done.

 

I have to add one piece of code to all units, which is going to be time consuming. I decided just to go with Seans units file because there thousands of lines of code and I do not feel like going through it all and since I am using his abilities and such, I will just go with the units as well. I did make changes though. I also am using his improvements file (buildings) but with quite a bit of changes to food production and growth and some other changes.

 

Though I am using a good amount of Sean's stuff (affliction mod) it is going to play differently because of the changes I have made. There will also be many more changes in the future if I have the time, the first version will be to test a lot of the changes I made to attack and defense, heroes, growth and population, etc.

 

If everything goes well I should be done with it tomorrow. I will need to do some testing to make sure some things are working okay but it will be very difficult for me to test everything myself because there is just so many things that need to be seen in game to see if it is working well. Balance will be something that needs a big look at. I will probably put it up for download either Thursday or Friday. Not sure what to do with monsters yet. Will have to think on it.

Reply #109 Top

I am pretty much done. I just found some mistakes I made in Coreweapons so I need to spend some time going through that, but once that is done then it will be ready for the first version. Maybe have it up tomorrow night.

Reply #110 Top

Nice work man, keep up the good work.

Reply #111 Top

Now this is just the initial release and many things may change heh. I am going to work on it now and should be done soon.

Reply #112 Top

Okay, it is done, I think. I will test it a bit first.

Reply #113 Top

Well, I was testing some stuff out and it isn't ready yet. It is very difficult to balance out the larger group sizes. They are still doing way too much damage and there are some other issues. It is very time consuming to change all that stuff, sigh heh. It may be too difficult to do things this way. I will try out some more things and see if this is really possible to do. Just to explain how difficult it really is, all armor and weapons need to be altered. Weapon damage needs to be greatly lowered, but this affects heroes and armor. Armor then needs to be greatly lowered, but the game doesn't handle numbers below 1 well. Heroes need to be considered as well because they wont do enough damage without finding creative ways to handle it. I have thought of a few ways but something keeps coming up which doesn't work the way i hoped it would and makes me have to adjust more and balance more. Sigh, frustrating.

Reply #114 Top

That was a frustrated post hah. Let me explain better what I am saying.

 

I have groups of 5,20,100,300. Those are very different sizes and I really need to take into consideration dmg. Even with a simple weapon that does 5 dmg I have to take into consideration the dmg these units will do:

 

5 will do a max of 25

 

20 will do a max of 100

 

100 will do a max of 500

 

300 will do a max of 1500

 

These are huge differences. One group of 300 men will obliterate a hero, even with awesome armor. So these numbers need to come down. Let us say I put in .5 now .5 will become 1 according to the game but let us say it was .5

 

5 will do 2.5

 

20 will do 10

 

100 will do 50

 

300 will do 150

 

Now these numbers look better but this is still like the weakest weapon, other weapons are going to do a lot more dmg. Also, there is a big difference on the low end of units. 5 men will basically do no dmg.

 

With this considered, armor needs to be changes so an armor that is 2 for example needs to become .2, again the game doesn't read these well but will add up armor so lets say the armor adds up to 1.2, this will become 2. 1.2 and 2 is a huge difference, that is the difference between 12 and 20.

 

So then, I have to consider heroes and monsters, how do I make them work with this system. Oh and also overpower needs to be added to every weapon so that 5 men still matter somewhat against 20 or 100 (even though not much). Heroes have to have overpower too but if their weapons do too much dmg the overpower will be overkill on large groups (100 and 300).

 

Monsters need to be considered too, they won't do enough dmg unless they have overpower. 

 

 

There is more but I am too tired to explain. I have some more ideas but it is just so time consuming to do it all and I am out of energy.

Reply #115 Top

Okay, I am trying a different approach. I will test now and if it is good, I will upload it.

Reply #116 Top

Something new I was thinking about. I am not sure what kind of impact my changes will have on the AI. I know already that it messes up the upgrade system, meaning if you choose the auto upgrade weapon and armor buttons when designing units, it won't pick the latest weapon and armor because of the changes made. I am curious if this will also affect the types of units the AI builds. 

 

 

Reply #117 Top

Trying out different approaches and will do some research when have time.

Reply #118 Top

I actually finally found out an easy way to get this to work. I won't have to do all the work I was doing before but it will take some time to implement. I may finally have a working mod within a day or two.

Reply #119 Top

Just about done with the first version. I will try to upload it soon. First version will require testing though. 

 

Things to look for: Training times. Training times will be very low right now. I have to play with the numbers until I am satisfied. I want training times to be short. In my opinion it should only take 1 week to train 5 men, 2 weeks to train 20, 3 weeks to train 100 and 4 weeks to train 300 (this will vary depending on weapon perhaps). Obviously it will be difficult to get exactly this because it depends on so many variables but if I can get something close to this then I will be satisfied.

 

Damage is another thing to look for to make sure damage being done is a good amount whether against armies, monsters or heroes. Both spell damage and weapon damage.

 

Population is another thing to look for. Lots of changes to pop. Units trained now require population so if you build a 300 man group, it will cost you 300 people. With the new changes to population I want this to work well and be a serious choice that needs to be made. Growth will be slow because now cities can grow to be in the tens of thousands by late game. By late game though I want to see lots of armies of 300 men. Early to mid game population will really matter.

 

Now all Town types can build walls, I never liked that it was limited to only fortresses so each town will get the same benefits from increased units and such, however, only fortress get the bonuses from buildings that give added attack and defense, etc. Taking a city will be a very difficult endeavor, as it should be.

 

Also other changes to towns, now only a "city type town" meaning not a conclave or fortress can build food buildings. These food buildings will affect food in your entire empire though. These towns also get the most growth while fortresses and conclaves will be very limited in growth options but there are some options. Every town type can build an inn for example.

 

Changes to monsters: I am using Seans Affliction mod changes to monsters, but I am not using his changes to coregoodiehuts until he makes an easier version of it. I do not like the excessive build up of monsters but do want them to be more of a challenge. However, monsters are mostly going to be more of a challenge in the early to mid game. Late game when you have big armies they are not going to be a big challenge except for large monsters like dragons and such. So heroes will be important as monster killers and such in the early game, backed up by small units. Later on, monsters will be more of a non issue (except for powerful ones) but factions should be much more of a challenge.

 

Other changes under the hood I can't remember heh.

Any other ideas on how to make the game more immersive is also important. 

Reply #120 Top

Hope to see this mod soon.

About Damage and big armies.I have a suggestion. Currently, as more people, more damage. That is the logic now in the game: all troops in a unit get an attack. But in a real battle (I suppose) many people did not have the chance to hit, or should have to wait untill the front lines were broken. So the idea of a big army is to have more HP, but the damage maybe shoud not be increased in the same scale. I mean, 300 men with a 5 attack would not deal up to 1500 damage...How to deal with this? Well, instead of a plain 50% reduction, I would apply an arbitrary acumulative reduction, based on that more men mean more HP, but not more damage

For example:

5 will do 5       100% have an attack

 20 will do 10   Only 50% have an attack

 100 will do 30  Only 30% have an attack

 300 will do 60  Only 20% have an attack

 

About Monsters: to make them scale with the mid/late game, maybe they could form big groups too (50-200 per unit).

 

 

Reply #121 Top

Well, I am not sure it is possible to do it the way you are talking, but consider this. Units do not do a set amount of damage. That isn't how it works. Each soldier basically rolls an attack and may do more or less damage so the total attack isn't going to be 5X5=25. The damage could be anywhere in a range of 0 to 25. So even by, say, reducing dmg down by 80 % the units will still have a certain range of dmg. Also armor will mitigate that.

 

The idea about monsters is that by the late game, monsters should be somewhat rare. The reason being that civilization has come back to the world and as more and more people live in the world and as the land becomes more civilized, monsters are going to become less powerful and less numerous to the point that only some very powerful monsters will still be around in small corners of the land. That is the idea anyway.

Reply #122 Top

Also, I am just about finished with the first version.

Reply #123 Top

I came into one problem which I need to figure out before I can release. I use overpower on all weapons so that heroes and smaller groups of units still have somewhat of a chance against large groups but the problem I am having is that because 100 or 300 men is so large the overpower ability allows smaller size groups to do way too much damage. Need to figure out how to limit this somehow. Perhaps only give heroes overpower ability but then small units of 5 or 20 men won't do much damage to 100 and 300 units. I want them to be able to do some damage because small elite units should still be good like 20 knights with awesome weapons and gear should be able to mess 100 guys up.

 

Will think on this tomorrow though. Its late now.

Reply #124 Top

Okay, I figured out how to make this issue better. I will release the first version today but there is still work to do. Hopefully people will help me figure out what can be made better.

Reply #125 Top

Okay. first version is done and up. 

 

Make sure to take notice of damage to make sure it is balanced (both spells and weapons)

 

Training times are just 1 right now for all units, this will change.

 

Make sure to take notice of population and growth to see if it is balanced well (remember it is intended for the cities to grow slowly)

 

Pioneers require 25 population so make note of that.