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 #126 Top

I have already made some new tweaks and I see that I really need to go back and look at resource costs for weapons and armor because it is way too much for 100 or 300 men. Will be doing that tomorrow and I will put up a new version with the changes I have already made.

 

I have also made units for the different factions already but I just quickly made them in the unit design for each faction. I can share them but they aren't anything special and I didn't take any real time with names or anything but it should definitely make the factions better.

Reply #127 Top

I will most likely put up another version today as I made some fixes that needed to be made and I will put back in wages and training times for units if I can find the balance I am looking for.

I am also going to use a different host server that is not mediafire.

 

It is really annoying me that they tied Production and wages for units together. I can't understand the logic there, it makes it very difficult to edit because I have to be mindful of both and have to constantly check how values are changed because of it. Much easier to eliminate wages and just make gold harder to get, any thoughts?

Reply #128 Top

Okay, I uploaded the mod again, those of you who got that other version, download this version and overwrite it. This is much better than that version. Brings back wages and training times but the wages are a little bleh but gold will be less.

 

Also, I included a units folder which has units you can add into C:\Users\BlackRain\Documents\My Games\FallenEnchantress\Units

Reply #129 Top

By the way, if anyone wants to try this and likes Seans very aggressive monsters, all you need to do is add the coregoodiehuts from his mod to my stuff and that will put that in.

Reply #130 Top

Just want to give some tips on how to play with this mod in case you are a little lost. 

 

A big focus on the early to mid game is going to be on your capital. You are not going to be able to grow your additional settlements quickly but once you get a well and maybe a growth spell on it, they will grow a little. You are definitely going to need a town in order to grow your other cities further. So consider that when you are settling. Although you can make your capital a town, it is equally good to make your capital a fortress or conclave depending because you might want to have one of those as your first city to get early benefits that those give and a second settlement could be a town, although it will take some time to grow it.

 

Even though Pioneers use up 25 pop, when you settle a new city they start with 5 pop. Imagine the other 20 are defenders and 5 are builders heh. Your city wont level up until 500 pop so it may take some time but that depends on other factors as well.

 

Early groups of 5 men are not going to be all that strong. They are really just going to be support for your heroes who are going to do the vast amount of dmg early game. Spells are extremely effective against groups (might need to be toned down). Warriors will do a good amount of damage as well. 

 

One thing I have to think how I will resolve, if it needs resolving, is HP regen for units. 100 and 300 man units have tons of HP and with hp regen with stationed troops, it probably wont be enough. I need to consider what to do about this, or maybe leave it as is, not sure.

 

 

I am thinking of taking on the task of integrating stormworld into this. Need to find out from Heaven exactly what would need to be done.

 

There is a problem with the tactical regeneration spell right now but not with the strategic one. The only thing I did was add overpower to it so maybe that is somehow interfering with it. I will have to test and see.

 

I hope to get some feedback soon so I can see what needs to be altered or changed.

Reply #131 Top

For this kind of re-design of the base game, you'll have to go through the XML and see what it does. Since Stormworld was built for an un-modded game with the same balance, I have a whole lot of things balanced after that.

Making it work with Stormworld would be a huge undertaking, I'm not sure why you would want to do that at this point of development in your mod.

Reply #132 Top

Well, it was a consideration. I didn't even look into it yet and wasn't sure how difficult it would be. 

 

My main concern was getting your units and buildings and such into the game. The balancing part might not be as difficult as you think but again I haven't even looked into it yet. I am actually playing with my mod right now to see how it is playing out and I am liking it so far.

 

I guess my thinking is that I really like your different races heh. 

 

Just a little info on what my game is like right now. I am on the third year, 25 months and 2 weeks in. That means 102 turns in and I have 3 cities. My capital is approaching 3000 people and about to be lvl 3. My two other towns are still level 1 but starting to pick up, now both are a little over 300 population. Once they reach 500, they will upgrade to lvl 2. This is a nice size civilization for after 2 years of developing in my opinion. Army is not big yet but that is because I have focused on building up the civilization. 

 

I feel that resources for units is just about right, but haven't gotten into the upper echelon yet and hopefully I will find some resource nodes soon (metal and crystal heh)

 

Magic is very important, Sovereigns call and my fire magic is very useful heh.

 

I am considering not having slaves cost population (they can be considered non citizens)

Reply #133 Top

Need feedback on Damage, is dmg too low or too high, both physical and spell dmg. Dmg from heroes on units and monsters, dmg from units on monsters and units on other units, especially dmg on smaller groups vs larger groups. 

 

I am playing an XXL map and haven't even met another faction yet so it might take a while. Have dense monsters on so lots of monsters. I may need to play another game and if I am on an xxl map not use dense monsters because it may be slowing down the game.

Reply #134 Top


I'll say this, if/when you try to intergrate Stormworld, I'll be one happy camper!  I love Stormworld and I can't see myself playing without it but your mod sounds so amazing that I want to play it as well.  It's like having to pick between cake and pie... you want both, but can only have one  :(

Reply #135 Top

Well, if I do decide to integrate stormworld, it isn't going to be an easy task I think. It will take considerable time I am sure. 

Reply #136 Top

I could also make a version with just vanilla settings and put in stormworld but then I would have to maintain two versions and that might be too much.

Reply #137 Top

Hah, the XXL map I am playing on is just too big for only 8 factions. I haven't even found another civ yet. I just cheated and hit ctrl-u to see where they were and they are pretty far away. Also, since I have dense monsters on the world is ridiculously populated with monsters hah. I think I may need to start over on maybe a large or just xl map and maybe add another faction or two and with less monsters.

Reply #138 Top

I added a few screenshots. The first 3 show the units at 20 soldiers. When you have several units side by side it looks cool in my opinion. 

 

The fourth picture shows the empire view and you can see the large population of over 10,000 at the top and you can see the weeks and months, 2 weeks and 43 months. That means just a few months from 4 years. 10,000 people in 4 years is a pretty good development for one country rising up from a post apocalyptic world I think. 

Reply #139 Top

One of the problems I am running into is the larger groups being able to regenerate their health. 100 and 300 man groups are large and have a lot of HP. The current system of regenerating health is too low for these groups. I created two healing spells for armies in the life tree but this doesn't solve regenerating outside of battle. Not sure how to solve it yet without making it extremely easy to regen as in 200 hp a turn.

Reply #140 Top

Quoting BlackRainZ, reply 140
One of the problems I am running into is the larger groups being able to regenerate their health. 100 and 300 man groups are large and have a lot of HP. The current system of regenerating health is too low for these groups. I created two healing spells for armies in the life tree but this doesn't solve regenerating outside of battle. Not sure how to solve it yet without making it extremely easy to regen as in 200 hp a turn.

Funny, I always thought the vanilla health regeneration was rather odd. hope you find a solution, or you could put in a free "regeneration" enchant on each unit like amarrians racial trait, that heals them.

Sincerely
~ Kongdej

Reply #141 Top

That would only work while in battle though. I am not sure that it can work on the strategic map. Yeah, you can do a regen spell or trait but it will be too small of a number or too large. What I want to do is have it regen by a percentage. I have made two spells which heal by a percentage but have not been successful so far at getting a regen spell to heal by a percentage per turn. Even if it does work in battle, that doesn't mean it will work in the strategic view, meaning not in battle.

Reply #142 Top

Hmmm, you can't use calc in coreabilities. I am trying to see how I could tie an ability to a spell but it be on the world map and not in battle. If I were to tie a regen spell that regens by percentage to an ability but I need to have it somehow cast it on the world map. Is that even possible>

Reply #143 Top

I could just make a healing spell that all sovereigns can cast to heal their units and give it a high priority but I wonder how effective the AI will use it on their own soldiers.

Reply #144 Top

I am going to add 3 new healing spells and give them high priority for the AI. There will be 2 tactical healing spells, one which gives 25% health to a unit and another which gives 50% health. These spells will cost 45 and 80 mana respectively. The third spell is a strategic healing spell and will give 25% health to a unit for 20 mana. This is low cost because large units, 100 and 300 can't regen in cities effectively and so you will need to cost it on these units a couple of times. 

 

I am also increasing unit dmg a little bit. Units will do more dmg and will also do a little more dmg to units larger then them. I hope to get some feedback soon on what people think. Also, any errors with descriptions and such, please let me know.

Reply #145 Top

Quoting BlackRainZ, reply 145
I am going to add 3 new healing spells and give them high priority for the AI. There will be 2 tactical healing spells

Consider which impact this have to life -> death magic balance.

I know its the only way you found, but just had to say, consider it ^_^

Another idea is to grant a small health bonus generation to most traits, or just health generation traits.

(Just spewing out ideas as they come to mind, you pick or wreck the good and bads).

Sincerely
~ Kongdej

Reply #146 Top

Well, these spells can be cast by any sovereign. They are not limited to life or death and gain no bonuses for those shards. They do a clean percentage. I could give them "life" and "Death" style names for immersion purposes if you like, let me know. It is the only way I can think of right now but it does work for what it needs to do, at least for the player. I am of course hoping the AI will use it also. Otherwise you just have to let units die heh or disband them. 

 

 

I could go through all the traits and give them small regen bonuses, but a group of 300 men has over 4000 hp. A 20 man group has like 80 or something. The difficulty in balancing it is that anything meaningful to a 100 or 300 man group would be instant heal for a 5 or 20 man group. With design traits it wont affect heroes at least. Maybe people won't mind 5 and 20 man groups being fully healed every turn.

 

Also, I have been playing a new game with my changes to dmg and so far it is working out better than the previous version so I will probably update to the next version once I play a little more.

Reply #147 Top

Following sounds interesting.

Reply #148 Top

Well if you like Sean's Affliction mod, there are many things similar but there are also a lot of changes to different dynamics. I personally feel it is a good blend. I am still playing and testing but so far it is a lot of fun. Since I am playing on a very big map, it will take time to really get into conflicts with other empires but hopefully soon. Interactions with monsters has been good though. Might need to tone down XP gain a little, not sure yet. I personally love to level up so I don't like it to take too long heh. I will put up a new version soon though because I made some important changes.

Reply #149 Top

I am uploading version 1.2 today. I have made the following changes:

 

-- Decreased damage done by physical and spell attacks to larger groups by smaller groups

-- Increased overall attack by groups, larger groups will do a little more damage

-- Created 5 new spells related to armies, descriptions below:

                  Spring of Life -- Life 2 Tactical spell -> Heals 25% of a groups health for 45 mana

                  Greater Spring of Life -- Life 3 Tactical spell -> Heals 50% of a groups health for 80 mana

                  Life Transference -- Death 2 Tactical spell -> Heals 25% of a groups health at the cost of 10% of the casters health for 30 mana

                  Greater Life Transference -- Death 3 Tactical spell ->Heals 50% of a groups health at the cost of 15% of the casters health for 50 mana

                  Rejuvenation --- Can be cast by any Sovereign, Strategic spell, no limit per turn -> Heals 25% of a groups health for 20 mana (despite low

mana cost, you will have to use this a lot so it can get expensive)

 

-- Decreased Faction Prestige that Sovereigns give from 5 to 2 per level

 

 

This version will play much better than previous versions and must be installed over the old files. You must also start a new game for changes to take effect.

Reply #150 Top

I hope those spells satisfy you kongdej, I added both life, death and neutral spells heh.