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

242,783 views 267 replies | Pinned
Reply #151 Top

Quoting BlackRainZ, reply 151
I hope those spells satisfy you kongdej, I added both life, death and neutral spells heh.

Hah I love the twist to the "deathmage" healing, you don't need to "satisfy" me (I'm too critical about thing these days anyways).
Was just implying if everyone got healing, a special part of life spells was... not so special anymore :D

Good job anyways!

Sincerely
~ Kongdej

Reply #152 Top

Hey, that is the exact kind of critiquing that I want. I want to make an immersive game and that means finding creative ways to do things. Your right, life magic should be special and I think the way I did it adds flavor. Death mages aren't actually healing units per say but are using their own life force to heal which I think is pretty cool heh. Assuming it works as it is supposed to which I think it will haha. I am still playing my game as a kingdom player and it is going to be a long game as it is a XL map and 12 factions. Haven't even gotten into conflict with another country yet and it is already into the third year. I think I am on 39 months, 2 weeks (that is 158 turns in). Still developing my empire and so are the other factions and cleaning my area of the "Natives". 

 

I will take a screenshot of the world map because it looks pretty cool with everyone in their own areas.

Reply #153 Top

Almost up to the fifth in game year. Some of the factions are fighting each other. Starting to get into mid game now so I will be able to determine whether dmg and resources and such are well balanced.

Reply #154 Top

Need to update for the new fallen enchantress version, also fixed following things in next update:

 

Palace will be limited to 1 per faction

Festival will give a set 20 growth (the idle aspect wasn't working properly)

Arena will give 30 growth (increased, was too low) Also no longer limited to 1 per faction

Returned Champion armor back to the magic research tree only, the dual requirement isn't working and it is allowing you to build units with champion armor when you get it in the warfare tree.

Reply #155 Top

 Been busy so haven't been able to update but I will be updating this weekend. I hope to hear some feedback from people who have tried out the mod. Also if there is anything not working correctly or a description which is wrong or something. Anything that needs to be fixed, please let me know so I can fix it this weekend.

 

Also, if there is any content you would like to see added, let me know.

Reply #156 Top

Okay, uploading version 1.3. Some fixes here and there. I am sure there is still more work to do so those of you trying it out, please let me know if there is anything. Also, any problems with damage on spells and weapons, I might have to nerf spell damage to large groups a little because it may be a bit overpowered. 

 

Changes:

Palace will be limited to 1 per faction

Festival will give a set 20 growth (the idle aspect wasn't working properly)

Arena will give 30 growth (increased, was too low) Also no longer limited to 1 per faction

Returned Champion armor back to the magic research tree only, the dual requirement isn't working and it is allowing you to build units with champion armor when you get it in the warfare tree.

 

Also some tool tip fixes here and there, also should be no issues with the latest patch for elemental. 

Reply #157 Top

So I installed this thing, but whenever I try to start a new game it shows that there are no factions. When I try to create a character there's also nothing.

Reply #158 Top

Hmm. Did you replace the core files with these files?

Reply #159 Top

Hmm. I hadn't actually tried it with the new version yet. I did check most of the files to compare to see what changed and didn't find anything really different. I have been busy so haven't been able to test properly. I just tried to start a new game and it crashed so something is conflicting. Let me look into it and see what is wrong. Hopefully I can figure it out.

 

May be best not to install the latest version of the mod until I can look into what is causing the conflict. I am going to download the full Fallen enchantress install file, delete everything and then reinstall and look through all the files to see if something is conflicting.

Reply #160 Top

Okay, I figured out the problem, I made a stupid mistake but it is fixed now. I am uploading the correct version, sorry about that. Everyone who downloaded version 1.3 should redownload it in the next 2 minutes.

 

 

I also decreased spell damage done to groups. 

Reply #161 Top

I haven't had time to play too much. Hopefully soon I can play another game and test the balance out more. Hopefully the balance is pretty good right now though. Since no one has really asked for any new features I don't really have any ideas on anything to add so the mod might not need another update until we get some discussions going on what I should add in or change or whatever.

Reply #162 Top

Hey so I'm having a bit of an issue. Under the Installation instructions it says all files should go here;

 

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>


Now normally this wouldn't be a problem, except I don't have this file path. When I tried to create it and place the files in, it did nothing. The only "data" folder I have is under "Mods". Placing the files in there caused the mod to kick in, but everything in the same text-wise has been doubled. For example, under the Knowledge research, it has two entries for "Study". This is replicated across all research entries.

 

Again, normally I could get past that. But it also replicated the doubling effect for all unit abilities, making my guys unusually strong.

 

My question: Am I installing it right? Are there supposed to be doubles of everything? If so, can we fix it so that is not the case? It's really annoying to look at. Thanks.

 
 
Reply #163 Top

Hey Gaverm, you have installed the mod incorrectly. Where exactly did you put it? These files must be placed in your installation directory for the game and must override the game files already there.


So for example, I installed my game to C:\FallenEnchantress\Stardock Games\FallenEnchantress


In this directory is the C:\FallenEnchantress\Stardock Games\FallenEnchantress\data\English


That is where the core files are that the game installed. These files must be overwritten with the mod files.


You DO NOT place this mod in the mod folder located at:

C:\Users\BlackRain\Documents\My Games\FallenEnchantress

Reply #164 Top

Hey BlackrainZ, first let me say thanks for helping me out. I'm not what you would call "tech savvy".

 

Anyway, totally was looking in the wrong directory. I get it now, thank you very much :)

 
Reply #165 Top

No problem, glad to help. Hope you enjoy the mod and let me know if there are any bugs, problems and\or content you would like to see added.

Reply #166 Top

Hey again BlackrainZ, you asked about bugs so I got one for you. I didn't notice anyone else mention this so it might be machine-specific. Basically the "Heal" spell doesn't work anymore. It still consumes mana, but nothing happens. Also I've noticed the regeneration spells (not including the spell "Regeneration") may not be working right. They seem to only tick once. All I got for now.

Reply #167 Top

The heal spell works, as far as I know. I have used it, but I will go check for certain. The regeneration spells does not work correctly in tactical combat. I am aware but I have yet to figure out how to get it to work, the code seems fine heh. It should work okay outside of battle though but my memory is blurry on this.

 

Strange about the heal spell, it should be working. What spells do you mean exactly by "regeneration" Just the regeneration tactical and strategic spell, or other spells as well.

 

---edit--- Gavern, when you cast "heal" did you have any lifeshards or no shards yet

Reply #168 Top

Nevermind, I found what the problem was, it is fixed. Thanks for reporting it. I will upload a quickfix here in a minute.

Reply #169 Top

Okay, download quickfix for that here:

 

http://www.mediafire.com/download.php?kjgwc98ke7ws0iy

 

Also, made heal cost a little cheaper (20 mana) but it heals less now 35 + 5 per life shard. This spell is really meant to heal champions or small units. Use the army heal spells for larger size groups.

 

Also, I tried something for regeneration but not sure if it fixed it. Also, you will need to start a new game to see the changes I believe.

Reply #170 Top


Wow, you're really on the ball with all this. Kudos to you sir for diligence. I'm at work right now but I'll d/l the quick fix and test it soon as I can. I'll just edit this post with the results.

Reply #173 Top

BlackrainZ, can you put the install file on dropbox (I have the mediafire firewalled here).

maybe you could aslo post it on nexus (I know it's a pain to maintain multiple download locations, but this will make the mod much more visible across).

secondary I take it the mode is not yet compatible with modmanager.

are you planning to do so? I think it would solve a lot of installing issues.

lastly, I understand, that much like original MA mod, you're not compatible with storm world, are you planning to make it so?

 

I was thinking which other mods should be compatible.

I guess LargeUi, river city bridge and tentbuilding style are fair game.

Reply #174 Top

I could make some things compatible with storm world. I haven't looked into making it fully compatible yet. It is a possibility but will require time. I could definitely put it on dropbox. I am considering putting it on nexus.

 

It is not yet compatible with modmanager, I haven't yet looked into making it compatible. Not really sure how modmanager works as I have never used it. I will definitely look into it though.

 

Any mod that is compatible with MA will be compatible with this. I could possibly make other mods compatible if they aren't depending on if that is something people want. I am hoping more people will give me feedback on this so I can fix whatever may be an issue with this. I know there are issues with MA and I fixed some of them but there is probably some issues still left. There is plenty of new stuff too so there may be issues with that as well. A good number of people have downloaded the mod but I haven't gotten much feedback so it is difficult to test everything myself. 

 

No one ever has to worry about asking me for something. I make these mods for myself and for others. If I can do something, I will, so no request is unreasonable. If I can't do it, I will certainly say so but I will try to make it happen if I can. I am putting the dropbox link up on the first page now. I am a teacher (Social studies teacher that is) so I am helping people (teenagers) all day long, so I am always happy to help heh.

Reply #175 Top

I added the mod to dropbox so there are two download locations. Still considering Nexus. 

 

I hope to get a discussion going on what direction to take the mod next. Should I incorporate more things, should I add things, change something, any feedback would be appreciated. 

 

Some ideas floating around right now is whether or not to make it compatible with Stormworld. If this is what people want rather than other things, I will look into it.