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 #176 Top


I've downloaded the mod. My next game is going to be using it :D

Have you fixed the error with fire elementals from the MA?

Secondary Sean had idea on how to fix the missing militias in mulitple battles per turn, you've got that implemented already?

 

for the further change you go the way of sean ie tweak the rules but leave the content unchanged? or you go like HF that is leave the rules but add a lot of content.

If it is the first case, you might consider tweaking the monsters further so they'll get abilities as they level up. like upgrading venom 2 to venom 3 for tenth level etc. other idea was to give 0.5 or 1 attack/defence per level on top of equipment bonuses not only hitpoints. and the last idea was to change the horses into more costly to upkeep but also giving base hitpoints instead or in addition to dodge.

If it the second you might consider adding mercanery units appearign as a quite often event - I've started a thread on this, and HF even produced a rough draft of xml, that should work it out, but I haven't yet the time to develop it any further. I will but I'd be happy to share it with someone.

 

 

Reply #177 Top

Well, I am glad to have someone finally talk ideas with me so I have an idea what needs to be done.

I don't think fire elementals will be a problem here. I think that was related to the lairs right? Sean had a file that was for lairs only but this mod doesn't use it. I do not use his changes to goodiehuts. I use the normal goodiehuts file but with Sean's changed monsters so that monsters will be challenging but won't actively come after you or grow ridiculously fast. I like it, but let me know what you think. Also, let me know if there is an issue with the fire elementals, I haven't noticed any.

 

I changed the rules quite a bit because it required it. Having large groups meant I needed to figure out a way to balance heroes, smaller groups and these much larger units. It was the most difficult thing but I have gotten it down I think pretty good, but more testing would be nice.

 

I will look into monsters leveling up and what skills they get. I didn't really do too much to the monster file, only some minor changes. I don't really follow the MA thread that often so I missed some of the ideas pushed around. I caught some of them though.  

 

Upkeep is not high in this mod, the reason is that I want empires to be able to field a lot of units, large armies. Also, it takes much less time to train units, this is actually for realism. Since turns are broken up into weeks and months, it just isn't realistic for it to take several weeks to train small amounts of men. The larger groups, 100 and 300, will require more time depending on armor, weapons and such but will still be a lot less then vanilla or MA. I haven't really looked into horses and not sure if anything needs to be done to change them. First try things out and then give me feedback because this mod will play very different from MA in some aspects. 

 

I hadn't thought about the issue with the militia not being there in multiple battles. I remember reading about it a while back but completely forgot about it, I will look into it. Can you reference where it is discussed so I can look into it

 

As for mercenaries, I am not sure what the issue is? What purpose do mercenaries serve or perhaps I am misunderstanding what you are saying, please explain a bit because I am uncertain what you mean, sorry.


I am starting up a new game with the mod now and will think about what you have said here. Let's keep the discussion going so I can fix stuff and get good content in.

Reply #178 Top

Noticed some problems with the ability bonus options in faction creation so I fixed them. Should I add more weaknesses to choose from and perhaps more bonuses?


Also fixed the [ViewUnit] Go To button 


and also fixed the backgroundinfo in sovereign creation was showing the wrong thing.

Reply #179 Top

Quoting BlackRainZ, reply 177
Well, I am glad to have someone finally talk ideas with me so I have an idea what needs to be done.

I don't think fire elementals will be a problem here. I think that was related to the lairs right? Sean had a file that was for lairs only but this mod doesn't use it. I do not use his changes to goodiehuts. I use the normal goodiehuts file but with Sean's changed monsters so that monsters will be challenging but won't actively come after you or grow ridiculously fast. I like it, but let me know what you think. Also, let me know if there is an issue with the fire elementals, I haven't noticed any.

The problem was, that when fought they disappeared. I think the problem was that the fire elemental wasn't planned to be in groups, but a single figure monster


I changed the rules quite a bit because it required it. Having large groups meant I needed to figure out a way to balance heroes, smaller groups and these much larger units. It was the most difficult thing but I have gotten it down I think pretty good, but more testing would be nice.

You perhaps implemented dodge reductions of champions when attacked by larger trained units?



I will look into monsters leveling up and what skills they get. I didn't really do too much to the monster file, only some minor changes. I don't really follow the MA thread that often so I missed some of the ideas pushed around. I caught some of them though.  

 

Upkeep is not high in this mod, the reason is that I want empires to be able to field a lot of units, large armies. Also, it takes much less time to train units, this is actually for realism. Since turns are broken up into weeks and months, it just isn't realistic for it to take several weeks to train small amounts of men. The larger groups, 100 and 300, will require more time depending on armor, weapons and such but will still be a lot less then vanilla or MA. I haven't really looked into horses and not sure if anything needs to be done to change them. First try things out and then give me feedback because this mod will play very different from MA in some aspects. 

it's not difficult to train a person in wielding a weapon (especially in army, when a limited number of moves is necessary) the main problem that takes time is drilling - ability to move and fight as unit, especially for cavalry units, when you talk about units of 100 and 300 you need a lot of time to synchronise their movement. it takes a few missteps to break such unit into incoherent mob. Half a year for such unit is a reasonable time IMO. three months for a crash course.
basically I think rushing should be disallowed for training or at least with a minus several levels penalty.


I hadn't thought about the issue with the militia not being there in multiple battles. I remember reading about it a while back but completely forgot about it, I will look into it. Can you reference where it is discussed so I can look into it? 

 

I need to find out the exact threads, but the issue is that if you face several attacks on a city, there is a 50% chance you will defend the city with no city militia. Sean solved the issue (but I don't think he implemented it) by summoning the units onto battlefield instead of setting them as city defences.


As for mercenaries, I am not sure what the issue is? What purpose do mercenaries serve or perhaps I am misunderstanding what you are saying, please explain a bit because I am uncertain what you mean, sorry.

Look here: https://forums.elementalgame.com/438334



I am starting up a new game with the mod now and will think about what you have said here. Let's keep the discussion going so I can fix stuff and get good content in.

 

sure :D

Reply #180 Top

Sentinemodo, I will give you some examples, in regards to training and drilling, etc. Are you familiar with Romance of the three kingdoms? I am a huge fan so this is where I get my inspiration from in regards to this. It is true that it takes much longer to develop a elite fighting force but units you are training aren't necessarily elite and also the amount of soldiers being recruited is very low and therefore requires a lot less time. Thousands of soldiers can be recruited in a relatively short amount of time and even trained in basic training relatively quickly as well. It took about 7 years for Cao Cao to train an elite army of approximately 70,000 men (and these were the best of the best) which defeated Yuan Shao's much larger army of a few hundred thousand. 


Training 100 men in basic to moderate level training really only requires a few weeks, perhaps a month to a month and a half, depending on the ability of the trainer. We are not talking the elite of the elite here. Also you have to assume that most people have some basic level training in weapons and such as the world itself is a very harsh world and would require people be able to defend themselves. As time goes by and the world becomes more civilized, people will tend to be softer but at the same time you have a much more well oiled machine to more efficiently train and equip units which could also equal less time. Putting together an army together of several units will take months of in game time, which it should. It should not take years though. If you think about it this way, I think it makes sense.


Now if you want to look at a more modern example (well somewhat more modern) think about the revolutionary war. An army of basically untrained peasants was trained into an elite force over a few months at valley forge, and you are talking a size-able army, not just a few hundred men.

Reply #181 Top

As for militia defending cities, militia are in fact summoned so I think Sean did implement it because I just checked the coreimprovements and militia are in fact summoned to battle.

Reply #182 Top

I implemented new code which I came up with for having large units do less dmg to smaller units and heroes actually. I did not go the way of dodge. Not sure if that even is realistic. I don't see how a hero could dodge a large group of soldiers heh.

 

I actually have code that makes units do a percentage of dmg, this way smaller units will still do meaningful dmg but larger units are capable of doing a larger amount of dmg. Armor still of course has significance. A smaller unit with good armor will still be capable of defeating a larger unit with inferior weapons and armor. The downside to this is that I had to use one unit slot for chosen abilities to do this, so when designing a unit, you only get to choose two abilities rather than 3 but after trying it out, I didn't think it was so bad. You have to really consider more what traits you want to put on your units.

Reply #183 Top

I haven't seen any problems with fire elementals yet, I will be sure to watch for it this play through.

Reply #184 Top

I see what you mean with the mercenaries thing. Actually there is a world resource already in the mod you can build on which will give you mercenaries every 10 turns or so, a random force of mercenaries which are actually pretty good. Also, there are other world resources that give you units when built on randomly every 10 turns or so like wildlings and such. I am not sure if this does exactly what you want, but it could supplement your forces.

 

If you want more, perhaps a more robust system can be worked out, I read the thread and see Heavenfall had an idea in the last post. 

 

 

After you spend some time playing, let me know what you think about soldiers, upkeep, training times, cavalry, etc. Feedback will help me improve. Also, keep this in consideration, acquiring gold is much slower in this mod as I lowered tax rates significantly. The cost of goods and such have also decreased but can add up and more powerful armors and such will be costly given how much gold can be acquired. I wanted gold to be more of something you use on your heroes, or perhaps to push your workers to build buildings and such rather than there to support your armies, although your units do require upkeep, it won't be so large that you can't build up your forces.

Reply #185 Top

I found one problem but I don't understand why it isn't working. The Tower of Dominion is supposed to give 2 grain, 2 material and 1 essence to your  city but for some reason it isn't giving the 2 Materials. It gives the grain and essence but not the materials. It has always worked before and the code seems fine. Very strange.

 

---edit--- Okay, I got it to work now, have no idea why it wasn't working for me at first but now it is working. If anyone sees that the tower of dominion in their game isn't giving materials as it should, please let me know.

Reply #186 Top


Did, you verify it's compatibility with 1.2 already?

Reply #187 Top

I am actually going to look into that right now, get back to you soon.

Reply #188 Top

checked the files and it should work just fine without any update necessary.

Reply #189 Top


:) firing up then, btw. do you overwrite such changes as population costs for pioneer?

Reply #190 Top

Pioneers cost population, I think 25 population per pioneer, but I forgot. Every single unit costs population.

Reply #191 Top


some notes as I play:

1. really do invest some time in making this mod ModManager compatible, this would really help making it more popular, there is even template for MA done, you'd only need to modify it a bit for the files you added.

2. Wraights got +20 dodge bonus through various changes, did you reflect that in the mod?

3. The kraxis are without fortify bonus, not sure hwo I feel about it, but no sign of AI knowing how to use it properly

 

After much deliberation (never been fond of custom made sovereigns) I've choosen Verga, Large map, everything balance/moderate, except monsters and resources. Sentinemodo difficulty level, 5 opponents, conquest victory as the only option. Archsummoners left out ie. Ceresa and Procipine not among enemies.

I've added Large UI, tentstyle and riverbridge mods to the lot.

--------

whoa, 28 attack right from the start? Verga is a killing machine :)

 

I'm loving the levelup traits, had to choose both my sovereign and champion the path of warrior (Craul Gravehands as a trog make very good warrior). However level-up options for level 3 are no choice - you get +5 HP/level from path of warrior. taking driven (+3 init) is no brainer against extra 10 hp that you'll gain in two more levels without wasting a pick. IMO of course, +2HP/level would make it much more difficult choice, and a better suit for further path of defender levelup.

more to come :)

Reply #192 Top

Quoting BlackRainZ, reply 191
Pioneers cost population, I think 25 population per pioneer, but I forgot. Every single unit costs population.

 

might be, but in your mod 25 is not material, should 300 to match the current patch

Reply #193 Top


So far I like it.

Got my second town up and running, with two more outposts around. I like that trademark of MA - one turn army build.

There is something disappointing however in the damage done. I mean I got armies that have multiple memebrs (granted this are most basic units) and in combat against simple ruffians with defense 5, I am doing 2-3 damage per strike. I'd expect 5 men do on their very begining 10 or so damage per strike, in such case.

I guess that it might be tough to balance though. I'll see how that plays out in the mid game

Reply #194 Top


One more comment on that minimum damage - when you look at groups of bandits (5 men squads) they do not have that military damage limiting trait. When looked from outside, my units were vastly stronger, in actual combat, they were significantly weaker. Also since champions are not limited this make them an order of magnitude stronger in comparison (and they were in vanilla much stronger than trained).

Reply #195 Top

Im not quite sure what you mean by this: 

 

"might be, but in your mod 25 is not material, should 300 to match the current patch"


To create a pioneer, you need 25 population. Are you referring to something else? Sorry, a little confused.


The problem with balancing the damage is that there is no way to effectively limit the units, trust me I tried. Ultimately what I did was have to apply a percentage to every unit (except heroes). So units will not do the full damage amount. On the strategy map it will show a much higher number for damage but once you enter battle, the actual damage done will be less and yes, they will do low damage to units with armor. Once you have units of 100 and 300 though, the possibility to do a lot of damage is there. 5 man squads are going to be weak and best used against similar sized units. 


If the 5 men squad bandits weren't limited by the damage then that is a bug which I will look into. They should definitely be limited.


It is true that heroes are going to be stronger then a 5 man squad. Once you start to get larger squads, the heroes wont be as strong and large units should do some serious damage to heroes, depending on armor of course. If this is not the case, I will have to look into it more to balance but from what I have seen in my playthroughs, it worked out okay. Heroes are going to be able to easily take out 5 to 20 guys just like in stories, but 100 and 300 man units will be tough for them. Let me know though if this isn't the case.


This is sort of the idea of how the game should flow:


Early game ---} by far most important units are your heroes, they will do the most damage and are exploring and killing monsters, units mostly there as support

Mid game ----} Units are going to become much more important while heroes are still important but you might need to be more careful

End game ----} Units become very important and heroes will take a more supportive role except magic which of course is always very powerful. Heroes need to be careful though, large groups of archers can take out lightly armored mages and other soldier units should be doing a lot of dmg even to warrior heroes.


Now it may not end up like this and might need balance, let me know. Ive played a few times but i always play a custom mage so I havent tried many different ways of playing.

Reply #196 Top

Oh by the way, you may think that heroes are way more powerful but when you have a 300 man squad with over 4000hp, you might rethink that heh. Heroes do get a bonus to attacking large squads though. I might need to balance that out a bit. Let me know if they are slaughtering large groups. They aren't supposed to be able to so I can lower the bonuses.

Reply #197 Top


I am still in early game :), enjoying immensely

Reply #198 Top


all right... moving into mid game slowly

There is something utterly funny, when you see miss ie. unit dodging attack when it have 20 men in the units.

really, unless you can't see at all, you need to hit something in such mass.

There should be two mechanics in place.

first, larger units get penalty to dodge, not sure how severre, but -100 at the largest squads possible seems about right, they have the hitpoints to soak anyway.

secondary, this units should impose penalty to dodge on attack, meaning out of 100 people somebody really have to hit and once you get hit, other blows will follow - nec hercules contra plures. so the larger squad the larger dodge penalty of the enemy (I'd rather that choice than accuracy boosts, as that comes from training, and will not affect extremally high dodge units)

Reply #199 Top


confirmed, bandit groups don't have military trait, while darklings do.

also darklings with charge are NASTY :D

the darklings on wargs however also should have that trait.

 

I am fairly sure that number of traits available is a varaible that can be changed. since limting to two traits limit the units somewhat

Reply #200 Top

You know what, I might have purposefully left out the military traits with the 5 man group bandits and darklings on wargs so that they would pose more of a challenge early game for your heroes. They become nonfactors once your heroes level up a little and you get 20 man groups. I think it is more fun that way but tell me what you think.

 

Now, I didn't think about dodge for some reason. It does make sense that large units of men should not be able to dodge attacks and should also be able to hit smaller units easier because of the sheer number. I will look into it, gotta think how to apply that.

 

 

As for number of traits, I tried looking for what affected that variable and couldn't find it. If you know where I can find it, I will change it. Or if anyone knows, please let me know.