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 #202 Top

That looks pretty old. I will try messaging Derek or frogboy though. Also, I want to look into the mod manager, haven't read anything about it yet. Is it easy to set up>>

Reply #203 Top

that's posts is from the release time/end of beta period. Not much have changed since, might be only that a couple more variables got exposed as named variables.

I'm thinking about the damage modifiers you implement though.

What was the reason to put that modifier and then balance it with 0.15 overpower?

I am finding myself attacking always the largest squads since this gives me the best damage per hit ratio and ignoring the damaged units. since even at full strength I do them 1 damage as compared to 20 against full squad.

slightly contr-inctuitive...

also I am finidng myself quite often doin 0-0 hit per figure. plus the awkward situation when I do less damage to 5 out of 20 wildlings than single figure wildling.

at that point I am forced to press autoresolve as the battle with manually clicking 60 times to drop the wildling unit take just too much time.

 

When you simply left the units strength as normal the results were unbalanced I believe, but wouldn't increasing the mid-end game monsters in defense/hitpoints help to reduce it?

 

Reply #204 Top


mod manager is easy to use, easy to install

and allow easy mod adding/removing plus manages depndecies very well.

definitelly take a look at it.

Reply #205 Top

Quoting Sentinemodo, reply 203
that's posts is from the release time/end of beta period. Not much have changed since, might be only that a couple more variables got exposed as named variables.

I'm thinking about the damage modifiers you implement though.

What was the reason to put that modifier and then balance it with 0.15 overpower?

I am finding myself attacking always the largest squads since this gives me the best damage per hit ratio and ignoring the damaged units. since even at full strength I do them 1 damage as compared to 20 against full squad.

slightly contr-inctuitive...

also I am finidng myself quite often doin 0-0 hit per figure. plus the awkward situation when I do less damage to 5 out of 20 wildlings than single figure wildling.

at that point I am forced to press autoresolve as the battle with manually clicking 60 times to drop the wildling unit take just too much time.

 

When you simply left the units strength as normal the results were unbalanced I believe, but wouldn't increasing the mid-end game monsters in defense/hitpoints help to reduce it?

 

 

Well, the numbers might need to be changed or balanced but this is why I did that.

 

There doesn't seem to be a way to limit a unit by group, I have tried but haven't figured out how to so what I had to do to try to balance the smaller 5 and 20 man units with the 100 and 300 man units as well as with individual units (monsters and heroes) was by adding a damage percentage. This meant that a unit would only do a certain percentage of damage of their max. If I allowed units of 100 and 300 to have normal attack the damage would be in the upper hundreds to thousands of HP dmg which no hero or small unit could survive and since I couldn't find a way to put it on just large groups of soldiers I had to put it on all soldiers. That is the first thing

 

Secondly, I had to find a way to balance it so that small units and heros and monsters could dmg those large units so that is why I use the overpower ability, otherwise they basically do no damage to them because their hp is so high. I could lower this number though so that it isn't that much. It may be just too easy to kill larger units. Perhaps if I lower it a lot it wont be so bad, not sure. This is the difficulty I have had balancing this and since I like to play mostly magic, I need more feedback. Magic might be too powerful too.

Reply #206 Top

Yes, I could just increase the damage of mid to end game monsters, but what about heroes, those 100 and 300 men units will one shot all heroes basically.

Reply #207 Top

hmm, the point is that indeed, when a 300 men attack a single champion, he don't really have much chances ....

They might be larger then light, but they better stick to dragonslaying not manslaughter...

Reply #208 Top

I suppose it could be done that way, I just thought people wouldn't like it that much. It certainly would be easier to do it that way. Perhaps I can try it out like that.

Reply #209 Top

Also, I suppose late game, monsters shouldn't matter so much except for the really powerful ones, like dragons and such.

Reply #210 Top


as we talk dragons - I just met drake - 4 defense? same for pack drakes.

Reply #211 Top

I didn't change anything with the monsters stats from MA. Those are the stats that Sean put on his monsters and I never got around to really looking at them.

Reply #212 Top

When you have time Sentinemodo, make a list of things you would like to see in the mod, or see changed, or see balanced, or whatever so I can see what makes sense or what I can do about it. 

Reply #213 Top


Didn't have much time for play lately, I try to alt+tab and write as I go.

As of now I still have the feeling of uselessness of the five man squads. Even that I moved already to 20 men units (which by the way is way to cheap)

their only task is to soak damage when champions do the job. their 75% damage limiter make them doing 1-3 points of damage to most of the enemies (when they have around 100 hp this is not noticable) and this get even lower when the enemy squads get reduced, turning it into 0-0 scale at some point.

the other thing is low armor of some high level monsters like drakes.

There is a couple of typos on traits descriptions, but they are not important really.

I still need to get to higher level weapons but my feeling is that units training is too fast.

 

I don't like that the units are having different stats on strategic and tactical levels. I think the best way to solve this would be to add secondary set of champions weapons with higher stats or trained units weapons with lower stats - a lot of work, but would provide consistency)

I think that dodge reduction for large untis mechanics would work very nice with your larger squads armieds and provide very good antichampion tactic that is missing from vanilla.

Verga sweep starting ability can be doubled when levelling, which AI probably does.

Reply #214 Top


as of new things, I'd like to test out how it would affect the gameplay if mounts add hitpoints instead of dodge (making them harder to kill not harder to hit) leaving the air dodge bonus as it is and making them increase wages of the units by significant amount.

as we are at that mounts should limit the squad numbers by one level - ie. basic horsemen unit would have 3 men (instead of 5), 5 men instead of 20, 100 instead of 300. They give higher hitpoints, bonus to attack (due to weight capacity), bonus to dodge. They should be limited in size IMO. Not sure however if this is implementable in any way. Also that's just realistic.

Reply #215 Top

cumbercoil dragon damages himself when he firebreath.

 I think this has been corrected in one of the patches, so this must be an xml fixes that weren't ported over to MA.

Reply #216 Top


something, somewhere when terribly wrong :)

I am noticing that some stronger of the monsters have minimal defence 4 maximum.

not sure what's the reason, but this applies to drakes and stone elemental, crystal crag. earth shrills on the other hand have defense of 10.

Reply #217 Top


As I am making more and more battles against 20 and 100 men units. I notice over and over again an animation, where all units group in one line for an attack. This create an effect of thinnes. It almost seems like all of the soldiers are having one pixel width to fit.

Also graphically there is not enough difference between 20 and 100 men squads.  I need to scroll over to see which is which.

I was thinking if it would be possible to scale the graphics depending on zoom. I mean that at one point (cloth map) you see a figurine. close you see one 3d model regardless of size, close you see a little smaller figurines of 5. if you zoom close enough you'll see 300 pedestrian sized models. if you zoom that close to a smaller sized squads, they will of course remain at their number.

Not sure if it is doable.

Reply #218 Top


I've claimed a city, it had not built town watch. Along with workshop it should have been one of the first thing to build. increase the priority on that building.

Reply #219 Top


This might be me playing Verga, but when I attacked some champions led armies of Tarth, they result was the same but turned against me.

Basicaly while still on 20 men units, champions are around 12th level. I have no problem oneshotting any 20 sized unit. I usual kill two with a whirlwind (3 if I am lucky) added flurry I can mop any trained unit army before they get a second shot (not that it matter as any given shot take up to 10 of my 250 HP).

The tarthians aren't much worse. they use their explosive, arrows and multiple shots, if not one shotting then severely criplling my own units.

I have sent full army (5 units) of 20 men stack of spearmans (thye should ignore most defense of the enemy army unit) against one single, lone and boring champion. I've never got idea in vanilla that Janusk is particulary strong. he mopped them without a scratch. and there really was something to scratch as he had just over 300 HP.

conclusion 20 men units are as useless as 5 men units. they are good for clearing monsters though. but the monsters are fairly scarce by now.

Reply #220 Top

Okay, I will think about the things you have mentioned and how i can fix or change them.

 

I can try removing the damage limiter to units and see how that effects play. Or I can try a much lower damage limiter, maybe of 50 % or 30%, what do you think?

 

As for the cost of units, I wanted them to be cheap and easy to train. I could increase them a bit but the point was to be able to build big armies and not be worried about losing them. The armies are limited by resources though. The 100 and 300 man squads will require lots of resources in order to build more advanced units. The idea was also to make it more realistic as it should not take months to recruit soldiers. In just a couple of weeks you should easily be able to recruit a few hundred men and equip them. They may not be highly trained but trained enough that they can fight, that is the idea anyway. It also makes population more important. If it takes a long time to build units, it doesn't matter what pop you have because it would take forever to build units so I do not want to change that too much. In all honest, 1 turn is one week so it really shouldn't take longer than a week to train 5 or 20 guys. I can increase it a little though if it is really an issue.

 

I will look into the armor of higher level monsters, that shouldn't be a difficult fix.

 

If you find any typos let me know I will fix em.

 

I could go the route of just having lower stats on unit weapons than hero weapons but that is a lot of work, I will think about it. Or I could just make it that heroes can't use the same weapons that units can use, that is much easier but it means you won't be able to use any of the weapons you unlock for your units, heroes will have to use the weapons they find as items in the world, but maybe that isn't so bad.

 

I can try the mount changes, but I do not think there is any way to change how many soldiers are in a mounted unit. However, amount of horses will limit how many you recruit. I doubt you will ever see a significant number of large mounted units. If you save up, you can field maybe 1 or 2 100 or 300 man units, but I doubt you will see a significant amount and this is somewhat realistic. If you play any of the total war games, you definitely are able to recruit cavalry units in the hundreds and even thousands if you have the resources so I do not think that is a problem.

 

It is impossible to see more than 20 soldiers within one group. I tried. The max they allow you to see is 20. That is why they all look like that, it is the only way to make it work, otherwise it won't work. So, unfortunately there is no way to really differentiate between the 20, 100 and 300 except by clicking on it and seeing hp and such. This is a limitation of the game engine unfortunately. There is no way to change how it looks on the world map too I believe. I could possibly effect scale but nothing else. Also, I don't think there is anything I can do about the attack animations when it looks like they are attacking in a straight line. Not sure. I can try to look into it but playing with the soldier locations in a unit is guesswork.

 

I can fix the cumbercoil dragon no problem and I will take a look at monsters. Perhaps I will make those high level monsters be much stronger with higher HP but I will give heroes bonuses to fighting them so that heroes will do a lot of dmg to them.

 

As for heroes doing too much dmg to units, well if I separate the weapons I can remove the overpower bonuses to hero weapons. 

 

Easy to change priority of buildings so I will do that.

 

Reply #221 Top

Which monsters specifically do you feel should have high defense, other than dragons and drakes, which I know.

Reply #222 Top

Oops, I know why the defense is so low on the monsters. That is a mistake, I forgot to change them back to normal when I was playing around with different ways to balance the damage between large and small units, etc. I will fix that now.

Reply #223 Top

I am going to try and remove the damage limiter and see how the game plays out without it. This is going to make 5 and 20 man units useless once you have 100 and 300 man units but perhaps that is a good idea. 20 man units vs 100 man units should still be okay.

Reply #224 Top

Okay so new version has the following changes, will upload soon but it needs testing, it will also require a restart for new changes to take effect. Also you must delete all the units you created by going into C:\Users\BlackRain\Documents\My Games\FallenEnchantress\Units. Delete every unit file in there. Units will have to be remade or you can use the units I made and put them in there. However, the units I made are very generic and only have 2 out of 3 traits. If you want the AI to have better units, you must use each faction and design units for them.

 

Will upload soon

 

Changes for version 1.4: NEW VERSION IS UP IN THE LINKS LET ME KNOW HOW IT GOES LOTS OF DRASTIC CHANGES HERE AND WILL NEED FEEDBACK

 

Now there is no more dmg limiter on units, they will do the amount of damage listed.

 

Monsters have been returned to the correct defense they are supposed to have. 

 

Fixed clambercoil dragons firebreath spell

 

Increased training times a little bit, need to play around with this though, need to test it out and such.

 

I changed weapons so that unit weapons no longer have any overpower on them. It may still say overpower but I changed the value to 0, much easier for me to do then having to go and delete all of it and also I may want to add a little overpower in the future but for now it is at 0.

 

Weapons which are hero only have a slight overpower bonus to them of .05 I don't know how much extra damage that will give them in game though. Will need to test.

 

Changed priority for town watch and workshop and all other buildings which add defensive units.

 

I am still trying to figure out how to change dodge, haven't spent time looking into it as I never edited dodge of units before. 

 

Changed mounts to give HP bonuses. Removed dodge from horses, instead horses give 10 additional hp (per soldiers). Warhorses give additional 15 hp.

Wargs still give bonuses to dodge but only give an extra 5 hp per soldiers. Harridans give an extra 5 hp per soldiers. Some of the other mounts, like ashwake dragon, give lots more hp.

Reply #225 Top

I started a new game as Lord Mortis and I noticed that the income isn't displaying correctly. It correctly shows that I'm making +6 Gildar from my 2 cities, but I doesn't seem to be taking that into consideration. It's still showing my income as -1 when it should +5.