Ecomental
0.1
A map mod for Elemental - (built from .99 files)
Download
Install - Download and unzip both files to your ..\Users\...\Documents\My Games\FallenEnchantress\Mods\
*You can create a subfolder if you like ..\Mods\Ecomental\
Check "Use Mods" in Elementals in-game options
Goals
*Currently all goals are overridden by the default stamps until the editor is released
** I love mountains, water, and chasms but currently they are eating up valuable playing real estate and there are more than enough of those terrain objects on the stamps in general the terrain is more open mainly so the ai can expand better by reducing obstructive terrain
- Create maps that suppport the underlying game above all other considerations
- Create Ecologies, group squares of like terrain and have adjacencies that make sense
Current Functionality
-Modified Grain, Material, and Essence values, You will find alot more essence especially in forests/adjacent and adjacent to rivers. Grain wil be more noticeable adjacent to rivers and in fertile plains and material more prevalent in forests.
-Added a XL 10x8 and XXL 12x8 Map (anything over 12x8 throws a warning)
-Added Lush map type for all sizes, promotes Forest and Fertile stamps/terrain
-Added Ecology map type for all sizes, promotes Forest, Fertile, Desert, Swamp, Rugged stamps/terrain
*These are the "non-obstructive" terrain types
-Overal lowered likelyhood and size of obstructive terrain types: Mountain, Chasm, Water, all maps 5-15% base water, remember all these types will be prevalent depending on stamps regardless of underlying terraintype settings
-Desert now costs 2 moves like forest/swamp
Long term
- Make mountains crossable at 1 square per turn, add monster lairs in mountains, currently ai doesn't seem to recognize it can cross a mountain if you set mountains to be passable and monster lairs don't lie flat on the mesh
-better adjust quests and monsters to their proper ecology
-add beaches, currently you can add the back but river mouths float above them, if you manually lower the y axis for all the river mouth props it creates a second graphic
-create stamps once the editor is released
Notes
-Have tried to fix the river mouth problem where it doesn't join a body of water and floats over the terrain, this is a bug stardock has to fix
-Would love to see stardock add events to terraintypes, forced dismount in swamps, waterskins required for desert travel, a bunch of other game effects I would love to introduce based on terrain
-Would like to add forests to hills and mountains
An example 12x8 Ecology Map
I'm using it and it works fine, not sure if an update to 1.00 would change anything but I'll second that
Playing 12x8 with 1.0 and Stormworld, works good! Loving the ecology setting
The key to all of this is in the Stamps and it is a massive undertaking but I am definetly working on it, this little mod can give you a small aid with the maps currently and doesn't need an update. I am working on stamps and trying to figure it all out and will let you all know as soon as I have more figured out.
one thing I think is an oversight in the current version is medium sized maps have 10-20% water instead of 5-15%
Jam3 thanks so much for this mod. I'm finally getting maps that are fun to play.
Now if you could replace all those stupid cliffs with beaches.....
I thought I'd chime in and mention how much I like this mod. It's actually fun building cities with this!
hey, any update? does it work with released game?
yes it does
Tried this mod this morning... Really enjoying the wide open spaces, and the many option's for city placement's.
Great job Jam3!
Thanks for the mod. I'm really enjoying the larger maps.
Is there any way I can increase the minimun distance between cities? I find 5 tiles is too close on the big maps.
This is one of the first things I changed in my own game. I was wondering if you found where to add the tooltip string. When I go to make a new map and pick one of my new map sizes the string says "String not found"
check FE-Enhanced, that one includes tooltips for the larger sizes
the tool tips strings are located in the elemental.str file. just do a search for worldsize within the file.
Okay, it's ugly but by changing the internal name of xxlargemap to largemap I got my 7 tiles minimum distance between cities. There is obviously a more elegant solution i am missing as the renamed largemap (bigmap) reset to 6 tiles.
I was not able to get an entry for xxlargemaps in elementaldefs to have any effect.
Be careful your treading into "lets see what happens when I make this change" land with the enigmatic e:fe map generation algorithm. Your going to end up 60 hours in like me with it taking an hour to create a medium stamp, save it, manually edit it, test it, and realise you need to do at least 100 more before you can possibly understand how and why its actually placing the stamps the way it does on certain size maps.
I am pretty close to turning this into a community stamp building project just because of the overhead time problems with creating stamps, post below if your willing to throw plenty of hours of your life away making stamps, and then realise the way you made them throws off the map generation algorithm and you get ugly maps and invest another 10 or so hours ad infinitum. Just want to gauge interest And yes hopefully I will get to a set of stamps I feel I can release to u guys to be beta'd at some reasonable point in the near future.
Back in E:wom we did a community project to put elves in the game. You can check it out here if you're interested: https://forums.elementalgame.com/396640 (the point being how it was structured and presented to the modders, not the actual content).
If you are serious about putting together a stamp pack with the community providing stamps, sign me up. It's a great idea.
how's compatibility with 1.01?
I have to say, I'm really impressed with this! Great job!
any update incoming?
Hi Jam3,
Can you please give me the exact changes needed to improve materials, grain and essence tile yields specifically for river / forest tiles?
I am interested in changing some of these settings in one of my own mods, but I'm having a hard type deciphering TerrainTypes.xml and understanding which variables to change...
Thank you in advance, INS
can you add it to nexus?
http://fallenenchantress.nexusmods.com/
Hey all thanks for the kind words. I have about 20 or so stamps and have gone through the canned stamps and turned several of them off as well as figuring out how the frequencies work. I was holding off until the map pack dlc was released cause I wanted to see how they were deisgning stamps in the new dlc.
You just add these elements to the desired terraintype
<GameModifier InternalName="CityTileYield_Forest">
<ModType>Resource</ModType>
<Attribute>TileYieldMaterials</Attribute>
<Value>1.5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
replace the _Forest with whatever the terrain type
If you want to add more essence to forest just add another Gamemodifier/Modtype=resource with an Attribute of <Attribute>TileYieldEssence</Attribute>
Then you need to understand the terrain hierarchy
Every tile is either water or land
Every land tile will be plains, rugged, or fertile
*I highly suggest renaming the Fertile_Land terrain types displayname to fertile to differentiate it from plains, you can see this in the lower right mouseover tooltip when looking at a map
Land can be "overlayed" with hills, forest
Land can be "overwritten" with arctic, swamp, desert, mountain/mountainside, river
Land will be one of three environments barren/desert/fallen
Even though land is "overwritten" I believe that the underlying base land type (plains,rugged,fertile) is still stored for that tile, you can see that especially in the case of mountains when you lower the land to flat you will get the land type. I think there were some bugs with ai settling in swamps and I think that was because the swamp was layed down as fertile land and then overlayed with swamp, even though it says swamp,barren. Although it may have to do with being painted with grassland.
Ok so the reason I went into all of that is that the values are cumulative, so if you make the fertile_land TileYieldMaterials Value 2.0 and Forests' 1.5 the the value for a forest tile will be 3.5.
It is hardcoded that GEM will only appear on fertile land with either grassland or fallen environment that can be overlayed with hills or forest.
Both forest and river values apply to non-river/forest tiles adjacent to the forest/river
The PerTurn from what I have seen is depricated but still functions as a multiplier I would just leave it at 1.
***Everything I just said is based on observation and trial/error and could be totally wrong
sweet, will be waiting for the update! new stamps yay
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