1.02.016 Now available!
Elemental: Master's Affliction
A total conversion mod by Sean W. III and Werewindle
Dolor hic tibi proderit olim; aut vincere aut mori
To give sum to this realm which I have created is simple: Some day this pain will be of use to you; either to conquer or die. When I read the description for Fallen Enchantress, I imagined Pandemonium. I believed too much in a realm of chaos and desolation. A realm where the monsters have lease and ancient demons rule. The realm that was finished is quite simply too soft for my tastes. My thirst for strife is impossible to satisfy. I want, nay need, the realm to devour humanity. This can't be accomplished in the realm of the Fallen Enchantress. The world is but a piece of cloth, on which simple empires are built. There is not danger, no survival against impossible beasts. Cities do not grow from fledgling villages into towering dominions. Magic does not rip the realm in two. Humanity is nowhere near sufficiently scared. Without challenge, victory is hollow. Without pain, defeat is meaningless. But I, I have the power to change that. I will build my own realm. I will populate it with terrible beasts and ancient demons. I will give true power to humanity and watch them destroy themselves. I will lure those that think themselves masters of magic straight into the pits of affliction. Defeat will be their turmoil. Hubris, their lure. Welcome to the Master's Affliction.
But not everything I do is to cause you pain. There would be no reason to play if I did not offer things a master needs. First and foremost I offer more strategic and tactical depth. Balance is a word for making things equal. I want to add depth to my scales of balance. I will provide links to charts and descriptions of what I have changed and why. There will likely be many more changes and content additions. For now I want to get a core depth to tactical battles. I will be primarily focusing on rebalancing monsters to provide appropriate levels of challenge throughout the game. The basic concept is that each tile must be fought for in a war against the world. This will be explained in detail in the Mod Explanations section. For now, try it out and please provide feedback.
FE Mod Library Page
FE Nexus Page
Download Here (1.02.016)
Mod Install Instructions
Mod Explanations
Mod Charts
Weapon Balance
Changelog
With Contributions from:
The King of Despair Heavenfall
The mod explanation now provides a detailed series of essays on how I shaped the mod. I don't like forcing people to scroll through a massive OP each time they want an update. And I actually just re-updated the Mod Explanation to include advanced game concepts. It goes through some of the complicated changes to overall strategy. It also talks about what is coming in terms of new content. Goetia is still in progress. There might just be an early beta version coming soon. [e digicons][/e]
Yay! I'm really looking forward to Goetia! Also are you still doing your ivory/wizard/whatever tower mod thing?
Yes. It's mentioned in the Mod Explanation. I will be updating the thread for that soon. Soon as I get some time to polish it up.
the picture in the OP is creepy btw
It seemed to encompass what I am trying to do here. [e digicons]O:)[/e]
That's what got me. Thanks.
Dangerous place, your world. Really enjoying it.
I don't understand the Notice: part of the install instructions
"You must add the units in the Unit folder I provide to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units."
there's no Unit folder provided with the download and I don't have a Units folder in MyGames either ..
You should have a units folder in your user directory. Everyone has a units, quests, maps, etc folder there. It contains all the unit designs you have made in the game.
that's it, I haven't made any unit designs yet. still, there's no Unit folder provided with the DL
I am working on a basic unit list. I am going to be making alot of changes to unit design traits. I don't want to make a whole bunch of obsolete designs.
seanw3 I just want to say you're awesome for making these mods! I know the primary motivation is that you want to make the game better for your own enjoyment, I do that with GalCiv 2, but for sharing your work with us, you're just awesome!
oh I see, the unit folder is not included yet
Man, Sean, you weren't kidding when you said you made units cheaper. I can spam 1 production spear chicks rought out of the gate.
I hope you make the most of it. I am working on a change to traits. Basically before we had each unit with no traits or armor costing 32 labor per soldier in the unit. I am shifting towards pushing most of that labor into other areas.
How well are those units faring in the world?
At what point does the cost of those units prevent you from training more?
Just started a new game with your current build playing as Karavox, insane world, expert AI, 5 opponents, medium map. Just got myself a 53 hp Anna the wolf too. Early game looks extremely promising at this point.
Don't bet on it. He lures you in with Anna, and higher summons, and more mana, gold, and better traits all around. Plus, all city militia have armor. Then you discover that even on early levels darkling armies and mites are formidable, with more forces and better hit points, let alone...well, I won't spoil it for you. [e digicons]:-"[/e]
Sean - I'll jot down some notes in this repy regarding feedback on 1.0.002 build here and keep editing it (vs. spamming your thread). WIP:
Like I said to Glazunov, I'll give you a 30 turn head start. Then they will come for you.
I have a nice balanced custom map if anyone wants it. It gives reliable starting positions and have some logic to monsters protecting expansion bases. Might only work with this mod since I have renamed alot of lairs.
Custom Map
Hi Sean - your wildlands are about to roflstomp me off these difficulty levels. I'm about to get pwned. I'll let you know, lol. Turn 41...
Other thing, the path improved poison blade says the below.
Is your weapon balance chart up to date? (I admitedly haven't downloaded this yet, as I'm dealing with crash related issues).
There are a couple things that strike me as incongruent with your explanation file. Notably that shields are a counter to bows (they don't list any sort of range defense) and that slow heavy weapons are supposed to be powerful. Both the maul and the doom maul list their damage per hundred rounds as lower than same tech one-handed weaponry. Are some of those damage numbers typos? It seems odd that you would go to the trouble of calculating the damage over a hundred rounds against each of the armor types and then leave them so obviously subpar.
Turn 49... Sean, you are a bad, bad, man. Death incarnate (aka Insane Shrill Lord) eyeing my city... Only hope now is to kite. The wildlands opening up like that was a cruel joke! [e digicons]X([/e]
This has probably been said but I think that there are far to many Mites in a single army
EDIT: I saw your idea of the ending of how the sov will become a god...well it turns out I will be stopping my mod. I was going to make a mod based on the D&D FR style of gods on how the play could become a god
Any chance you could mirror the files somewhere else? Mediafire isn't cooperating... [e digicons]:'([/e]
Not ideal but incase you're biting your nails waiting to try it out - https://www.dropbox.com/s/4qy2aalp9ra73ho/Masters%20Affliction%20%5B1.0.003%5D.rar
Version 1.0.003
Ah! Thank you much! I live in China, land of proxies and firewalls, where we make sacrifices to porcelain pandas in hopes of getting youtube videos to load...
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