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
How does your mod interact with the Wildlands map? Do the Elemental Lords just rise up and slaughter everyone, since there's ten of them?
Sean,
I've been checking the xmls in difficulties.
Difficulty levels- <AIDifficultyLevel InternalName="AIDiffLvl_Hard"> <DisplayName>Hard</DisplayName> <AIEconomicRatio>1.1</AIEconomicRatio> <AIFOWCheat>1</AIFOWCheat> <AIHPRatio>1.0</AIHPRatio> <AIStartingFundsRatio>5.0</AIStartingFundsRatio> <AISovereignHPRatio>1.0</AISovereignHPRatio> <AIUsesCombatMagic>1</AIUsesCombatMagic> <AIIntelligenceFactor>3</AIIntelligenceFactor> </AIDifficultyLevel>- <AIDifficultyLevel InternalName="AIDiffLvl_Harder"> <DisplayName>Harder</DisplayName> <AIEconomicRatio>1.2</AIEconomicRatio> <AIFOWCheat>1</AIFOWCheat> <AIHPRatio>1.0</AIHPRatio> <AIStartingFundsRatio>1.5</AIStartingFundsRatio> <AISovereignHPRatio>1.30</AISovereignHPRatio> <AIUsesCombatMagic>1</AIUsesCombatMagic> <AIIntelligenceFactor>6</AIIntelligenceFactor> </AIDifficultyLevel>
it seems that on Harder level AI get less money than on Hard.
Sean what is the difference in the AIIntelligencefactor?
I understand that above 1.25 the AI is basically cheating, but how is that implemented in other way then the FOWcheat for example
I think it is the amount of processor time available, but if so why there isn't 10 for challenging and up. what happens if you place 100 instead of 10 or 1000000000?
It is something like the time the AI spends thinking about what to do. As far as we know, it doesn't control any cheating that we are aware of. This is actually why Hard and Harder are set up the way they are. A dumb AI with more starting funds is still easier than a smart AI with less. The custom difficulties offer different types of AI. One with a very strong start and one with a better overall performance. The major drawback to a high AI intelligence is the waiting between turns. I like it high though because most of that time for me is spent strategizing. Anything above 10 may have no affect of cause the game to take too much time. Since the AI has an overall limit, I went with Fb's max number of 10. That is probably as high as he programmed it to go.
Playing it on the Anthys map - which I don't think is affected by map settings.
So with Dense magic, I've found a total of 5 or 6 shards.
I've been playing like 10 hrs, finally got a good base cleared out and have 5 thriving cities.
Couple points:
On the Anythys map wildlands are weird, no definite borders and you can settle them immediately. Mobs seem to roam a bit but stay generally at home.
What is the logic for monster spawns? They seem to:
Which brings up another point - why are champions so damn expensive? 3k for a level 5? Are we paying for the whole army now? Do we get the army or do they disappear like in vanilla. I've never been able to save up enough to get one so this is the second game with only 2 champions. I finally said screw it and took over two other civs just to force them to surrender and get 2 heroes.
Bugs:
that 5k elemental stack from the caldera spawn - in tactical combat, once it is their action they disappear from the map and turns take forever. Seems to help if I zoom way in and out and move all over the map...real annoying though.
Started anthys map with 14 civs... all diff with a bunch of custom. 7 of them turned into Altar, with 1 lord relias and a bunch of my randoms. not sure it affected much, but weird.
The main point - once I can handle any of these bigger spawns its pretty lackluster. by this time there are so many stacks to clear its a bit monotonous and while i can barely clear a 5k elemental stack - the AI has NO chance. So I could knock the AI off pretty quickly if I wanted. I have yet to try a wildlands boss though... will do that shortly.
Agree. I usually give up a game when it is just too much work to clear a map from hundred of stacks. You cannot auto-resolve battles, and they can take a long time. The only factor is how much hp/mana battle cost me. If can minimize it, then i know victory is never in question, and in the end i am condemned to lots of boring, long battles.
I play on Chuck's level, and usually i give up before i meet any AI ...
For some reason, i cannot build the sacrificial altar. I did build the shrine, and the sacrificial altar is the only building left to build, but if i click on build, nothing happens.. Oh, and i think it would be great for newcomers who didn't read the whole thread to add the units pack to the first post - the AI survives a lot better now due to your custom units now. Thank you for the great mod !
Hi, I've been playing this mod and have enjoyed it quite a bit. One thing I was wondering is if it is possible to mod the game such that champion abilities like Path of the Cleric only reduce the mana cost of healing/buff spells but not damage spells, while Arcanist Affinity reduce the mana cost of damaging spells.
I've been looking at the CoreSpells.xml file and I can't figure out how <StrVal> works. Are the StrVal hardcoded?
It would be awesome if the spell system could be made more interesting. For instance going from Fire Apprentice -> Fire Disciple could reduce the costs of all fire spells, and so on.
I do want to add to my above post. I broke my game somehow and decided to re-install. Set up the mod manager and I'm now playing stormwind or stormworld...the other big one (mod manager is slick...). Anyway, I really miss a lot of the smaller changes - changes to enchantments, changes to custom sovereign jobs and abilities (supreme commander is awesome, +1 move rocks), town upgrades and buildings. Miss the Unit abilities as well
In hindsight (and I'll check after I play SW for awhile) I think it might be fun to re-play and just mess around with the spawn rates and mob HP. Had a good time with it, but there was definitely that tipping point that I think was brought up in the dynamic difficulty post.
btw, stinking mud? is necessary, but very overpowered. Frequently was the only way to win a lot of the battles without taking a ton of damage.
with a recent rush of making each and every mod compatible with StormWorld, will you consider making your own also compatible with it?
I prefer Sean's as a standalone, he has changed so many of the game features that melding it with someone else's would be very hard.
merging the two would be quite a lot of work
I would love to see sean's cutthroat balancing techniques applied to Stormworld's content.
Great mechanics + great content = greatest mod ever!
What am I to do though with the fact that fight numerous armies becomes tedious? How can I make the AI play at the same level on equal difficulties? While these are valid criticisms, there is no simple fix to these problems. In the end, if you don't like the combat, the game is not something you enjoy playing. Yes, sometimes there are so many darklings or wildings that you simply must drone through them, but truly you can train fodder armies to autoresolve these battles. If you are sending your magic using healer or arcanist armies against mere wildings, your military is not sufficient. I would try getting a few more forts and start pumping out fodder to kill off such inferior foes. The XP and time is just not worth it. Sure I would love a fully developed autoresolve, but it is not there yet. Sure I would love to be able to move the game from manual battles to larger army concerns and taking heroes from weakling novices to gods that can solo everything, but the game has no solid mechanics to make these transitions. By the time you are bored with sending a hero's army at several weaker armies, you should already have the means to throw fodder at your repeated battles. Heroes and manual battles are moreso meant for the lair boss battles. It should take 3-8 armies of automatic battling to get to a real manual boss battle. This is the intent of the mod. If you are not there, make the game less challenging. If you don't like it, learn from me and mod to your heart's desire. In the end, I am only making this mod to satisfy my own gaming needs. It is merely a template that I think is useful and have thus posted for free use and modification. I have always presented this mod as an exercise in sadism. Nothing else is promised.
Personally I don't think it's a problem. When you have played this mod for awhile you know which mobs to kill before they get out of hand. However, you should take a look at bear-camps they become very hard to kill super fast.
If you start the battle then auto-resolve you usually get better results than just using auto-resolve, except when spellcasters are involved, then you should auto-resolve no matter what heh.
Are you working on a release Sean or are you happy with how it is now?
I am working on a few fixes. No new content until at least January though. Most people will be playing steam sale games until then anyhow.
Hey guys I was hoping to get some help on the installation of ME. This is my first mod i've installed for FE so I'm kind of a noob.
I followed the instructions in the installation doc to the letter, basically extracting all the files into the FE directory.
But when I start a new game its the same old factions and no indication the mod is running. I have the mods box checked in options.
I've also tried using FE Mod manager to try and install it but it wont' detect it. But I realize that is two separate issues.
Any advice/help would be appreciated on what I could be doing wrong.
Thanks,
The response seems a bit defensive, so apologies if you feel we're bashing. Its an awesome mod, and the responses are more in tune with potentially brainstorming the solution rather than critiquing.
I'm not sure about the answer. I don't know if there are mechanisms that allow 10 groups of level 1 mobs to transform into 2 level 5 mobs, or put a self destruct on the level 1 mobs and upgrade the lairs so they produce the big guys - with a total # of spawn counted. Countryside couldn't support some of the numbers, so maybe they "survival of the fittest" it to the higher level mobs.
Its the same problem with the vanilla game, when you've reached some level you are going to win hands down. With this mod the environment is much more of a factor and once you've pacified the countryside (if you can) you're too tough for the AI.
Could you possibly suggest the settings that would make it challenging for mid/late game and allow the AI to grow/expand? Or even after that current tipping point, what changes to make to increase the late game challenge?
Btw, I really miss the spell changes, city/hero level ups.
Note that it has to go into the subfolder \english -> FallenEnchantress/Data/English if you open that up you'll see the appropriate subfolders as well. It replaces existing game files so make a copy of the \english folder.
Try running the game as admin to see the mod changes. Sometimes the game needs this to check for new xml.
One thing I could do is set up each type of monster as its own faction so that they would be at war with each other. My previous post was meant to ask for ideas. I might have gotten the tone wrong.
I ran the game as an admin and I did copy them to the folder you mentioned above
see screenshot below:
http://screencast.com/t/SlEajcrI
NP, that's one of the reasons I was asking about the overall logic - i.e. are they generally supposed to stay close to home/lair?
If so, that would work relatively well and would actually be AWESOME in terms of gameplay. Not sure how many monster types there are/level of effort but it would add a great sense of immersion rather than see 20 groups of wildlings bumped up to a dragon. I'd have to say the dragon would get hungry eventually...
I'm also not sure of what the logic is that makes them break out of their radius (if there is any). I think it would be awseome to watch critter A enroach into critter B's territory and either eat or be eaten by critter B. Then depending on the proximity of critter A's buddies, maybe critter B chases critter A2 and gets eaten by A2,3,4... and the circle of life is complete.
Then if you also have lairs evolving - the small fry get eaten off, the larger ones survive (to an extent).
small question please
I played your mod version 1.02 + Master's Affliction 1.02 awesome SeanW3 [e digicons]XD[/e]
but with the 1.1 patch that just install = problem?
should re-install the mod ?
thank you for everything and congratulations for the work done [e digicons]:O[/e]
petite question svp
je jouais en version 1.02 + Master's Affliction 1.02 ton mod génial SeanW3 [e digicons][/e]
mais avec le patch 1.1 qui vient de s'installer = problème ?
faut-il ré-installer le mod ?
merci pour tout et bravo pour le travail accompli [e digicons]:sun:[/e]
(i'am french) [e digicons][/e]
I believe the proper protocol has been to uninstall all mods before upgrading to a new version, and then re-installing mods (if they are good to go with new game version.)
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