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
I have to test the new version. It might be compatible, but it would only be luck.
There were very few XML changes, mostly it was a memory and AI patch by the looks of it.
If there's 2 important changes you should have out before Christmas it should definitely be the power level of bear camps and the Fire Elementals that drop through the ground and makes a battle with them take anywhere from 10 minutes to 60 minutes.(Unless it's a vanilla problem)
I'm pretty sure it's vanilla problem. I don't think Master's Affliction does anything that could produce this effect.
I may be using old animation files. It's odd that lair monsters are the only ones doing it. They are identical to the other ones, but only one has the problem. Very difficult to fix.
Could it be tied to the fact that all vanilla are single unit vs MA's multi entity units? That's the thing that really jumped out at me when the first 5k stack threatened...5 sets of 4!
I had a similar problem with one of my monsters a bit back. This was the culprit
<ShowAsSingleUnit>1</ShowAsSingleUnit>
Hi Sean,first off thanks for a really interesting MOD. I'll try get more findings in here in the next days (Hopefully with direct fix suggestions), but generally it seems that some issues I found are mainly related to the XML structure having changed at some point (or maybe I missed something else). All the changes I summarize below were done by adding them to the current FE files, so that I can be sure to not break FE's "magic" during launch as it seems to look for all XML files in the data directory, which leads to very interesting bugs, if you keep backup files with the same name in the directory (e.g.: CoreAbilities_BACKUP.XML). Anyways I fixed some issues in the CoreAbilities.XML (XML structure, duplications, tool tip issues) in the following ways:Vulnerable to magic- Was present twice (at least in the version that I have) Line 10360 and 10763I left the value after Uneducated with your suggested values in: <AbilityBonusOption InternalName="VulnerableEmpire"> <DisplayName>Vulnerable To Magic</DisplayName> <Description>All units get -100% to Spell Resistance</Description> <Icon>Ability_Vulnerable_Icon.png</Icon> <GameModifier> <ModType>Player</ModType> <Attribute>AbilityBonus</Attribute> <StrVal>A_UnitStat_MagicResist</StrVal> <Value>-100</Value> <Provides>-100% Spell Resistance</Provides> </GameModifier> <Cost>-1</Cost> <HideWhenUpgraded>0</HideWhenUpgraded> <IsCombatAbility>1</IsCombatAbility> <Type>Weakness</Type> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> </AbilityBonusOption> Uneducated- Tool tip was wrong should be: <AbilityBonusOption InternalName="Uneducated"> <DisplayName>Uneducated</DisplayName> <Description>-30% to Research</Description> <Icon>Ability_Uneducated_Icon.png</Icon> <GameModifier> <ModType>Player</ModType> <Attribute>AbilityBonus</Attribute> <StrVal>A_Research</StrVal> <Value>-30</Value> <Provides>-30% to Research</Provides> </GameModifier> <Cost>-1</Cost> <HideWhenUpgraded>0</HideWhenUpgraded> <Type>Weakness</Type> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> </AbilityBonusOption>Inefficient- Played around a bit with this and it doesn't seem to be working. I couldn't get it to work in general, so here is my suggestion for a similar trait, which is basically a flat -2 to production per material. <AbilityBonusOption InternalName="InefficientAbility"> <DisplayName>Inefficient</DisplayName> <Description>-2 Production per material</Description> <Icon>Ability_Inefficient_Icon.png</Icon> <GameModifier> <ModType>Player</ModType> <Attribute>AbilityBonus</Attribute> <StrVal>A_Additive_ProductionPerMaterials</StrVal> <Value>-2</Value> <Provides>-2 Prod. per Material</Provides> </GameModifier> <Cost>-1</Cost> <HideWhenUpgraded>0</HideWhenUpgraded> <Type>Weakness</Type> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> </AbilityBonusOption> These abilities should all be in the tags for the corresponding group <AbilityBonus InternalName="Player_Weakness"> ... </AbilityBonus> (some weren't).
Regards,
Spitzvogel
This mod made this game interesting again after discovering how broken balance was in vanilla. Thanks.
Unfortunately anytime i get to turn 300+ or so, going assassin path seems to break tactical combat, one of the skills as soon as learned there on prevents tactical combat from loading within a normal timely fashion and the first turn of combat the graphics for movement don't properly animate resulting in the inability to do anything but pass turn or attack a unit. This issue resolves itself after the first round of combat and the grid properly shows etc.
Am I alone in this issue?
Without knowing what skill it it, it's hard to answer that.
Hey Sean,
I haven't been playing long, only got the game a couple weeks ago and started working with your mod maybe last week, but I noticed a few bugs (?) and I thought I'd post them here. Incoming wall o' text.
First off, monster lairs don't seem to spawn additional mobs once I've extended my borders over them, at least at the difficulty I'm on right now. I did an informal side-by-side comparison in the play through I'm doing right now (Pariden, Procipinee, Challenging AI, Normal/Unmoderate world, Large random map with 7 other factions, Dense resources/magic) and left a Forest Drake camp just outside my borders for somewhere between 20-50 turns, right next to an Escaped Jägernaut camp, a Slag camp and a Cave Bear camp which were all in my borders. During this time, two packs of Forest Drakes spawned from the Forest Drake camp, but nothing spawned from any of the other camps. Since I have expanded my borders to cover the Forest Drake camp (perhaps another 20-50 turns), nothing has spawned from any of the camps. I'm not certain if this is also occurs in AI territories or if this changes with difficulty, these are things I'm going to have to look into.
Additionally, I've found that upgrading army size does not take into account any resources the army uses. As such, if you're playing in the late game and do not have the metal or crystal to consistently produce the more resource intensive larger unit sizes, it makes much more sense to build smaller unit sizes, such as groups, and then upgrade to company size, as this does not cost any resources except a flat amount of gildar per size increase. With gildar typically being much more readily available than metal or crystal, it is possible to field much larger armies than your owned strategic resources allow for in this manner.
I don't know if this is something you can fix by adding the resource cost into the upgrade cost, or if it's an intended feature. If it is intended then I think that this design may be worth revisiting, because although I do like the idea of being able to compensate for lack of strategic resources with gildar (sometimes you just get shafted with the spawns), I feel that even if this is the intended overall goal that a) there are other avenues through which to accomplish this trade-off (e.g. trading with the AI) and b) the gildar cost of upgrading the unit should take into account the resource cost (i.e. units that cost significant amounts of metal or crystal should likewise be a lot more expensive to upgrade in unit size).
I'm also getting an interesting effect when I demolish and rebuild ZoC enhancing structures (i.e. the Monument and Town Hall) where demolishing the structure does not remove the ZoC extension from the town and rebuilding it applies the ZoC extension again, so you can basically expand your borders as much as you want in a timely and cheap fashion by just rebuilding the monument over and over and over. I'm not certain this is a bug associated with your mod and I don't particularly want to reinstall to go check back in vanilla, but I thought I would mention it.
Overall, I've been loving the mod; it made the early game a LOT more interesting than before. One thing I would like to see incorporated is the road building trait on governors; I know you've said multiple times that you're working on an entire governor overhaul/tree but it'd be really nice if we could get that trait just until you finish the rest.
Edit: Another 30 turns into the game and a pack of Krigoths spawned from a lair which was inside of my borders. Still no mobs from any other camps (although now that I think about it, much earlier in the game there was a troll camp in my borders which also spawned mobs). Perhaps it varies by type of monster?
Edit #2: More bugs: Omen of Astaroth is non functional, I can click the spell and it comes up with the tile selection cursor, but then I get the error "Target is protected from offensive spells" over every tile/city/mob I've tried. Descension of Astaroth works just fine, though.
Strip mountain shows problems as well; the spell casts and turns a block of mountain into hills (and destroys any resources located in the tiles selected as well) but does not do anything more than that, no riches or dangers to be found.
Great Flood and Oncoming Storm both caused crashes as soon as I cast them (didn't even get to the tile selection portion). Diluvium also caused a crash, although I was able to select a tile and cast it (screen shook and everything) before my game froze.
Miracle Day casts on a enemy? And I didn't really see any effects but I didn't do very much testing.
No issues with Descension of Astaroth, Troll Legion, Ineluctable Vision or Break Realm.
Is this still under development? I loved the theory and the direction it was going, but no word for quite a while now [e digicons]:'([/e]
second the above, I've seen FE immersion mod incorporated MA and Goetia hang over. Seanw3, Werewindle, should we look there for future updates?
I tried to remove this from every FireElemental but it crashes the game at random, and corrupts your saves for that game.
What is the thinking behind infantry getting +6 moves at start so they leap ahead of everything else? They should all be wearing Flash costumes I think.
- Sword
Is it dead, Jim? No word for a month now
I have a feeling he's conquering Amerish, Indar, and Esamir.
Has anyone had any success in getting this mod to work with 1.12? I tried once and it didn't work but it's possible I stuffed it up.
My mod, which is based off of this, works with 1.12 and I don't think I remember having to do anything to make it compatible so you shouldn't be having trouble, but then again maybe I just forgot I did something heh
Then he will be bored soon of this mindless grinding. Been there, done that.
Soooo Sean is missing and 1.2 came out. I wonder if/when the vanilla game will catch up to MA. As it stands I still think MA has far better depth and balance, but for how long?
use the BlackrainZ mod it works good enough, though you'll get additional change of number of troops per unit.
Also, he says he didn't had to update the MA code between 1.12 and 1.2 so MA on itself might still work with new version without need to update, and the AI should make better use of the Sean's changes.
I'm playing MA with 1.2 and everything seems to work fine. I'm just worried about future developments (specifically, if this mod will have any).
Anyone know what happened to seanw3? He was such a big forum contributor and great benefit to the modding community. I can't help but wonder if he's been the victim of some misfortune.
There are many great features available to you once you register, including:
Sign in or Create Account