[eWIP] Beta v3.912.01 Elemental Balance Mod

Those of you who not only have time to play the beta, but also want to try out some balance ideas, this is the mod for you. If walls of text are more your speed, I even have a link to one of those: https://forums.elementalgame.com/422630

That pretty much sums up what I think about the new balance changes with regards to weapons and armor. Armor is too high. My solution is to raise weapon values to compensate. The challenge is that this is making unarmored units die in one hit. So I raised Hp across the board to make units survive for longer. If you still think unarmored units die too easily, watch this video: http://www.youtube.com/watch?v=osTQrJ_axfc Not all that accurate, but the basic ideas are there. No armor means you will not be getting much more than one hit against an armored opponent. 

What does that mean for my mod? It means that the AI needs to start using Leather and Chain. It means that I need to make lots of unit designs to make sure the AI can train better units after each new tech is mastered. It means that wages need to be lower and training times higher. This will mean that unarmored units will flood the early game and more armored units will cost more gildar and take longer to train. Magic is kind of a wildcard when talking about realism vs. gameplay. I have tried to give magic a defensive advantage. Each magical weapon is a mundane weapon with magical attributes. This means they will be faster, lighter, have special damage when compared to their mundane counterpart. 

Abilities have been beefed up to make heroes more competitive at higher levels. Citylevelup bonuses have been redesigned to be more interesting and specialize cities more. All improvements have been changed, though not as much as the last mod. You may want to play on slower tech paces if you felt the midgame was borderline too fast. There are more Research options now, but they come with trade offs. 

Expansion now increases Unrest. Outposts and Cities. So if you want to expand, you need to reduce Unrest. There are buildings for this or you can reduce taxes. Wages for units are 30% of vanilla, so money can be invested more in shop items and rush buying. I have yet to finish the level 5 bonuses, but at level 4, you will see some incentives to build up instead of out. In general, the AI will not expand as much either. Please let us know if the AI is spamming still.

Spells have been balanced a bit. Mana Blast now uses 20% of your Mana. All spells now correctly use the targets they should be using. AoE's will ignore your own units. All damage spells can be resisted, so Spell Resistance can help you avoid magical attacks.

The devs seem to want city differentiation this month, so if you think of any Faction Buildings that make sense, tell me and I will make them for testing. Magnar and Gilden are pretty solid. I would like to testers to suggest about the others. They are slower to balance things the way I want it. This kind of mod is mostly about trying out new ideas and balancing old ones.

 

I will post videos of examples:

Older Videos:

Test 1

Test 2: Monsters are deadly business

Test 3: Cities can now defend themselves

Test 4: Ire of Karavox

 

Newer Videos:

City Defense

Karavox and the Army of Crystalline Entities

City Defense II

Yithril Attacks!

 

I recommend playing each faction on fast tech pace and making a new unit design for each new tech as appropriate. It is the only way to get the AI factions to use good units. I will put up a link so you can use my units. Please post your unit designs as you go through each faction. The vanilla units are just sad.

Enjoy:

Elemental Balance v3.912.01

 

 

How to install:

First thing you need to do is add -localdataonly at the end of the file path for your shortcut. To do this, right click on any shortcut you have made for the game and click Properties. In the Target box there is a file path. At the end, add a space and type -localdataonly. Now download the link below and unzip it. In the file is the original xml file and the modded one, labeled Test. Take all the ones with Test in the name and copy them into FallenEnchantress/Data/English (except CoreImprovementsTest and ArtImprovementsTest, those go in the Improvements Folder there). Now delete the core files that my files are replacing. The backup copies are in the folder you downloaded. It is important to always have the original backup and a backup of your mod files as they may be erased by updates by the devs. To summarize, you just put the modded files in the game folder and got rid of the originals so that the game will read the modded ones. You added -localdataonly to the end of the file path for the desktop shortcut, allowing the game to see your computer's xml instead of the ones on the server. You should now be ready to play a new game that is much more fun!

The unit designs go in your user folder under the subfolder Units. You and the AI can use them!

Notice, there are no longer any of the vanilla units such as Defender or Spear Maiden or Scout. You must add the unit in the Unit folder to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units. Or where ever your user files are stored. The vanilla units are breaking the game right now, so this complication has become necessary. 


Rules:

Don't post bugs in FE Support when using a mod. We have a special thread for mod bugs.

Remember to put the original files back before updating and keep a copy of the modded files. Many things change from one version to the next. Better to keep things as the devs expect them to be. 

Do post new ideas and problems you encounter here. The whole point of this is to give some parallel feedback on what you think works and what doesn't. Then we can present that to the devs and see what they think.

Do ask questions. I am more than happy to teach anyone that cares how to mod these files to their personal liking. I can also help if this is your first time adding a core mod to the game.

Might want to start on easier settings. The game is so much more challenging now. I may need to think about AI help if it turns out they can't handle the monsters.


29,709 views 44 replies
Reply #1 Top

Thanks to Werewindle for much of the ideas and XML work.  :beer:

Reply #2 Top

Sweet. I'll check this out during the week.

Reply #3 Top

Bug in CoreUnitsTest.xml :         </EquipmentUpgradeDef> should be removed.

 

I must warn the people who will use this mod: the monsters are quite a lot tougher :).

Reply #4 Top

There are a few bugs, just updated because I forgot to add the CoreImprovements.xml. Now it should spawn good defenders.

Reply #5 Top

Snagged the new version. Thanks guys.

Reply #6 Top

Version 3.91.02 adds dodge to shields and makes Towershield very heavy, expensive, and better at defending against arrows. I will make some better Accuracy Traits to catch up with the higher dodge values.

 

What's next? 

+Better Buildings.

+Strategic choices when expanding (That means it costs gildar to expand further).

+Accuracy Traits.

+Magic Traits.

+Better AI units.

+Training Cost Balance.

+Endgame will allow a level 6 Unit to be trained as a matter of course. I am thinking a tech bonus, citylevelup bonus, and an addition to War College.

Reply #7 Top

New Test video in the OP.

Reply #8 Top

I hope you're beefing up the Monsters!  My biggest complaint with .91 is the monsters get to be pretty lame pretty quickly.  Obviously, I don't want a level 33 demon two squares from my starting point, but they need to be out there in places other than in Wildlands.

And why can't the mod come with some pre-made units that the AI can use from?  Player-made units are just a <UnitType>.  Can't we make up a few dozen and aggregate them in a <UnitTypes> XML file to include with the mod?   Actually, Sean, you should be able to combine all your units from your testing.  Maybe take donations from some of those using your mod.

Also, I've taken all the champions in CoreUnits.xml, copied them in a new XML file and changed all the names slightly to effectively double the number of available champions for use on larger maps.  If you're interested in the file, I'll gladly donate it to you for use.

Reply #9 Top

I suppose I could just add my units in a subfolder. Good idea. If anyone else wants to post their units, I will add them as well. I have mostly been working on leather units, so if someone wants to deal with chain and plate, that would help alot. 

 

I am also in the process of adding 3 traits to all the core units. They are really not hard to beat unless they are using Traits. 

 

As to Monsters, I have taken to making whole armies with stealth to see if I can game them. It actually works rather well, until I build a city or outpost. Maybe they should add that as an innate Tarth ability when we come around to differentiating them.

Reply #10 Top

I suppose adding some traits would help but but I don't know how I would feel about stealth lairs.  I've never cared much for random, senseless insta-death in a game like this.  It's one thing to take a chance on attacking a mega-monster and lose, but I've never found it to be much fun to lose a very important unit to something totally unforeseen or unavoidable. 

Mostly I think the monsters just need to spawn at higher levels than they do and with more henchmen.  When I get some other stuff finished, I'm going to create a couple dozen mega-lairs to auto-spawn.  Think along the lines of level 20 death demon with 3 or 4 level 12 assassin demons to keep it interesting but set to spawn no closer than 12 squares from a start point.  It's a shame there doesn't appear to be a way to scale distance from start point based on map size.  I'm just not sure what to do about rewards for that kind of spawn as artifact level items are already too plentiful in the game.   I'm thinking some really nice items mixed with some rather average items.  Maybe 20% chance of an artifact level item with average stuff making up the balance.

Reply #11 Top

No, I am using the Stealth trait for my units to avoid enemies. 

Reply #12 Top

Oh, and be careful with adding too many monsters. Part of the reason we are doing one monster to take on a whole army is the RAM requirements of having too many on the screen.

Reply #13 Top

New version up! This one includes penalties for overexpansion courtesy of Werewindle. The AI should even be better about keeping a smaller nation. 

Reply #14 Top

you are just talking armor and weapons, did you beef up magic ? you can't call it "balance mod" if magic is left out of the equation

 

Reply #15 Top

I'm pretty sure he can call it whatever he wants to. Even if he balances just 0.1% (which he doesn't), he could call it a balance mod.

Reply #16 Top

We did mod spells actually. I am in the process of adding some improvement balances. Then I will fix the spell target issues. There is alot more balance in the mod than the OP implies, I just haven't updated it in a while. 

 

I didn't realize Stardock hired an official mod police to tell me what a mod is.  :annoyed:

Reply #17 Top

Certainly appears to be involved in balancing, to me.  In fact, that would seem to be the mod's focus.

 

Does it work well with Heavenfall's mod?  His new items and races frankly look great, and your improvements to combat are well thought out.

Reply #18 Top

Won't probably work very well. Hf's mods are all combined and use the vanilla balance for the most part. I wanted to make them compatible, but I am mostly interested in improving balance and Hf is working on long term content additions. At some point these two things will coincide though.

Reply #19 Top

Thanks for the quick response.

 

So now, on top of all the decisions to make within the game, I have to make a decision about which flavor to play.  Figures. ;)

Reply #20 Top

I would recommend seanw3's mod for a different playing experience within the same "lore". A lot of my mod is expanding on the lore but using the same mechanics.

 

Reply #21 Top

I'm a big fan of lore, in any game I play that is sensible enough to offer it.  That said, the draw of stopping pioneer spam lures me over to this mod--so mechanics balancing gets to be my first mod.


Thank you both for your comments.

 

Great YouTube gameplay examples, by the way.  Not too fond of von Suppe, though.

Reply #22 Top

Is that link still up?  The one in your first post here would seem to be only text.  Nothing hyper about it.

Reply #23 Top

Quoting seanw3, reply 16
We did mod spells actually. I am in the process of adding some improvement balances. Then I will fix the spell target issues. There is alot more balance in the mod than the OP implies, I just haven't updated it in a while.

this answer my awkward question which wasn't meant to be taken literally

 

Reply #24 Top

I took the link down because there are some things I want to add before people download it again. Buildings are getting a makeover.

Reply #25 Top

Quoting lhetre, reply 23

Quoting seanw3, reply 16We did mod spells actually. I am in the process of adding some improvement balances. Then I will fix the spell target issues. There is alot more balance in the mod than the OP implies, I just haven't updated it in a while.

this answer my awkward question which wasn't meant to be taken literally

 
I'm not sure, though, what parts of magic needs to be beefed up; With Path of the Mage and the Evoker traits (not to mention: Warlock), damage magic was plenty strong, and Fireball/Blizzard/Dirge of Ceresa were broken to the point of making the game unfun. I've reduced the power of Evoker traits to 25% each and reduced the damage of those 3 spells slightly to make it more reasonable - once coupled with the base HP increase.

Stoneskin has also been nerfed significantly, as it allowed early in the game to make almost-invulnerable unit. It wasn't the only offender, but it was quite too strong in my opinion. It now gives 6 armor + 3 per earth shard.

The rest of the spells are untouched. I think they increased the power of non-damage spells, to the point where quite a few of them are acceptable choices. But if you have any views on this you'd like to share, you're welcome to do so. It is, after all, a work in progress.

 

I will change the "city spam limiting mechanic" this evening as I'm not entirely satisfied by it. It currently gives +5%  global unrest per city (all unrest values from taxes were lowered by 5% so that the first city would bring the player back to the original values). I'm thinking of having cities reduce production and research by 5% each instead, because the current version makes very high taxes level go over 100% unrest...

 

Heroes level up traits (and a couple unit level up traits) have been changed - aside from evoker which has been nerfed, quite a few of these traits have been buffed a bit. Heroes are now generally stronger and more durable, to compensate for the super-high-end-gear being more in line with regular gear. 

 

Oh, and monsters have: +30% attack, +30% armor, +200% base HP (except those who had negative base HP like mites), +20% initiative. And Fireball/Blizzard has been buffed a bit for those monsters, since they don't receive bonuses from traits... oh, overpowered has been reduced too. When you deal 100 damage, a per-soldier-in-the-target-group multiplier is just complete overkill.

Now, fighting a Death Demon will be a real challenge. And Vertrar and his buddies will take incredibly strong armies to take down with their 1000+ HP and insane stats.