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Ecomental - Map Mod

Ecomental - Map Mod

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

 

259,888 views 73 replies | Pinned
Reply #51 Top

this is a good mod.  i like the eco map type, haven't tried lush yet.

has anyone tried creating an arctic map type?  I tried un-commenting the arctic maptypes in coremaps.xml and even making the arctic value 1 and the rest 0 for that type (with a couple other combinations as well).  However, it doesn't seem to make maps with arctic tiles. 

 

Reply #52 Top

There aren't any arctic stamps in the vanilla game. I have a few in the stormworld_rivermod (stormworld 1.5o) although they are not limited to arctic maps.

Reply #53 Top

thanks, I'll check it out.  I was thinking there might be some already there because of the arctic wildland in the game.

Reply #56 Top

Curious as well.

Reply #57 Top

I'm using this map mod in my current game and it's working great.  Very nice mod.

Nicely done Sir!  k1

And for those still trying to figure out how to modify minimum city placement distance, Ragnin posted the solution in the "[eMod] Larger Random Maps_v1_1" thread.

Reply #58 Top


Definitely see some differences.  Found a 4/4/2, which is normally extremely rare, and I also found a 1/5/2 which I have never ever seen before.  I'm pretty sure the vanilla code has something in it which says if there is any food at all then round up to at least two food.  Regardless it is nice to see more settleable spots.

Reply #59 Top

i Don't really want my starting city to have less than 3 material, there is a spot in the elementaldefs.xml where you can set the minimum for material.  Didn't see one for essence though.  Even with the below I still CTRL-N a few times till I get a 4/3/2 or something.  I like 3 material and 2 essence on my starting city.  I'll sacrifice an essence for a 4/4 or maybe a 5/3.   Production seems much more important to me early, and vanilla city level ups are pretty meh till you get to 3rd lvl.

 

        <!-- ** ** -->
        <StartingCityTileYield>TileYieldGrain,4</StartingCityTileYield>
        <StartingCityTileYield>TileYieldMaterials,4</StartingCityTileYield>
        <!-- ** minimum materials yield at any tile with a grain yield ** -->
        <MinMaterialsTileYield>3.0</MinMaterialsTileYield>
        <!-- ** minimum combined tile yield at a tile needed for it to have a tile yield at all ** -->
        <MinValidTotalTileYield>6.0</MinValidTotalTileYield>

 

default is

        <!-- ** ** -->
        <StartingCityTileYield>TileYieldGrain,4</StartingCityTileYield>
        <StartingCityTileYield>TileYieldMaterials,3</StartingCityTileYield>
        <!-- ** minimum materials yield at any tile with a grain yield ** -->
        <MinMaterialsTileYield>2.0</MinMaterialsTileYield>
        <!-- ** minimum combined tile yield at a tile needed for it to have a tile yield at all ** -->
        <MinValidTotalTileYield>6.0</MinValidTotalTileYield>
        <!-- ** icons for showing unit defense stats, and whether they have any subtypes that are higher/lower than the base ** -->

Reply #61 Top


I am back just bought the map pack.

Reply #62 Top

Has anyone managed to complete a game on a XL or XXL map? I mean passing turn 200+ ?

Reply #63 Top

Like the mod.  It's definitely made the game a little bit more interesting, after a while the vanilla tile yields seem a bit predictably underwhelming.

Reply #64 Top


I bet this has been addressed, but I don't see it.  When I mouse over lush it gives the description for ravaged, and when I mouse over ravaged it shows the description for lush.  Are the map modes actually switched or just the descriptions?

Reply #65 Top

lush seemed lush...  playing ecology right now.

Reply #66 Top

Quoting Nibelung44, reply 63
Has anyone managed to complete a game on a XL or XXL map? I mean passing turn 200+ ?
The game I'm just forgoing is on turn 178 (standard speed, xxlarge lush map, win7 64bit).  Got ~85% of the map explored and in mid-game.  Had absolutely no problems with the map or game (other than expert difficulty is ridiculously easy so starting anew on ridiculous difficulty, hoping the AI provides some challenge).

Reply #67 Top

I've used this mod and the larger maps by rlane48.  I prefer this mod over his because of the way the GME is handled but I have one thing I prefer from rlane48's mod.  The added distance between cities.  You can't build buildings in the cities that are within 4 tiles of another city but you can build cities 4 tiles way.  Problem ends up being that you can't build new buildings in your cities.  While it's easy to control with myself, the AI doesn't know better and that causes two problems.  It stifles their growth and also hinders me once I capture their cities.

 

Anyway, there's my suggestion, make it so cities have to be 6 tiles away from each other.  6 tiles seems perfect to me, it allows for max cities but doesn't prevent them from building all the add on buildings.  Also, can anyone share how to make the change on my own?

Reply #68 Top

Quoting Tilarium, reply 68
... Also, can anyone share how to make the change on my own?
Ragnin posted how to modify minimum city distance in the "[eMod] Larger Random Maps_v1_1" thread.  I've been using 7 for xxlarge maps (that means there's 6 squares between cities, not inclusive).  If you can't find Ragnin's post, or are having trouble with the modification, post here again and I'll walk you thru it.

Reply #69 Top

This looks like it might need a bit of adjustment for 1.20 as the data files have changed.  Or it might not.

Reply #70 Top

So... does this work with the map pack stamps?  And with 1.20?  Any updates planned?

Reply #71 Top

bump. updates?

Reply #72 Top

This excellent mod was enough for me so far (maybe not perfect, but working very well).

Regarding the "tiles system" changes that are made in v1.291 and v1.3, I wonder if keeping Ecomental mod active is a bad choice ... or not.

 

Any idea about it ?