Water Fontain:
elf: dwarf: human:
Elf_Fontaine_Large.jpg Dwarf_Fontaine2_Large.jpg Human_Fontaine_Large.jpg

Blood Fontain:
dark elf: chaos dwarf: orc, dark orc, dark human, undead:
Dark_Elf_Blood_Fontain_Large.jpg Chaos_Dwarf_Fontain_Large.jpg Dark_Human_Blood_Fontain_Large.jpg
 
Bug found, Titanking animname not found in Pediaicon.txt, new diplomacy added in diplomacy.txt:

I fixed the bug, you can download it here:
EFMII_Beta1.02_patch.zip is available
 
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:)Dear Players,:)

If you find a bug in the mod, possibly in the gameplay, please share it so I can fix it as soon as possible, in the meantime have fun!
 
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:goodjob:To create a good mood:

EFMII creature habitations mission:

Dark Megoria, the dark mages at the very beginning of the game
EFMII_CH_DarkMegoria.jpg

development tree: second and third eras:
EFMII_CH_era02.jpg EFMII_CH_era03.jpg
 
Played like 200 turns in, I am not sure, as undead nation in South Africa? Really like the idea and the graphics. Did you make Improvements graphics yourself? Looks very good!

Now about the problems:

1) First and foremost. Undead don't have access to fresh water so they cannot irrigate. This means very slow city growth. Unless the city is at the coast, it can easily stuck with 2 citizens. My max is 5, I think. It really hinders my expansion. Good factions have a huge advantage here, I think. You should either make irrigation availablle to everyone or give bad guys more advantages.

2) Mine Freshly Buried resource expired twice, It is ok to have resources with high expiration rate, but not when it is critical to a faction.

3) Unit balance seems strange to me. For example, big zombie costs as much as zombie elephant, but the latter both faster and better defended. And there are lots of similar cases.

4) Improvements are confusing. They don't always behave according to civilopedia. For example, boar sty should give a happy face to a town, but it doesn't. Lots of buildings has marketplace luxury happiness bonus, which is useless, because you have only 1 luxuary resource in the game. Maintanace everywhere for margin benefits hurts too, especially with such limited growth.

5) Pollution is disastrous. It takes 48 turns for a single worker to clear. And buildings produce pollution at high rates from early on. Pollution is unfun mechanics in general. If you want to have it, make it at least 1/4 of default time to clear. Once again, unlike factories, graveyards and crypts give only small bonuses.

6) I didn't realise that starting gov actually has tile penatly. I assumed it to be like WH mod, where you have your gov from the start. It is far from obvious that you have to change gov ASAP. Why won't you just put Undead Kingdom as a default gov? Tile penalty is always stricktly worse. Also, after a revolution, I had access to goblin govs too. Idk, if this is a bug or a feature.

7) Turns times got really slow. One of the reasons is sea trade on such a big map - it always slows the game. But, especially at preset maps, you could use a strategic resource near certain coast tiles, which is required in city radius to build a harbor. It will limit number of harbors without totally denying sea trade.

Other than that it is really fun. I wish you could also place more places of interest and monsters on the map too.
 
Hi @Fortis1,

First of all thanks for your feedback.

Played like 200 turns in, I am not sure, as undead nation in South Africa? Really like the idea and the graphics. Did you make Improvements graphics yourself? Looks very good!

The graphics in EFMII mod were largely made from images saved from the Internet. I edited the pictures.

1) First and foremost. Undead don't have access to fresh water so they cannot irrigate. This means very slow city growth. Unless the city is at the coast, it can easily stuck with 2 citizens. My max is 5, I think. It really hinders my expansion. Good factions have a huge advantage here, I think. You should either make irrigation availablle to everyone or give bad guys more advantages.

1)Fresh water is only seen on the good side, there will be two options, or I will take the need for fresh water out of the irrigation condition, or I will strengthen the dark side to balance them with this.

2) Mine Freshly Buried resource expired twice, It is ok to have resources with high expiration rate, but not when it is critical to a faction.

2)Undead resources are indeed depleted sooner than other resources, but the chances of reproduction are more common than the chances of other resources reappearing. Here, too, I will try two options. I will increase the chances of re-appearance first if it doesn't work out I will increase its durability higher, but a combination of the two may be the key to the solution.

3) Unit balance seems strange to me. For example, big zombie costs as much as zombie elephant, but the latter both faster and better defended. And there are lots of similar cases.

3)That could be a bug, I'll look into it...

Improvements are confusing. They don't always behave according to civilopedia. For example, boar sty should give a happy face to a town, but it doesn't. Lots of buildings has marketplace luxury happiness bonus, which is useless, because you have only 1 luxuary resource in the game. Maintanace everywhere for margin benefits hurts too, especially with such limited growth.

4)I also look at these because there may be an bug in the civilopedia description or I didn't set it up properly in the editor.
 
5) Pollution is disastrous. It takes 48 turns for a single worker to clear. And buildings produce pollution at high rates from early on. Pollution is unfun mechanics in general. If you want to have it, make it at least 1/4 of default time to clear. Once again, unlike factories, graveyards and crypts give only small bonuses.

5)There are buildings for some species that increase pollution, I would like to keep this property of these buildings, but I will set the time for decontamination to a quarter.

6) I didn't realise that starting gov actually has tile penatly. I assumed it to be like WH mod, where you have your gov from the start. It is far from obvious that you have to change gov ASAP. Why won't you just put Undead Kingdom as a default gov? Tile penalty is always stricktly worse. Also, after a revolution, I had access to goblin govs too. Idk, if this is a bug or a feature.

6)The undead civilizations, each starting with a Crypt Duchies government, but have the opportunity to switch immediately. Each each race has a starting government at the beginning of the game, that you can change at the beginning of the game.
The availability of a goblin government is not a bug for Ozuumus civilization, as a goblin is its leader.
Ozuumus is the only undead civilization under goblin leadership, so they also reach the goblin treasurer within the city screen. I will indicate this in the civilopedia file

7) Turns times got really slow. One of the reasons is sea trade on such a big map - it always slows the game. But, especially at preset maps, you could use a strategic resource near certain coast tiles, which is required in city radius to build a harbor. It will limit number of harbors without totally denying sea trade.

7) Seems like a good idea. I'll see how I can accomplish this. Maybe hardwood could be a condition for building the harbor within the city’s radius.

Other than that it is really fun. I wish you could also place more places of interest and monsters on the map too.

Okay, there are a lot of resources I can trade for a fantasy bonus resource, and I can put down several monster units.
 
Hi @Fortis1,

In order to produce higher food, I changed the conditions of food, shield and commerce in the areas.
These changes have been changed to make the dark side stronger because I don’t want them to be able to water. I left the growth by irrigation as it was. But they also get other positive benefits for things lost due to irrigation.


Changes in soil food, shield and trade production(I marked in red where I changed the value):
F = Food
S = Shields
C = Commerce
I (F) = Irrigation (Food)
M (S) = Mining (Shields)
R (C) = Roads (Commerce)

Desert:
before: F: 0, S: 1 C: 0; I (F): 1, M (S): 0, R (C): 1 then: F: 0, S: 1 C: 0; I (F): 1, M (S): 0, R (C): 1

Dried up Plains:
before: F: 0, S: 1 C: 0; I (F): 1, M (S): 0, R (C): 1 then: F: 1 !, S: 1 C: 0; I (F): 1, M (S): 0, R (C): 1

plains:
before: F: 1, S: 1 C: 0; I (F): 1, M (S): O, R (C): 1 then: F: 2 !, S: 1 C: 0; I (F): 1, M (S): 0, R (C): 2!

Cursed Land:
before: F: 1, S: 0 C: 0; I (F): 1, M (S): 0, R (C): 1 then: F: 1, S: 0 C: 0; I (F): 1, M (S): 0, R (C): 1

Grassland
before: F: 2; S: 0; C: 0; I (F): 1, M (S): 0, R (C): 1 then: F: 3!, S: 0 C: 0; I (F): 1, M (S): 0, R (C): 2!

Magical Meadow
before: F: 2; S: 0; C: 0; I (F): 2, M (S): O, R (C): 2 then: F: 3!; S: 0 C: 0; I (F): 2, M (S): 0, R (C): 2

Snowland
before: F: 1, S: 0 C: 0; I (F): 1, M (S): 0, R (C): 1 then: F: 2 !, S: 0 C: 0; I (F): 1, M (S): 0, R (C): 1

Flood Plain
before: F: 4; S: 0; C: 0; I (F): 1, M (S): 0, R (C): 1 then: F: 4, S: 0 C: 0; I (F): 1, M (S): 0, R (C): 1

Hills
before: F: 1, S: 1 C: 0; I (F): 0, M (S): 2, R (C): 1 then: F: 1, S: 1 C: 0; I (F): 0, M (S): 2, R (C): 2!

Magic Hills
before: F: 1, S: 2 C: 0; I (F): 0, M (S): 3, R (C): 1 then: F: 2 !, S: 2 C: 0; I (F): 0, M (S): 3, R (C): 2!

Mountains
before: F: 0, S: 1 C: 0; I (F): 0, M (S): 3, R (C): 1 then: F: 0, S: 1 C: 0; I (F): 0, M (S): 4!, R (C): 1

Giant Mountains
before: F: 0, S: 1 C: 0; I (F): 0, M (S): 2, R (C): 1 then: F: 0, S: 1 C: 0; I (F): 0, M (S): 2, R (C): 1

Forest
before: F: 1, S: 2 C: 0; I (F): 0, M (S): 0, R (C): 1 then: F: 2 !, S: 2 C: 0; I (F): 0, M (S): 0, R (C): 2!

Dark Forest
before: F: 1, S: 2 C: 0; I (F): 0, M (S): 0, R (C): 1 then: F: 2 !, S: 2 C: 0; I (F): 0, M (S): 0, R (C): 2!

Ancient Forest
before: F: 1, S: 0 C: 0; I (F): 0, M (S): 0, R (C): 1 then: F: 2 !, S: 0 C: 0; I (F): 0, M (S): 0, R (C): 1

Marsh
before: F: 1, S: 0 C: 0; I (F): 0, M (S): 0, R (C): 1 then: F: 1, S: 0 C: 0; I (F): 0, M (S): 0, R (C): 1

Fiery Mountain
before: F: 0, S: 3 C: 0; I (F): 0, M (S): 0, R (C): 0 then: F: 0, S: 3 C: 0; I (F): 0, M (S): 0, R (C): 0

Coast
before: F: 1, S: 0 C: 2; I (F): 0, M (S): 0, R (C): 0 then: F: 2 !, S: 0 C: 2; I (F): 0, M (S): 0, R (C): 0

Sea
before: F: 1, S: 0 C: 1; I (F): 0, M (S): 0, R (C): 0 then: F: 1, S: 0 C: 1; I (F): 0, M (S): 0, R (C): 0

Magic Sea
before:: F: 2; S: 0; C: 2; I (F): 0, M (S): 0, R (C): 0 then: F: 2, S: 0 C: 2; I (F): 0, M (S): 0, R (C): 0

Bottomless Water
before: F: 0, S: 0 C: 0; I (F): 0, M (S): 0, R (C): 0 then: F: 0, S: 0 C: 0; I (F): 0, M (S): 0, R (C): 0
 
Additional advantages of the dark side over the good side:

The dark side's own buildings have a -1 maintenance cost (except for its own commercial and foodstore buildings) (the good side has the advantage of being able to irrigate, so the dark side buildings have a -1 maintenance cost less than the good side, all in case of building your own building!
This thread may come in from governments as well!)
These buildings have been set to cost 0 instead of 1:
House of Healing, Poison Mixers Guild;
Slave Market, Ogre Paramedics Hut;
Fiery Tower, Fire Sacrifice, Guild of Assassins;
Weapon Blacksmith, Rune Mage Library;
Dark Mage Tower, Dark Spell Tower;
Shipbuilder's Guild, Cartography;
Grave, Graveyard, Soul Market

These buildings have been set to cost 1 instead of 2:
Families Hall;
Gallows;
Lava Hall;
Dark Mage Blood Tower;
Pirate Council;
Ghost House
 
Changes in governments:

There may be additional benefits in governments, namely good governments, in the case of dark side governments, it incurs +1 maintenance costs, e.g. a dark side kingdom differs from a good side kingdom in 1 unit and building maintenance costs
This is another plan, here the goal would be to balance the two sides!
For example, dwarf, chaos dwarf and goblin workers are more efficient under their governments, so these governments would be a little more expensive than those of other races....


:goodjob: I will post these changes in EFMII patch 1.03:queen:
 
Ok, I lost by victory points to Canadian Dwarves. By the time I was already overwhelmed by African dark elves. I have an impression that dwarfs are very strong, though it can be purely by their position. But most of dwarf factions seemed to lead in score.

I was almost entirely devastated by combination of low food, corruption and pollution. I think, corruption would be bearable if it wasn't for the other two factors. Turns are also very slow in the late game.

So, in my opinion, first of all you have to adress the folllowing:

1) Game speed;
2) Pollution;
3) Food;
4) Bulding pedia info;
5) Unit balance.

About in that order.

I also noticed that no govs have standard trade bonus, but quite a few have low military support. Lower corruption is not nearly enough to shift to such governments without STB.

I like your idea about additional food and lower maintenence for evil factions. But the former willl also benifit to good nations. Another improvement for evil can be and additional specialist, which gives 2 happy faces instead of just 1, so you can have more happy citizens without spending too much food.

I also couldn't find a building, which alllows a city to grow to lvl2.

Looking forward for an update!
 
Hi @Fortis1

So, in my opinion, first of all you have to adress the folllowing:

1) Game speed;
2) Pollution;
3) Food;
4) Bulding pedia info;
5) Unit balance.

1) Hardwoods will be a condition for harbors within the city’s reach, I’m thinking of including a pirate harbor because pirates would aim for maritime expansion because they have the special advantage, I don’t know how much it would slow down the game because there are only two pirate nations in this mod.

2) Pollution is a feature of some of the buildings in the bad factions that are associated with it, especially the undead, but other benefits would offset this. I am planning major transformations at governments. Now I am studying the nature of the settings more closely, because I misunderstood it in many ways, it works differently the way I wanted it to.
The dark factions will indeed lack irrigation, but in return for smaller towns and populations they will be able to support larger armies under their government than the good factions.
I am also thinking of using ‘All units Free:’ in dark side governments, which the largest number of the undead could use to offset their polluting buildings.

3) food production as I wrote was set to the above values in the patch being made. As you have written, this will have a positive effect on the good side, which I intend to correct at the higher cost of right-wing governments. Which is again an advantage for the dark factions.

4) if there is a description error, i will keep fixing it ;)

5) I worked on the balance of the units (and I’m going to work too), but as you found, it’s not perfect yet. I plan to change the costs even more. The other thing, my goal was to have up to two alternatives within a species. If an important resource is missing, e.g. there is no curse ore, but there is mana, you can build magical units with similar ability in a given age.

6) Inter-species balance and benefits:
My goal would be for each species to have some beneficial ability, but this seems to need to be refined for balance.

Elves and dark elves can take advantage of wooded squares, but they don’t know iron, so they don’t cut down forests.
Dark Elves can build hiding units.
Dwarves and chaos dwarfs can take advantage of the mountains, they can build a mine, their workers are more efficient than workers of other races, but their government could maintain their army more expensive (I want to set this in the current patch) than other races.
Orcs can build units that give slaves in battle, these units are relatively inexpensive
Dark Orcs can buy slightly stronger demonic units more expensively.
Goblins are the other species that employ faster workers, a little more expensive to maintain their units than other dark factions, but cheaper than dwarf governments.
Human civilizations also have their advantages:
Knights fast riding units with armor
wizards and dark mages: magical units
nomads: very fast light cavalry.
pirates, better naval units than other species
hobbits: farming species, but they too can get stronger this still needs to be offset
I need to strengthen undead civilizations better because their initial units are weaker than those of other races.
there is a goblin and an undead civilization, it takes advantage of both species in turn most units are undead. Here the government of both races is available to him.
 
I still suggest you making another resource for harbor, make it 0 chance to disappear and place at your chosen locations, so you can perfectly control where harbors can be build, and of course make it required in the city radius. Hardwood can disappear and it can end up very annoying, if you build a city for harbor near it, and it just goes expired. You also should place this resources at every island, so you can always

As for pirates, I think, it should be fine to have free harbor building. It becomes catastrophic only when each faction has a bunch.

I also strongly suggest that you make an additional building like Fishery, which you can build at any coastal city and it will give +1 food from naval tiles. Then make harbor just give naval connection between cities.

As for civ bugs: as I mentioned, magic things trader has Marketplace luxury trade flag, grave gives +1 happy face, but does not have anything about it in description, boar sty has a happy face in description, but does not give it, smithy should give +50% trade and science, but I had an impression that it increases production.
 
@Fortis1

I still suggest you making another resource for harbor, make it 0 chance to disappear and place at your chosen locations, so you can perfectly control where harbors can be build, and of course make it required in the city radius. Hardwood can disappear and it can end up very annoying, if you build a city for harbor near it, and it just goes expired. You also should place this resources at every island, so you can always

I plan to be able to release the new patch next week, which is (EFMII Beta1.03).
I edited the harbors, taking out the food as you suggested. I made fishery, I was thinking about it in a later medieval way to put it in, but I put it in here too.

Fishery graphics (Elf, Orc, Dwarf, Human and Undead culture)
Medieval_Fishery_Elf_Large.jpg Medieval_Fishery_Orc_Large.jpg Medieval_Fishery_Dwarf_Large.jpg Medieval_Fishery_Large.jpg Medieval_Fishery_Undead_Large.jpg

As for pirates, I think, it should be fine to have free harbor building. It becomes catastrophic only when each faction has a bunch.

I also edited this, there will be a free harbor in the new patch:

Pirate_Free_Harbor_Large.jpg

The Dark Faction has received two free-maintenance buildings, one of which is the Curse Altar, which can be built by all species belonging to the Dark Side except the undead. It creates 2 happy faces, you need a curse ore and mana to build it:

Curse_Altar_Large.jpg

the other building is the death altar, this can only be built by the undead. It creates 3 happy faces, you need a raven and mana to build it:

Death_Altar_Large.jpg



I also reviewed and improved civilopedia, there were bugs in several descriptions.
 
The new EFMII beta version 1.03 is available



1. Changes affecting buildings:
The cost of maintaining the dark side's own buildings is -1 (except for farm and foodstore buildings) (the good side has the advantage of can irrigate, so the cost of maintaining the dark side's buildings is -1 less than that of the good side, all its own in case of building construction!
These buildings have been set to cost 0 instead of 1:
House of Healing, Poison Mixers Guild;
Slave Market, Ogre Paramedics Hut;
Fiery Tower, Fire Sacrifice, Guild of Assassins;
Weapon Blacksmith, Rune Mage Library;
Dark Mage Tower, Dark Spell Tower;
Shipbuilder's Guild, Cartography;
Grave, Graveyard, Soul Market

These buildings have been set to cost 1 instead of 2:
Families Hall;
Gallows;
Lava Hall;
Dark Mage Blood Tower;
Pirate Council;
Ghost House

2. Hardwood, Bones, and the Freshly Buried Tomb undead strategic resources I set to occur more frequently!

Hardwood
Appearance ratio: I switched from 500 to 700
disappearance probability: 30 left

Bones
Appearance ratio: I changed from 800 to 900 (maximum).
disappearance probability: I changed from 120 to 150.

Freshly Buried Tomb
Appearance ratio: I changed from 800 to 900 (maximum)
disappearance probability: I switched from 80 to 100.

3. Harbor condition is hardwood within the city radius
new building: Fishery and pirate Free harbor

4. New buildings supporting the dark side:

Altar of Curse (Curse Ore, Mana) and Altar of Death (Raven, mana)

5. Governments changes
The dark side can make better use of free unit maintenance, the best of undead civilizations.

6. Music change, music heard during ancient, only sounds until the change of era, then changes.

I cut up the file Fireside Harp Music _ Medieval Tavern Ambience for Sleep, Relaxation, Study.mp3 and assigned it to the era.

7. Changes in terrain food, shield and trade production

8. Civilopedia.txt changes
 
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The new EFMII beta 1.04 patch is available

I found some bugs, fixed them, the most severe is the path to the Freeport and Death Shrine image files in the Pediaicon file. It is definitely recommended to download the EFMII beta1.04 patch so as not to quit the game.

I found a small error due to an incorrect image resolution setting that prevented the image of these files from appearing on the civilpedia screen:
Goat_Pen_Large.pcx
Goat_Pen_Small.pcx

I have expanded the description of the of governments in civilopedia.txt.
 
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The new EFMII beta 1.05 patch is available

1.The balloon.INI file caused an error. I fixed this bug.
2. I modified it in the civilopedia.txt file.
 
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The new EFMII beta 1.06 patch is available

1. An incorrect path in the Ent.INI file has been fixed.
2. The Athoriduin elves had access to a government they should not have access to. 'Not Required for Era Advancement' was not checked on the civilization advances page, I checked this so it will not be developed by another race for improvements that do not apply to it.
EFMII_1.06-editing_athoriduin-gov-bug.jpg EFMII_1.06-editing.jpg
 
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Hi @Fortis1

I am moving quite slowly in setting the unit balance, because before that I have to compare the units of the species against each other, and they have been adjusted to the old development tree.
i am wondering if there may be a slight difference in the strength of the units due to the old and new development line.
I found another minor bug that I'll fix in the latest patch, the orc iron shark ship can go through the ocean squares, even though it shouldn't be able to go through it. There will be another diplomacy update tailored to the fantasy mod.

As soon as I'm done with the unit balance setting, I'll put in the new patch.
 
The new EFMII beta 1.07 patch is available
Description:
diplomacy.txt Add an update to diplomaty text.
supplementation of civilopedia.txt data.

Modified units:
Improving the setup of several marine units because they were able to navigate the sea or ocean squares before the era of improvements.
Siege Tower (re writting: attack, no defrend)

unit balance, more information can be found in this file:
EFMII_unit-ballance.xls
 

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