Modinfo2
Obsolete:-
False
ModName:-
Fantasy Expeditions Mod
Version:-
Alpha 0.2
Author:-
Anthony Peterson (Azatol)
E-Mail:-
anthonypete@gmail.com
Website:-
None
Description

Fantasy Expeditions Mod is about epic battles between Fantasy Races and some Professions (such as Wizards). Every empire should take a least one racial trait, and more than one is allowed. To keep the fantasy theme, all components and facilities are new to SE4, taken from multiple sources on the web.

Many elements of Se4 represent something different in this mod, and the images used will eventually reflect that. Currently, however, galaxies, systems and planets are unchanged from stock. The following ideas reflect how the systems and ship sets will look eventually.

Ships are now expeditions or parties of warriors and their packs, horses and standards. Don't forget to give every expedition (especially colonial ones), at least one pack and one standard. There is no colony ship size, you can make colony ships from any of the sizes available.

Bases remain mostly the same, becoming fortresses well stocked with warriors and (eventually) castle armor components and similar defenses. 

Components are now, mostly, warriors. Because of this change of focus, repair has been removed from spaceyards and moved to a few rare ressurection powers (none yet in game.) The lack of repair, combined with the importance of experience means you might decide to continue fighting with a understrength expedition. Each component represents the WEAPON, ARMOR and PERSON himself who is fighting. The non-warrior components are flags, horses and packs.

Facilities are mostly the same but lessened in number. Radioactives are now mana points, and the Mage Tower produces BOTH mana and research. Magical heavy units have high rad costs, wheres mostly non-magical units have no or little mana cost.

Mounts now represent the CALIBUR of warriors, instead of the size of guns. Heroic, Legendary, Mythical and a last hard-to-get mount provide damage, armor and accuracy bonuses and represent the efforts of truly impressive heroes of fantasy. They have sharply increased costs, especially at the higher levels. Research in Heroism unlocks the mounts.

AI is not yet written for this mod, so don't try to play the AI.

Warriors in this mod tend to operate at one of four ranges, and do damage commensurate with other units at that range. In decreasing order by damage are melee, pole, ranged and spellcaster units. Speciality units tend to be spellcasters but can also be another type (such as the Orc Elephant: melee reload time increaser.)

Melee combatants can only attack at range one. This is a strong limitation and it means meleers have to charge in toward the enemy while taking shots from all other types of warriors before they can do damage. As a result, melee combatants have the highest damage and armor. 

In a large battle with many expeditions, pole ranged units start to become valuable. Able to attack from range 2, they can back up meleers that are battling the enemy, or drop the meleers altogether and use only pole units. While only 8 squares are adjacent to any enemy, 16 squares are at range 2, allowing many more expeditions to fire on an enemy by using pole units. Pole units have somewhat reduced damage and armor compared to meleers, but they still must face a hail of fire from ranged and spellcasters.

Ranged units have accuracy bonuses to allow them to fire and frequently hit (50% at max range is the goal) with a maximum range of 5 to 10 depending on the kind of archer. In exchange for the ability to shoot at enemies and retreat without taking fire, ranged units have much lower damage and somewhat lower armor. Ranged units do from 1/2 to 1/5 of melee damage and generally have reload times of 3 compared to melee and pole with 2. 

Spellcasters have the longest ranges of any units, although some have a max range of less than 10. They also have accuracy bonuses to effectively use their range. Most spellcasters do speciality types of damage, like the Orc Shaman who depletes shields only, or the Human Priest who has a low power crew conversion attack. Spellcasters have the lowest armor and frequently have long roundtimes on their attacks.

Systems now represent regions that are in some sense cohesive. Warp points represent natural borders and the methods to travel through them (such as rivers, mountains, etc.) Rock Planets represent Mountainous Settlements, Ice planets represent aquatic and riverine ones, and Gaseous Planets represent valley settlements.

Nebulaes are marshes and black holes could be giant beasts or traps of some sort (although none of this is implemented yet.)

Planned List of Races and Professions (* for completed)

Humans *
Orcs *
Elves *
Dwarves
Halflings (neutral empires will use this race trait)
Giants
Gnomes
Goblins
Wizards
Necromancers (with special spaceyard necro components for rad based construction of undead)
Paladins
Rogues


CHANGE LIST


Alpha 0.2

Heroism made removable for an option to remove mounts.
Elves implemented.
Human Shipset partially completed.

Alpha 0.1

Humans and Orcs implemented.
Horses, packs and flag implemented.
Ship sizes (normal and orcish) implemented.
Mounts (Heroic to Divine) implemented.
