đź’€ Settlers: Fallen Empire - Official Thread
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Settlers: Fallen Empire - Official Thread
Version 1.08- New Terrirotory Effect; 170+ Coastal-Plains for the Merefolk to move along, saves time embarking/disembarking
- Fixed Merefolk & Ratkin Commanders command
- Fixed Mere & Gigas moving onto Fortified and from BreedingGround
- New Mere unit Admiral
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It is possible for all 11 Factions to play at the same time, with 7 settlements each, but its not recommended. 3v3 is the sweet spot for speed of play.
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For now Download from Google Drive v1.08
https://drive.google.com/file/d/1R-3ikP7eTXRAYzlILNXpdQcZRcJJSbYK/view?usp=sharing.
If you like the map please like and click on ^ at the bottom of this post, while you wait for it to download.
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For now Download from Google Drive v1.08
https://drive.google.com/file/d/1R-3ikP7eTXRAYzlILNXpdQcZRcJJSbYK/view?usp=sharing
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In your downloads folder copy the settlers_fallen_empire.zip to the usual place, typically;
C:\Users\%USERNAME%\triplea\downloadedMapsSelect the map Settlers: Fallen Empire to play.
For the first couple of games don't use the Merefolk, Celestials, Dragonkin, Ratkin or Demons.
Please critique.
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ps. You might have to unzip the file to make it work. -
@thedog Would you consider randomizing starting setups a bit as well if it is possible for more different playing experiences?
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@schulz
Fantasy & SciFi settings are well suited to random starting setups and for me, no two games play the same, I'm still playing my games, even played this week.Ideally you need a made up map/world so players dont have any preconceived ideas, but alternative timelines would work for any period including 20th century warfare.
The randomness of the whole map makes you look at each of your territories and evaluate it against its neighbours for its survivability later in the game.
Sometimes as a player you choose to just hold/delay a small area of the map to frustrate your enemies whilst you concentrate elsewhere.A very big advantage on this style of map is you don't have to balance the placement and number of units to make it fair to all sides, so you as a designer save loads of time.
You will also notice that over half the units are shared across most factions, this helps with unit balancing.
Unpublished I have the same unit set and playable;
Settlers: Greyhawk Wars
Settlers: War of the LanceI'm currently working on a future wars version with Jump Infantry, Hovercraft, Stealth planes, Cruise Missiles etc with random setup using the Fallen Empire map.
Schultz what are you considering?
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@TheDog I would suggest having random but still relatively balanced starting setups for any map. It is easier for bigger maps since they are better at to tolerate bad dices, mistakes or unbalancedness.
I'am not even sure if it is possible but it would be great way having each playthrough very unique with this way.
Making this feature as optional might be another good idea.
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@schulz
One way to do this is by having a second xml file with- randomStartDelegate and associated code
- List all the low value PUs eg 0-3 PU, so the random delegate does not pick them, assign them to a player with no AI, this bit is boring and time consuming, but vital.
- Detail the randomly placed units, especially Factories for the game start
- Depending on the era of the game, the AI needs help to buy some unit types like upgrades to cities and fortification so they should have predetermined purchases.
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Download latest version  2020.04
Change Log
- Unit Density increased dramaticially over turns 1-5
- Dice are now d6 was d8
- Economic Victory now 450 PU was 200 PU
- Starting PU is graded 35-70PU
- Flags have been reduced in size to 24x24, to increase the main map area
- Land Territory that was 0 PU now generate 1 PU
- Water Territory that was 0 PU now generate 1 PU
- Troopship, Demonship and Sea-Serpent cannot enter River terrain
- Starting Towns increased to 5 was 3
- Town & City give +1 move to 1 move units, think of this as being well supplied
- Towns generate 2pu per turn, was 1, Cities generate 3pu per turn was 1
- added <territoryOwner territory="Longpath" owner="none"/>
Map Fixes
- The inner Sea is linked to the bigger sea via The Thalassopolis Canal
- Fixed The Bridge of Titans Canal
- Fixed Crocodile Ford Canal
- Changed to River - Fairy Lake, Bay of Lakeward, Mornstar Lake, West Ghostlake, East Ghostlake, Bay of Langrad to stop big ships being placed in lakes
- Silverhall is now a Cave was Plains
Download from Google Drive v2020.04
https://drive.google.com/file/d/1eS1gIRyMDA23DKlP71AFYmvJiXSBZZAZ/view?usp=sharingSee post 1 for more details and how to install.
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread -
Download latest version 2020.05
- Starting Towns increased to 7 was 5
- Increased unit density over turns 1-5
- Fixed Runesmith and now also a 3 unit inspiring general
- Fixed AI upgrading Town to a City
- Fixed Ships taking Sea Zones
- Sea-Serpent gains lots of submarine properties and can capture sea zones
- Fixed units in circular territories now display as a cluster, instead of a line
Download from Google Drive v2020.05
https://drive.google.com/file/d/1Crz7mnCGheI588wQcfBHryEr4IKAEGdB/view?usp=sharingSee post 1 for more details and how to install.
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread -
Download latest version 1.06
- Minimap improved look
- Gone back to D6 look a likes, was Shields
- Dragons Increase limit to 7 was 5, now give +1 movement to Lgt-Infantry & Hvy-Infantry like other Production units
- Catapult has a 1/3 chance of 1 Bombing Raid on Forts, Castles & Sorcerer-Tower,
- Forts can take 2 raid damage before they are destroyed, cannot be repaired
- Castles can take 3 raid damage before they are destroyed, cannot be repaired
See post 1 for download link and more details and how to install.
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread -
Download latest version 1.07
- New Good faction Merefolk, aquatic elves, a nation in seas, lakes, river, islands and coastal areas. Best played as Human.
- New Evil faction Ratkin, fast moving land based only, sentient plague of giant rats
. - River movement reduced to 1 territory, was 2
- Starting PU is graded 30-100PU, the lower down the faction list the more starting PU
- Enabled Classical Sounds, Game>Enable Sounds tick
- Catapult has 1/2 chance of 1 Bombing Raid on Forts, Castles & Sorcerer-Tower, also attacking a Settlement gain +1 move allowing them to retreat
- Fixed Castle being damaged by catapult
- Next release will have a new Territory Effect; Coastal-Plains for the Merefolk to move along, save time embarking/disembarking
- Fixed Canal - Rapids of Sis & Sis Estuary, again
It is possible for all 11 Factions to play at the same time, with 7 settlements each, but its not recommended. 3v3 is the sweet spot for speed of play.
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See post 1 for download link and more details and how to install.
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread -
Download latest version 1.08
- New Terrirotory Effect; 170+ Coastal-Plains for the Merefolk to move along, saves time embarking/disembarking
- Fixed Merefolk & Ratkin Commanders command
- Fixed Mere & Gigas moving onto Fortified and from BreedingGround
- New Mere unit Admiral
It is possible for all 11 Factions to play at the same time, with 7 settlements each, but its not recommended. 3v3 is the sweet spot for speed of play.
.
.
See post 1 for download link and more details and how to install.
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread