Hi - I should have closed this out, doh! Thanks for reading.
This playthrough was on Sean's .002 mod and he had about 11 further updates. In addition, 1.004 FE came out (now 1.01). So I decided to call it and update both vanilla and Sean's version. I was at about turn 250, my FP was #1, made peace with Altar and was mopping up that 1 darkling lair (the shot of firestorm on the 8 army stack, lol). Only faction I was at war with was Tarth and they were right behind the lair I was cleaning up. Had 5 hero stacks full of troops, garrisons all over the place, and all borders pacified. My entire faction was about to unleash hell on Tarth. I cleared Curgens thus had a huge power base from all that land (I think I had 15+ cities).
This one was won. I was intending to wage war against one of the factions before I called it but work had me too busy to keep it up before updates came in to vanilla and the mod. I wanted to see what Sean had in store for faction AI defense in the cities but in reality, it was over.
This was the most epic game I've played over the past 2 years and enjoyed every second of it. The early game to mid-game transition was out of control. Here are my general feelings of Sean and Werewindlefr's .002 mod:
- The world was hella dangerous
- Every single tile brought under my control felt like a huge accomplishment
- The bandits and darklings felt like rabid minor factions
- Totally amazed at how that one darkling lair waged war on Curgen's tomb and just pillaged the hell out of it
- Was fortunate in that both Altar and Tarth were penned in by small land bridges AND those land bridges happened to have either a darkling or bandit lair... thus, they couldn't get to me while I focused on my immediate area
- Liked how I could spam a crapload of troops - made them relevant
- Liked how I NEEDED to fully use outpost mechanics - I needed the armories, forts, stables, wardens, etc to stay alive. I NEEDED to stack multiple outpost bonuses to fight off the darklings and bandits. I NEEDED to plot some down towards lairs so I didn't get roflstomped.
- When I called it, it started to feel like a typical mop up stage. I've been there before many times - consolidated power, force magnifying a single AI faction, and about to steamroll. But I tell you what, the challenge of world insane difficulty with the faction I selected, the randomness of the map I got, the lairs, being next to Curgen's, etc. made for an extremely memorable game.
- Every single turn (to me at least) required some concentrated thought. Every decision had meaning early and midgame.
So in short:
- I love vanilla FE and Derek's world. I see this vision as a fun world for the majority of the player base.
- If you tire of that or want some kick ass high fantasy content, check out Stormwold by HF. HF's world is amazing. His goal is to provide awesome content and it delivers.
- If you feel vanilla FE is no longer a challenge and want a different spin on vanilla FE. give Master's Affliction a whirl. This world is a serious challenge. I've seen certain people mention some builds are EZ mode (like Beastlord) but I know Sean and Werewindlefr are continuing to tweak the balance. I see Sean and Werewindlefr's vision is to demolish the pride of veteran 4x players.
I can't officially say I beat Sean and Werewindlefr in this playthrough (since I didn't technically finish) but I held my own, the future looked bright and proof of progress was in the dropbox linked saves and screenshots.