LH is evolving into an AMAZING game, and an even better platform for future expansions/DLCS/mods
However, there are five relatively minor tweaks that I plan to do in order to make gameplay absolutely perfect:
1. Make a new engineer unit with the build outpost and build roads ability
2. Change the essence given by scrying pools and oracles to 2
3. Make Adventurer's guild non-unique and make it give experience every turn to stationed heroes
4. Re-introduce snaking for piers and logging camps
5. Create more random quests that recruit heroes (to simulate the old map-based hero camps)
These are my personal tweaks - they can all be done via modding, and are critical to my gameplay experience.
I am very curious to find what 5 things would other people mod in order to improve their gameplay based on their own preferences.
Would anyone else care to submit their top 5? Perhaps we can exchange some good ideas!
Best, bendiwolf
That shouldn't be hard to do... maybe add a bridge building to go across rivers too. Before I mod anything in the game though, we should wait till its relatively feature closed.
I'm using your snaking mod from FE just fine in LH.
Good to know that my mod does work for LH.
For those that are going to use mods during the beta, I strongly recommend that when you report problems with the game, do so when only running a vanilla version of the beta.
If there are problems with any of my mods in the beta process I'm not going to keep them up-to-date at the moment (mostly because I haven't purchased LH, yes I'm one of the few that actually have to buy this expansion). Note in particular with the snaking mod that if stardock introduced any sub-terrain types of land, you will get some strange behavior when placing logging camps and piers.
Agreed. Bridge mod and Snaking mod are musts for FE.
I like this list.
I'm good with them except for #2. Why is it important to have even more essence for scrying pools? They are a favourite pick of mine when they give 1 extra essence.
My thought exactly Galactic Hunter. I already love to pick Scrying Pools and Oracle is a compulsory upgrade for my conclaves. They don't need buffing, if anything other options need buffing to be on an even footing with them.
The other points are pretty good though.
I think 1 is key this will solve issues for both the player and the AI, although as suggested before probably good giving outposts to the scout, although I do like the sound of an engineer!
Bridge, Snaking and 2 essence oracle/scrying pool are mandatory.
quicker level up tweaks and most importantly, I combine 3-stage abilities into 2-stage abilities to create room for a "new third" ability. I increase the intensity of stage 1-2 then make stage 3 do something else.
Henchmen for everyone
Female Henchmen
Only recently did it occur I could "fish out" my edits, refine them and upload them as a mod. I never realized anyone would consider it a Mod, or would care about my buildings that give Wargs, Metal, Crystals, Horses... Seems like stuff someone can do for themselves like I did. Then I realized there is quite a bit of untapped mod potential, and maybe my buildings will inspire someone better than me to do the same.
I really like your list. The only that I wouldn't use is the essence bonus. I haven't played LH but in FE that would be very OP. Having an Alchemy lab and Arcane forge would add yet another 4 materials plus lots of research and research. These spells/buildings might not be in LH though. Still, modding is there to let us play how we want.
I'm ok with everything except #2.
The essence bonus of scrying pools is already very strong there is no need to increase it.
Only change I personally make is to remove level limits from all items. If I'm powerful enough to defeat something and get an item, I darn sure want to immediately be able to use it. I then use the snaking mod and the bridge mod.
Drat, I forgot a few.
Space between cities = 5. That's the way I roll. Larger maps = more space for AI, meaning more peace and expansion before war, meaning more developed AI nations.
I also have 0 cost items and 1 cost items in each category. I am still tinkering with items, however I have created "Shoddy Leather" items that have less defense and more weight, or "Wal-Mart" versions of the "brand name" items. This allows the real version of the item to maintain value against a "free" option.
I am working out how to limit the number of items which may be chosen.
I am working on adding a "Cursed Item" set that will give points (like a flaw). They will be accompanied by a "Uncurse" type of spell to remove the item that unlocks late game. The idea is "trading the slot" with an item which cannot be equipped for a point. The item might come with the ability "Cleanse" which costs 200 mana and deletes the item.
Once I get this to work, I can make a few "flaws" for cursed items to allow them to give 2 or 3 points (to always wear a pair of "Cement Boots" that weighs 20 and no defense).
I personally do not like things in the game that makes the game EASIER and all these things you have modded have just DUMBED DOWN the game not improved it. But, that is what modding is for. So that players can create the game EASY as it sounds for themselves.
I would personally tweak the AI to be ruthless and raze anything and everything the player has created.
I would have the AI create alliances with itself and go immediately after the humaan player in an all out grunt rush.
I would create an AI diplomacy much like MOM's where the ai would hardly ever trade with a humaan and most especially never ally with them unless it got an extreme advantage in the trade.
Or you could mod the faction and sovereign files to give them more traits and bonuses and make them stronger.
All that is great but most of the changes mentioned here involve changing mechanics of the game that has effect on both players AND AI. So the AI can also have easier time with most of the changes proposed.
Would they be Henchwomen!? And wear capes? +1 for Henchwomen!
Oh sure! But say no to making buildings have a material cost eh?! I've got my eye on you now buddy! jk I would love a mod that makes the AI ruthless.
Well I also don't like things that make the game more complicated for the AI either. More things equals more thought processes even if the ai can do a billion a second. Brad already has enough fixing and working on the ai on his shoulders he doesn't need anymore until he perfects what he has on his plate now.
Top 5 Mod Tweaks?
1. I wish the UI were moddable... in fact, I wish it were skinnable. I think this game would lend itself really well to UI skinning (think StarCraft). I wish each faction would have had its own skinned interfaced. That would have been cool. If it were too much work, SD could have just made two skins - kingdom and empire and then opened it up to the community to create other skins.
2. I wish there were a built-in quest editor. I'm not a professional modder, but I would use the quest builder a lot!
3. I wish there were a built-in hero editor.
4. Dynasties... bring them back!
5. Minor civilizations... bring them back!
I'm pretty sure you can do this if you buy SD's expensive Windows UI program (forget what it's called.) The game's UI uses this program's file extensions.
You should look at https://www.wincustomize.com/explore/elemental_fallen_enchantress/19/ for fallen enchantress.
Eventually I'll mod it over to LH. Maybe I'll add female scions.
I think the 2 essence on scrying pools would be WAY too strong.
I am already of the opinion that every faction should eventually gain access to scrying pools....that's how powerful they are. However, I think that only Paradin should gain access to scrying pools right away. All other factions would have to wait until they've reached a certain tech (don't know which one yet...probably Arcane Mastery).
IF this is achieved, then and only then would I think that Paradin receive the 2 essence from the scrying pool, but only when they reach that same tech. Before that tech, they only gain the 1 essence.
I'm no modder, but I would be very grateful if someone were to package this for me.
Nice work Parrottmath, how does it work? Are henchmen female only in your mod, or do you select henchmen once for males and select it again for females?
Basically you can create a generic henchmen, but must redesign pre-generated female henchmen within the design menu. The limitation comes from FE to design generic versions (which I would like to do). If you would like to create customized female henchmen you can go ahead and add them manually through the xml.
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