NOW VERSION 1.6 WHICH IS COMPATIBLE WITH COS 1.6a
In order to get this mod to work with Heavenfall's Children of the Storm mod, please first download Children of the Storm from Heavenfall and install it as instructed, you will then overwrite his files with those downloaded with the Immersion Mod in the mods folder.
Compatible with Heroic pursuits.
INSTALL INSTRUCTIONS BELOW:
First if you want to use Children of the Storm, you have to download Children of the storm from Heavenfall's thread. That must be downloaded first and follow his instructions to install it. Then you download the immersion mod.
There are files and some folders in the download. The mods folder must be placed into: C:\Users\Name\Documents\MyGames\LegendaryHeroes
You will overwrite anything it says to overwrite, if you have successfully installed Children of the storm it will overwrite some of those files.
If you are not using Children of the storm you can just ignore the "Mod" folder in the download. Just delete it.
All the rest of the folders and files in the download must be placed right into your game directory, mine is :
C:\Steam\SteamApps\common\FE Legendary Heroes\data\English
You must also overwrite all the files. YOU DO NOT PLACE THESE FILES IN THE MODS FOLDER.
Original release:
All units require population * 10 (a 3 squad unit is actually 30 soldiers)
All city types can build walls
New way of growing cities pretty much completely tied to buildings and sovereigns (Sovereigns grant growth bonuses to cities they are stationed in and some buildings give growth bonuses)
Cities will now grow to much larger populations. 500 - 2000 - 4000 - 8000 pop for city levels. Growth will be higher to accommodate this.
Unit production costs greatly decreased, perks, armor, weapons and items no longer add construction time (This does not affect Henchmen, Juggernauts or Golems which take the default time which means it will be much quicker to produce soldiers than these units but these units are very strong). This should also lower wages for units, the idea is to have larger armies with more units and soldiers (with some imagination required here since 3 men in a squad is actually 30 soldiers)
I am still considering whether to keep it that way, 3 men is 30 soldiers, 5 men is 50 soldiers, etc. or if I will do it the way I was doing it in the original Immersion mod and just make much larger sized units (which will do more damage)
I lowered amount of XP needed to level for champions, I personally like leveling faster and much more powerful champs. I will have to play with these numbers to get desired effects.
Changed some buildings, especially those affecting growth and food. Tower of Dominion now also gives extra grain, production and essence to signify what your "capitol" is.
Turns are now weeks and months to give a more realistic feeling of time passing.
I want troops to be able to be trained quickly in 1 or 2 turns (weeks). They are only recruits so it should not take a long time to train recruits regardless of their weapons and armor. 1 or 2 weeks is sufficient and the idea is that they are just recruits. Through fighting they will be "training" and gaining levels and becoming better soldiers which will take much more time (weeks).
Some small changes to spells (affecting growth)
Sovereigns give a small research bonus (1 research)
Mage units still have some additional training time.
Changed the maps to be bigger (Less water). Also cities can be built closer together even on large maps.
All city types can build wells and inns ( which give growth). Some other city specific buildings give growth as well.
Some changes to diplomacy (different weights for certain things)
Added in more tax brackets and changed them around a bit.
Version 0.75
---Adventurers guild will give more XP per turn and will stack with city XP gain. Also can be built in any town.
---All city types will give some regeneration to soldiers (5, 10, 15, 20 and 30 for lvl 1, 2, 3, 4, 5 cities)
---Added XP gain to towns, see post below for details.
---Changed City militia to upgrade to the latest armor you have researched. Also, made the militia a little stronger (larger groups in some cases)
---Increased Growth rate on some buildings.
Version 0.8
---Made summons more powerful and meaningful (in my opinion). You can now play as a powerful summoner with armies of summoned creatures.
---Included Shawn2k's tile mod with some modifications
---Changed some map properties (huge is bigger now)
Version 0.85
---Simple fix for a mistake made, nothing new added
Version 1.0
---Integrated Children of the Storm (needs testing)
---Changed XP for adventurers guild from 20 to 10 per week
---other minor changes I can't remember (small tweaks in numbers and such here and there)
Version 1.1
---Lowered amount of XP that towns and adventurers guild gives (adventurers guild now gives 5 xp per turn, towns give 1,3,5,7,9 respectively)
Version 1.3
----Updated compatibility for Children of the Storm vs 1.1c
----Fixed issue with summons not working as I intended them (Now summons will stack properly) You can summon units onto the strategic map an indefinite amount of times assuming you have enough mana and can create armies of them. They will also scale with shards and summon level (depending on which type of summon monster) Summons also have multiple shards affecting them. Summons on the tactics screen are not stackable.
----Will have fixed issue with soldiers not costing population when using COS
----I added production time to all kinds of chain and plate mail. Chain only has a slight production cost while plate has a larger production cost. This needs to be tested. I do not want it to be too much production but I also don't want it to be too little. Leather has no production so the idea is that most armies will consist of leather armored units with a decent amount of chain and few plate. I may make resource costs more expensive for plate in the future as well.
----Only higher tier units will have maintenance cost, lower tier units (no armor or leather) will not have maintenance costs (Consider them volunteer forces and not professional soldiers)
Version 1.4
--- updated compatibility for COS 1.2a and version 1.2 of LH
--- Made spiders cheaper to recruit (to keep them competitive with units) Widows = 10 mana. Harridans = 30 mana, Hoarders = 60 mana.
Version 1.5
--- updated compatibility for COS 1.3a and LH 1.3.
Version 1.6
-- updated compatibility for version 1.6 of LH and COS 1.6a
There are two versions, one version has sovereigns with predetermined paths, they will not be able to choose a random path. The other version has the normal random choice of path.
Can now be downloaded on the nexus : HERE
NA
Is this mod will be working on Legendary Heroes?
This is for legendary heroes. This is very different from my other on that is for FE. I have to update this for the release version of LH
I am just about done with the new version and updated it to the release of LH so I will upload that tomorrow night some time.
I am updating to the latest version of the mod which is version 0.75 and it is compatible with the release of the game. There are two versions in case you didn't read the first post. The normal version which has predetermined classes for the sovereigns. They will only have the path already defined for them (Ceresa is a mage, Verga is a warrior, etc.)
Or the vanilla classes version which is the normal random classes for the AI.
Please provide any feedback, also if there are any bugs or problems, let me know. Feedback on what features you like or don't like or things you would like to see added or changed are welcome.
I want to use this mod, but the decreased production costs on units and not paying for better weapons is putting me off.
I don't quite understand what you mean by not paying for better weapons.
Honestly, why not try the mod (You can always go back to the vanilla if you don't like it), you might like the reduced training times. Also, remember, while you may not be limited by training times, units cost population and you will be limited by population so you wont always be able to train units because it slows down your city leveling up. It will also take a while before you can even train units in expansion cities.
I wanted to give a few tips to how to play the mod in case people were having difficulty.
First, Growth is somewhat different as it is mostly tied to heroes and buildings, although later in the game you will be using mostly the growth production and those outpost improvements the embassy things you can build in an outpost. Early to mid game though you will probably want to have a commander champion and be planting him in cities to help them grow, a long with your sovereign who also gives a growth bonus. The enchantment for growth (sovereigns call I think) is also a big plus. Otherwise your cities are not going to grow a lot initially. Expansions even more slowly.
Soldiers and such will cost population as well so I feel it is a real choice that has to be made, do you build a few units of soldiers or let your city grow more.
Also, heroes (sovereigns and champions) will level quickly, even when just sitting in a town. This is intended. The point is that after a few hundred turns (which equals a few years) your heroes should be powerful. This will make heroes much more epic and you will be able to get mostly all of the traits for their classes. Especially the early heroes you have, but even later ones will be able to compete. Since units are easily able to be trained it is a good balance I think.
I play on a custom difficulty setting and I am having a great time. I played on the normal challenging and was easily able to outpace the other nations with faction power but still had a lot of fun fighting with them. Some factions had very large armies. I saw stacks of 15 and such. Now I am playing on a customized hard difficulty (AI gets no health bonuses but has an economic bonus equal to the highest difficulty setting and has a much higher intelligence bonus as well). I am close to the bottom on faction rating but am doing decently.
This is just to give an idea of how to play. It is different from Vanilla but I am enjoying it thus far. Please let me know if anything isn't working right or if there are any changes you think should be made.
I am thinking of maybe doing a story with screenshots and such.
Okay, I have been changing a few things so the new version will have the following:
I included the tile mod from Shawn2k (although somewhat modified)
I decided to beef up summons. I want a summon character to be powerful and different. What I did was, all summons are stackable and do not require mana maintenance. I also gave various summons extra levels depending on different shards that might affect their creation. Also tactical versions of these spells require much less mana because you can't keep them and they can't level up.
I changed the maps a little so that they are bigger and have more enemy spawns
I uploaded new version 0.8
I made a mistake in version 0.8 so there was a minor bug. I fixed it and uploaded the new version. (this is just to fix the mistake I made)
I am going to lower by half the XP gain on adventurers guilds (have it at 20, will change to 10 and see how it is).
Great work here. ‘me like’ !!
One question though; is this compatible with Heavenfall’s CoS and Bluegreen0’s Heroic Pursuits?
Since it is not installed in the mods folder I would guess it is, but I want to be sure.
Again, great work, and thanks for this !!!!
Thanks, I am happy you are enjoying it. Personally, I am loving it, I think it makes the game so much better. I haven't yet looked at Heavenfall's CoS and Bluegreen0's Heroic pursuits yet. There may need to be some work done on CoS to make it fully compatible. I will eventually get around to it. I am not sure what Heroic Pursuits is but I will look into it.
I think it will probably work fine with Heroic Pursuits. I need to look into CoS though. Need to go through all the files. I was planning on making this compatible with CoS and including it into my mod anyway so I will get around to it now that its version 1.0
Cant wait for it to merge with cos. And i can gues why Rhaegor. didnt like reduced time costs. I mean even if you know how. Making a plate armor is way more time consuming and resource consuming then making a i dunno . Leather with metal bits on it. Making a morning star would take more materials and time then making a club with a metal spike. Its just this little aspect of wanting fantasy to be as realistic as possible so to say .
p.s i have no clue why it would make most of text in yellow click me link color
Yes, but each turn is a week. So if a unit takes 2 weeks to train and it is 30 or 40 guys, that is more then enough time to produce armor and weapons for those guys.
If you are familiar at all with the three kingdoms era of ancient chinese history (or ever played any of the games) They would recruits thousands of men per month and equip them ( and yes they had light armor, heavy armor and cavalry divisions).
So, realistically speaking, 1 or 2 weeks should be more then enough time to recruit 30-60 soldiers and equip them don't you think. All armor and weapons still require the same amount of resources so that isn't an issue. I could add some extra time to higher level armor but I find it very unrealistic for 30-60 men to require more than a month to be recruited and equipped.
Also, think about this. While you are not recruiting soldiers (meaning building buildings and such) your blacksmiths and weaponsmiths realistically are still making weapons and armor I would imagine. You are sort of stockpiling them. I don't think you only need to think about it as they are producing those weapons and armor when you are training the soldiers, but are stockpiling them.
Okay, a lot of CoS is already compatible I believe and I have edited some other things already. Now I just need to look through all the CoS factions and units and change some things. It actually wont take me long to make it compatible. It may need to be tested to be sure though.
Let me test. and I already tested heroic traits, fully compatabile. and it is amazing
Well, it is compatible with CoS, I mean it will work its just that CoS wont have some of the features my mod has so I have to manually edit Units and abilities and such in CoS to bring it to full compatibility. You can certainly play them both together but for example, if you are using a CoS faction and you train units they will not use up population. So I have to edit all the units to use population. It isn't difficult, just time consuming. It will probably take me a couple of hours of straight work to get CoS fully compatible.
Well then maybe leather guys should maybe train aster . But yeh . as of three kingdoms they did train a lot . ho most of foot soldiers didnt wear iron armor i think. As for stockpiling . If they did, then you would constantly loose metal and such As for training . Well wearing leather and maybe chainail shouldnt take much time . But full plate. Even walking is hard. Fighitng is even harder. Due to all weight you more or less have to le learn how t walk fast and not trip . Anyway its just mindless chatter from me realy . Great mod
I like to hear any opinion heh. In the three kingdoms era, they did in fact wear Iron armor, soldiers that were heavy units wore iron armor and a lot of it. They also had large shields and spears.
Anyway I decided to add a little bit of training time to chainmail and higher class armors. I don't know exactly how much extra time it will mean for training though. Need to test. Also finished integrating CoS, so I am uploading version 1.0 now.
I have to change how I am integrating Children of the Storm for copyright reasons, apologize for that. I will reupload files and tell you exactly how you can do it, let me take some time to do that, will take links down for a bit.
Ok all done, can download now, follow instructions.
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