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
I like the sound of these changes. I'm going to have to try this out.
Could you provide me with instructions to install this mod? I tried unzipping the folder to the mods directory in MyDocuments/MyGames/LH and I also tried placing the files inside that folder directly into the mod directory.
The problem I'm having is either a bunch of custom races showing up that don't have an icon for the race type, also I get some pictures where you can see the weapon but no character. Or the character is missing their face.
So I deleted the 'COS' stuff from the 'mods' directory contained within your archive, and things seemed to work OK, but, I encountered another issue.
This final issue was when I went to create a new game I noticed that all of the properties for the new characters had their entries repeated. For example, when attempting to select "Scholar" as my profession when mousing over the property it would show "+20% Research" and then directly beneath "+20% to Research" is shown again. Every single property was like that with the entry being repeated. This occurred across all the different Heroes.
So, I'm not exactly sure what I'm doing wrong, but, any help would be greatly appreciated as this mod looks like it would be quite a bit of fun to try out.
FYI, I'm on version 1.0 of the game in case that matters? Also, I'm using the 'Vanilla' Sovereigns version.
Thanks for the help!
Sure Dorno, happy to help. 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.
You must also overwrite all the files.
I hope this helps, if not please let me know.
Excellent, thank you very much that is perfect.
Going to just try your mod w/o COS for now. Thankfully it seems that turning off AA has solved the issue I was having with occasional crashes in late game. Not with your mod, but, the base game.
Now to finish my current game so I can start a new modded one, hehe.
Glad I could help. Feel free to give me feedback
Are further changes required to be compatible with Children of Storm 1.0d? It seems that:
"Mods\ChildrenOfStorm_Factions\COS_factions_SpecialUnits.xml"
might have been updated after your last edit. Not sure if there are any other files that were changed (check out Heavenfall's changelog).
After playing my first game with this mod, I must say that I thoroughly enjoyed it. Although I do have a couple of things I think would benefit from being changed.
One issue is the growth of towns. I like the changes you've made, but, is there anyway you can adjust the default growth received from 'Food Surplus'? Main reason I ask is the spell which gives +20 to growth seems like a necessity right now. I always used that spell on new towns before using this patch as well, so take that with a grain of salt.
I also think the mod might benefit from another small reduction of the XP heroes receive. While I love the quick leveling, sometimes it seems to come just a little bit too quickly. I'd say maybe 10-15% less XP from battles and such. With a 25% reduction for the heroes stationed in town.
Keep in mind I played this mod on 'normal' difficulty which was a little too easy. I did cheat though and reload a few times until I got a nice starting area, hehe. Monsters were -1 level from what they normally would be. I was also playing on a 4-6 player map with 3 AI players. So the heroes might have leveled a lot due to the fact that the map is so large.
Also, would you consider adding a tax rate somewhere in between 35% and 50%? When using the -5 unrest 'penalty' you can select when making your character taxing at 50% makes it so you can't get rid of the penalty with buildings alone. Although that might be intentional as 50% is pretty high!
Anyway, this are just the things I noticed. I'm not entirely sure they are really things that need changing, but, I just figured I'd mention them in case you were thinking the same. I was using the 'Snaking' during this game also, which allows all towns near water to build the extra buildings. Also allows for logging camp if you are near a forest at any time.
I'm going to play another game now on a smaller map at a higher difficulty level and I'll post back what I think after that. It is quite possible a number of things I believe will change during that time. So consider the above feedback 'tentative' at this point. Also, thanks again for your great work on this!
I also use snaking and the bridge mod which go excellent with this.
There is no way that I know of to adjust the default growth given from food surplus, it may be hard coded. However, these are some of the things I do, even if I do not have the sovereigns call spell which gives +20 to growth, it is imperative to get a commander hero. Your sovereign gives +10 to growth, if you didn't know, also the tower of dominion gives a bonus to growth so your first town will grow quickly if you have your sovereign and a tower of dominion in it. Also, a commander will give a bonus to growth as well, so growth actually is quite reasonable, even without sovereign's call. Also, later you will get the "Growth" production option which will also increase growth. It is intended to work this way because this makes growth a serious choice that you need to make. Do you keep your heroes at home? Do you use sovereigns call instead of another spell? Do you use the growth production rather than build or train or something else? Can you afford to train another soldier unit given your population? These are all real choices that need to be made and are meaningful.
Also, there are various buildings which give bonuses to growth if you weren't aware. Wells, inns, theatres, arenas, all wonders, etc. give bonuses to growth. So rushing to get some of those wonders is also a consideration to make.
As far as champion leveling, at first I also thought the xp gain might be too much but then I realized something. By the time you have cities that give a lot of XP, your first 2 heroes are going to be already on a high level so it wont matter that much for them. New heroes though will level quickly to catch up, making them useful. At first it will seem like it is going quickly but then you realize it isn't that big of a deal. Also, given the fact that there are so many abilities and such to choose from and for heroes to be even more meaningful they need those high levels. Keep in mind that the AI is also leveling quicker and so are enemy units as are yours. Also, It makes sense that by mid game, you should be on mid levels (20-30) while at the end of the game you should be higher and have maxed out your heroes. In all my games, it has pretty much played out like this. If I lower the city XP gain, the heroes that suffer are those new lower level heroes you get, it wont affect so much your sovereign and first hero because they will need a lot of XP to level and you will probably be using them in battle a lot anyway. Also consider the fact that when a hero is sitting in a city, each turn is a week. So after several weeks of training, shouldn't they level up? Or after a hard fought battle or two, shouldn't they level up as well?
Try it out more and let me know what you think after reading what I said. If you still think the way you think now, and if more people want me to change it, I certainly can do so. It won't be difficult.
I can definitely add in another tax rate. In the next version I will do that. Also, I always play on a modified hard difficulty (Huge bonuses to economy but no health bonuses and also higher intelligence), huge map, dense monsters and dense shards, challenging world and 12 AI players.
No, no further changes are required. He only fixed a mistake that he had made in the factions file (which I had reported so I had already fixed it). This should be completely compatible with version 1.0d
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Hi there,
This is a great mod, and having compared Vanilla with it, I am happy to say that I will not return to Vanilla
On the levelling, I would agree that a tiny wee bit lower might be great (playing in huge maps with expert world and dense monsters) the sovereign and first hero tend to level on at a very quick pace (sovereign is level 13 with a few dozen turns ). Unless you can squeeze in additional traits to acquire so as to extend the ramp-up of heroes...
Try Heroic Pursuits which adds a lot of level-up choices. Although I guess you meant some filler traits so heroes don't go up in power so quickly.
It usually takes me like 100+ turns to get to level 13. I am usually around 20 by 250 turns or so. By the time I have armies in all chain and such I am usually around 27 or so. I personally like that but if people really want me to slow it down, I will.
Great work so far. I am liking just about everything this mod does, except for the incredibly fast experience (sorry to jump on the bandwagon and echo so many).
After starting a new game with this mod, my sovereign immediately encountered a medium-sized group of bandits. Wasn't a problematic battle whatsoever. But he immediately soared to level 4 afterwards. That's just waaay too fast IMO. That said, I really do appreciate the faster XP gain, just not quite *so* fast.
Okay, I will play with the numbers for the next version and perhaps we will find the sweet spot.
Excuse me good sir, does your mod mess with schools?
Thanks for that, will certainly give it a try!
Thank BlackRainZ, otherwise if there is an easy way for one to adjust it oneself more than happy to give it a try
I honestly can't remember if I touched schools at all. I don't think I did though. I know I edited the alchemy buildings but I don't think I touched schools.
I think I found a bug then thank you!
Okay, I updated the file and finally got around to putting the mod on Nexus so I will update the first thread with info.
Also, I lowered XP gain from cities and battles, let me know if it is good now or still needs to be tweaked.
Many thanks man, I will definitely fire it up this week-end.
Cool, let me know how it goes Darkhowl.
Impressive stuff. The new levelling seems more adequate, still fast (some early bandits cleansing result in level 2 & 3 being obtained in one stroke for instance) but I clearly find it even more enjoyable. Thanks for that.
Well the first couple of levels will be quick because you only need like 9 xp for lvl 2 and 18 for lvl 3, but it should get better. Let me know how it is for later levels.
Is this still compatible with Children of Storm 1.1b?
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