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
Couple of comments:
There seems to be no city number unrest anymore, intended?
I'm playing a game with Procipinee as a summoner.
-summons cost no mana upkeep (and you can have as many as you want of the same type)
-tactical summons cost very little mana and again you can summon as many as you want (anywhere you want on the battlefield..)
That is just a tad.. overpowered. A high initiative Procipinee can just keep summoning stuff faster than anyone can kill them.
Thanks for the feedback Andarvi, I am happy to get some discussion of features.
I removed unrest with number of cities. I never saw it as a very immersive thing. If you think it should be back in, I am willing to listen to your reasoning on it.
As for the summons, i intentionally took out mana upkeep. I wanted to make it so that someone who focused on summoning could be very powerful but it does need to be balanced. I also like being able to summon as many as you want, but perhaps I should increase mana cost for them. They are also very powerful as they level up with more shards.
The idea is, I want a player to be able to play solely as a summoner with summoned armies. I want this to be a viable way to play for those who do not want to recruit lots of soldiers but would prefer to have summoned creature armies. How do you think I could make it more balanced? Maybe a higher mana cost but still can summon as many as you want?
I don't want it to be too overpowered but I want it to be powerful.
I only briefly looked into the files. I may need to update to include compatibility for the new COS version. I will make some changes to summoned creatures as well.
I will be updating shortly with compatibility and changes to summons.
The unrest was supposed to simulate the difficulty of running a large empire and balance large empires vs small ones. I won't argue too strongly for it, as I didn't really like it either and it made a military victory very difficult. I guess it would make more sense if it only applied to cities you build, while conquered cities don't factor in (and maybe get a fixed unrest penality). I don't know how much of this is hard coded so if I ask for impossible stuff feel free to ignore me
I don't really have a problem with strategic summons (units) as they are balanced with their cost in mana (which is always in scarse supply).
Tactical battle summons, on the other hand are overpowered. For example for a mere 4 mana, you can summon an ice elemental (with all of your shard/skill bonuses) anywhere on the map. It has plenty of hit points (but 0 defense) and it slows with each hit. With high enough initiative I can just spam those 4 mana monsters and probably kill even epic encounters. Increasing the mana cost would help, making battle summons a 2 turn spell would also help (a fireball is a 2 turn spell and summoning a fire elemental is similar in effect, but much more effective for example)
Another idea is to make tactical summons without shard/skills level bonuses (if possible)
I upped mana cost. Typical cost for elementals are around 50 strategic and around 40 tactical. Other summons vary but somewhere around there, either higher or slightly lower.
It is possible to remove bonuses from shards of course. Let me know if the new mana costs are better though.
In my mod, it isn't necessary to balance large vs small empires because I use population much more. A new small city is not going to be able to produce many armies because of the population cost and growth of cities. It will take time to grow any new cities (capitol will grow much more quickly) but ultimately in the later game, this wont matter as much but by then it wont make much a difference.
New version is up. By the way, I am still looking for someone who can do graphics. I really need some new wall graphics.
I am using it with it.
You are using what with what
It with it, obviously.
Have you tried the editor in game. It shouldn't be that difficult to grab the graphics they have add your and delete the other as a base. I've got my own art projects to do otherwise I would, but if you really want the new graphics.
I looked into it just once and it seemed very confusing how the walls work. There are several pieces and when I open them up in the editor they are very small. How exactly do they work because there is no way the small pieces they have in there fit around an entire city. Couldn't wrap my head around it. If you could explain it perhaps I could do it.
Also, I realized there is one more file which needs to be edited in the C:\Users\name\Documents\Mygames\LegendaryHeroes\Mods\A_LHLIB_UnitStat_BG_vC\CoreReplacements
The corespells file needs to be edited. It is screwing with my changes to summons and such. Missed that one, will have to update soon.
Sorry I didn't realized what I said was so vague, I am using both mmods together, and using the herioc trait mod to
Funny, but I'm most interested by the map changes. My biggest gripe since the release of huge maps has been that water takes up way too much space on the maps. Especially those that have invasive "wide rivers" all over the place, which creates those maze-like maps. Leads to an immediate Ctrl+N. So, when I read that "(Less Water)" note I immediately downloaded.
Yes, there is less water. Let me know if it is sufficient. The other aspects of the mod are good though. Please give me any feedback so I can make it better. If people would talk to me about what works and what doesn't as well as what would be cool to have in the mod, then the mod will only get much better.
Love this one, just like the one for base FE, although I haven't updated to your newest release this week. You've fixed everything I had an issue with in the game.
I noticed that a few people have mentioned the Heroic Traits mod. I haven't tried it out, but is it compatible with the Immersion mod?
Yes, heroic pursuits mod fits well with immersion mod. In the newer version I have lowered XP gain from cities and the adventurers guild and highered XP needed for lvl up slightly but it still levels up much faster then in the base game. I am also working on the summons abilities trying to make them more powerful but not too overpowered.
Hey,
This mod looks great, but I am having issues with getting it installed.
I want to just use only your mod for now. Do not wanna make it to complicated at first.
Do I just need to copy all your files just into my data/English folder and that's it? Do I need to turn on use mods? When I do this in game it looks like nothing has changed. what I am missing?
Thanks,
Bob
Hi Bobisback,
Please find below an install walkthrough by BlackRainz:
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You must also overwrite all the files.
Hey Bob, thanks for your interest in my mod. If you just want to use my mod and nothing else, then you can completely delete the mod folder in the download. Everything else, including the other folders just extract into your data/English folder and that is it. You do not have to have use mods enabled I believe. You should notice certain changes, for example, when you recruit units, it will require population and your population will be much higher than the vanilla game as well. Let me know if you have any other problems. Also, please leave any feedback or concerns you might have.
Thanks also Darkhowl for replying.
Just thinking about it right now, but would anyone be interested in some new paths?
If so, what paths would you like to see and what kind of abilities should they have?
Hey thanks for the reply,
I got it to work just did not realize right off the bat it was on.
So what is your reasoning behind making units taking no production?? This kinda seems like it kills the aspect of choosing certain abilities and gear over cheaper ones to balance out build times. I love the item of taking population but this combined with the item of no production to make seems like it under mines fortress cities down to being worthless. Is this intentional?
I think it would be cool to leave the production in there but at a much reduced cost like maybe a half or a third reduction in cost so fortress cities can still shine.
Also since population is the main thing needed for units this seems like it would effect building fortress's to supply your units negatively. Meaning It would be easier to just use a population city because you could build more units.
Do towns provide extra food to other city types as well or are they just by themselves? It seems like you could waste alot of food on one city if you are not careful.
Again great mod.
See ya,
P.S btw the life spell call to arms is kinda worthless now. Maybe it should grant a instant population bonus?
The point of the mod is immersion and a semblance of realism. If you look at turns, they are now weeks, rather than seasons. How realistic is it for a small unit of men to take years to train? Well, it isn't realistic. Even thousands do not take that long to train to a basic level. A 30 man unit shouldn't take longer than a week or two to assemble and receive some basic training. That is the reason. It is just more realistic. However, they take population now which puts much more thought into it. I don't see how this will effect fortress towns negatively though. In my game, I have 3 level 4 fortress towns with sufficient population in mid game to pump out armies. Fortress towns can build buildings which level up and give bonuses to soldiers so it is much more beneficial to build an army unit in a fortress. They get added initiative, levels, defense, etc. That should be more then enough of a motivation to recruit them in fortresses. Towns will get larger populations so there is an incentive to build units in towns too, they can be mass produced with a large pop town.
If you build a fortress town on a 3 grain tile, it should have enough food with buildings and such to get to lvl 5 so there shouldn't be much of a problem. Also, remember that once you reach a level up for you town, you can't go down in levels no matter how much pop you use up. You aren't going to use up your pop anyway, but it will give you something to think about and you wont feel like your wasting time building up your infrastructure (buildings) because you can always quickly train units if you need them.
Towns do have some buildings which provide food to other cities, yes. Also, the food yield from tiles is higher so even a 2 grain fortress should be able to get to lvl 4 with some food buildings built. There is also a spell which gives more food.
You can't play the mod the same way you were playing Vanilla. There are different strategies and such, it takes some getting used to. Also, with very fast training times, the AI is much more powerful. They are able to build large armies quickly which is a good thing. It means you will see much larger enemy forces. Depends on difficulty level too, of course.
Hope this helps, let me know what you think.
I didn't think about the spell call to arms, I will change it to something else once I think up a useful spell. Giving an instant population bonus isn't immersive because you are basically conjuring up people which would be unrealistic heh.
Ok cool, I see your point and I agree with it it just seems that the fortress production bonus is just so wasted in my mind. ummm I guess it does not matter.
So far I am loving the game though so.
Also i had a thought the other day, was going to implement it into a mod but have not don so yet. What do you think about giving the walls building a bonus to defense just like the fortify does on outposts and giving forts the attack bonus like the armory does in the outposts? Idea is to make city batters harder. I have not done city warfare in your mod yet tho so this may be to much but I think it would be a interesting idea.
Maybe what I will do is give some more bonuses to defensive troops in fortress towns. I will think about it. City battles is difficult because all militia use the best armor and weapons researched. They will not be unarmored militia like in vanilla.
ya I just did a couple of city battles it still seems to be quite week. I am playing on expert level but it just seems to not be enough haha. 9 units sitting in the city plus 4-6 militia units. I did not lose a single unit. ummmmm.
Sorry going ot beat this dead horse some more. So I agree that you could recruit 100's of troops in a week or so. However, I disagree that you can produce 100's of weapons and armor in a weeks time. Now this is your mod so you can do want you will with it. but I think this mod would be much improved if you add in the production costs back in(I think full cost may not be necessary but at least half maybe less). Here is the reasoning, no matter what is going on in the world it should be impossible to build 50 troops with bad ass weapons and plate armor in 1 week, it could take months for a group of armor's to make that kinda of stuff. And for that matter it would probably be a armay of armorers and it would still take a long time. Not to mention in its current state you can make these troops in a city that does not even have a forge??? You call this the immersion mod but your saying that not only can I make 100's of weapons and armor in a week but I can do it without needing a forge or a smith?
Again i point out that if you make everything free you lose the aspect of really picking only what you need on troops, aka hey maybe i should not put these super expensive traits on this unit because I want to have alot of them. Or on the other hand hey I plan to only have a couple of these units but make them very strong. In your mod this is just not there any more. If it is all free there is no choosing it is just why not its free.
alright then, so this is it i will not touch on the subject any longer.
P.S I do not mean to come across as offensive just trying to make a point.
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