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
Okay, let me answer some of your points. Now, I am not a blacksmith so I am not certain exactly how long it takes to make a suit of plate mail but I am a social studies teacher so history is my thing. For one, I doubt you are recruiting 100's and 100's of troops per week (I certainly am not in my game). Also, I seriously doubt you are producing hundreds and hundreds of soldiers with plate mail because of the heavy cost of iron for them, but perhaps you are. Let's get into some of your points though.
You need to disconnect from the idea that weapons and armor are being "produced" when you are recruiting a unit, because usually they aren't. Cities have armories for a reason, to hold weapons and armor when they are not in use. Blacksmiths can be producing armor and weapons at any time. So while you are building some buildings for a couple of months, your smiths are hard at work producing weapons and armor. Now, there is no way to make it completely realistic so you have to take some things on faith. When you recruit a unit you "pay" the price for the weapons and armor and such but they have already been produced. So I see the "training" time as being how long it takes to train a group of men to use a weapon and armor (basic training), I do not see that time as the time being used to produce a weapon and armor. In my opinion, those things are being created as time goes by, whether you recruit or not.
Also, I keep having to use this analogy but in ancient china, large armies would be recruited and outfitted within a few months (talking 10's of thousands here) In FE you are building armies of just a few hundred. Now they didn't use full plate mail I admit but their heavy armor was heavier and stronger than chainmail (and yes they did use chainmail) so I would say it is equivalent to a light plate perhaps. Now, in my game, I am in around 5 years of in game time (so that is 4 x 12 x 5 = 240 turns) and I don't even have all my units with chainmail. I have around a population of 30,000 and an army of around a 1,000. Maybe 200 of those use chainmail. So even if we consider the time from when I finished researching chainmail to the time I had 200 men equipped with it, that is probably around a year. Surely you can accept 200 pieces of chainmail being made within a year's time. Once I get the tech for plate, I doubt I will be able to deck a lot of those men with it so that in and of itself will take time. Time means more suits of armor being made.
Also, you don't need a blacksmith and such in a town to train men using it, you have fortress towns with blacksmiths producing those and shipping them to wherever they are needed.
I would be willing to increase plate mail training by a little, say maybe 3 or 4 weeks to recruit a plate mail unit but no more. Maybe chain around 2 weeks, but that is going to depend on a lot of factors too. How much production your city has, etc. I will not be going back to the normal training times.
Oh and the units aren't free just because it doesn't take a long time to train them. The cost of the units is prohibitive enough. It is very expensive to train a unit in plate mail. Perhaps I should increase the cost to make it more prohibitive. As for traits, you are making meaningful choices with them because different traits are useful and beneficial in different circumstances.
I seem to agree with everything except one thing. It seems that you are assuming that the black smiths and armorers are just going to give you the armor. And this is just unrealistic, now the game combats this by saying you have to "produce them", but in reality you are buying them. SO I get that you can make tons of armor and weapons because it is happening all the time but you do not just get it for free, that is my point. ya sure the empires own them but they still pay them. Now in this game because of the economic system and the way it is setup it would be fairly absurd to make the units cost gold so it costs production instead.
Metal cost and resoruces cost is one thing but it takes alot more then just metal to make weapons and armor, it takes logistics, men, money, and resoruces. And then all this has to be put in place which takes time and moeny. Now I no in comparsion that the time factor is very small however that is kinda what we have to work with in this game. So we can use this production value to represent all the effort that is put into the long term goals of producing a army. And I have been saying all along that I agree it should not go back to normal times, but at least half of normal is in my opinion sound.
These points i am trying to make is not just for realism it is more for fairness and for adding in another aspect of the game that was removed because of the decision to remove production. Which is the whole cost vs quantity.
See ya,
Sean
P.S Idk it just seems really wrong for you get get armor and weapons for free..... I can get that you get recruits really cheap but armor and weapons...... Just does not seem right.
Well, I appreciate the discussion and it really isn't difficult to change but there are a lot of variables which need to be considered. In my opinion, the main factors which makes recruiting armies prohibitive is resources and population. In the late game, population wont be as much of a factor so perhaps plate mail could be increased in production but the early to mid game where population is important, those units should not take long to recruit. if it takes 7 turns to train a unit, you will have not only made back the population you lost, but population for training will be a non factor. The way it is now, population is a real concern and I think that is important. I would be willing to increase training time for armor above chainmail somewhat, but I still think it is silly to take too much time. I guess what I could do is make it so that plate is much more rarely used. If I make it costly and time consuming then there wont be many units using plate mail. That will make units with plate much more meaningful I suppose. Armies shouldn't be fully decked out in plate anyway. Leather and chain would be much more common.
Not sure if this is just bugs in your mod but currently troops do not cost any wages if you build them custom.
All of the bleed skills heal the enemy that amount instead of do the damage.
not sure about bleed skill, I haven't touched that. As for wages, not sure. It might be because of the production (which is tied into wages) I will have to look into it.
Yep, I confirm this
Okay, I will look into all issues when I have time.
Hey I got another question if you do not mind.
If I was goin ot change the exp gain in the game is there a file that will do this for me for all units in the game?
Thanks BlackRainz
There is a file bobisback, elemental.defs
In there are the values for experience, just search for experience and you should find it. Do you think the experience gain is still too much?
No need for thanks, just glad to have discussion going on. I do better work when I can discuss with others.
Hi, BlackRainZ
I love your great ideas....but...
i know it may sound foolish
how do i install this mod?
just move all files into Documents\My Games\LegendaryHeroes or Documents\My Games\LegendaryHeroes\Mods
or the game folder?.....
I really need a simple instruction...
Please find below an install walkthrough by BlackRainz:
****************************
You must also overwrite all the files.
I see
thanks so much
Thanks for helping out Dark Howl. I will be working on this sometime this weekend to update and fix some issues. If there are any requests for what you would like to see changed or added in, please tell me now so that I can work on it this weekend.
Good to hear - quick query from my end: will you include the new 1.06 Tiles mod ?
Well. I will take a look at it sure. If there are significant changes. I will add them.
Also, Children of Storm 1.1c has been released, you might want to check if any changes are required.
I really enjoy this mod, I just wish towns didn't get rocked so easy
Well towns getting rocked easily is a problem of the default game, actually it is harder to take a city in this mod than in the default game because the militia get armor in my game. If you have any ideas on how to make cities harder to take, let me know.
Yeah, I saw the new version of children of the storm. I am a little behind due to time constraints, I will certainly update soon.
Hey there,
I recently downloaded this mod, extracted it to mygames/legendaryheroes/mods but I don't see it taking effect.
I've checked the "allow mods" box in advanced settings and also have heroic pursuits mod installed. That one seems to be showing up fine although my item drops from goodie huts seems to have had the variety reduced to only 5-6 items (example, only escape scrolls and nectar potions etc. Only thing from his new items that shows up is forest armor pieces)
Any idea what in the world I've done wrong? I extracted all the subfolders etc so I'm not sure what I need to do...
Ah ha! Thank you. I suppose that explains why all the duplicate info was coming up and some other odd stuff.
On a side note, I found other threads expressing the lack of item randomness attached to huts.
I am trying my hand at making some maps in a package specifically to cater towards this mod in conjunction with Heroic Pursuits. I got a little flustered w the editor yesterday but I'm giving it another go now.
Thanks for the overwrite info. Sorry I didn't find it on my own
Sounds great, anyone willing to work with me or make things for this mod is good.
Everyone is good in their own way (in at least one positive way). But I think this reply is OT. <grin>
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