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
eh?
Don't worry about it. As I said, it was really OT.
I really love this mod, becuase nothing makes me happier then when someone declares war o me, I take their biggest city then sac the population and salt the land.
hehe, gonna try updating today and fix couple issues.
There was a compatibility problem with Children of the Storm in the last version which meant that soldiers were not correctly using population. I am in the process of fixing it. I have already fixed the issue with summons. The following are what are being fixed and/or changed in the next version:
----Should have fixed issue with designed units not having a maintenance cost but this is tricky because it is tied in with production time and such. Needs testing and may never be exactly as it should.
Im still working on this but with some testing I can see the issue with gold is going to be difficult. Units with no armor or leather aren't going to cost maintenance but units with chain and plate will cost a good amount in gold (plate approximately 2 gold per turn, masterwork armor around 3 gold per turn, chain maybe 1 gold per turn)
This is because the way production is tied with gold maintenance so I will say just consider units with no armor or leather to be volunteer conscripts and don't cost maintenance heh. This will also be another incentive to build units with no armor or leather.
Blah, with the release of the new version of LH I will have to spend more time with this. I will have to go through all of the new patch to see what I need to make compatible and such and I don't feel like doing it now heh. So the new version of this mod will be delayed a little, sorry.
I was just thinking. Maybe I should change the population cost to 50 per soldier so a 3 man squad would be 150 soldiers. What do you think? Or should I keep it at 10?
New version is up hopefully with full compatibility working with COS and latest version of LH. Let me know if something is amiss or something needs balance or changing, thanks.
Very happy to see a new version is up. I wish I had time this week-end to try it out
Awesome, downloading now
After the release of Legendary Heroes 1.2 patch and now Children of Storm 1.2a, I've noticed some serious problems (like no summoned creatures appearing when summon spells are cast) after isolating this mod as the source of all the bugs I was getting. I suppose it's to be expected to act up when you consider all the areas this mod affects if it's not up to date.
You've been great with updates and I'm sure you will in time. Just wanted others to know in the meantime who are still using this mod.
Yes, wait until I update, which will be soon. I already updated for 1.2 patch actually, just need to update for new children of the storm. I will do it either tomorrow or tuesday if I can.
I'm having the weirdest though gamebreaking bug, not sure if it is CoS or Immersion since I'm running both (also snaking and bridge mod, but I'm assuming they're not responsible), so I'll just post in both threads, I hope that's okay. I downloaded everything yesterday, so it should all be up-to-date.
To give the short of it. At some point early in my game the Shadow faction got a ridiculous boost making them completely unstoppable. I'm on a huge map with 20 AI factions, all of them (including me) have a score from around 10 to 30. The Shadows faction has a score of 400. If I retire then all the graphs show the Shadows getting a sudden and then exponential increase in population, tech, etc. And in the game currently they're starting to overrun everyone with their maxed army sized armies filled with catapults.
Any suggestions on what's going on? It makes me really sad since I just started LH after not having played since early FE, the game was going well and was really fun, and now it's basically done since there's giant Shadow Catapult armies overrunning everyone
^ Helps to read all recent posts before posting, as the two posts immediately before yours answer your question. As I pointed out, there are various major bugs in my game as well (I am using this with CoS). And as BlackRainZ mentioned just above your post, he needs to update Immersion Mod, as it isn't currently compatible with the most recent version of CoS. Until then, expect massive bugs if you're using CoS.
Take your time, BlackRain.
You're right, sorry. I skimmed a bit but missed the most recent stuff. But still, thanks!
I am downloading COS 1.2a now so I will take a look at it and see what needs to be done. If there isn't a ton of stuff to do I will fix it immediately otherwise I may have to hold off till tomorrow. Limited time.
Okay, finished updating. I also made it cheaper to recruit spiders. Uploading now.
Bound widows now cost 10 mana
Bound Harridan cost 30
Bound Hoarders cost 60
Also, this is just a reminder. If you are using COS make sure to follow the instructions for installing and updating exactly. When updating COS, you must DELETE ALL FOLDERS AND FILES from previous installs. ESPECIALLY the lib folder. The Lib folder tends to change so if you do not delete the old one and there is a new one with a different name, you will have two lib folders and that will screw everything up!
Oh, I didn't even test it yet, didn't have time. Just quickly checked what needed to be updated and did so. Please let me know if it is working as intended or if there are any issues.
And as always, I am taking any suggestions or requests so let me know what you like or don't like or would like to be added or changed and I will consider it.
Shame I have had no time to play over the last few weeks. Hopefully in under two weeks I shall resume
what modifications to the Tile Mod did you make exactly?
Nothing huge. I just tweaked it a little bit, lower numbers then he had at the time. I haven't looked at any of his changes in a while if he has any so its an older version but mostly just numbers changed to fit my preferences and stuff.
anyone know if this works with COS 1.2c or it needs an update?
Well, I haven't looked into the changes from 1.2a to 1.2c yet. If they were minor changes it would probably still work fine. I can't say for certain.
Any chance for a 1.3 update?
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