I will place here my entire collection of mods that are made for LH specifically in one place. Currently I've not updated all of them yet, but I'll slowly post up new changes. (All of these files are desgined to be extracted to the \mods folder, i.e. documents\my games\LegendaryHeroes\Mods) Be sure to have mods enabled to use them if you use that folder.
The notable change-log is in post 2
***you must start a NEW game to see any changes --- your save files store all the previous xml data***
The version numbers will be updated as I go along.
The List: (Last Updated: 11/12/2013) Added Sacrificial Elementals
[v2.0] SNAKING: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/Snaking/SnakingLHv2_0.zip
- enables the user to build piers and logging camps whenever their city is near a river or forest (not just the city hub, any part of the city)
[v1.2] HENCHWOMEN: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/HenchmanFemale/HenchmanFemalev1_2.zip
--- QUESTPACK DLC VERSION: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/HenchmanFemale/HenchmanFemalev1_2QDLC.zip
- enables the user to EDIT these henchwomen to make female henchmen as well as their male counterparts.
- Adds a quest where you can get Francine a candle bearer. A rather unique quest with a surprise fight in a tower.
[v1.0] RIVER BRIDGE: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/RiverBridge/RiverBridgev1_0.zip
- enables the user to build a bridge when reaching a river. Once built it allows you to build your city on the other side of the river.
[v0.96] ARMORED MILITIA: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/Militia%20Armor/Militia%20Armorv0_96.zip
- adds the ability for militia to have weak armor when researching high level techs in the tree.
[v0.85] TENTSTYLE: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/TentStyle/TentStylev0_85.zip
- adds an entire new building style with 85+ new building designed around tents. Most tiles do not utilize the height and are just tents.
***SPECIAL INSTRUCTIONS FOR INSTALL*** To install extract all the files into your mods directory. The second step is to remove the factions you do NOT want to have the tent style building for your game. The tent style is designed around the kingdoms and so all the kingdoms are listed in the game. For those playing Child of the Storm the Centaurs have the tent style set up for this class (per their lore) *** For any custom faction (race) you create you need only add the line <BuildingStyle>TentStyle</BuildingStyle> in the race config and your custom faction will be using tents.
[v0.85] HENCHMAN MAY DIE: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/nonChampionsDie/nonChampionsDiev0_85.zip
- Provides an injury only obtainable by henchmen that will kill them the next time you enter a tactical battle and they die.
[v0.7] WONDER BASE: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/WondersBase/WonderBasev0_7.zip
- Provides similar bases to all the world wonders, and takes 90% of the time to build, at a fraction of the bonus. If you complete these bases, then you can build the last 10% and make the world wonder of full effect. Essentially the world wonders are no longer removed from your que when someone starts building them.
[v1.0] SWAMP TILES: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/SwampTiles/SwampTilesv1_0.zip
- Adds new improvements that allows you to build whenever your city hub is next to a swamp. These improvements provide your units with fire or toxic attack.
[v1.0] DEATH ADEPTS: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/DeathAbility/DeathAbilityv1_0.zip
- adds for henchmen the death adept ability and removes the life adept ability for fallen empire using the race of men. You will only notice a change if you make a custom faction with the race of men.
[v1.0] QUEST MAN UNDER THE TREE: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/Quest_ManUnderTheTree/Quest_ManUnderTheTreev1_0.zip (Special thanks to DsRaider for the Improvement Icon)
- Adds a new quest, where you can obtain a city improvement called the Gildar Tree. This was specially made for Trojasmic as it was his quest idea.
[v0.86] KINGDOM BINDINGS: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/BindingElementals/BindingElementalsv0_86.zip
- Adds a new version of binding for kingdom custom factions, with somewhat new elementals.
- Adds the Glass Elemental - the uncorrupted version of the mirror elemental
- Adds the Inferno Spirit - the uncorrupted version of the Burning Wraith
- Adds the Eagle Spirit - the uncorrupted version of the Crow Demon
- Adds the Perlite Elemental - the uncorrupted version of the Grave Elemental
- Adds the Iru Servant - the uncorrupted version of the Cyndrum Demon
- Adds Angelic Shortsword
- Adds Weak Gladiator Armor
[v1.1] MAUL DEBUFF CHANGE: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/MaulChange/MaulChangev1_1.zip
- Changes the Maul ability to lose 10% accuracy plus 10 more.
- Changes the Maul ability to lose 10% damage plus 2 more. Prevents the infinite maul syndrome for prone troops.
[v0.6] AI and Immunity: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/AI%20Fixes/AI%20Spell/AISpellCollectionUpdatev0_6.zip
- Updates the AI to consider some immunities when using fire attacks, lightning attacks, and cold attacks
*** When 1.3 comes out this mod may be part of the main game or an unnecessary mod ***
*** The last feature of this mod, AI doesn't attack units with attack < 5, may become mute with the next update ***
[v1.1] SUMMONER UNITS: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/Summoner%20Units/Summoner%20UnitsLHv1_1.zip
- Adds a trainable unit that has the ability to summon either an earth, ice, air, or fire elemental.
- Adds an ability for custom unit designs to summon either an earth, ice, air, or fire elemental.
- Adds 4 new quests where you can get a special powerful summoner unit upon completion
- CoS compatible version - install this version if you are using CoS - note you will have to design your own summoner units for the added factions. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/Summoner%20Units/Summoner%20UnitsCOSLHv1_1.zip
[v0.95] ARMOR ATTRIBUTES: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/ArmorAttributes/ArmorAttributesv0_95.zip
- Stops the player from using a chain armor ability in unit design when the faction only has the ability light plate
- Stops the player from using both Armor proficiencies when using a faction that has the weakness no armor
- Updated Wraith Units to not have the Armor Prerequisites, the stock faction has no armor as default faction choice. Note: Does not interfere with custom Wraith factions that choose to have armor.
- Updated quite a few AI designs to utilize the new prereqs and other AI updates
[v0.90] SACRIFICIAL ELEMENTALS: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/ElementalSuits/ElementalSuitsv0_9.zip
The war against the fallen enchantress has gotten desperate and willing men and women sacrifice themselves to the elements to help combat the growing fallen empire.
- Adds 4 elemental suits as special units to train for the Amarian race - Fire, Ice, Lightning, Earth
-- Fire gives the wearer fire attack bonus as well as decent armor
-- Ice give the wearer cold attack bonus and whenever struck the opponent is stricken with -3 to initiative
-- Lightning gives the wearer lightning damage as well as the ability to teleport across the battlefield
-- Earth gives the wearer toxic damage as well as great armor. Including the ability to hurl boulders at the opponents
- For those with the Alignment of Kingdom - Life Elemental Suit - Gives the user the ability to cast shrink on the opponent
- For those with the Alignment of Empire - Death Elemental Suit - Gives the user the ability to cast blindness on the opponent
Love the snaking and bridges! Use them both and they are awesome!!
Getting a crash on slaver quest after I pay to recruit Daxus and attack the slavers. Noticed this after updating to latest henchwomen mod. Occurred in two different games playing scenario. Played the scenario with your mods previous to updating to latest henchwomen mod and had no problem with this quest so I suspect the mod is causing the problem.
The female henchmen mod does not change any files associated with the slavers quest. I know somebody had crashing issues with the slavers quest before (before my mods went up). There is something fishy with the slavers quest and I'll look at the file to see if I can change anything with it.
The female henchmen mod only adds units to the game. It then adds the new model type to each art piece in the game they use. I do not see a connection between that and the slavers quest. Unless it is a memory issue with the game.
I suspect that it is an issue with a tactical map and the quest.
Is the crash you get with the slavers quest consistent (can you reproduce it each time) or is it only sometimes its occurring.
I've got a minor change I'm going to do with the quest to see if I can fix it, but I need to know if you crash consistently with that quest.
Here is my tweak
https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/QuestFixes/Quest_Slavers_Fix.zip
Slaver Quest crashes everytime I try to go to battle with Daxus. If I opt to not fight slaver's I get Daxus and there is no crash. I have reloaded several times and same result (crashes if I take Daxus and fight slavers). Started new game, same result. Was successful in a game before updating the mod, so I suspected mod (as it was the only changed variable) - though after having time to think about it, I began to doubt the mod would have made any changes that would affect the quest (as you confirmed). I guess I just got lucky the first time around.
Possibly, did you try my fix. The quest functionally runs the same (with a few tweaks), but it should be the same... I don't remember if quests overwrite each other or not... my memory is bad... but if they do work from the mods folder then this tweak might fix the problem with that slavers quest. I suspect they are calling the same battle name and expecting 6 units but only getting 5 when you hire Daxus. So, I added a separate battle tag and called a another objective to check to see if you won that battle instead. After that it functions the same (oh, and I fixed an infinite loop problem that is still occurring with the quest... I should report that again)
Haven't checked it. I will have to start a new game in order for the fix to take affected, right?
Correct... I'm not sure if it will fix the problem since I don't know what is causing Slavers to crash on peoples computers.
I am running a new game after installing the fix. I will let you know what happens when I hit the slavers quest.
Still crashes if I recruit Daxus and fight slavers.
I know what the problem is... you need to actually overwrite the core file itself. Quests cannot be overwritten from the mods folder... darn.
If you feel comfortable changing the core file, insert the quest in the core file (simple cut and paste with notepad), otherwise you'll just have to accept the fact that Daxus is not worth the crash.
Thanks for the effort, and it's good to know that quests do not overwrite themselves.
We learned something important.
When a hench gets the special injury, do they die at the start of the next battle, or only next time they die in battle while still carrying the injury?
The next time they die in battle, while carrying the injury. So you can heal the injury and they will be right as rain.
Good Morning
This is probably too deep within the code to mod as well, but I'm going to throw it out there cause it drives me nuts:
When building near hills and mountains, but especially mountains, the landscape beside the structure being built flattens to accomodate the building. Is it possible to force the landscape NOT to flatten?
I can see an arguement being made for the hills that buildings would then be built 'within' and would look really crappy. Mountains however are tiles where movement is prohibited. Why can't I build a city into the 'side' of a mountain?
As for hills being flattened, there is nothing worse than having a hill flattened BUT not having the movement penalty removed. I don't know how many times I'm travelling my troops accross flat land and they prematurely stop because they're 'technically' on a hill tile.
I understand if it's not moddable....maybe SD could consider a tweak for this...
Thoughts? Comments?
I'll be updating MilitiaArmor for stormworld in a few days, I nearly had it finished when my wife decided to go into labor. So, when I will update when I update, but I'll be hidden from view for awhile. For those curious, the baby and mother are both doing quite well.
@GFireflyE: The problem is when you are building a city tile you are actually changing the terrain to city. The city terrain is defined as being flat (and unmovable), so the accommodation for this is to flatten the terrain around it, since the other terrain is movable to different heights. As to the mountain problem, you cannot build on tiles you cannot travel over, thus you cannot build on a mountain or mountainside. (I've tried to work around this). This must be a Stardock "fix".
I believe it is hardcoded that when you build city stuff it automatically turns the tile into city tile. Hence, the change to the swamp terrain tiles I made, since there was a major exploit in removing swamp terrain for "FREE"... hence I limited to the immediate vicinity to the city hub.
What happened to your QuestMaster tool? I've been looking at it and using it. It's nicely done.
Congratulations on becoming a parent parrottmath!
Congrats on the birth of your child! (Enjoy those sleepless nights. ) ps...I know what it's like...have 2 and a third on the way...
Thanks every one. This is child number 4 for me (at least this time it's not twins, so I'll get more restful nights.)
As to the Quest maker that is in a different forum post, since it is a tool not a mod.
https://forums.elementalgame.com/443956/page/1/
Grats Parrott! My little one is almost 8 months old now. Hard to believe how fast they grow up! Again grats on number 4...your dynasty is sure growing fast!!
I've started the process of changing the binding trait for the Kingdoms. I also noticed that the grave elemental is able to be summoned by the kingdoms, although it is a corrupted elemental from death magic. In the process, I'll substitute the appropriate remake with my version. In essence having a separate unit for the kingdoms to summon.
The first iteration of this change will be mostly a visual change and name changes. Then I'll look at changing around some of the abilities to give them a separation between life and death. If people would like I'm still working on names at the moment, so if people have some suggestions I might use those names.
Here are my thoughts for name ideas:
- Type - Empire // Kingdom
- Water - Mirror Elemental // Crystal Archon
- Fire - Burning Wraith // Burning Archon
- Air - Crow Demon // Seraph Angel
- Earth - Grave Elemental // Rock Golem (since Gilden has the Iron Golem this should be doable....right?)
- Death/Life - Cyndrum Demon // Spirit Sprites
Maybe you want 'elemental' type for them....it's a little weird cause the demons are elemental type....but they're demons...
Congrats on your newest child!
Those are all good names. Yes all of these things are elementals, but how one names them is a different story. These are actually the corrupted elementals from the usual neutral ones:
Ice Elemental // Mirror Elemental
Fire Elemental // Burning Wraith
Air Elemental // Crow Demon
Earth Elemental // Grave Elemental
--- No neutral Death or Life elementals ---
Don't know if I want to go as far as calling these things angels (thinking compatibility with CoS where there is an entire angel race.
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