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
Thanks... reason I'm a little busy of late
There is a new baby bird in the nest! Congratulations!
I have a suggestion for the "lore" of the Binding tech for Kingdoms. Life spells seem to focus on changing the body (healing, growth, shrink) rather than the typical Holy stuff. So for the Binding ability, instead of the lore of corrupting elementals with Death, I think Kingdoms should enhance humans with the power of the elements, turning them into elementals. Then you could have humans with the elements chained to them.
Earth - Immoveable (Can't be knocked prone, strong defensive unit)
Air - Gale Enforcer (Big bonus to ranged dodge, can cast the spell that knocks units prone/back)
Fire - Magma Fist (Fire attack, can burn 3 units in a row)
Water - Frost Bringer (Low health unit that can sword dash, causing slow to those hit)
Life - Shaper (can cast growth or shrink on itself, still gets an attack)
If all of these used the base human model, with glowy auras added and a few special tweaks, perhaps that would save on making new unit models.
Congrats Parrottmath!
congratulations
Here are the new textures for the elementals I've been working on... just reworks of the in game ones, but here are the lighter side of things.
Isn't your glass elemental simply an ice elemental? Last I checked, ice is solid water....so ice elemental could work for your water shard too...
The glass elemental and rock elemental both appear to be quite white on the picture. I know you're trying to make them look 'uncorrupted', but imo they should still have some color in them. A light blue for the glass elemental's secondary color maybe....and a light grey for the rock elemental....unless you want to call the rock elemental a sandstone elemental and go with a more 'deserty' color.
Overall though, looking good. Really looking forward to the inclusion of this mod in my games.
I'm slowly tweaking the values... the colors I see in gimp are not the colors I see in game I've already darkened the perlite elemental.
In all actuality all the elementals are ice, air, earth, fire for the corrupted versions. I'm using basically their models. The glass elemental is a turquoise blue just toning down the colors at the moment.
Perlite is a volcanic rock basically hydrated obsidian. Commonly used in fertilizer
The whiteness of the glass elemental is also the glow I put around it. It actually is sparkling a rainbow type color around him.
All that is left for me to finish is the Iru Servant and this mod will be playable. Of course this is again a mod that you cannot play unless you make a custom kingdom faction with binding All of these elementals currently have the same exact features as their corrupted cousins with the binding trait. Haven't done any tweaks there yet, not sure if I need to make that big of a distinction between binding for kingdoms and empire. They are basically both removing the freedom of the elementals following a modified version of Ceresa's technique
I always thought there would be 3 tiers of elemental. The base tier to which any mage can gain access to through the summoning ability tree being Fire, Air, Earth, and Water. The Corrupted tier to which the faction gains access to through Binding being Wraith, Crow, Grave, and Mirror. Then, with your mod, the Unconrrupted tier (Maybe could call it something different like Blessed Tier, or Planetouched, or something) being the new set of names with modified abilities:
Fire Elemental ==> Ignus Elemental or Magma Elemental ==> (as there are already Ignus snakes, etc...would flow with the theme presented in the game). Maybe could have a ranged flame dart attack 1/5turns.
Air Elemental ==> Vapour Elemental or Mist Elemental ==>I'm a little curious as to why the Crow Demon has that lightning strike attack that allows him to teleport to anywhere on the map...yet the Air Elemental does not have said ability...never the less, if unique abilities for the uncorrupted varieties are being considered, perhaps a Lightning Bolt attack 1/5turns...the one that can reach 5 tiles.
Earth Elemental ==> Quartz Elemental or Andesite Elemental ==> Maybe give it an Earthquake ability instead of the Hurl Bolder....
Water Elemental ==> Still not sure what you have in mind for the Glass Elemental...I'd of sooner gone with Frost Elemental and if a change were to be made to the creatures abilities, to perhaps give a weaker attack, but the ability to cast slow 1/5turns or maybe cast Riptide 1/5 turns?
For Life Shards: Light Elemental? Prism Elemental? Essence of Life? Soulspark? Not sure about the name....would love if this creature had a heal...I think I posted an idea about this earlier in this thread...
Would be REALLY nice if the corrupted versions were modified a little in your mod as well.
The Mirror Elemental is just underwhelming at any given level. Is it possible to double the reflected damage? ie, for every point of damage it takes, it deals 2 back to the attacker? That would help make the unit....viable?
The Fiery Wraith has that mana ability to increase it's attack, but it's a complete waste. Not only do you lose your action when casting it in combat, but the stack isn't permanent past said combat and/or the mana cost is way too high.
The Crow Demon, Grave Elemental, and Cyrundum Demon all have their benefits and as you get the stronger versions of them they turn out to be quite decent when properly applied.
Hope this post helps you with your design.
Can't wait to see it in action!
Like your thoughts...especially the idea of the Life Elemental being able to cast Growth/Shrink.
I've added the Kingdom Binding Elementals. Basically I've redid the textures for the evil demons and added a new elemental following my elemental suits from FE(a.k.a. Lightbringer) I'm not one for major artwork, so I tried to keep it simple for myself.
Parrotmath your little mods are great little optional additions, I may have to add certain optional stuff to my own mod in the future. I particularly like snaking and henchman may die as those are just vital changes I think. I havent tried the Tent one but man making all those tiles musta been a lot of work. I'm currently making a load of tiles and it takes a while but it might be Im going in to a lot of detail.
Also the armored militia one sounds interesting will have to try it
No, it does take awhile. I made those with FE and it took me roughly 2 weeks. I might have saved time on things because I was just focused on making all the buildings into tents and had a good concept of what I wanted to create with the tiles. The more tedious part of the project is to do the code for each of the tents. When you have that many you tend to make mistakes when you write out that code.
Hey parrot, is there a way to get henchmen for everyone?
Yes... and no...
You can set up the henchman class for everyone, but the problem lies with the fact the henchmen are using generic_other tag for their custom creation. This means that people like Gilden with the Golems would be unable to design either the henchmen (from scratch) or the Golems (from scratch). They would only be able to edit these henchmen instead.
I'm not sure about the motivation of giving henchmen to everyone, but that is the skinny. Similar to my henchman female mod, you could either design the female henchmen or the male henchmen from the make new selection, but not both at the same time. Unless, they add another generic_other button to use, this will always be the case.
Do you see anyway of adding in the ability to make items and artifacts, like in Master of Magic, or the ability to add a spellmaker to the game and make spells up on the fly, sorta like how They did in Daggerfall and other Elder scrolls games?
Never played MoM so have no idea about the items and artifact making. But yes I could create something of a crafting system to the game, but it would be more effective in a scenario situation, since I wouldn't be able to get the AI to use it... ever.
Make spells up on the fly... well... I... um... No. It can be done in a haphazard way, but that would require a LOT of work... I suppose it can be done after further thought, but the AI would not be able to use it. It would have to be limited to a few custom spells like this that you can change from time to time... this project will be put to the back end of all me projects though. It would take some time to set up with the current system of the game.
Ok thanks Parrott, was just curious if it was even possible!
yeah the questing system is rather powerful tool when it comes to creating these items. If you would like to take that on, you'd need to make a list of crafting materials and then create a series of workshop quests, where choice unlocks would occur with the items in your inventory. The result would be a finished product. It can be a perpetual quest and voila crafting system.
For the spells... well I'll see what I can whip up for people.
Good Morning Parrotmath
Just noticed something with your wondersbase mod. Whenever I finish building a World Achievement, the predasessing, once per faction, wonderbase becomes available for construction again. Is this working as intended....cause you're kinda building 'two' per faction...whereas one is just completed all the way. I noticed after completing Ereog's Tower...
Didn't account for that... I suppose I'll have to contemplate a solution to this particular problem. Recommended not to rebuild the wonder base as it is not worth the effort twice
So, the only solution I can think of to solve this would make it so that the loss of the world wonder, would result in your faction never being able to build it again. Not sure if that would be better than the ability to build the world wonder and the base again.
I'm thinking that I'm going to leave it as is with the possibility of someone building essentially 2 of the same faction building. The bonuses are nice, but it would be for the player to decide if they are nice enough to build twice such a high cost.
If I recall in MoM, you created items with a spell. You could pick attributes of the item you want (usually jewelry IIRC) and depending on how many or powerful attributes it had, the longer it took to cast the spell.
Could someone post a picture of the tent mod in action?
Is it possible for the presence of the wonder to block the construction of the base? Like RestrictedAbilityBonusOption can block items based on, say, NoArmor or Binding ability choices.
This is a built out city with the tent mod. The big rock thing is the tower of dominion. What I've not converted to tents (yet) are the world wonders, and the final towers. But I think I may do similar rock formations as the tower of dominion in the background for those.
The bell tower is in the only tall structure (but you'd expect a bell tower to be tall.
The tent mod only changes the building style look of a faction. So, all the other factions should have normal buildings and you would have very distinct buildings of tents.
I've tried to do something along those lines and have failed to get something to work like that. I can implement a new resource like MerchantBazaar resource, that is required to build the national bazaar, but there would be no way to obtain this resource upon destruction of the national bazaar, and hence would never be able rebuild the MerchantcrossBazaar. Thus, the dilemma
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