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
Hmm... you obviously know way more about modding than I do... it just seems odd - we have buildings like the Butcher that upgrades into the Brewery (that is a 1-per-side, obviously, not a world achievement), and when you build the Brewery, it doesn't allow you to build another Butcher. But either way, I guess it's a pretty minor issue.
(edit: oh, I see now... the part I was missing is explained in the next post)
But you can build a butcher in another city. You cannot build another base in the same city, but you can build one in a different city. But I think I'm good with that since the bonus is small and the time spent on building it shouldn't hamper the AI too much, since the AI would only be able to build the second building if they won the build race the first time. I'm not worried the AI would waste any real time since there is still a benefit to building these bases (not a big one though).
But this approach is based on the butcher and Brewery having valid bonuses relative to their construction cost.
Not sure what the precise split you have in place for the wonderbase//wonder ... if it's 90//10 or 80//20 or whatever, but maybe...if you do decide to go ahead with those Fame adjustments mentioned, then it may be prudent to change the ratio a little more; making the wonderbases cost a little less and the final wonder cost a little more.
Good Morning Parrotmath.
As an FYI, I've taken the liberty of modding your wonderbase mod to have an 80//20 production split for the base//wonder as well as changed the Fame to 5//25 respectively with the acception of the MerchantCross and Ironworks which only provide 2//10 respectively. So far, from testing, I've been pretty pleased with the results.
Got a question about hiding in the hiergemenon.....seems that because the world achievement exists in 2 locations, the game wants to post the icon twice over. This is perhaps because you've prereq'd the tech again in your mod? As a test, I've removed the prereq lines from the Mechantcross in your mod and it appears to be working (EDIT: Have now played it out and tried to build it. It works. The prereq is not required.):
If this indeed successfully removes the duplicate icon in the tech tree, I recommend removing the prereq from all of them to clean things up.
EDIT: I've also been looking to udating the CoreImprovements.xml world achievements from your mod. Apparently, anything I put in a mod gets duplicated. Therefore, at the most, it would be possible to have 2 Fame bonuses per world achievement....the original for +10 Fame and the addition for +15 Fame.
Here's the file with all the changes if you want it: https://www.dropbox.com/s/978rj6ccz03x9ax/GFEWonderBaseLH.xml
EDit2: Still looking for a way to hide the 'base' if the wonder is built...
I loved your mods in FE, and I'm going to try them again in LH. Just, however, some thoughts/questions.
1: Would it be possible to make a version of the henchwomen mod that makes henchwomen the standard "henchman" unit-design button option and leaves the male units as the editable ones? Editing a preexisting unit always seems more troubling to me than starting one from scratch; not sure why, but it does.
2: Regarding the Armored Militia, perhaps add some kind of "Militarized" faction trait to upgrade the militia from padded/leather back to chain/lightplate and/or upgrades their weapons? I like the idea of factions, both my own and others, having hard-core drilled and equipped militia as a faction trait that would make the city militia more than capable of outright defeating raiding parties, thus making any city attack against them a real objective, not simply a chore to accomplish between "click on city" and "capture city." Imagine the difference between attacking a village of English peasants and a village of Scandinavian boat raiders - the peasants are probably boned, while attacking a settlement of boat-raiders in their off season is going to result in a shield-wall of professional arsekickers greeting you, supported by archers and all the rest of the townsmen.
3: I'm assuming you did it for balance reasons, but I really like snaking my cities out to everything! What would it take to reenable snaking for your swamp city bonuses?
Thanks for the reply.
Yes, this is possible, but it requires a core file change.
Fine CoreRaceTypes.xml
Change the line
<GenericUnitType_Other>Generic_Henchman</GenericUnitType_Other>
to
<GenericUnitType_Other>Generic_Henchwoman</GenericUnitType_Other>
Then you will have henchwomen as the generic version instead of the henchman. I don't believe I can change this from the mods directory.
The game already upgrades all the weaponry. I've nerfed it specifically because I had a Slag, attack a level 2 city (a town specifically, not a fortress) with the chain armor and I easily destroyed the Slag in FE. I toned it down for LH simply because I didn't think a Slag should fall to simple militia without some effort. The mod is not to replace the fact that you need to train some troops and station them in the cities for defense. Only augment the defenses to make them more useful. I'll do some more tests, but I'm not sure I need to beef up the armor for these militia.
Yes there was a horrid exploit of getting rid of ALL swamp next to your city giving you free rein in building what-ever you liked in the swamp area or setting up a road through the swamp. Unfortunately this is not what I intended with the mod. To re-enable snaking there are some commented sections in the file
SwampGardenImprovement.xml
PitchPitImprovement.xml
all you need to do is remove the comments, but here is a file that you can include in the mods directory to provide snaking for these features.
https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/SwampTiles/SwampTilesSnaking.zip
I'll take a look at this more deeply when I finish fixing my Bathroom. But you are correct I didn't need the extra pre-req requirement. I'll update the mod soon. I'll also redesign the art for these bases, so they look different than the final versions.
Coming soon Monster Mayhem... Grabbing loot may lead to some disastrous consequences.
You're welcome.
Seems simple enough. Thank ye.
If you were using a faction trait for it, then they wouldn't really be "simple" militia, would they? They'd be more like a professional force of hard-drilled defenders, similar to your armies, except they stay at-home exclusively. I don't see a problem with a professional force defeating a slag without difficulty.
Primarily, I hate managing defensive armies just on the off-chance my city's zone expands and torques off some mid-range monster that comes, wins, and magically grinds the whole thing into a pile of kindling before any of my regular armies can respond. It's an appalling drain on resources, and an additional level of micromanagement I don't care for.
Ah, sweet!
As for the potential exploitative nature, I'm not too worried. Honestly, civilizations have been draining swamps to make productive land for ages, so that's like, the opposite of a problem for me. Still, I dunno if I'll even see it. Still, awesome. Thanks, Parrotmath, you rock.
Good Morning Parrotmath:
Have two ideas for mods....that are clearly outside of my ability....but may be within yours, providing that you are willing of coarse.
1) I've never liked the fact that you can expand your city and eventually see fertile tiles popping up on the edge of your ZoC. Is it possible to change the range in which you can separate cities from 'X tiles from city-hub' to 'X-tiles from city-type tiles' ?? The intension of this mod wouldn't restrict cities from growing towards eachother (with the two tile limit...unless you incorporate a resource)...but would simply fix unwanted fetile territory from showing up all the time.
2) I've never liked the fact that building city changes the tile type to city-type because of what effect those tiles have on the terrain around them. Everything gets brutally flattened. Is it possible to have several types of city-type tile available for the game to select the 'closest' one mirroring the landscape below? It wouldn't have to be perfect....maybe 12 tile designs: 4 that are raised corners and, 4 that are raised sides, and 4 that are raised three-corners. Naturally...only 3 tiles would be needed and the others are rotated version of that tile. Objective of course to to make the cities curve with the terrain in the same manner than outposts already can.
Thoughts? Comments?
Are you referring to this
<MinDistancesBetweenImprovements>2</MinDistancesBetweenImprovements>
in the ElementalDefs.xml
I tend not to change the elemental defs because that is not modular.
Not sure if I can do the other with the terrain. Pretty sure not possible at the moment.
Yes, I was refering to that in that you could still build towards eachother from 2 existing cities. The objective that I was refering to was to eliminate the possibility of a second city location becoming available due to city ZoC expansion.
i like that name seraph angel for life shard. and congratz on child nr4. if fallen ever turns into a multiplayer you and your kids could certainly wreak some havoc.
Added a maul debuff change (something to balance out the maul ability... still powerful, but prevents infinite mauling)
Good Morning Parrotmath
Was putting together a custom sovereign to make use of your KINGDOM BINDINGS mod and noticed that the unique improvements were a little off in the Faction Selection Page; showing Life Alter, Life Shrine, and Life Temple where I did not think it should be showing. So I browsed around and noticed that my custom empire faction has the same AND Resolin has the same. Not sure if that progresses into the game itself, but might be a 'bug'.
I don't know why it showed up for Ceresa, I do have it restricted via allegiance, and forgot to hide it. During that check I did notice another error with the water shrine and temple, that might occur which I did fix. So everything should be working correctly now. Also, there was another minor error about upgrading to the next life shrine and temple. This is all fixed in .80 thanks for the check.
Will upgrade version and continue to tinker.
Had a problem with my city miltia and started a post here: https://forums.elementalgame.com/446106/page/1/
After some tinkering, I've found that the problem somehow lies within your Armored Militia Mod.
So far, both games I've played where I've noticed the lack of city militia defense was when I was playing an Armarian race. Don't know if it's limited to that....but that may help you narrow it down.
Made a guess at the issue you might have had. There was a mild error in the equipment upgrade for the city defenders. Needed to specify the upgrade weapon type. Not sure what else could be causing that problem.
I hope that fixes the problem, otherwise I do not know what would be causing the problem as all the units match their counterparts.
Edit: I've tested it and I do have the militia defending my cities with the current update.
Sweet. It appears to be fixed. I'm getting the 6x3 for attack now. Won't know completely for certain until I get a city attacked.
Thanks for looking into the matter so quickly.
No problem. I tested it with a city attack, though I didn't test it when I had upgraded weapons.
Good Morning
Just trying out your Kingdom Binding Mod now.
Started off near a Life Shard, so I got to have an early look at your Iru Servant. WOW. Haven't used it yet, but looks very powerful.
I noticed that the Iru Servant wasn't a Young Iru Servant. Is that suppose to be the case?
Will I be getting an even stronger Iru Servant when I get the Shrine built?
Can I expect similar power levels in the other Shard creatures...when I come across them?
Thanks
It is actually a young one, just forgot to change it's name These elementals should be on par with the Empire versions.
Edit: No need to (restart your game to update) Just rename it manually until you start a new game All the other ones are named correctly. Just the life versions.
KK.
Then the Young Iru Servant is very powerful.
Imo, it could do without the Endurance and the Death Ward abilities. The Angelic Longsword is a tad too much attack aswell....maybe 12 is better? The Gladiator Armor is pretty powerful too. Having the Iru a little more fragile would help balance out it's solid attack and versatile manuverability.
That said, it is your mod.
The Lightning Form is pure genius! Awesome way to create a new mechanic for the game. Love it! It's quite flexible too. While the obvious use would be to cross through the enemy, you can use it to move an extra 5 squares towards...or away...from that enemy.
That ability was stolen from Ascian (the kitty cat you can get in the game, very powerful)
As to the balance issues, one thing to note is that the Iru Servant as it goes up in levels all it gets is hitpoints. There is no attack increase, no armor increase. Although quite powerful in early, early game it becomes weak in the later game. The balance is taken after Lightbringer, and that would mean that a level 4 mage could summon him at level 6.
I'll remove some things for the young version, but if you look at the cyndrum demon (death shard version) it is also quite powerful.
For the young iru servant and iru servant I removed the deathward spell
For the young iru servant I removed endurance.
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