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
The young cyndrum demon has to be babysat if you want a good unit out of it. The regular cyndrum demon too for that matter. Nevertheless, you are correct, if babysitting is successful, this unit does become a menace.
Appriciate you being recepetive to my comments. You make a good point in that the attack doesn't increase throughout the Iru's upgrades. Definately tones the creatures power level down in the later game.
The removal of the Deathward Ability is probably the lowest hanging fruit...the Grave Elemental doesn't even get that until you build the Earth Temple.
Removing Endurance will shave a little off the Young Iru's sustainability....definately a good move...makes the unit a little more 'glass cannon'....light never does hold much weight. ...cause it's light.....okay I'll be quite now.
I haven't played much with the balancing act for these things. I mostly keep it in line with a modeled unit. Lightbringer is rather powerful unit and it is a spirit, which means it takes half-damage always. I can tone the Iru servant down more, but it would require me to make special armor and such for the three different tiers of the unit. Not looking forward to that aspect in the long run.
I always listen to other peoples comments and see if the change is worth the effort. I'm not one to care for babysitting.
Have you tried the other elementals in this kingdom binding?
Just got a copy of the Young Glass Elemental before Gilden's boarders expanded and took over my shard. Also got ahold of a Young Perlite Elemental. The graphic for both are pretty slick. I don't think I see any differences it ability compared to their corrupted versions....though I have not looked at the code line by line.
They have the same code, they just graphically look different. I didn't want to change too much between the corrupted and light version until I played around with it enough to determine what effects should change. Plus, everyone that was playing a kingdom version of binding were only missing the life shard bound elemental. I've not figured out what I've wanted to do with these "non-corrupted" versions of elementals.
Young Iru Servant is definately much more balanced now than before. Still has a really strong attack though. I'm slaughtering everything. Would like to recommend that the Gladiator Armor not be given to the Young Iru Servant....maybe have that piece come in with the Shrine Upgrade.
In addition, the Blinding Light ability should probably have a cooldown associated with it. Perhaps 5 turns?
What I was afraid you were going to say that... Here is an attempt to balance that Iru Servant.
-Added Angel Shortsword
-Added Weak Gladiator Armor
it could just be me....
About to get the Iru Servant as I've just finished researching Immortal Codex.
I'll let you know what I think.
I reduced the damage from the sword by a little less than half. and reduced some of the armor bonus of the gladiator armor. The young version gets both of these new weapons. The iru servant upgrades to the longsword. Finally the ancient uses the equipment as per usual. Thus, it is an upgrade from each entity with damage and such, I'm curious on how these play late game.
Won't know till I get to the late game...
But the Iru Servant in the version that I'm currently playing is decent. It's got the Endurance, but no Deathward. It came out as a lvl 4 creature so it had 36 hit points. Along with the decent damage output and decent defense....it's a solid unit. Better that the corrupted version forsure.
I also just noticed that the Iru's lighting strike has to pass through enemies. Definately a good move there.
Don't want to put a cooldown on the Blinding Light? Blinding all creatures around it can be very powerful.
Blinding light is a spell made by the devs and probably should be balanced by them. Note that it is only a 25% reduction in accuracy. I thought about a cool-down, but this blindness lasts only 5 turns and so a cool down would need to be around 10 turns otherwise it is pointless and 10 turns seems excessive. Also, every time you use the blinding light you are wasting a turn where you could be hitting your enemy. It's a give and take at this point and I'm not sure that it is completely OP with the reductions I've made.
you make good points.
I was unaware that the spell only lasted 5 turns. I thought Blind was a more permanent effect.
and that ends my game....summer of 193....fatal crash. Will not go to the next turn.
The spell blindness is permanent for the battle, blinding light is not. This was the biggest reason why I didn't touch the spell.
Bummer about the crash... Well now you can try the updated version of the mod or see if you can reload an auto save. I hope that this mod added a reason to create a kingdom faction with binding.
playing with the Young Iru and the Iru now. Much better in terms of balance.
The Young Iru can still pack a decent punch, but it has to be very careful now when it decides to go in and attack. Many battles where the Young Iru is JUST scraping by.
The Iru, aswell, is reasonably balanced. Packs more punch than above, but up against stong type opponents, it needs to pack more punch. It's still fairly fragile which is awesome since, again, you have to decide when to go in and attack and when you should hold back.
Really enjoying this unit now!
In regards to installing Armored Militia; if we use CoS, I assume we only install the 'CoSArmoredMilitia' folder. Although I noticed there has been recent adjustments specifically to the non-CoS version. Is there anything in the update I'd be missing out on (balance improvements etc) if I only install the CoS version?
I apologize if this has been addressed already.
For the CoS you do need to install both versions, if you are using vanilla sovereigns and races.
The recent change was an error I had only with the vanilla races. I know with stormworld allows you not to play the vanilla races if you don't want them.
Yes, I'm using some of the CoS files that hide vanilla sovereigns. Both it is then. And judging from what you said, I take it Armored Militia doesn't affect custom factions (without further editing it)? Or am I reading too much into things as usual...
Regardless, thank you.
The custom factions copy over the race type militia so... I think that the militia should still be armored.
Added a set of AI commands to help out the AI in looking at immunities before using particular spells. Highly incomplete and just a first attempt at getting the AI to do something with their tags. Here is the changelog
-Barbs - Stopped the AI from using it unless their Hitpoints are above 24
-Beguile - Stopped the AI from using it against ranged units
-BottledFire - stopped the AI from using this if the target has a fire resistance of 75 or more
-Blizzard - stopped the AI from using this if the target has a cold resistance of 75 or more
-Burning Hands - stopped the AI from using this if the target has a fire resistance of 75 or more
-Call Lightning - stopped the AI from using this if the target has a lightning resistance of 75 or more
-Channel Lightning - stopped the AI from using this if the target has a lightning resistance of 75 or more
-Confusion - stopped the AI from using it against ranged units
-Embers - stopped the AI from using this if the target has a fire resistance of 75 or more
-Feedback - Allowed the AI to cast this spell if they have it
-Fireball - stopped the AI from using this if the target has a fire resistance of 75 or more
-Fire Breath - stopped the AI from using this if the target has a fire resistance of 75 or more
-Flame Dart - stopped the AI from using this if the target has a fire resistance of 75 or more
-Flame Tongue - stopped the AI from using this if the target has a fire resistance of 75 or more
-Inner Fire - stopped the AI from using this if the target has a fire resistance of 75 or more
-Lightning Bolt - stopped the AI from using this if the target has a lightning resistance of 75 or more
-Soul Burning - stopped the AI from using this if the target has a fire resistance of 75 or more
-Soul Spark - stopped the AI from using this if the target has a lightning resistance of 75 or more
-Wither - stopped the AI from using this if the target has a small attack
Love the idea
Don't get me wrong, but to play some devil's advocate here: won't that just target you to have all your troops at 70% immunity so that they'll still be targeted?
Yes, but you have a better chance of getting damaged. Plus, the two resistances that I find in the game is 50% ability from Defender and a 50% cloak from the shop. You then have 20% per earth shard from natures cloak spell. Not to many other things out there to cause this type resistance
It is better than the AI trying to shoot me with 100% resistance from embers. At least now the Fireshrills will attack you instead with no damage done to you at all.
This was a first attempt at making the AI not attack you when it is pointless. If I figure out my Boolean question (either testing or Brad or somebody at Stardock telling me the answer) I'll produce a much more scripted AI. Mostly because I think Brad fixed a big problem with the AI tags.
edit: Everything offers either +50% or +25%, except natures cloak which is +20% + 10% per earth shard. So, to get 70% or less resistance, it would entail, altar armor and 4 earth shards with natures cloak (really 65%) or one of the 50% skills or cloak with no earth shards and natures cloak. So, to shoot for 70% fire resistance is really a task as the game doesn't offer much in this regard.
I think you mean altar armor plus 2 earth shards (25% + 20% + 2(10%) = 65%). 4 Earth Shards on their own with Nature's Cloak would be 60% though, not sure if you meant that.
Yes, you are correct... that is what I get for living on Centaurian time and not earth time.
But what exactly is "time"? Perfectly exact and definite answers only please. <grin>
A measurement of a common 4th dimension in physics.
Although it's more common for some than others, or seems to go faster or slower for different people/places or the same person at different times/places.
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