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
and also varies with regard to the amount of mass in your region, at least according to the frequently quoted theories (eg reletivity & special reletivity and similar theories).
harpo
Was what I was thinking of when I offered my concern.
You are correct though....you would really have to work it to get the 70%.
Just feels a little cheap. I get 100% resistant in an element type because I want to be attacked by that elemental type to spend the AI's action futily. The AI however knows this and so attacks someone else instead, wasting my resistance.
To offer an idea that build upon your idea:
Instead of having a threshold value in which the AI will ignore you, wouldn't it be better as a variable? I kinda think that the percent chance that the AI would attack a target with an elemental attack would be the difference from that elemental type.
Thus, if you had 75% resistance to fire, a Fire Shrill will still have a 100 - 75 = 25% chance to attack you. If you have 100% resistance to fire, the Fire Shrill will 100 - 100 = 0% not attack with a fire attack (unless it's the absolute last thing he can do...I say this because if all your units fielded have 100% resistance, you don't want a situation where the AI freezes and does nothing...it should try melee attack or something).
This way, even if you had 90% immunity through some obscure means, there would be a small (10%) chance of still being attacked by the AI, but most likely overlooked; instead the AI looking for easier targets to pick on.
Something to chew on...
The fire shrill instead of shooting you with fire will come up and attack you. So, the AI will not freeze, as it can always do their ranged / normal attack. There is not variable way of setting the attack. Notice that I was careful not to include any ranged attacks within the new AI update, because it would freeze the AI. I also do not have access to a random number generator and cannot produce a percentage chance they will do something or something else.
So far all of my tests have been that the AI will not use that particular skill when attacking a unit with very high resistance (as it should be, no need to waste the mana) I will later add in a much more robust AI with logical 'or' and 'and' statements, but this has to be done carefully with only the 4 basic operations, if the Boolean for the calc-wrapper doesn't do what I think it should do.
I just wanted to say that I always play with the Snaking Mod and the River Bridge mod, and I tend to forget that this isn't part of 'Vanilla' E:LH. Both mods add a LOT of character to city building, and I very much appreciate them!
to the gazillionth power (which is still technically +1, but it sounds cool)!
Added my mod Summoner Units for LH. This brings in 4 new spawned quests for you to get powerful Summoner units. You can also build these units when you research the third book of the magi and produce these advanced mage units.
Add a quest to my female henchman mod. Get the young aspiring hero henchwoman Francine who may talk a lot, but will be a boon to any army.
Parrotmath,
The henchwoman quest has been added to the LH Mods/Quests list.
You are a busy man, with all of these mods!
Updated the Henchmanfemale mod to include the appropriate item art definitions from the quest downloadable content. This will allow the female henchwomen to wear the ninja armor and other things. Enjoy.
Added the Armor Attributes mod. It adds very little in terms of gameplay besides a little polish on the unit design. Next is to edit units in the factions that are currently using the plate armor proficiencies and update unit designs appropriately.
Updated unit designs for Armor Attributes mod
--Changed these unit designs--
Unit_AltarianAI14a- Added the prereq of not having light plate to build unit
Unit_Altarian_AI7- Added the prereq of not having light plate to build the unit
Unit_Altarian_AI8- Added the prereq of not having light plate to build the unit
Unit_Amarian_AI2- Added the prereq of not having light plate to build the unit
Unit_Archer_Altarian_AI4- Added the prereq of not having light plate to build the unit
Unit_Defender_Altarian- Added the prereq of having the ability wanderlust (for Research Tree view)
Unit_Light_Altariana- Added the prereq of not having light plate to build the unit
Unit_Light_Altarian- Added the prereq of not having light plate to build the unit
Unit_Light_Amarian- Added the prereq of not having light plate to build the unit
Unit_Light_Amarian_AIa- Added the prereq of not having light plate to build the unit
Unit_Light_Ironeer- Added the prereq of not having light plate to build the unit
Unit_Light_Ironeer_AI- Added the prereq of not having light plate to build the unit
Unit_Light_Krax- Added the prereq of not having light plate to build the unit
Unit_Light_Mancer- Added the prereq of not having light plate to build the unit
Unit_Light_Quendar- Added the prereq of not having light plate to build the unit
Unit_Light_Quendar_AI- Added the prereq of not having light plate to build the unit
Unit_Light_Tarth- Added the prereq of not having light plate to build the unit
Unit_Light_Trog- Added the prereq of not having light plate to build the unit
Unit_Light_Urxen- Added the prereq of not having light plate to build the unit
Unit_Light_Wraith- Added the prereq of not having light plate to build the unit
Unit_Magic_Light_Trog_AI- Added the prereq of not having light plate to build the unit
Unit_Quendar_AI5- Added the prereq of not having light plate to build the unit
Unit_Quendar_AI6- Added the prereq of not having light plate to build the unit
Unit_Quendar_AI7- Added the prereq of not having light plate to build the unit
Unit_Quendar_AI9- Added the prereq of not having light plate to build the unit
Unit_Spearman_Trog- Added the prereq of not having light plate to build the unit
--Added the following units with the design change from the original--
Unit_Altarian_AI10a- Changed from the base unit ArmorProficiency1 to ArmorProficiency2- Changed from the base unit the equipment from using Chainmail to use Light Platemail
Unit_Altarian_AI14a- Changed from the base unit ArmorProficiencty1 to no armor proficiency- Needs the LightPlate Ability to build unit
Unit_Altarian_AI2a- Changed from the base unit ArmorProficiency1 to ArmorProficiency2- Changed from the base unit the equipment from using Chainmail Greaves to using Light plate greaves
Unit_Altarian_AI7a- Changed from the base unit ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Altarian_AI8a- Changed from the base unit ArmorProficiencty1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Amarian_AI12a- Changed from the base unit the equipment from using chainmail to using light plate
Unit_Amarian_AI13b- Changed from the base unit the equipment from using platemail breastpiece to using Masterwork chainmail
Unit_Amarian_AI2a- Changed from the base unit ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Amarian_AI20a- Changed from the base unit ArmorProficiency1 to ArmorProficiency2- Changed from the base unit the breastpiece from being Chainmail to Light Plate mail
Unit_Amarian_AI22a- Changed from the base unit ArmorProficiency1 to ArmorProficiency2- Changed from the base unit the equipment from chainmail to light plate mail
Unit_Amarian_AI7b- Changed from the base unit the equipment from platemail to masterwork chainmail
Unit_Amarian_AI9a- Changed from the base unit the equipment from chainmail to light plate mail
Unit_Archer_Altarian_AI4a- Changed from the base unit ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Defender_Altariand (For purposes of custom Race of Men to see Defenders appropriately in the Research tree)- Changed from the base unit equipment LeatherBreastpiece_Altar to LeatherBreastpiece- Needs the prereq of not having the ability wanderlust
Unit_Heavy_Altarian_AIa- Changed from the base unit the equipment from chainmail to light plate
Unit_Ironeer_AI2a- Changed from the base unit the ArmorProficiency1 to ArmorProficiency2- Needs the LightPlate ability to build unit
Unit_Light_Altariana- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Altarian_AIa- Changed from the base unit the Armorproficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Amarian- Changed from the base unit the Armorproficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Amarian_AIa- Changed from the base unit the Armorproficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Ironeera- Changed from the base unit the ArmorProficiency1 to ArmorProficiency2- Needs the LightPlate ability to build unit
Unit_Light_Ironeer_AIa- Changed from the base unit the ArmorProficiency1 to ArmorProficiency2- Needs the LightPlate ability to build unit
Unit_Light_Kraxa- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Mancera- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Quendara- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Quendar_AIa- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Tartha- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Troga- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Urxena- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Light_Wraitha- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Magic_Light_Altarian_AI2a- Changed from the base unit the ArmorProficiency1 to ArmorProficiency2- Changed from the base unit the equipment from chainmail to light plate
Unit_Magic_Light_Trog_AIa- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Medium_Altarian_AI4a- Changed from the base unit the ArmorProficiency1 to ArmorProficiency2- Changed from the base unit the equipment from chainmail to Light Plate
Unit_Medium_Altarian_AI5a- Changed from the base unit the equipment from chainmail to Light Plate
Unit_Medium_Altarian_AI6a- Changed from the base unit the equipment from chainmail to Light Plate
Unit_Medium_Ironeer_AI2a- Changed from the base unit the equipment from light plate breastpiece to chainmail
Unit_Quendar_AI5a- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Quendar_AI6a- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Quendar_AI7a- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Quendar_AI9a- Changed from the base unit the ArmorProficiency1 to no armor proficiency- Needs the LightPlate ability to build unit
Unit_Spearman_Troga- Changed from the base unit the ArmorProficiency1 to ArmorProficiency2- Needs the LightPlate ability to build unit
After working through all of these units to update them to utilize light plate correctly, there needs to be a second run through to update it for use with the masterwork chainmail. Much of these updates will help out mostly AI designed units to give more variety for those that create custom factions. Note that in order to see these units you must create the faction when this mod is activated OR you need to add to the faction all the appropriate starting unit types into your faction.
Updated the Armor Attributes to include updates for other AI units to consider when the player chooses both light plate and masterwork chainmail.
Update the Armor Attributes to include the Wraith unit designs for the No Armor setting. Will update all other factions and remove the ability for any faction the inability to choose Armor Proficiencies whenever the faction chooses the No Armor setting.
I should mention at this point this mod is not be compatible with CoS.
Future updates may result in a change of name for this mod as I will consider all the other abilities that deal with weapons and create stock AI units and player units whenever you create custom factions that will automatically utilize these weapons. Please indicate any errors that you may encounter as I'm doing this all by hand.
Updated the Armor Attributes. Updated the Unit Designs to account for all the new prereqs and also set up for custom factions to have better AI units.
Is it possible to have an AI unit design that only appears when they have certain player abilities, or doesn't appear when certain player abilities are present? For example, it would be possible for a Custom Ironeers faction not to have Light Plate.
That is exactly what I've done with the Armor Attributes. I've basically doubled the number of units from the core unit file setting up when particular units appear with slight variations to their armor. For example, I've given every AI design their own Wanderlust troops. So, if someone makes a wanderlust custom faction with anyone, that AI faction will now have all the Altar Armor for all of their units.
ie. you are setting positive/negative prereqs for the AI unit designs. I hope Stardock takes these AI designs on board!
Yep. There are probably a few issues since I changed them, and couldn't test everything.
I've updated my Maul Debuff and now am quite pleased with the results. It will now only reduce attacks with positive values, if it is not positive it will not reduce it, a "new" feature I've discovered.
For those that are modders and watch this thread every so often. I've answered my question about the Boolean value calculation. Thus this opens the door for logical "and" and "or" statements within calculating damage. For example, you can create a spell that will damage the opponent only if the target has lightning attack and fire attack, with your special cold spell.
Parrottmath, your mods fabulous! Thanks for all your hard work.
Large Mill can be built in other cities after construction of Great Mill.
Thanks. I've known about this minor bug and the solution to the problem may be worse than the ability to rebuild the large mill. This will also apply to all other of these minor wonders.
Thankyou for your mods Parrotmath. Just dropped by to get your maul debuff and grabbed the kingdom bindings for a future game. Nice work.
parrotmath, it looks like you can't give a henchwomen life or earth adept (unless you customise one that starts with one of these) even though henchmen can.
Thanks, I fixed a couple of typos. Should work now.
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