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
Fixed the link problem above. Thanks.
That was quick. Thank you.
Good Morning Parrotmath
I've been looking at my debug.err file (https://forums.elementalgame.com/448508/page/1/), and I've noticed an interesting warning upon loading of the game that I believe is associated with your Binding mod.
Debug Message: WARNING: Faction Kingdom of Altar has an invalid unlockable unit type Unit_Altarian_AI12a
etc
goes though every kingdom and every empire with every summoned elemental type.
What do you make of it? Is something missing/extra in the mod code?
I think it is the game telling the developers that there are units that are not able to be built. That unit uses light platemail, but the faction doesn't have masterwork chain. So I don't think those warnings are something that I can eliminate (although I would like to). I'll look deeper into this, but I don't expect any changes or issues with the game itself.
I looked deeper on the warnings, and these warnings are for units that are not even in my mods.
Unit_Altarian_AI12a -- doesn't exist in my armor-attribute mod (latest version)
I do have Unit_Altarian_AI12d.
Same with the Fire_Summoner_Altarian
my version states Unit_Fire_Summoner_Altarian
I think you may have some rogue files sitting in your mods directory or something fishy is happening.
I just installed 1.3 a couple of days back and did a very thorough installation of verified, working mods. There are no erroneous files that should not be in the directory.
If not from the Binding mod, could it be from your Summoner Units mod?
Nope, not from my Summoner Units Mod..
I've checked several of my mods, but I don't have those internal names. I'm assuming the first came from my Armor Attributes mod, but I don't use AI12a... The other Summoner units would only come from my Summoning units mod. Could you check the files and see what mod has those units. (I just cannot find it with all of my files)
I am finding the unit names "Air_Summoner_Krax" and "Fire_Summoner_Urxen" in your UnitSummoner.xml from your Unit Summoners mod
https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/Summoner%20Units/Summoner%20Unitsv1_0.zip
I haven't searched for each name of course....that would take time, but from scanning the xml, it appears most, if not all, the unit names are there...
Yes, I do see Unit_Air_Summoner_Krax but I do not see Air_Summoner_Krax
The unit is dropped off in your debug.err file.
I do see the problem, you have the Old FE version of the unit installed instead of the LH version. I did a different internal name to catch some issues that people may have between the two versions (like this one).
I think if you update to the newest version (the one you linked me too) you should probably eliminate those warnings.
K. Thanks!
That would mean I did miss one update of a mod during my 1.3 overhaul. :/
At least this will resolve the unit summoning people, what I don't quite understand is the phantom Unit_Altarian_AI12a
I can't seem to find that one, although I do recall using that naming scheme early in my Armor Attributes mod. An update there might eliminate that problem as well (unless it is from a seperate mod)
Got home today and checked. Didn't miss the mod. Nevertheless, I redownloaded and checked again...to be sure. Still receive those warnings in the debug.err. Don't know if it matters...strange...
what about the RaceTypesSummoners.xml ?? That has all the names in it....without the "Unit_" in front...could that be causing the warning?
Still did not find where "Unit_Altarian_AI12a" is coming from.
Comment about the Wisp:
I noticed that I'm getting the option to summon a wisp and lightbringer now in my mage trait tree. They are very fun to play with, especially the wisp....though I think the wisp is quite powerful. imo, it should be a frail creature....or at least more frail than it currently is. It's pretty tanky right now and can dish out quite the punishment in the form of damage aswell.
Recommend reducing the wisp's hp a little.
Also recommend changing the onhit effect of the wisp to the chaos spell instead of dealing damage. It is a creature of magic...a random effect would be awesome.
Comment about the Lightbringer:
This summon also seems fairly tough for the AI and monsters to deal with. I think the imbalance (imo) lies within it's 16 defense. If it were reduced to 10, I think the unit would scale better. Consider that the Ice Elemental can be summoned about the same time, and it has a defense of 0.
That said, Would it be more appropriate if the Wisp + Lightbringer required Ice Elemental Trait as a prerequisite? ... just to put them a smidge farther down the track to avoid too early of a game abuse?
Thanks for the updates. I fixed some of these errors above. About the wisp and the lightbringer, those are part of the main game (not my mods).
edit: I still cannot locate the Unit_Altarian_AI12a
that has me baffled.
kk.
I'll recommend balance changes in 1.4 then.
are there mods all fully compatible with lastesy version of the game and its dlcs??
and with CoS???
Most of my mods are compatible with the latest versions of dlcs and CoS.
Snaking is compatible with everything
Henchwomen is compatible with the Quest DLC, but not as of yet the Loot pack DLC. (It will run, but the henchwomen may not use all the new items)
River Bridge is compatible with everything
Armored Militia is compatible with everything
Tentstyle is compatible with everything
Henchmen may die is compatible with everything
Wonder base is compatible with everything
Swamp Tiles is compatible with everything
Death Adepts is compatible with everything
Quest man under the tree is compatible with everything
Kingdom bindings is compatible with the DLCs (not quite CoS, didn't add the background stats)
Maul debuff change is compatible with everything
Summoner Units is compatible with everything
Armor Attributes is a work in progress, and is compatible with the DLCs not CoS
AI and Immunity has basically been absorbed into the base game, when 1.4 comes out the last difference will be part of the base game.
For the most part, my mods are modular and are compatible with most of the other mods.
thanks for your answer..i'll try all of them very soon
Perhaps I missed it but how does one install the various mods?
N/A
Added special units to Queen Prociponee...
"Desperate times call for desperate measures. All willing men and women may sacrifice themselves to the deep magics to better fight off the never-ending war against the fallen empire." Read the proclamation.
Gives the ability to train a new customized specialized unit, giving special and powerful abilities. After one researches glyph stones these suits are available to be used to great and devastating effect.
Currently going to balance them with the other units, but I thought people might have fun with the current overpowered nature they may be in. Have fun.
The ElementalSuits mod has the .png's from the DeathAdeptAbility in the Gfx folder.
I'm guessing that this means that some icons are missing for the suits? (Haven't actually run the mod yet, just in the process of updating.)
p.s. I'm hoping/assuming that 'everything' will work with LH 1.5...
The DeathAdeptAbility is new to the game (modified a core image) the other suits utilize already existing graphics (Fire Adept, Earth Adept, Life Adept, Air Adept) are already apart of the game. Every mod should be up to date with 1.5
My mistake. (Didn't notice the Death Elemental Suit.)
Good to hear that it should all be up to date.
You will only see the death one if you create a unique faction with Amarian blood that is empire. Same with the death adept ability for henchmen. Will only show up if you create an Empire with the Altar bloodline you will get Death Adepts instead of the life adepts.
@Parrotmath
Good Morning
I've been taking another look at your wonderbase mod in an attempt to fix the problem where your 'base-wonders' can be rebuilt after the final wonder version is complete. I've come across a question:
Is there a way to embed the 'once per faction' of the wonder-base into the corresponding final-wonder? This would 'ghost' the wonder-base as it would exist within the code of the final-wonder.... am I shooting for the stars?
The other possible option: Is it possible to add 'hide' tags for the wonder-base into the final-wonder code.....so that when the final-wonder is built, it hides the possibility of choosing another 'wonder-base' of the same likeness is removed.
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