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
Unfortunately, I don't think that is possible.
There are several alternate solutions to this issue.
What could be possible is the ability to build these bases as a prerequisite to build a wonder in general. It won't upgrade from the base building, but automatically be a separate building altogether (similar to how the forge of the overlord works).
One could set up a special resource that each play starts with that is consumed when building the base. A problem falls on the refunding of resources if you decide not to build the the wonder.
One could forgo the only one per faction requirement of the wonder base and allow anyone to build these buildings in all cities.
I haven't found a clean solution to the 'issue'. You could ask yourself two questions when finding a solution here:
What are you trying to accomplish? And why would accomplishing this improve the gameplay?
An answer to the second of these questions will lead to better solutions, because I don't think it is possible to stop the building of the second piece (I recall trying before unsuccessfully (or with undesired results))
Its a shame that you cannot pass a player ability with a building to prevent the building of these bases a second time.
This....could work but its cumbersome. Each wonder-base would have a unique resource. Every sovereign would start off with 1 of each of these unique resources....and thus, once consumed would never be able to build it again. (You'd still see it in the build queue though....could won't be able to build it.)
The answer to your questions is in the improvement of the AI not wasting their resources/time/queue....spending 90% of the time for 10% of the effect is not a good use of time. Granted, it may be worth the effort the first time around because they are racing for the final wonder....but I don't know if it would ever be worthwhile the second time around...
An alternate way so solve this altogether is to force all wonders to only be placed at the front of a queue line. OR....if you queue a wonder, it's automatically moved to the front. By doing this, you no longer require wonder-bases because the faction is committing to the construction up front...
Problem is that if the wonder is destroyed for any reason, you would never be able to rebuild the wonder.
I suppose I could set the AI priority to not build these bases when the main wonder has already been built. I'll look into setting up some GLOBAL unit-stats, but I'm not sure I can find such a GLOBAL stat. Although, if they built the wonder themselves, I'm sure I could create a stat that is given when you build the wonder that will set the worth it to build calculation to 0. But I'd have to see if that would work.
I really don't think I can rewrite the program to get this to work.
While it has never worked this way in this series of games, I would argue that this is what I would typically expect, and is more "realistic" to boot.
That said, I don't think it's worth the hassle that GFireFly's implementation requires; none of the wonders in this game are really game-changing. The only one that I get super jazzed about is the Great Mill, as more production always = Good, especially early - but even that one's effect is quickly swamped by other effects later in the game. I never get the sinking feeling that I get in the Civilization line of games when e.g. a rival faction builds the Pyramids.
What would be more interesting to me would be improved wonders that actually Make a Real Difference (tm). But then you'd have to prioritize them higher to avoid the human player building all of them and running away with the game (even more than per usual.)
Currently working on adding skeletal pedestrians. Need to update the 80+ tiles with the pedestrians I've made and will soon have an undead empire using skeletons instead of the fallen people. Unfortunately, I was unable to get Banshee's to work. But skeletons are a go. For people looking to see what I've been doing lately. I'll be going through my mods and updating them shortly with all the updates.
sweet...
Good Morning Parrotmath.
Playing a game and noticed that the queue icon for the Pitch Pit is simply a whitish-grey circle. Is this suppose to be the case?
edit: The Swamp Garden queue icon works as it should.
It shouldn't be a whitish-grey circle. I'll take a look at it.
If you would be willing to enlighten me:
Will Sion's stay alive forever just like Henchmen do?
Does your Henchmen May Die mod include Sion's in the code?
In addition, in the Hiergamenon, the Pitch Pit does not have any image associated with it whereas the Swamp Garden does.
Hello good folks. I'm firing up LH after quite a big break, and I am wondering if any of the mods listed in the op are incompatible with the latest LH version (1.8 iirc)
Also, how does mod compatibility work in lh? Are mods only incompatible if they edit the same class/xml? If so can you merge the 2 files and have them work?
Not to speak for parrotmath, but as far as I know they should all work with LH 1.8.
Generally speaking mods are only incompatible if they modify the same stuff. But there could be cases where other incompatibilities arise. Best case is to ask specifics on the discussion belonging to the mod creator.
Thanks davrovana. He is correct in that incompatibilities arise when they alter the same files. Most of my work here does not cause conflict with LH 1.8.
Are all of these mods still compatible with the latest version of the game, LH 2.0 ?
Only parrotmath can give the final word, of course. But I use Riverbridge and snaking with LH 2.0, no observed issues.
I haven't updated these mods in awhile and would have to check to see if they work out.
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