Now updated for LH 1.8 compatibility. Download here via Nexus.
Updated to version 1.8a, includes compatability with LH 1.8 as well as a number of bug fixes, enhancements and balance tweaks. See here for the full change log.
http://demonsandwizards.wikidot.com/
http://demonsandwizards.wikidot.com/main:changelog
Heavenfall – For the BG Unitstats library, a few bits from Children of Storm, some ideas borrowed from the Goetia Mod, the Cacus Giant, lots of invaluable advice and assistance regarding modding FE/LH. Go checkout Children of Storm if you haven't already (http://childrenofstorm.wikidot.com/).
Davrovana - Faction, Sovereign, Champion backstories.Nightmurderer03 - Lots of ideas, unit designs, beta testing and feedback.
ManiiNames, NaytchSG – beta testing the early versions.jeffqyzt2 – Champion backstories.parrottmath – Maul debuff mod and his outstanding contribution to FE/LH modding.DsRaider - Some faction traits, some bits from AIPlus, inspiration from his various great mods.Primal_Savage - For the ClotheLootFix and lots of help with LH modding along the way.OliverFA_306, GfireflyE, Murteas, Brainjuggler, Naidrev, LordTheRon (and lots of others) - for providing ideas, feedback and discussion which is invaluable when working on this stuff.fsemprini – For the Summoner Path selection graphic.brich1212 - for the original Ranger path mod.
Stardock - for an awesome game
well im gonna throw my grain of salt and say that i use both blood&mana and DW 0.5 together with no issues, one of the things i recall i had to do was adding the changes ds raider made to champions into the core libraries because they take priority over loose xml it seems.
Other than that i don't recall having other mayor incompatibilities, if i remember something else ill post it here.
Thanks to both of you guys for sharing your work with us!!!.
That's handy to know thanks.
Thanks for the feedback, it's invaluable. When you end up spending so much time modding, like me... currently my LH time is 95% working on D&W... and like 5% actually playing the game... feedback from guys you really know the gameplay and are good at the game... is hugely helpful. I'm sure DSRaider and other modders would find it the same.
Even minor things can make a big difference. The current D&W has lots of little things that were tweaked because of the feedback from you guys who tested, that was awesome.
So i'd encourage anyone who plays mods and even half thinks about posting feedback / bug reports / suggestions to go ahead and do it, thanks.
Well I had plans to borrow your AI tweaks at some point for D&W so that's handy
If I wasn't spending so much time modding i'd be playing LH with Blood & Mana, I think it's great... probably my fav mod, I like your attention to detail.
Regarding compatibility, i've just had a quick look through your files, and I think as you/NM have suggested it should work mostly if you make sure that B&M implements the background stats stuff. So the main things are:
- add appropriate bg stats to any units you create
- use the bg stat method for applying damage from spells, items etc. So +5 damage vs undead should use the bg stats method to apply it.... i'm sure you would have already seen how HF has done it in the bg stats library.
Then less important stuff...
- if you have summoning spells that are intended to be a "summon" rather than a "call" type thing, make them bg stats of summoned like HF has done. The only thing is D&W has abilities that make summons cost less mana etc... it's a really clunky implementation, I have multiple copies of spells to achieve it. I'd suggest not trying to get that working, that will be a minor thing that wouldn't quite be compatible. Totally up to you but the simple thing to do is take something like your "Summon Hound" and change it to "Call Hound"... so that it implies that the Hound is not technically going to count as a summons. Actually I just looked at your code and you haven't applied the UnitStat_BonusSummonLevel to that one... so it's not probably not intended to count as a summon. Thats a bit of a ramble but you get the point, for D&W I try and use the terminology guideline of "Call Something" = unit does not count as summoned and summon level bonuses to not apply..... where as "Summon Something" = the creature will count as Summoned and get the bonus levels.
- I double up enchantment spells also in D&W to give a mana discount from the Enchanter abilities in my Mage path. I don't think you've got any spells that would need that through from what I saw. (In any case probably not worth worrying about too much it's no big deal).
- D&W replaces a lot of the default abilities in the Mage path, if you create any Champions that have the Mage path, check they don't have abilities that have been "removed"
That's about it I think.
Having said that... if/when I ever get around to releasing the new D&W.. it will probably break compatibility because i've got a lot of new race types and stuff coming. But when that happens i'll be keen to take a look at what I can do to get the mods working together somehow... because as I mentioned I'd like to apply your AI changes to what i'm doing in any case... looks like you've definitely made some improvements in that area.
Ya I have also been working on making AI+ compatible and that is much easier. Been planning on playing around with 1.7 a bit to see changes AI wise before releasing the next version. Once I release the next version feel free to incorporate it if you want.
Wow, I love both of your mods, so to see you working together to get them compatible is awesome!!!!
Yeah!
hi!
i follow your intallation instruction and installed the mod. I have the summoner path but mage path has no changed and i haven't found any 'new' resource (like beast or battle). They didn't appear in eghemon and in the word map
How can i fix it
I'm playing 1.6 with COS mod
thank you in advice!
Hi Megaloll,
Check the install instructions, you need to move the file JB_CustomshardsNewBook.xml to the core folder... make sure to move it (i.e. copy it to Core as per instructions and don't leave a copy in the mod folder).
Are you sure the Mage Path hasn't changed? Are you still seeing the summons line (Summon Ice Elemental etc) in the Mage Path...?
it's ok i solved thank you!
Abob!! Your mod is one of the best, if not the best to be honest, missing it with the latest patch, I know its usually a Faux Pas, but i gotta ask, any ETA on the newest version?
Xtradeconstruct is nice, but i am SERIOUSLY missing my angels summonings!!! heck if nothing else, after Xtra's AI i NEED them, though not sure your two mods would be compatible, thats my fear.
So what is everybodies favorite summoned unit? I find Air Elementals to be extremely good, you can get them as early as level 7 and they can often move twice before enemies can.
Thanks. Not Faus Pas at all, it shows people are interested which is always great. The current version should actually work with the current LH 1.6. There will be a few minor issues, but I believe it should be 95% compatible.
It might even work with Xtradeconstruct, not sure but it wouldn't hurt to give it a try. You can always post any issues you find here (or in the Xtradeconstruct thread) and we can try and work on compatability in future versions.
Regarding the ETA... yeah hard to say sorry. The next version is more of a major conversion mod, I started with a few ideas and things have gotten way out of hand.... hence it's taking time. It's either going to work out to be really cool or a complete disaster
The Angels are still around, but they are no longer in the Summoning Path (controversial eh). I've got another new (yet to be reveled) path created, and they've moved into that one. There's more types of Demons and Archons now through.
Will try and post something of a progress update and estimate of work remaining in the near future.
Genius work shouldn't be rushed, take your time.
Your beta testers await your call to arms!
Abob! Sounds great, no worries, I think i'll go crazy and i'll try xtradeconstruct with Children of Storm and Demons and Wizards and pray to god!
hey there! Posted and Primal came back with this:
Extra resources might be one of the biggest problems.. as in too many resources on the map. There seems to be a limit on how much legenary heroes can handle, and as such my concern is between your mod, children of storm and Xtra its going to glitch out. My primary test I think did reveal it glitched out, plenty of shards but no crystal or iron. I faced this issue before with your mod + Children of storm.
Also Abob, I know your busy, but think you can assist in the last part highlighted in red. Not sure what I am looking for. i'll keep testing however!
For compatibility, make sure to delete
XD_LifeXY.xml (XtraDeconstruct folder) - Conflicting with D&W Magical Proficiencies
XL_2_Shards.xml (XtraLOM folder) - Conflicting with D&W Magical Proficiencies
If using a couple of mods, see reply #240.
A_LHLIB_Arcanium.xml (A_LHLIB folder) [-9] - Excess Resources
XL_2_Shards.xml (XtraLOM folder) [-4] - Excess Resources
Then, you should probably have a look at those too (See if there is no conflict with D&W files):
A_LHLIB_CanCast.xml (A_LHLIB folder) - Trained Units with these abilities may unlock some D&W spells that they should not be unlocking
A_LHLIB_CanCast_DLC04.xml (A_LHLIB folder)
XD_BloodLevelUp (XtraCanons folder) - Is D&W using the X=1 Y=4 general trait slot? If not, then those are alright.
XD_BloodLevelUp_DLC04 (XtraCanons folder)
XD_XtraDeconstruct_???.xml (XtraDeconstruct folder) - Is D&W using the X=3 to X=7 and Y=8 general trait slots? I suspect yes, so some work needed.
Cool, will be interested to see how it goes.
That was quick!
Yeah the resource type limitation is new to me, bit of a bummer. It will get worse with the new version of D&W because of got more resourcetypes in there also.
If you haven't already seen it there was some suggestions on things to remove in this thread:
https://forums.elementalgame.com/454945/page/1/#3471158
Seems like removing the CoS rivermod is the best start point as it uses 17, then some of the ones that you don't need some much like the Arcanium ones, not sure how close that will get you but that'd be the start point. Looks like you can check the log to see how it's going (see other post).
I'd suggest just removing these two.
That should be fine i'm not using this slot.
99% sure i'm only using Y=5, 6 and 7. So if Primal is only using Y=8 it should actually be ok.
The worst case scenario if there is any overlap is that some of your ability selection layout might be a bit messed up.
Abob! I would like to thank you for all your help, having your game + Xtra's + COS totally revived my game. I gutted RiverMod, honestly I can live without new river types etc... i'd rather have real resources! Now i have to make sure that Xtra's mod is working properly for me and all is set! Waiting patiently for your upgrade!
That's a pretty heavy dose of awesome you'll be ingesting, be careful.
Could you please, please, please post your modded files or send them to me. I've been wanting to do this, but I haven't succeeded yet. I'd love to play the same game.
Assuming i can ensure i install Primal's mod properly you're right, if the PC explodes, it'd be worth it! Hey any idea what the TraitPathChoiceWnd is? Primal has instructions in installing it, and i think you do as well but i'm still not 100% clear what it is.
A hearty second! I am not very code savvy and would love to have my mind blown by a multitude of modding goodness!
I gave it a try this afternoon, and I am testing with a mix of D&W, CoS, & X D minus rivermod and a few X D resources. So far so good. If it actually works, I'll post a version. I went through the pages on this post and the X D post.
Alright guys, i attempted to create abd post and for some reason it never posted. So here is a google drive link:
https://drive.google.com/file/d/0B1sKJIi0vCBUOGZxY3RpOFE5cVk/edit?usp=sharing
Remember I am not the author of any of these mods. Also, read the README in there, as you need to move the recommended file that Abob says to be moved to the legendary heroes directory. The Readme should explain it.Other than that paste this in your mods, you guys know the drill.
This has Path of paladin, necromancy revamped, rivermod, Demons and Wizards, Primal's mod, and Children of Storm. enjoy. If you have questions, do not post them on here, send me a message, this is Abob's thread PERIOD.
hey Abob! Question for you, and this is a weird one. It could be some kind of mix between your mod and Primal's mod, however, the individual shrills,specifically the fire shrills are doing more damage than the group ones, its really weird. I did not have this issue when i wasn't running both your mod and Primals. Any idea what could cause it. In his mod, most creatures obviously are much higher level than the units you send at them,so while my shrills are 13, the enemy is at 20 or so. Thanks.
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