http://www.nexusmods.com/fallenenchantress/mods/1891/
This mod improves AI and makes some aspects of the game more comfortable to play.
Last update to v.1.6. April 01 2014DescriptionThis mod improves AI and makes some aspects of the game more comfortable to play.Compatibility: v.1.5 and 1-4 DLS's. Compatible with Parrottmath's mods and others which doesn't change units and abilities.To install the mod, first backup your English folder, then copy the downloaded files into it. If you don't have DLC's, delete appropriate DLC files.This folder is here: /steam/steamapps/common/FE Legendary Heroes/data/EnglishDo not put files to: /Documents/My Games/FE Legendary Heroes/ModsThere were lots of features that were not be possible to be done like regular mods, so I decided to put everything into one folder (English). It’s better than have to copy files to both folders (English and Mods)FeaturesFixes1. Fixed unusable unit designs forgotten in v.1.5. (forgotten shields with one-handed weapons2. Fixed vanilla Scrap Golem having no weapon.3. Fixed problems of 1.5 patch with Wilding Hermit and Darkling shaman unable to summon lesser units.4. Fixed issue resulted in lightning attack of Lightning Longbow was not calculated as ranged attack.AI improvements1. AI trains more units;2. AI equips his units better;3. AI trains more elite and mounted troops;4. AI builds more fortresses to produce better troops;5. AI more often enchants his cities with unit enchanting spells;6. AI pays more attention to increase production rates in his cities;7. AI pays more attention to develop combat traits of his heroes;8. AI politics is more aggressive than in original;9. AI hunts for monsters and quests more often;10. Default AI races are more combat oriented;11. Traits that AI doesn’t use properly are changed or disabled;12. More units are available to AI to suit in every gameplay condition. Every of 11 races has:• 1 additional type of pioneers• 2 additional types of scouts (1 of them is mounted);• 2 additional types of clubsmen;• 2 additional types of spearmen;• 2 additional types of defenders;• 2 additional types of light warriors;• 2 additional types of medium warriors (1 of them is mounted);• 2 additional types of heavy warriors (all mounted versions);• 2 additional types of medium magic warriors (all mounted versions);• 2 additional types of heavy magic warriors (all mounted versions);• 2 additional types of horsemen (all mounted versions);• 5 additional types of archers (including mounted versions);• 5 additional types of crossbowmen (including mounted versions);• 5 additional types of mages (including mounted versions);• 3-5 (depending on race) additional types of zealots (including mounted versions).13. Also:• 9 additional types of henchmen for Altarians;• 3 additional types of golems for Ironneers;• 3 additional types of juggernauts for Trogs;• 1 additional type of each spider for the trait “Cult of hundred eyes”.Gameplay1. Good starting locations every new game. No need for Ctrl+N;2. Monetary economic model. All units require gold to train. All buildings require gold to build.3. If you train a unit, the number of its soldiers is subtracted from city’s population. (Thanks to Parrottmath!)4. Intensive combat. (Units gain more dodge, critical chances and some happy/unhappy battle events);5. More types of weapons and armors for unit design;6. Added traits to unit design: alchemist, guard and road building for every race;7. More chances to find armor and weapons in loot;8. Lower prices in shops. No need to rely on loot equipment for heroes;9. Added 24 premium heroes of 15 level;10. Added 18 Undead heroes;11. Garrison units reduce unrest and gain 1 experience per turn;12. Every trained unit requires gold and population to be trained;13. Every building requires gold to be built.14. Each weapon has its special strike.15. Each race has its unique set of weapons.16. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archers remain too.17. Added medium fire and ice staffs. Earlier mages had to wait too long to get good staffs, so these medium staffs were added.18. Rebalanced quendar slaves to act more like cannon fodder rather than unlucky losers.19. At the start of the game all items that are available for training units are also available in the shop.20. Unrest doesn't increase with the number of cities. It increases while the city grows in levels. This is vital for gameplay on huge maps.21. Heroes don't divide experience.22. Enchanter specialty gives a full set of 3 lightning staffs with increasing lightning attack and they replace fire staffs. AI prefers to use lightning staffs over fire staffs if he has opportunity.23. Hero traits that are of low or even negative use for AI are changed or disabled.24. Thrown weapons now deal amount of damage equal to the number of soldiers in the group (Thanks to Parrottmath!)25. Staff class of weapons is expanded. Earlier there were just a staff and monk's staff with no possibility to upgrade. Now this possibility exists up to Arcane weapons.26. Added new class of troops - zealots. They fight with melee staffs.27. Added new racial trait "Monk Robes" (costs 0 to choose like Masterwork Chain) which replaces Leather armor with a set of robes. If you wish your light troops look like mages, or you prefer Dodge over Defence, this option is for you.28. Added hardened leather cuirass, light chainmail and some trait-specific weapons available to unit design. Now you have richer choice while designing your units. Perfect crossbow is rebalanced and added to Arcane weapons and thus available for unit design.29. I tried to make AI enchant his cities with more unit spells, such as Heart of Fire, Aura of Might. I set better priorities for these spells but still the best priority is with Enchanted Hammers spell. Then goes Heart of fire, Inspiration and the rest combat and city spells.30. 3 level city adds 1 essense. I hope this helps AI to enchant his cities with more unit spells.31. Units have 5 perk slots instead of 4.32. Quest for Arctic wolf cloak is replaced for IceWarg Cloak quest. Player has to fight wargs instead of wolfs, and gains IceWarg Cloak. In this world Arctic wolf cloaks are available in shops from the beginning of the game, so there was somehow rather useless to fight wolves in order to get an item of low interest.33. Added new racial trait “Guile”, which gives additional perk slot for training units.34. Added new racial trait “Manufacturer”, which gives additional production per material.35. “Wholesale Purchase” spell is added. In case player has excessive gold and doesn't need it, then for 1200 gildars it's possible buy 120 metals, 60 crystals, 10 horses and 10 wargs. Usage of this operation increases Fame by +10. This spell is unlocked by Economics technology.36. New tech City Enchantment was added. It unlocks Scrying pool, Guardian Statue and spells: Heart of Fire, Aura of Might, Aura of Grace, Aura of Vitality. Unlocking these spells allows to cast these spells early, not depending on types of recruited heroes and chosen magic schools. This thech was made especially for AI.37. New tech was added Advanced Warfare. It gives some bonuses that earlier belonged to War Colleges tech. At the same time War Colleges give some expensive books to upgrade heroes. This was done also in case if a player has excessive gold. There will never be too much gold, be sure.38. Updated economic model. Now player has to pay for every equipment and even traits of his trained units. Skilled and highly armed and armored troops should be more expensive. Tested how AI survives in new circumstances. AI is just brilliant!!!39. Added an option to choose Rusty Armor to replace common chainmail. By default Undead race wears rusty armor. This armor is available to unit design like Light Plate armor and has the same parameters, but looks great on undead.40. Added Gladiator armor to unit design. Player can choose it to replace Raider's chainmail. By default Tarthians have gladiator's armor. It's even written in its description, that Tarths wear gladiator's armor with pride.41. If you have DLC 02 installed, then while choosing Assasins tools you gain another design of leather armor. It looks like assasin's armor but has paramenters of common leather armor. So, welcome Urxens-ninjas.42. Catapults are much stronger now. Deadly machines.43. AI has higher value for the following priorities: upgrade heroes to Commander path and teach Leadership and Tactics, build more fortresses and enchant cities with spells that give combat bonuses to units. AI builds less conclaves and rarely builds towns.44. Summoned Skath and Spider mounts for trained troops.
Company of Legendary Heroes:
Assasin's blade doesn't do any assasin-specific things-)
and it has a little value - 12, when gives +18 attack and +4 init
Does enybody know - are there cure from "city terrain"?
If the city is destroyded by monsters - roads and city terrain is lefted (roads without city terrain could be deleted by (prinal nomoreroads spell), but no spells could be casted on city terrain! so and no new town on it could be founded more too.
That bug was more than a year ago, far for Elemental first game, in FE it stayed ... and for now its the same
I have this http://www.msi.com/product/nb/GT70-2OD.html#overview with 8 Gb ram, SSD drive and Windows 8 operating system.
Curgen's Volcano
More seriously (though I'm pretty sure the above would work, it's quite expensive and has unfortunate "side effects"), you could try building an outpost and then razing it (haven't tried this myself, but it resets a lot of other terrain variables.)
Personally, I consider this quirk as modeling the idea that settlers view the site of the ruins as cursed/haunted, and refuse to settle in such an obviously inauspicious location.
The first one on the WonderBase, it is a known side effect - Given the current game mechanics, there is no way to prevent you from having exactly 1 central library and 1 Holsten library. As such every faction may have a central library as it is only unique per faction. The Holsten library is unique to the world though. There is no decent alternative to this at the moment.
I do not know how you are installation folder, but I do not have the bug of two same descriptions of stone bridge (unless I'm miss-understanding your statement) This could happen if you have the mod running and it has been changed with the core files as well. A screenshot showing the issue would be helpful, but by my files I do not have a bug.
Any spell you create to change city terrain, would be able to be cast on a city and in turn destroy the entire city. Setting up limitations would force the player to only cast such a spell on neutral ground, but this would be such a specific solution to a relatively small problem.
As mentioned an outpost will fix city land again.
January 22, 2014.Major update to v.1.3.Fixes:Fixed vanilla Scrap Golem having no weapon.Fixed problems of 1.5 patch with Wilding Hermit and Darkling shaman unable to summon lesser units.Fixed issue resulted in lightning attack of Lightning Longbow was not calculated as ranged attack.Changes:1. Wholesale Purchase spell is added. In case player has excessive gold and doesn't need it, then for 1200 gildars it's possible buy 120 metals, 60 crystals, 10 horses and 10 wargs. Usage of this operation increases Fame by +10. This spell is unlocked by Economics technology.2. New tech City Enchantment was added. It unlocks Scrying pool, Guardian Statue and spells: Heart of Fire, Aura of Might, Aura of Grace, Aura of Vitality. Unlocking these spells allows to cast these spells early, not depending on types of recruited heroes and chosen magic schools. This thech was made especially for AI.3. New tech was added Advanced Warfare. It gives some bonuses that earlier belonged to War Colleges tech. At the same time War Colleges give some expensive books to upgrade heroes. This was done also in case if a player has excessive gold. There will never be too much gold, be sure.4. Updated economic model. Now player has to pay for every equipment and even traits of his trained units. Skilled and highly armed and armored troops should be more expensive. Tested how AI survives in new circumstances. AI is just brilliant!!!5. Added an option to choose Rusty Armor to replace common chainmail. By default Undead race wears rusty armor. This armor is available to unit design like Light Plate armor and has the same parameters, but looks great on undead.6. Added Gladiator armor to unit design. Player can choose it to replace Raider's chainmail. By default Tarthians have gladiator's armor. It's even written in its description, that Tarths wear gladiator's armor with pride.7. If you have DLC 02 installed, then while choosing Assasins tools you gain another design of leather armor. It looks like assasin's armor but has paramenters of common leather armor. So, welcome Urxens-ninjas.8. AI has higher value for the following priorities: upgrade heroes to Commander path and teach Leadership and Tactics, build more fortresses and enchant cities with spells that give combat bonuses to units. AI builds less conclaves and rarely builds towns. I tested it survives quite all right but have more enchanted troops now.9. All units have +5 dodge against ranged attacks. It seems that ranged weapons were rather strong in v.1.2.10. Removed armor from Tuatha because she can't wear it.11. Added 10 premium heroes and 12 Undead heroes.
I will be able to answer any questions tomorrow.
I have only seen commander and guardian AI sovereigns dozens of times for a while now already. Except Relias was once Assassin. I have not seen a mage or warrior sovereign since 1.2 patch, wish I did for a change. Procipinee as a guardian using a bow, wearing patchwork armor and still spending level-ups on spells is just, well, sad.
Otherwise, latest update looks great again and I'm looking forward to testing it after work today.
Perhaps you are right and players need not only challenging AI but also more differencies. I've changed the file without changing version. Commanders still have more priority but Warriors and Assassins may be chosen too.
Sorry, I have much less time to spend for forum. But the good news are that Abob101 allowed me to make a modification of his great mod Demons and Wizards to be compatible with Patchwork mod, so there will be a new major addon to the mod soon! Also if plans succeed then you'll see even one more great surprise!
Hey webusver,
thanks for the reply. Great news about the mod compatibility, I feel that Patchwork mod is slowly becoming the standard of LH gaming.
On the question what is the best choice of profession for a sovereign, there must be more than just commander. I myself play mages and warriors a lot, and atleast in human hands they are both powerful. Assassin is great too, even if it looks deceptively weak for a long time (Assassin needs more ranged traits to encourage use of bows, in my opinion). As I have always relied on champions a lot, now even more as you changed the mechanics to be fair with using them, I perhaps have never given commanders the credit they deserve. I simply just have hard time churning out enough regular troops to give 'em a go, or, as I love to level up both champs and cities, don't like to use common units and resort to building more city improvements. Commander in a herostack is great too, but not to the extent that I like to see every subdued sovereign as one. They suck at hitting enemies.
Now, if computer could manage to build up a powerful mage and use spells that really matter in a fight, then I would be terrified of them.
I've just about finished my latest game using Markin and expert/expert settings on a large map, 11 opponents, patchwork mod 1.2. Only thing left to do is craft Forge of the Overlord and cast spell of mastery. I was delighted to see that my AI controlled custom made empire faction was utilizing many henchmen and competing on par with every other AI opponent, as I crushed them and their 3 cities in 4 turns when I finally decided to destroy them. Capitar is roughly as powerful as my Gilden, though they never were aggressive towards me and as a result were never a threat. They had Deocrnysse, which explained their high points. All the other factions were a mere nuisance this time around, too.
I also noticed that at these difficulty settings, the AI opponents fight a lot against each other. That's cool! Resoln was decimated a long time before I saw them, but the Dead, well, they remain as pathetic as ever.
On a side note, I encountered a wildland boss far away from his wildland and slew him; the wildland didn't clear. Yet another feature from vanilla LH.
Today, I'm gonna tackle on your latest update of Patchwork on ridiculous/ridiculous settings.
Thanks for you contribution to this game, you do more work for and better improvements to it than SD ever did!
I'm glad that you like the mod. But you shouldn't blame SD in any way. They gave us if not the most perfect game, but at least great instrument to make our own games.
So, at last, having permission from Abobe101 to make a modified Demons & Wizards mod compatible with Patchwork mod, I decided to make just a patch that will allow his original mod be compatible with mine. Thus I encourage everybody to test also the original mod.
Before I begin Patchwork mod, Demons and Heroes mod was one of my favourite. It's the great mod!
Here is the link: https://forums.elementalgame.com/451573/page/1/
So ideas to do.
Upgrade for some reasons:
- waging costs for heroes. They must cost more and may be progressive from levels (than they could become more real than a group of soldiers) and from map level.
- wages from units (progressive from number units in one unit, perks chosen and maybe hp). As i see the time when there would be nothing to build in cities will come fast and there no problem with it to AI. Pay and build fast - maintain big... AIs upgrades in money could solve the situation of poor beggars - there would be many armies, but may be its better somehow speed up the unit building, not buildings? Well even with 1 turn/group they doesn't assume armies to much.
- some mechanic how AI gain surplus of resources... horses, wargs, metal, fame from nowhere - it must be minimized... 1 stable give 0.2 per season... and they at 40th turn with 0 of them and none other contacts - has 50+ of horses. No way how. The AI must cheat... but not from air, and from surplus of what it has. If there no resource - he must buy or live without it. Here could be used the Transmute mod, so AI could use it too and to buy what he need.
- Champions perks must differentisized. I doesn't see any use of defender or assasin or even mage. Really no usefull things, just some sort of pumpkin in the field. All make the attacker. When the fight counts for 3-5 turns, there no need of withstanding long or use special abilities or cast specific spells so and there no mana for them too. Rush, Impale, Rain of arrows, cleave absolete the usability of defender and as i see the others too. They must stay, but Champions must be not an addon to them.
Mages are poor beggars with their staffs and perks that give much on spell damage and spell mastery (to penetrate spell resist and special spell resist that mainly are zero) but none to accuracy. Every 3/4 of their attacks are dodged even with 96 accuracy when monster dodge is about 30. It must be reorganized. Mage is not the archer, he doesn't look at the distance and need to hit the eye - he cast on something that moving and all. Spells are self-directing in their idea (or by mind direction control, so dodging from them is strange. Either there nothing with spell resistance value to work for: just have a super dodge and never count on it). And the problem that spells besides of arrows must have pool of mana... and there no mana - mages are less effective even than pumpkin. Archers rule. There must be magic spell-perks for units too.
Mage champions so doesn't have personal pool too (besides of like fevza the wild with its perk of coal stones that need no mana and act as upgraded to all field rain of arrows) and even perks that make mana usage less are not so usefull – because they doesn't solve the problem of zero mana pool. Even mana per turn +74 (gigantic values with 15 cities and many cheating upgrades) - its just 3-4 normal magic spells. Diamond defense of earth archmage costs 90 mana for 3 turns... soo unbalanced.
As i see for now. For perks.
1. Defender must be a center of the party not in attack, but in defence "from all". He must have special ability to attract monsters to him as assasin has the perk that make him less attractive. And he must summon some defence buffs on that who are close to him in battle (like his sentitel perk), than army type defs and hp. make some rounded like shockwave attack that has stun/prone and else not killing effects, but lefting him "defending" and aiming monsters on it not only 1 tile near but may be 2 or more.
Aim of the defender - give the others time. Its all.
Pluses: defence, resistance, stopping monster movements and attracting enemies, defence growth when some one attacks him
minus: attack, accuracy, none shield (twohanded and/or light as knifes) weapon usability
2. Attacker must have less defensive and hp. his aim is to make powerfull attacks - yes? no... his aim is to charge and make disorientation through enemy ranks. Or than he would become a medium between assasin and defender, not a specific. Attacker gives initiative bonuses, not hp or defence. So sword appeal to that idea rightfully in 100%.
Aim of the attacker - make the enemy difuse (not only rush-killing, but rush-proning, disorientation and so), and make main hp-rushing with his initiative, counter attacks and
pluses: initiative, attack, raging abilities, revenge attack growth (two sub-paths - twohanded weapons and weapon and shield - so one is on damage and its growth the other is on initiative and counterattack - elsewhy that weapon types are only the "names" not the advantages and disadvantages).
minuses: dodge, crit chance, resistance, berserking(?)
3. Assasin
Aim of the assasin - make chitical backstabs, injure-type blledings, poison-longterm damage and hit the last line (it just doesn't affected by near enemy tiles stopping) when enemy is focused on other targets.
pluses: dodge, accuracy, crit chance, movement (to make backstabs)
minuses: defence, normal attack (only multiplication on backstubs rule - so its good to assasin to come to the targets back and it must give not only swarm bonus), spell resistance
4. Mage
Aim - to kill them all. Fires from above to all from distanse and use of spells any diferences (buy may be some sub-specialisations on buff/heal, or casting).
pluses: spell resist, spell damage, spell mastery, accuracy with spells from staffs (so it is really must be differentised range damage and attack plus difference from magic damage and non magic - so stuffs must have path specific "magic" ranged damage, no standart attack and standart range damange).
minuses: defence, normal attack, dodge, crit chance, initiative, hp (real disadvantage, so that it must be buffed to any spell with phisical protection like - there are like in Lady Umbers cuirass)
5. Commander
Aim of the commander is buffing. Inspiring... and command or to be unspecific field-meat.
pluses: buffing attack/defence/initiative/ets of all group and governor tree, no any special fighting traits that heals/buffs self/others (like command ability), ability to use many armors without disadvantages (?)
minus: no special resistance, dodge, magic ets, all medium in fight
As there new paths - Ranger and Summoner - than:
6. Ranger-Archer
Aim of the ranger - fire from distance
pluses: accuracy, armor piercing damage and critical hits from distance
minus: defence, movement, dodge, initiative, no normal attack and less damage from attacks at all, no spell resist, less hp
7. Summoner
Aim - is to summon ally, take control or deorganise the enemy monsters.
As he is mage - that path would have the same minus and bonus, but bonuses will be less because of summoning abilities that use mana or not from the path is used. May be it could have basic totem without mana and other - mana focused. Standard magic attack with staff...
8. Unit_design perks
- add the perk that gives magic spell (standard spell not from magic path – like magic missile and its upgrade to rain of magic missile (as in D&W: gained or in some levelup or as a double perk for +1 cost. And if it counts – whats about the idea so when mages use spells that give damage, its damage is added to mages staffs standart damage? – or mages would all time cast spells not using staffs so thet items could become useless, only as for poor beggars without mana or the accuracy and other buffing items). Plus it would be maybe good to implement my perks too (for unit path attacker, defender, ranger, mage), with some downshifting of their costs (plus the idea to add wages from perks works fine with them).
- may be its good to use the mod that add some summoners-units (those who summon elementals).
- add specification to ranged or closed attack or magic attack to weapons and armor/items, so the magic weapons give only magic attack and give ++ to accuracy (so to solve dodge-first problem), archers has only ranged, melee has standard as now. So spell resistance gives overall resistance and specific resistance gives boost to specific and than all works as needed (as i see). In items and Armor must be implement so the same idea – to give specific magic path resistance or overall spell resistance (if we use it with patch of demons and wizards – than we need to count new weapons and armor to new spell resistance too.. if it is needed – if there are any attack/control spells)
And some more about Champions
All that paths give their own type of buffs to group(1)/city-defenders(2) and city functionality(3)/faction (4). Because they are true heroes and must inspire.
Defender - defense, group defs, mining, % on minable resources (metal, crystal), defensive structures and city defenders buffs.
Attacker - initiative, group attack, % horses/warg supply, fame surplus, training times and army initiative upgrades
Mage - spell mastery, city research buildings, %faction research and essence boost
Assassin - crits and city +unrest, but gildar++, cheaping item costs, quest spawning ability (as there are globalenchantment spells in D and Wizards that could be casted one time for some turns, so its technicaly availiable))
Ranger - accuracy, grain, food, % on harvestable res that give food
Commander - buffs, city material production, pop growth, gildar, global unrest as is for now, experience, city defenders exp, trainable units exp
Summoner - magic resistance/summons/summoning values, mana and %mana from buildings and resourses, summoning pool usage (as it is in D&W)
So in overall - That like all global faction themes are served by heroes, so their path would have two or three lines - personal, group/city and faction
For that case All attributes and Combat stats are covered too. Even than it must be implemented some item reorganisation so there wouldn't be mage-tanks as i have now att 41, def 29, hp 123.
For that main ideas may be and these type:
- rework speed of hp rising, def and att rising (them or items, because many monsters are vanilla like and has too poor abilities from perk+items+abilities champions), generated from “blood” and from path mainly (path corrects blood). So i saw mod that gives monsters an rnd pool of weakneses - its good to make the same rnd pool of ++perks good abilities
- ranged and only magic path attacks (so fire staff give only fire magic damage) so it could be use of spell mastery at all, that must multiply and that damage, not only spell attacks as normal attacks that doesn’t right
- poison damage must work - so poison when hitt must slowly kill the enemy turn after turn. Now it no use of it for assassins, that must have ++ to poison making weapons abilities too, not only backstub
- armor professions difference - so warrior prefer plate armor, and has 25% def reduction if he use other types. Mage can’t wear any just robes. Archers can’t use plate. So there are 4 types of armor: robes, leather, chain and plate and all must be formed to them (mage, summoner - robes, assasin and ranger - leather, commander - chain, attacker and defender - plate). So no perks for attacker to wear plate must be, so commander could have plate perk, ranger – could have chain, mages - leather. But for attacker and defender that could wear plate as is and other too as is (if they are idiots), must be perk specialization, that gives +bonus for plate, and minus for other ones so for assassins for leather.
- number of perks must be researchable value (guile is good, but it works only for player, who just define not the AI). but I know it is hard work to make gigantic number of blank units for AI then... or there could be as i saw and rnd addons - i saw mod that gives to monsters an rnd pool of weakness perks, so it could be a good idea to make and rnd pool of good perks for tham and if primal could make an addon - as like with assesories (from event) - to make some world events on upping perk numbers and giving rnd good pool of perks not only for monsters, but for AI units too (it would solve the problem of many blank-units making),
I can take a little time for think and make overal comparison to make all that ideas more usefull... so for now champions look like much the the same (as was mentiones for magic soovereigs that choosed the defender path). Specialization must really differ champions from level 10 minimum. And Question - how many levels are the maximum?
The other thought - the monsters spawn of ravaging units. It must be less!!! (AI towns are rezed in 30th turn by 500hp monster groupsm but in 100th - Escaped darklings move it 2 unit groups of 80 hp - are pumpkins) in the beginning and must grow no late game. It just may be done somewhere - but the monsters must have not only hp upgrade, but as there are a mod that gives them rnd weakneses, so it could be helpful to give them other perks when they spawn (as i told earlier), to make them unique and all time dangerous. Even the wolfs... must became real trouble when they eat mistycal mushrooms
In the other theme – when AI come to 5 towns it is unreachable in savage#3 AI level boosting in no case in the fields of: fame (it’ll take the most of heroes from the pool), research (not even boost from x100 surplus – its real that they have some other surplus from somewhere else). Metal, crystal, gold, horses, wargs – its ok, push them, poor cheaters. May be its better to delete research and the fame buffs? Its unreal to make an achievement builded even.
Monuments base – is a good thing too. Its would be great to implement it (just needed to add gold and res costs), and make the prioritization of achievement some less to AI or pleyer can't compete even.
Perhaps this is not possible. I don't know yet.
The more soldiers the higher the cost of the unit, isn't it? This feature was added only in v.1.3.
AI gets surplus resources only when it produces a unit that requires these resources. So if he has no metal, he will not be able to make any metal things. This feature was introduced in 1.3. as far as I remember.
Thank you very much for your proposals. I will answer a bit later. I have to go now.
The other good thing is that Revamped Necromancy mod is almost compatible with Patchwork mod. Only the Leader of Necromancers needs some upgrade, but this is all I think.
heroes has paths
path is a perk
to add a negative gold value per level like any stat must work, as because the wage addon from perk works normally
and yes, i doesn't know - could it be implemented im coremaps as a multiplier to wages, because perk - gold isn't wage, but just negative gildar income
1.3 LH or your mod?
Waaagh! Than he must have basic little horse and warg numbers, but in trade icon - he has none. its just researched horse riding and began to make horseman units from 0. Strange but intresting
In Patchwork mod v.1.3.
No, at least 1 horse is needed to create a mounted unit.
If you have great superiority, then yes all you need is high attack value. And yes, defenders may be underestimated in this case, but in tough battles they may save most units. If thera are 3 defenders in an army, all units receive +15 Defence, +18 Dodge, +60 Spell Resistance. Adding mor defenders to an army may lead to complete invulnerability!
Assasins are smart attackers with Eviscerate ability. Very deadly like warriors.
Mages now gain additional mana so they are free to use more spells. Even if a unit has 100 Spell resistance he is an easy target (almost defenceless) for a mage with 200 Spell Power.
I thought about this but this needs balancing because this may turn the game into fireball throwing contest.
Perhaps choosing Paths should be available from start so that magic oriented AI sovereigns had preset Paths. But this will lead to the fact that even 1 level heroes wouls have Paths.
I don't know. I never got played so long that my heroes had more than 20+ levels.
AI has no research buffs, but it needs fame buffs to have good heroes.
Great news!
Hellions has uploaded his Back Market Bazaar mod version compatible with Patchwotk mod! This cool addition to heroes' equipment can be downloaded here: http://www.nexusmods.com/fallenenchantress/mods/1885/?
I remember I have gotten my sovereign to about level 27 - 28 so far. Every other champion in the game was high level too, mind you, because you really need to have multiple stacks scouring the map if you want to loot maximum goodie huts and clear out wildlands.
On a side note, I tried playing on ridiculous/ridiculous settings for a few games. Clearly I'm not that skilled a player with my experience, as even the simplest mite lair had way more hit points than my starting stack. I do manage to kill them, but the fights are damn tedious - while at the same time AI champions solo even harder lairs. Just got fed up with that and then I decided that expert environment + ridiculous opponent factions is my par today. Good, challenging enemies.
And this is a great game, I would have not spent hundreds of hours on it if it weren't. You just made it better!
There is no maximum level. Although after about level 40 you will run out of perks to choose. The only way to obtain such high level is by xp farming... not that I have done it, but it is possible.
to be clear in balance - i'll count all perks (from pathwork only, than from patchwork with D&W and third from pachwork and all other personaly integrated perks of champions, so it could be looked at and have focused balance and than say what whould be better and could it be that my ideas of heroe specialization (specification in in-type sub-line perks) could be done
N/A
That was long ago. At that time I didn't know how to remove and replace original pieces of code by the modded ones. I could only add code and replace values. But now I find out that placing files to English folder makes the mod easily compatible with other mods and that was important for me because I wanted to play with my favourite mods too. BTW most if not all your mods are also compatible with Patchwork mod but I didn't test that. Your mod that introduces additional difficulty levels gives a new feature which the main game and Patchwork mod don't have. If you tried Patchwork mod, may be you could suggest benefits of your mods? In the near future I plan to make the list of mods which are compatible and recommended to be played with Patchwork mod. I'am open to discuss this question with all modders.
From the mod folder for those that are curious. Loading of the mod is done alphabetically. So, it will load up AbuddyMod first then BbuddyMod next. So, if there is a mod that changes a file in AbuddyMod and BbuddyMod, BbuddyMods will take effect (overwrite if it is that particular type of file)
Simply put, if there is a particular load order that must occur, this is how I take care of a few of the compatibility issues that arise within my own mods that overwrite the same thing with different effects.
Hey,
I just recently downloaded this D&W mod and damn, the game is once again even better. SO much new stuff!
But; looks like unit enchantments have an upkeep cost of 2 mana per turn each. Is this intended? Or did I screw up something while installing?
Thanks Primal, I think it is intended for now. There seem to be some abilities that lower or even negate enchantment cost on a given unit.
But now I suspect, that with the awesome D&W mod, the hero xp split is back on. Gonna have to test some more tomorrow though.
There are many great features available to you once you register, including:
Sign in or Create Account