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:
Hello, new player here trying out this great mod.Unfortunately I ran into an issue with the quendar slave soldiers. The labour costs of custom designed slave units are much lower than they (appear they) should be. The labour costs of the existing slave units in Magnar's line up are fine, but it is possible to create a new unit that has exactly the same equipment and traits as the Slave Militia, but costs ~7 labour instead of 24.Of course it is entirely possible that I bodged the install or messed up something else, so I was wondering if anyone could reproduce this. I do not own any of the DLC and deleted these files as instructed.Cheers,
Bob! Thank You! You are right! I almost forgot about common troops when created the set of AI only units. Though this issue could not harm AI, because AI would prefer those boosted AI only units, this is a bug which was corrected.
Thus, Patchwork mod was updated to v.1.5.1. Common slave units have balanced training costs.
Ha, I expected that you would bring the labour cost of custom built slave units up to that of the predesigned units, but instead you went the other way.
This surprised me until I took a look at the CoreUnit xml. In vanilla common units have <AdditionalTrainingTurns>20, ie a base cost of 20 labour, and slave units have 0. In your mod normal units have a base cost of 0, so slaves naturally have -20.
What initally confused me was that I was adding all these abilities to slave units and nothing happened to labour cost, but I see now that it all adds up when you go over the discount of 20 labour.
I guess this makes early game rushes with slave units very potent.
May be. But AI also has units with discounts. I made these discounts to let AI build more massive armies. I hope AI understood my intention.
Patchwork mod was updated to v.1.5.2. AI should use magic mount more often.
This feature is also added to the new version of Children of Storm compatibility patch which was also updated today to v.1.1.
Great news! Thanks!
Small bug found with items:
Vial of poison and spider venom does not stack when both are equipped.
Another idea: Would it be possible to have a copy of all of your patchwork compatible installed mods folder in a "drop box"or a free mega upload style link?
Basically, to make a copy of your mods folder with all installed mods Ex: documents/my games/legendaryheroes/mods
These would contain all of the mods with the patches applied: Children, demons, river, heroic...
Thanks!
I tested this in pure Patchwork mod and both these items are equipped together. Perhaps this is the idea of one of the mods, but not the core Patchwork.
Any player should have choice what mods to play. And he may doesn't have any original mod. He may install all compatibility patches and without the original mod his gameplay could be screwed.
Just to make sure, what is the order to install the mods and patches listed here: http://www.nexusmods.com/fallenenchantress/mods/1891/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallenenchantress%2Fajax%2Fmodfiles%2F%3Fid%3D1891&pUp=1
I think we need patchwork 1.4 with all the mods?
v.1.4. is already outdated and is not compatible with last updates of compatibility patches. Last version is 1.5.2. It is the most stable, compatible and bug-free version.
Tha order of installation may be the following: install Patchwork mod; install original mods that you need; install compatibility patches. There are versions of Champion Bonanza and Black Market Bazaar mods that already compatible with Patchwork and Children of Strom mods. They don't require compatibility patches.
I was under the impression that 1.4 was required for children of the storm.
Hi, did you manage to fix the issue of ceresa not taking mage and similar?
Yes this was fixed. AI sovereigns and 1 level heroes may take any path, but their favourite path is Governor. This results in that 30% AI sovereigns are Governors and other 70% all other paths. The last version 1.5.2. has all bugs fixed.
BTW, AI also actively uses summoned mounts and in my gameplay I regularly encounter AI units mounted on Mire Skaths and Ravenous Harridans.
That is good that AI chooses governor for champions, the question is whether they take the paths most suitable for sovereigns?
Ceresa/Procipinee - mage summoner
Magnar - mage evoker
Irane - assassin - archer
Kulan - assassin - melee
Markin - defender
Verga/Relias - warrior - melee
Carrodus - warrior - commander
Krax - governor
There should some randomness, but those should really be highest priorities for those sovereigns. Just IMO of course.
Would you be able to mod this if it is not the case (a separate mod if needed).
For the higher level difficulties - would you be able to mod that AI sovereigns start at level 3 with the first two essential pick already taken?
It's impossible to force AI sovereigns to choose certain paths unless all sovereigns somehow start at 2 level and have predefined paths.
It's possible to add levels for ai only units, which can not be accessible by human player, but all sovereigns may be available to human player from start, so I don't know any way to add levels for sovereigns that are managed by AI. Though it's possible to add more hit points to AI only sovereigns in CoreDifficultyLevels file.
Webusver! Continue your great work!
Your #1 fan!
Could you just give all the AI sovs "veteran" trait and pre-select their path for them then? Couldn't really do either-or choices or force them into "specializations" (e.g. summoner) but it might be better than seeing another Ceresa-Warrior or Markin-assassin.
Hey, I like your idea! And it works after some tuning! I'm making an update. I have got lots of thoughts since March 02 and all default sovereigns will have predefined paths and all custom sovereigns will not have this feature.
What are your proposals for paths of sovereigns?
Might also have a look at Primal_Savage's solution here:
https://forums.elementalgame.com/451107/page/6/#134
...which uses high-priority items in the sovereign inventories to determine the sovereign paths.
As far as sov paths, I'd say (based on flavor/backstory):
...but obviously there's a lot of room for discussion on these. See Sentinemodo's post above.
as long as they are not all assassins, I'm ok with that choice
The mod is updated to v.1.6. http://www.nexusmods.com/fallenenchantress/mods/1891/?
I had intensive gameplay during this month and made lots of balance polishing.
Road building trait was made more expensive because otherwise it makes expansion of human player very quick.
Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom sovereigns start without paths and can be of any proffession.
Group, Squard, Company improvements were moved to warfare tech tree. This results in AI quickly build 4, 5, and 6-soldiers' units. They don't have much 3-soldier units any more. Battles are tougher with thicker AI units.
Game difficulty levels were tweaked. Earlier AI received a huge Research bonus but low economic and hit point bonuses. This resulted in AI with lots of technologies which it hardly could implement. Now research, economic and hp bonuses grow equally resulting in more balanced development of AI.
Cost of most spells was reduced by 10-20%. Players now use more magic spells and it's really fun!
Costs of upgading units were reduced so it's more worth to upgrade old units.
Some mercenaries such as panca archers or brothers Sparus have upgradable equipment which may keep them useful for a longer time.
Mounts were tweaked. Pony now has +3 intitiative to be a useful mount.
There were also lots of minor corrections and exploit fixes.
Great news!
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