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:
webusver
a little question, like "what about to implement?"
With growin about 10 and equal food supplies its no problem to achieve 5 level town/conclave/fort (capital and 1-2 next) tp about 50th turn
may be it would be good to up the city levels poplimit to higher population numbers so there would be no mass 5lvl towns appearance before refinable grain upgrade last tech?
So like it is in Immersion mod where it maxed to 8000 pop
Another option is to return to Gildar being affected by Unrest, although I'm not sure how that would affect balance in the mod. That would certainly reduce the amount of income available to support troops.
It would make the game absolutely horrible for anyone that took +unrest traits. Yes, gildar does eventually get out of control - having a capital focusing on gildar producing, with all the Town improvement and trade treaties is almost enough to sustain the entire empire by itself. However, with unrest penalties from the beginning it would be damn hard getting there without ruining your economy.
Better to just adjust the prices for advanced troops. As it is now, having several large armies doesn't even put a dent in the treasury. The only thing that's expensive throughout the entire game is building/rushing construction.
may be simpliest idea - disable rushing production? or make it much more expensive thing?
and there are intresting but strange thing - wages of AI armies like bard(with horses and athian sword and first armor type leather, but with amulets of flames and ets to full cap) has 0 gildar. (turn about to 40)
milita some has 0, and some has 0.1. With massive income of AI - its just really funny.
And may be its good idea to upgrade unrest of cities 4 and 5 lvl much? I has no problem with unrest from 2-3 lvl city at all from my heroes and resource addons. But it must be aboput 10-15% so interest in building adittional any unrest buildings would stay for long. so the same with town population...
and as i think pacing for research must be upped to... its no time to play one type of armor - so other comes... where i can change pacing?
is it in coremaps.xls right?
<ResearchRateMultiplier>1.5</ResearchRateMultiplier>
whats the matter ah!
uninstalled FELH1.5 and installed a clear copy (mod dir manually deleted). tryed to test as clear - it crashed in abuot 66th turn... may be all my problems is not the mod problems heh.
And i tryed to figure problem for so much time and the there was none from mods...
little fix to do in coremaps.xml
<!-- Large Maps (8x6 sectors) --> <MapType InternalName="LargeMaps"> <DisplayName>Large</DisplayName> <MapSectorWidth>7</MapSectorWidth> <MapSectorHeight>6</MapSectorHeight>
width is 7 but must be 8.
same strange with other maps - told one and width and heigth differs
It may be useful to up the city levels poplimit to higher population to let them grow further to be more resistant to negative effects that dramatically lower population. I will think about it.
I'm testing a "spell" Wholesale Purchase inspired by Alchemy spell and some spells suggested by Primal Savage. For 1200 gildar player can buy lots of resources. I think this will end problem of excessive gold. May be I'll add some more expensive items, weapons, armor to shops.
Some interesting settings are in ElementalDefs.xml
These figures are used in original game version. It's not my change. Perhaps it's better to leave it as it is.
Really interesting! I've got idea that all items for unit design should require some gold, especially Champion's armor.
Webusver, I don't think the 'excessive gold' is a problem. Remember, it's equally 'excessive' for all players. It isn't true that unit upkeep isn't having an impact; just because there's more gold doesn't mean you aren't paying for your units and so having less left over to rushbuy with. What your mod does is allow all players to rushbuy a lot more than normal and purchase more in shops, that's really the only change. It is true, however, that it allows one to field an army of practically unlimited size and be able to upkeep it unlike in the unmodded game. Your mod generally has factions progressing faster than normal.
What you should consider about the gold, however, is some of the Commander class' Merchant traits: Because gold is much more abundant these traits are worth relatively much less than normal since they still keep the same values as they had in the unmodded version. I'd suggest considering increasing the value of all these Merchant traits up to perhaps 5 times as much. Unless, of course, you plan to change how gold works completely.
The sword Ghoul Touch is from your mod?
if yes - there are no rush on it
it is a core champion, but... in any cases Tuatha has brood cuirass and broad vabraces. but if i uneguip them - i cant eguip them again.
sand golem, panca archers, mercenary bandits (Wallace), familiar - doesn't low unrest in cities.
and Tuatha+Huhrus = uberpower with about 150 damage. Besides of all - Thuata likes rainforced plate cuirass! It is the only piece of armor he argree to egip/unegip normally.
with heroes trait i has that ogres (second from quest) at about 41 turn (could have at 25 but goody hut was guarded by wildling camp placed on in above)
For all i mean - all monster armies with deadly cathegory - are loosers and food for that two ogrs-),
experiment with making popcaps higher (250-650-1200-3500) greatly slowed AI. To 55 turn i has 2 city hubs 2 lvl (and 5 - lvl 1) Ai has capital lvl 1 (many pioneers cut the growth) and 1 lvl another town. I think to slightly decreese more but leave minimum 3000 upper level. Will test more/
at 55 turn i has 200+ power and they has from 32 to 176 (10 opponents in large map)/ am i overhelming extra savage#1 AI logic?
Tarh idiotically about 30 turns send pioneer(without defence) to the same location where it was killed by monsters (no stealthy trait). so second city was buit when their main army come and cleared the territory... but they move very slowly. I feel like they has 1 movement/turn not 3.
Plus they has summary research potential = 6 pts, but has horses and horsman - it is all their units (not pioneers). But they tooked stable only 3 turns before... where they took horses?!
ps. No city enchantments at all tarth maded...
The main situation is like this - how fast you make many cities - so fast would be your progress. How fast cities levelup - so would be multiply
Good point. In the original game, where unrest affects gildar income, the extra gold early on from Commanders had a lot of impact. I do think that having advanced troops cost a bit more in upkeep would help keep armies somewhat in check.
Compared to, say, +300 fame from warrior tree... No contest. Sure, that one is slightly deeper into the tree, but 300 is enough to get two decent heroes, or maybe a single good one, depending on your progress.
one addon.
may be its good to rename "Rush" ability of the swords from "Rush" ability of Amarians race?
and may be some upgrade to lightning spells damage. because there are ring of +20% fire damage and magic ability - but as i see none about to air magic - lightning thunder and other.
Thanks to everybody for comments. I've put them into my task list.
So, I want share with my future plans for the mod. I'm going to make a huge update to v.1.3. after which I want to go playing, rather than modding.
1. Economy model will be deeper. Player will have to pay for unit's equipment and traits, so highly professional, highly armored unit will cost decently. Costs of city improvements and income will be adjusted.
2. If player still manages to get huge amounts of gold there will be the spell Wholesale Purchase which will allow to spend 1200 gold for resources.
3. About the following feature I would like to have your comments. Would it be a good idea to make players pay for all that they research? There may be situation, when player may have no gold to pay for research, so there should be one repeating and free research, I call it Crowdsourcing trait that will give 5 gold the next turn.
4. Availability of city enchantment spells is dependent on what heroes does the player have. So Ai may be in such a situation when he has no or less valuable city enchantment spells. That's why I plan to add additional technology City Enchantment which will gather Guardian Statue, Scrying Pool and unlock these spells: Heart of Fire, Aura of Might, Aura of grace, Aura of Vitality. Thus Ai would surely have these spells and enchant units with them.
5. I would like to add some options to let races have more unique armor. Like Masterwork Chainmail or Light Plate armor I plan to add options to have Brood armor instead of leather, Gladiator's armor instead of Raider's Chainmail, Rusty Plate armor instead of Light Plate Armor and perhaps some sort of Elemental Chain armor instead of Champion's armor. All these will be racial traits cost 0 and equivalent to those parts, which they replace. Of course there will be option not to take these and keep original armor. This will allow players to create races that use different armor and thus look differently from each other.
webusver.
You use gold only? Or may be research points, mana, metal, crystal, shard availability/spell knowing grain, population?
for example: there must be (some/any):
- "special" logistic research implemented to all items with "magic" addons like fire attack (points spent every time when recruited)
- grain consumed on training (when people train - they eat... two weeks... eating ah!). So the whole time training and the turn when unit has been puted in que (so not on pop growth) it takes city food in some 1x-2x-3x times of consumed to unit production population (If there 0 growth - we know that population is taken to produse so its frees some grain and... they eat it)
- for magic items forging everybody know... "plebs are needed" (oups its a sound from first caesar game) mana is needed to production.
- for magic perks not only mana to train and implemet it to stupid recruits but knowing about it in the brains of... sovereign (need lvl known magic paths or spells in players spell book) - so the idea to implement to units unit spells (like regeneraton spell as perks or addons but with less cost to maintain)
- metal, crystal as usual
- and without shards - no path magic addons/perks could be achieved.
(may be much of it will collapce the AI calculations and... besides its just my fantasy)
And if he has 1200+ resourses too? There are some transmute magic spells in Xtra Deconstruct mods, but what about making upkeep more special?
for example - horses and wargs aging fast (magic world, radiation, unbalanced riders and bloody life), so every unit with horses (not champions) cost not only money, but horse/warg res to maintain (no horses? pay it in 10x gold to traiders) no money - oups... its unreal situation for AI players... but for example - than unit movement -3 (its very hard to move with dead horsed in backpacks)
So horseman cost wages: 0.5 gold, 0.2 horse, 0.5 mana...
Could you explain how it Would affect AI? He has every time money boost so its would be + to AI in 100% situation and to player in less.
But the idea is very good. But what must be checked: speed of the new monster spawning (does they owerhelm the more slower player or not) and length of the game i think would be greater.
As i understand there are research points (100 for example) and thare gold 50 (for example). To Research it is needed not only brains (research pints) but the investments (gold) - so it could be two ways of research:
- every time 1 reserch pt cost to invest 1 gold (so if you have more brains - no way to spend it here)
- the free research (not with investments of gold) - became in the next turn gold it some "transmutational ways" - because it was used to solve some "social problems and interests" . For example crowdsourcing braiwash how to cure cow illnes, repair broken stable, make jugment whose baby is that troll, ets... so its just converts... besides it make a new field for fun - new perks that work like upgrading effects of that transmutations. Produce weath and produse research become strangely connected - if gold from crownsourced research is more than x1 - than all will (must as i think) produce research and make social benefits in gold/either just produce gold.
Little mention. Not heroes but spell books and levels in them. So it, as i see, for example, makes no sense to for example have 2 heroes with archmage in one type.
The idea is good and wonderfull.
For example in summoner mod (http://www.nexusmods.com/fallenenchantress/mods/1870)- is done as i understand something like that idea with summoning pool... you could look... but by may thuoght its very funny to implemet new champion path and to have maximum 2 heroes - sovereign and first that has no predesigned path yet (i am playing with ranget mod - its good... rangers is our all - but if i want mage-sovereign - there are only one ranger... and tons of unused bows...).
May be its better to "research" or to "produce" enchantments? It could be casted on city or else - it could be a special production that cost mana, research, gold labour, crystal, metal to forge when the special building exists in city (enchantment builds like troops without any new buildings - they just appear in upper pool).
And for example - with large wonderfull UI - when there shown 6 (max) enchantemnts in the sity - if there are more essense - i must disable some other to just see them... oh-oh... and than question - does AI disable enchantments when they aren't worthy? And if it would be produced thing it would make the length of expanding towns longer (they could make another building or unit at that turn)
Its intresting but i too little time look at enemy armies.. they just cheating every time-)))
May be its better to add some new heroes? Those from bonanza doesn't work properly as i try them (they happen and run around but the game really became 2-3x slower in some cases - some in the code slows game greatly)
or may be make only racial/only kingdom/fallen perks?
Yes, and all troops should need to eat regularly or they will loose -1 hp per turn. Very hungry loose -2 hp, desperately hungry loose -3 hp until they die! Only salted pork or other food may help them! Player will have to check all garrisoned units as well and feed them all manually by delivering food with heroes!
Ohhh! we forgot the everyday bath and barber too!!! ))
oups... the turn is... a year... poor beggars, 1 bath per year... but new stink attack!
Brutal Trog Scimitar value 80 two handed
24 att, "0" initiative, +2critchance, +1 contatt, +5 dodge and Rush through, requires lvl 14
And
Dancing Blade value 72
23 att, "+6" initiative, +5 accuracy, +10 dodge, +1 contattach and rush, one handed
something is unright... with traders and levels... may be because its too brutal-)
Unit Beast Hunters has perk - Hunter. Want-)))
Question - How to put some perks in the troop pool design menu?
And searched in all corespells - there are +%damage to fire, but none the same to lightning spells but there minimum 3 lightning effective attack spells... would be nice to find the way to make magic perk... wish just to know how...
for now i can give little upgrades by sorting the heroic pursuits and deleting or moving the perks so now they are working stable and could be integrated. and made some upgradable disbalance on resourses - orchard, apiary, pasture, wheat to+grains and some in core improvements of hubs in pop lomits and growth boost, so no 5 lvl cities would appear at 60th turn and wouldn't appear if there to real upgrades in that field. added +5 research to ancient temple... really for fun its 1 or to in the map, sop doesnt do any cash besides +% (but in the begining it counts great). plus impruved enchantment to real hain from it (sov call +2growth +5 material and +1 gold, natures call +2 grains, propaganda 2x per ess, meditation 1x per ess... think about eventually increase their cost... may be implement their turn wages to, but doesnt founded yet how. you are right - everithing must be payed, just find how to set the tax-)))
Upgrading of resourses is waluable because they settle 4x place, but give sometimes less effect than 1x building (market gives+4 gildar, gold dep +5... but the place and ets)
placing in the large maps - research speed 3.5 really helps to slow down speed on inventions
bug founded - shrine monument IruTalavar... or something (life shard +3 life) names when constructed "Monument" besides the "Life Altar" and has no icon in city info
Plus sometimes i see tomcat or mire skath in garrison and for the first time when monsters attack my capital - garrison win the battle and than stand out the city for 1 turn (i can choose them and command to move, but at the next turn they disappear)
Perk of the defender Invincible - has prereq - "guardian 1" but must have - "guardian 2"
sometimes it cannot be cast enchantments on the forest terrain (but its just founded city on forest terrain but forest hasn't been cuted... strange )
Quests "Ambushed protector"(place: Sorceror Refuge) and "Lost protector"(place: Ruffain lair) has "null" aim and doesn't work properly (when i come with champion to the place - no any activity happens, but yellow icon is on it
i bited Ogre down - he falls... from critical, is it normal?
Deorrysee village is bugged? they are easy pigs... and what it gives besides +1 city?
All Brutal weapons will have lower price. Dancing Blade is od Perfect class, so it should cost more. Thank you for mentioning this.
I didn't find any unit or monster that has <SelectedAbilityBonusOption>Hunter</SelectedAbilityBonusOption>. Can you explain more?
<AbilityBonusType>Unit_Design</AbilityBonusType>
Corrected.
Seems that this the bug is from vanilla version. There are lots of icons and it's strange that it doesn't work. Other buildings have no icons. I didn't edit this and don't know well about what icon is missing. All files from the code are in their places.
Where did you find these quests? Do you use other mods? I made no changes to quests, except of that with arctic wolf cloak.
Seems like another bug from some other buggy mod?
N/A
founded that perks that have like this
<AdditionalTrainingTurns>5</AdditionalTrainingTurns> <ProductionRequirement> <Type>Resource</Type> <Attribute>RefinedCrystal</Attribute> <Value>1.5</Value> </ProductionRequirement> <ProductionRequirement> <Type>Resource</Type> <Attribute>Metal</Attribute> <Value>.5</Value> ---- became 1 (metal doesn't delete) </ProductionRequirement> <ProductionRequirement> <Type>Resource</Type> <Attribute>Mana</Attribute> <Value>1</Value> </ProductionRequirement> <ProductionRequirement> <Type>Resource</Type> <Attribute>Gold</Attribute> <Value>7</Value> </ProductionRequirement> <ProductionRequirement> <Type>Resource</Type> <Attribute>Research</Attribute> <Value>1</Value> </ProductionRequirement>
<GameModifier> <ModType>Unit</ModType> <Attribute>ProduceResource</Attribute> <StrVal>Mana</StrVal> <Value>1</Value> <Provides>+1 Mana per Season</Provides> </GameModifier> <GameModifier> <ModType>Unit</ModType> <Attribute>ProduceResource</Attribute> <StrVal>Research</StrVal> <Value>-1</Value> <Provides>-1 Research per Season</Provides> </GameModifier>
May be even essensce to city could be appliyed by unit perks stationed in it by that way
I am looking at strange - <HasEssence>false</HasEssence> in the unit... maybe... but doesn't figure how - like as simple analog to the imprivment (as scrying pool)?
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