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:
No! Look for costs and what they give. Two handed sword - mean you doesn't have shield - so ++ to def, and with less attack and even without initiative bonus he cost more than onehanded!
Hey... idea ++ there could be items upgrade when you buy items not only for gold but for... metal, mana, research (research and mana for scrolls?scroll production and research letters)
Sovereign Lady Irina has and unit Beast Huters (from scroll) has it. May be not your mod... well ill figure:
<AbilityBonusOption InternalName="Hunter"> <DisplayName>Hunter</DisplayName> <Description>Start with a Dog, +50% Attack vs Beasts.</Description> <Icon>Ability_Hunter_Icon.png</Icon> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Attack_Pierce</StrVal> <StrVal2>Beast</StrVal2> <Multiplier>1.5</Multiplier> <Provides>+50% Attack vs Beasts</Provides> <vsUnitType>1</vsUnitType> </GameModifier><GameModifier> <ModType>Map</ModType> <Attribute>SummonUnit</Attribute> <StrVal>Dog</StrVal> <Value>5</Value> <Provides>+1 starting Dog</Provides> <UnitClass>AnnieDog</UnitClass> </GameModifier>
May be its because of XtraEvents - There all quests are made 100% happen. So bugged to. I doesn't use any quests (besides a Rangerpath quest in with its mod, so i deletet Xtra and would look) I doesn't saw that quests in core too.
Just kill that wildland from my predefined map and doesn't think about it more... i doesn't use mods for it, but its possibly vanillabugged...
N/A
Thanks primal!
About one question to you - Xtraassesories are only for units or only for champions or for them both? As i see - for both and if that i coud kill tinker and othep perks that give +to them and free a levelup perk from champions. Bad thing is that predefined units and AI doesn't upgrade to that or they do? I just has to little time to look at.
And there two of your mods do the same - XtraMonsterLevels and XtraCreaturesLevels. As i see they could be merged in one because doesn't the same.
And could you make All your Events with loading screens like <FullscreenMovie>Movies\Minicut_Event_TheRevelry.bik</FullscreenMovie>
But not like a simple notification screen? (ple-e-ase!) The XtraMinExpFromCombat has no movies! ahh!
And in your Elementaldefs - what means non ZOC penalty? what it do? and monster moves limit set to 6 (why and is it from that moment or only for monsters that has more than 6 movement points? or all monsters begin to run as supersonics and rush towns and ets... poor IA pioneers... they die fast even without it), Accessory to 9 - is it a "super" limit or it could be breached with perks to more than that?
webusver
Do you have any modifications that could be overriden by XtraSavageAI_improvement_priorities and XtraSavageAI_GamePhase?
Wages are calculated based on labour cost. UnitStats file offers possibility to multiply the result. In v.1.3. wages will have 2 multiplier and it feels better now. But I need some more time to finish the update, then I will upload it.
The only thing I don't know how to implement is to reduce units's speed on roads. If I give player 1 level of roads then speed is 4x. If I give 0 level of roads there are just now roads. Thereare 2 and 3 levels of roads, but I didn't test them believing that they give mad speeds.
Yes, I improved perk Hunter. It was so useless so I added a starting dog and +50 food in each town. Do you think it's overpowered now? I was thinking about giving additional accuracy to this perk because hunters are archers and should be able to shoot accurately. But this seems to soil balance. At the same time it's a shame that hunters Tarths with their bows are not acurate. Instead of that melee mancers are much more accurate. Also Tarths have Double strike which doesn't fit into their hunter-arches role.
No need of personalised! I say about non "gaming" feeling, when happend on third turn event of elemetaldef changes: no movie, just list of changed features without description (so the game feels like incompleted betas).
Hmm..I must have done something accidentally the last time I updated. I can't see any research all of the sudden--the screen is just black. This is after starting a new game. I wonder which file I am missing. Where is the techs file located?
Edit - Ok, I figured out the problem and hopefully Webusver ("Web") can tell me why this is happening. Earlier Web said that we did not need the "Techtree_Amarian" file in the "Only-SP" folder. We only needed his updated "Techs_Amarian" file in that folder. So, I deleted the "Techtree_Amarian" file, but when I did that the research tree went black. Web, do we need both files in there? If not, is your "Techs_Amarian" file being accessed correctly in your modded game?
NO. No overpower. Its just sovereign trait. But i was affected when sov trait has been shown in the unit - beast hunter that appear from shop scroll (no food they give). ANd that unit with trait doest give food bonus (or its doesn't shown in town details)
As i think, its could be implementet in Unit_Design, as a perk for archers. May be with less%on beasts damage and without dog and food. Thats about. Its a pity, that there are no "Archer" champion line in vanilla (besides of that all magic staffs use archer mechanics).
So there no perks for mage units... or overal weapon-specific perks-upgrades, so the champions with for example some upgrades with tam become ubers... like Thuatas with rush from sword ability kills all in first-second turn. But strange - AI use impale, rush and special abilities very rare.
Guarduanru, every installed mod overrides my settings, so you need to consider if you need this. If you think that my settings are bad, then overwrite them with a mod. I can't say which settings are better, I make this mod for myself mainly and share the result. As for me, I use only Snaking mod and River bridge mod and I can recomend everybody to use these great mods along with Patchwork mod. For all other mods that don't change units and abilities you can try them on your risk. Mods that change heroes, units and trats have high risk to be not compatible with Patchwork mod. Or may disbalance the mod.
I can give +3 Champions (2 with ranger paths 1lvl) file and some some reworked Ranger mod upgrade files, so to implement it in. Its work perfect buts some traits like rain of arrows are obsolete, besides of that it could be named differently and be a double time ability special to raners to throw Rain of arrouws in first and second turns-)
Besides of all - overpowering is a real great when you challenge the monsters with champions of about 20lvl. 3-5 turn and oops.
May be i am not right about overpower. But i think it is good idea to make a addon to units in their perks as the perks themselves so their number. It could be predefined as a +1 perk more than base for more cost or we must use racial trait that give +perk mechanic?
Is there a unit " Beast Hunter"? I didn't find it on my computer. I searched through monsters and units lists but found nobody with "Hunter" trait. Could it be from some other mod?
Web, I see you're posting at the moment--any response to my last post above? Thanks.
Currently available version of the mod gives units +1 perkslot and all units are reworked in this case. There is also racial trait Guile that allows even more +1perkslot. Ai doesn't use it because it would need 2 sets of units and would slow performance. Too much options may be not very good. Too Guile, I would say.
i Use:
Black Market Bazaar (as i see its just ++ items and work fine)
CoS NoVanillaSov (it just kills that sovs not nations. in other way new sovs with known nations like Pariden - differ the color and and name of the nation to some unreadable liamabulatha and like that. All perks of the nation still the same. When i delete sovs - new Sovs work with same nations perfectly with names and colors.)
Expanded shop mod (he adds beast hunters contracts to the shop) - it just add connections of new shop items to buildings, by the way its could be killed as doesn't effectively connect to your mod (its true) - so i think i'll delete it
Heroic pursuits (greatly cutted only one file left - BGTraits, that is cutted inside greatly too and works 100% with your masterpiece - there just some perks addons to champions) - now works fine
LadyUnbmersLegasy (just for fun) - work ok
Path of Tha Ranger (some reworkerd) - work ok
Riverbridge - work ok
Swamptiles - work ok
WonderBase - work ok
Monument_XP_bonus_v1 - work ok
LoadingTips - work ok
MaulChange - work ok
and Two reworked files (now compatible, but there left to little ppart from its mod and that files) from Add faction traits (Addfactionspells and Addfactiontraits) - work ok
And from XtraDeconstruct: Accessories, Creaturelevels, Diplomacy, Minexpfromcombat, Monstermovement, Roadsspell, Roadsstamp, Price_coreletters, SavageAI_difficulty and SavageAI_Gamephase (I will delete Gamephase if you made your own implementions here)
Plus personal changes in parameters of some your core files for the population experimets and my own sovereign with own sov trait.
And could you tell me - i see in all files that they are done with Elemental Editor... but where it could be finded? I use wordpad and XML viewer only.
Fezziwig, that file is needed in only-sp folder. You can take either mine, or default file. They are the same.
Guile is superb-) NOthing needed more of it. So its just for player, not fo AI... understand
Web, something is NOT working right then. If I delete the other file yours DOES NOT work.
Fezziwig, try to restore original English folder from backup, then apply the mod files. If nothing helps new install from steam is always a good option.
Guardianru, that text about Elemental Editor is present just because it was copied and pasted with the other code. I use Notepad++ and with additional modules it's good to find and replace lines of code in many files.
Wait, to clarify--both files need to be in the SP-Only folder? Then I think I am good.
Yes both files are needed there.
In Coreabilities
<AbilityBonus InternalName="DeflectMissilesAbility"> <AbilityBonusType>Unit_Level</AbilityBonusType> <AbilityBonusOption InternalName="DeflectMissiles"> <DisplayName>Deflect Missiles</DisplayName> <Description>+20 Dodge vs missile attacks</Description> <Icon>Ability_DeflectMissiles_Icon.png</Icon> <PerkTreePosX>1</PerkTreePosX> <PerkTreePosY>0</PerkTreePosY> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_DodgeAgainstRanged</StrVal> <Value>20</Value> </GameModifier>
The Gamemodifier lacks <provides> description
Mod Path of the Ranger made an intresting addon - "Ranged Attack" (It is visible in Unit Details Attributes). It would be good to implemet for Archers and Mages, because its very funny to have Ranged Dodge, But no Special "Ranged Attack" (besides of all it has it, like all staffs... but they give not "ranged" but standard attack and different addons like poison, fire ets...)
For example Balanced Short Bow has UnitStat_Attack_Pierce, but not Ranged that just unlocked as ability to do normall attack but done at range.
NOble Trait of Sovereign give +1 growth.
And it counts ok (in city display). But it doesn't shown in personal growth popup (so in popup there for example 5: 2 from village, 3 from large surplus, and in overview there are 6).
possoble vanila bug - in the unit design screen Attack popup doesnt show per level bonus description like "(+0.3 per level)" and shows just "+0.3"
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