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:
Founded some bug
There for example Amarian blood and Level ups.
Amarian blood gives bonuses per level:
+0.1 initiative, attack, critical chance
+0.5 dodge, +1 accuracy, spell resist and spell mastery
So is shown in perk popup info. BUT
In combat stats it has differences:
Look at Initiative: there all ok - +0.1 from Amarian blood is shown correctly. So Dodge and crit too. Attack is bugged (no text as in unit design screen as i told in post earlier)
But spell resist, spell mastery, accuracy - there no Amarian blood perk addons.
Plus, Sovereign Trait Warlock that add +25% spell damage doesn't give it too in the unit details menu.
plus question - there are accuracy, spell mastery and spell damage. Is it right that i say - first it checked - accuracy - if the magic attack hits, than checks spell resist of the target. It make defence les in % of resistance (overal spell resist - to overal standard ranged attack and special fire/lightning ets - from special attacks) and spell damage just upgrade the damage that suffered in the end.
Is it right? If yes - that technology update the question about "ranged attacks" and "ranged normal" attacks - what of them copunt and how... i think there much chaos here in ranging... or may be just in my mind
Descriptions for stat icons are automatic. There are few descriptions for Attack values so they just summ and are described as one bonus.
I think that ranged staff attacks need accuracy and damage in resiseted by resistance.These staffs hit all right. BTW I added normal damage to them so to be sure that accuracy is needed to hit.
Spells need spell mastery.
Added.
Yes it works normally, I tested this, but yes description is not showing. Perhaps it's hardcoded.
I'll check this.
Guardianru, Thank you for bug hunting!
You know... it's just because i like your mod speciality and because of it. I mod the game for my self like you, and your mod is prefereble than CoS. You are closer to my feelinig how the game bust be... any new races and else doesn't change the AI intellect greatly, so it could be not the cheater, but the opponent. I wish that and from your mod its more closely figured (as i feel).
for now, i've ended the test and implemention of all that i want and wait for your upgrade. And while that ill try a look at demons and wizards mod... making speciality summoner and mage - is for my feeling right... but as for all, if there be well - ill test or mod the mod so it could work with yours.
check please Hunter Sov trait - it gives no food
well-inn-festival-theater line gives +% food
are that % added one to another or just upgrade?
If there only upgrade - than check the % growth. theater has 50%, festival and inn too, well has 25%. may be its better to resolve 10%-25%-40%-50% or somelike that?
well... tested for some Demons and Wizards mod. I put it on yours so because its 99% files is in mod dir and the left one - doesn't owerwrite, just add +1 file to English folder.
What to say... the Master of Magic summoning is here!
But... about compatibility.
Mod is undone (some popup info is absent like description to summoning resourse "string not found" and like that maybe from crossing, may be as is).
Firstly i deleted from him:
"CoreMounts.xml" -- because many mounts of sov predesign dissapeared. two lefted - bone horse and bonesplitter... or how its right named
"Tokensummon_overwrite" and "vsUnitType_Overwrite" - because they doesn't have any usefull things. Just for CoS may be usefull maybe.
Second. It was made a great upgrade of CoreUnits and CoreMonsterUnitTypes. Even doesn't want to look and can't... its really great addons and how there are everything done i doesn't understand... its to big work for me just to look and combine that files with yours mod. Because i doesn't even know what you implemented there rightfully (so its first because your and DandW mod is uncompatible for me now)
"CoreSpells.xml" - is just spell addons, doesn't see crossing here
"UnitStat_BG_abilityspecials" and "UnitStat_BG_ability" - There addons for CoS as i see... with God and other unit types... Doesn't See any matter if i delete CoS items and doesn't have CoS mod working fully
Summoner and Mage paths - Great. I really feel the Summoner and Mage from them. So new Champions for them too.
Animation... Spells... New Paths... eh... it is a great mod, but its a pity... combining of it and yours mod is to complicated to me only. As i see... its not to much places where must be checks and combinings, but i just doesn't know how to check it. The mod is awesome... wishwishwish...
Actually, these are the Unit Stat Background mod, which Heavenfall also produces (and which Children of Storm and Demons & Wizards among other mods are dependent on.) It's not solely there for CoS compatibility, as it changes the way certain unit attributes work so that they are more accessible for modding.
See this link:
https://forums.elementalgame.com/444737/page/1/
understand, thanks.
may be its vanila bug... workshop icon doesn't shown on strategic view map
Lightning longbow +3 lightning attack is moved from upper popup description to the bottom of the popup, so it shows 12 Attack (but counts normally as +15) likewise Flaming Longbow shows all as it must be
No, no. It gives. Check in right-bottom part of city report list. 4 grains give 100 food. And... yes there is no description, because this feature was not supposed to be in the game ... total food is 150. 100+50=150. Here are our lost 50 food.
Yes, this is the Great mod. I was thinking of optimising mage professions but didn't have time to approach this.
I don't have this problem.
Thank you. Seems that the order of bonuses is important in xml files. I corrected the file by moving code with fire Attack higher.
In coreabilities (GolemAbility)
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_CombatSpeed</StrVal> <Value>0.2</Value> <PerLevel>1</PerLevel> <Provides>+0.2 Initiative, and Chance to Critical hit per level</Provides> </GameModifier>
NO criticall addons... oups there higher but -
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Dodge</StrVal> <Value>0.75</Value> <PerLevel>1</PerLevel> <Provides>+0.75 Dodge and +1 Accuracy per level</Provides> </GameModifier>
No Accuracy addons - its real, and the same for jaggernaut
I've made some perks for Design_Units, as a "special trainig"
Ranger Training---> Unit takes two weeks hard training in archery and gain: +2 Ranged Attack and +0.2 rising per level, +1 to Accuracy per level, +10 Armor Piercing, -2 Initiative, -5 Dodge, -5 dodge against ranged attacks and has extra +0.5 wages per season.
Cost: +10 gold, +14 labor, made AI priority 4, so to less interest to its speciality (besides its just no problem for more than +100 production/turn AI town) Ranged attack is used like it is used in Ranger path mod (so it would be waste of perk for non archer/mage... well doesn't know does AI know about it right-)) )
Attacking trainig---> Unit takes two weeks hard training in rushing atacks and gain: +2 to Attack and +0.2 rising per level, +0.3 to Initiative per level, -2 to Defense, -10% city defence penalty, -5 Dodge and has extra +0.5 wages per season.
Cost: +15 gold, +14 labor, +3 metal, made AI priority 4
Defensive training---->Unit takes two weeks hard defensive training and gain: +2 to Defence and +0.2 rising per level, +2 to Hit Points, +1 per level and +10% stational defence bonus, -2 to Attack, -5 Accuracy and has extra +0.5 wages per season.
Cost: +10 gold, +14 labor, +5 metal, made AI priority 4
Magic Training----> Unit takes some hard training in magic, that gives: +3 Ranged Attack and +0.5 rising per level, +1 to Accuracy, Spell Mastery, Spell Damage and Spell Resistance per level, +10% Resistance to Fire, Cold and Lightning, -3 Initiative, -1 Hit Point per level, -1 Defence and -10 Dodge and has extra +1 wages per season.
Cost: +20 gold, +5 mana (works fine), 1 crystal, +14 labor, made AI priority 4
That 4 perks i settled in new Design tag: <Type>Special Training</Type> - And it works ok (sit after defensive tag)
And +1 perk to Army tag:
Wild Hunt Training Unit take a week training in the wilds, that gives: +25% Attack vs Beasts, +50 Resistance to Poison, and +1 to Initiative.</Description>
Cost: +10 gold, +7 labor, made AI priority 4
Looks pretty-)))
So Ai would use it if i make a a units for it? or it could use it himself?
may be its vanila bug... look at unit details -
Equipment line overcome the combat stats
Ice warg Cloack has strange blinking animation in fights
There are many types of Scrap Golems (form Scrap Pile 3rd type location) - some has 3[ in group, some - one, some has golem sword, some mase, some axes or there one i see - just has shield. strange. And health is different too
Accuracy upgades automatically. This is hardcoded. I included this in the text just to mention that it reses too. As you see description is different from coded bonuses. It was written just for note. To say the truth, figures for ai only units are just different. Tsss! Ai is cheating. More, Ai has his special cheating Blood. Don't tell this to anybody.
May be you could make a mod of Unit Design traits? I have low fantasy at thinking of new icons.
No, I think, AI, as I think just uses predesigned units. Also, giving +10 gold to cost will mean that in a stack of 6 soldiers this unit will cost 60 gold more. If there are 3 more such abilities, then cost is 180+60=240. If Armor or Weapons or Items cost so much then 240 turns to 500-700 or higher. This unit will be very expensive.
I'll keep an eye on this, but perhaps nothing could be done. First issue results from original interface, the second I don't know. I didn't change any appearence. May be this isa result of another mod...
Yes there are different types of golems. Perhaps we need to check Wizards and Demons mod in CoreMonsterUnitTypes.
Is it Right That unit Dodge from magic Attacks?
For all... Mage path suffers greatly against Rain of Arrows in damage without spell - just from staffs. Everybody just dodge or take little damage from staffs.
Ranger Path is really overhelming so it must be fixed and dowshifted i think... (i'll try to make it more real)
PS - Mage Magic Missle from Demons and Wizards and mass magic missle are bery intresting than, but as it looks... even with it - monters become pigs... demons, elementals, shrills, ogres...archers wipe all-)
May be its good to upgrade monsters too... not only by HP, but with some other abilities like resistance, "natural" defence or dodge. My Champs with 10-15 lvls overhelm all in 6 unit stack like Epic force with 460 hp... and i see near only one challenge (from about 50 monster units, that has 1200 hp, but its just hp... because this is just golems...).
May be some ideas, or may be i just run too forward in my expectations...
Question - The Fist Aid spell ability which all units has is from your mod (sorry to bother but either i must reinstall the game and all mods to find anwer)?
Intresting. And how it works?
May be it must be upgraded to cheat well?)))
Quoting webusver, reply 194May be you could make a mod of Unit Design traits? I have low fantasy at thinking of new icons.
I can Send you it, just to implement in yours. Does't Want to make any other. Its better an addon to your to be a good look like. And i am not a designer - i took the Icons which are from other mods (mostly from heroic pursuits and lady umbers legasy, +1 vanilla)
Yup, if there 3 more such abilities you waste all - because they annihilate pluses of each other (attacker +2 attac -2 to defence, and defender +2 def -2 att and so on). The perks are real special to cost so, as i think (they give mush of thing to-do... but then unit with them owerhelm AIs units even with their cheeting blood
I saw somewhere that there are AI limits for cheap, standart and elite units (that limits define the AI coosing what and how to buy... so he choose just from predefined, yes? not from auto combining? bad... new perks would be only for players without it)
No... i see that golems without using Wizards and Demons mod... may be its just hardcoded as is
As i see there no ideas of magic path in vanilla game. Because even in Unit Design there no perks for mages and no Spell Mastery in stats table.
Possible everybody think that its non useful and mages is to costly?
But take a look in Wizards and Demons, give them a perk mass magic missle as answer to rain of arrows and they would coun as real force.
May be Rain of Arrows make 1/2 effective in accuracy and damage as normal attack (i think it must be so... but where to make it right if it is not a perk, but a weapon ability?)... stop it uses as ability, weapon just unlocks it... but how to make it less effective without harming all other attacks?
bug
Unit Darkling Shaman
Has Enchantment - Summon Darkling (3 lvl Darkling warrior)
in unit (shaman) info screen - tht enchantment icon in white (blank) and the unit doesn't summoned (battle freezes when it is summoned by monster shaman)
And there no description in combat stats of Unit details that describe Defence from "phisical resistance" (i saw it in Ladyis Umber cuirass that gives +30%)
Yes this bug was made in v.1.5. patch in vanilla. The same problem is with wilding hermit. My v. 1.3 will solve the problem.
Mages may be too powerful, that's why units are just common soldiers.
Other weapons can also deal damage to several enemies simultaneously. Also there is additional penalty to ranged weapons. Plus in v.1.3. there would be almost less traits that give bonuses per level.
I plan to stop the work. Not much is left with the mod itself, then I would like to make my favourite mods to be playable with Patchwork. That's all the plans.
There are just different bloods for heroes, for units and for ai units, each of them gives slightly different bonuses.
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