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:
About golems - you are right, its another bug from vanilla
Two handed weapon and a shield results in no weapon. Patchwork v. 1.3. will have this fixed.
XtraSavageAI_ImprovementPriorities and Gamephase not fully compatible, as i tested them with Patchwork. - they add some new building that shown as blank - without name, info, icon in building screen.
Agree.
The main is compatibility and balance. Any other things ai in second... because there many intrested ideas around
Temple of Essence improvement - in desc told that it produce mana based on citys essence but gives only +4 mana
i think its better to make it useful with as much essence as city has
<GameModifier> <ModType>Resource</ModType> <Attribute>Mana</Attribute> <Duration>-1</Duration> <HasUpgradableValue>1</HasUpgradableValue> <PerTurn>1</PerTurn><Calculate InternalName="Calc" ValueOwner="TargetCity"> <Expression><![CDATA[[TileYieldEssence]]]></Expression> </Calculate> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc]]]></Expression> </Calculate> </GameModifier>
N/A
Strange diplomacy activity
Altar proposed me to give me tribute. i agreed with their wants to give me money... and now we have -1 relations because this is i who forsed them... its superb logic!-)))
Using XtraDiplomacy
Primal? -))) You implement indirect logic? Its funny-))))
Primal. Yes.
Stages.
1. I implemented that 3 files to all of yours that i use.
New building shown - blank.
2. I implement at that time Demons and Wizards mod - i thought of it. But when i deleted D&W - blank building stayed (every time i began new game on rnd tini map with basic altar sovereign)
3. I Deleted all from mods folder. Building dissapeared.
4. I copy mods back one for another... so came to the situation.
May be its because you name some building that is absent in Patchwork mod, so it appear as new but blank because of no description availiable to it
One question.
When fame milestones - it is 2 different heroes appear for choose.
If AI has more fame to the time when i make my jump - could it be that all heroes were taken out? As i see they are all unique.
Bug may be...
Hero - Pellion the Bright has blood "Spirit" and has no race upgades as other has by Pathwork mod.
Primal, thanks for help! I'll try them out and than say
Short Ice Spear 11 att+2cold, 33%ignore def, +1init,+2critchance
cost 9 labour, 1 crystal
Winged spear, 13 att, 33% ignore def, +1 init, +2 crit chance
cost 8 labour, 0 crystal
But Winged is next to upgrade from ice spear. Its just costs less, but doesn't has any other pluses from the first one
Does it right that temple of Forgetting gives -100% to research?
When one unit of monsters come close to the sity - one of my defending units became shown as a horde - not 4 soldiers in the group but 26.
And when i selected it - i attacked the monsters - and with my unit there are all other defending units + 3 city knights and 1 city archer from town defence - so the group was 9 units (the auto city defenders are more white but was selectable and moveable and there are 3 copy ot that army one on another). besides of all - two other my own units stay in the city but they have their copies it that squads too.
AI units even if they has 3 movement points move one tile. Unvestigated on peoneers, other units and heroes of allien ai
There are two settings: weak offer tributes but they are not pleased with this action. At heart they hate you taking tribute, but they are weak, so they pay it... waiting you die from something. I think there is good logic.
This is already solved in the upcoming v.1.3. It will be ready in a day or two.
Enchanted weapons are almost equal to 3d generation of common weapons. If they were weaker, then it were no use in them, because common weapons are more available.
Perhaps. I forgot.
Never saw this, can you send me the save game? (to webusver@mail.ru)
In my recent test I saw AI moving for all their movepoints. Monsters almost always move for 1 tile but I also saw wolves moving for 2 tiles. BTW if you noticed, moving through desert in harder (0.5x movement). Remembering Heroes of Might and Magic I think moving through sands may be more difficult than to move through plains.
bombs away
And by plains?
I've checked the save file and didn't notice anything unusual. May be I'm doing something "wrong" or perhaps I have no mods that give this issue. Could you send me the screenshot so that I could be sure?
And by plains? By plains everybody moves as usual.
Hi again!
I've now finished 3 or 4 games using your Patchwork mod. Game has been very stable, ctds are extremely rare. I've only played medium or large maps and most opponents in a game I've had was 11. That game lasted for almost 22 hours, and was less than 200 turns, mainly because I'm a completionist and I MUST search every damn corner of the map or I won't let myself get any rest. Come to think of it, I have never played a LH game which lasted more than 200 turns... Anyway, hardest difficulty so far, that I've completed, was hard/hard and it seems relatively easy. Instead of reporting bugs, I'm just gonna go ahead and post some observations of those games. Hope it helps.
- So far, after you removed the excessive cheating resource bonus of the AI, I have never felt really threatened by the AI factions. Maybe it's the tactics I use, but after my herostack of doom reaches about level 10, I can mow down everything on my path. Even conquering cities is relatively easy. Things are much better than in vanilla LH, but still, every opposing factions feels just a hindrance, not a serious enemy.
- AI sometimes conquers cities back, like the ones I have not stationed units in. That said, I've never seen an AI attack my city and lose. Seems like it takes no chances and only attacks weak defended cities with overpowering force... And then I move my real armystack in and decimate the perpetrator.
- AI sovereigns I encounter are always either commanders or guardians. Only once, in one game since your last update, I have seen Relias pick the assassin profession. No mages or warriors so far. And I've slain about 40 sovereigns. This is rather boring, as for example, Procipinee or Ceresa are outright bad as anything other than a mage.
- AI still (this "feature" is in vanilla too) spends shitload of money on leather greaves and carries multiples of those. Also, while they usually carry a lot of equipment, they still seem to prefer bows as weapons. Guardian with a balanced short bow is pretty sad in my opinion.
- AI prefers archer units to the extreme.
- I wish there were more heroes to choose from, when amassing fame. Choices feel so limited at times. Also, the premium heroes with their dragon mounts are, to me, way overpowered and geared to max leaving no room for improvement. That said, many level 9 heroes also carry superb gear compared to anything I have on my already existent heroes. I guess this is a matter of taste really, but I still feel I never have to buy any gear for my heroes from shops to be successful.
- When creating a custom sovereign, there is no reason to pick anything but Bonesplitter as your mount, if you are speccing for a mount. It costs the same as everything else, and is easily the best one.
- I once saw Markin kill Delin, Pyre of Man. Good for Him! Right after that I defeated and enslaved the victorious sovereign.
- The Dead are always the underdogs, which seems to be yet another feature from the original game.
- AI can kill dragons rather early in the game, if it wants. I wouldn't dare to try before packing some punch, as I know the firebreathing is an unmatched weapon until later stages. On the other hand, I have sometimes tried and auto resolve occasionally ends in my favor against dragon. This must be the case in vanilla LH too.
- It must be very hard to create a balanced AI for this game. In my games, I rarely see AI factions fighting each other unless I bribe them to. They still DO declare war on each others, occasionally, but combat engagements are scarce. One exception is, that the Dead always get mowed down. I have to point out, that when your mod was giving AI the enormous advantages they did fight each other a lot, and even I was scared to attack an enemy city as I was expecting to lose unless packing some serious heroes or units, which I didn't have as I was so much behind in the tech race. Good times, and the only times where I have been on the verge of defeat.
- I haven't seen a Hoarder Spider lair for ages... Come to think of it, not since I downloaded the official DLC a few weeks back. Hell Knight lairs, on the other hand, are abundant though. there must be rarities in the mob selection more than I can think of, as the lairs seem very monotonous nowadays.
- Hardest fight is still the quest for the Ashwake Dragon, because dragon breath is an instant kill on anything not fireprotected... Thrice. And it's still an easy fight when you finally get there. I have attacked a city where there must have been about 18 defending units, and I still killed them all in 2 or 3 turns.
Next game I'm gonna play on expert/expert and after that gonna finally try ridiculous settings. Maybe there will be some resistance then and hopefully I get my ass handed to me for the very first time.
Overall, even with some balancing issues, your modifications beat the vanilla game hands down... So cheers to you!
please tell me about your computer parameters.
Ive playing for many hours and hasn't your speed of turn possibly. something i doesn't understand why it is so slowly at 86 turn.
maybe because i play with AI XtraSavage#3 and max of everithing in large map - monster, quest, resources, Rediculus MOnster settings and Primals upgrade to creatures exp gain and levels ets... and 11 opponents.
Mine: win7 professional
8 gb Ram
AMD phenom II X4 945
64x
AMD Radeon HD 7800 (2gb)
Sata disk with swap more than 8 gb
Doesn't understand why it make turn so long
Its not your bug, but the mod WonderBase, but as a looking... I can build ones more central library after builded from it Holsten libraty (central library just dissapiared)
And another bug from mod RiverBridge - i see in town info two same descriptions of stone bridge.
School gives +2 research
College gives +2 research and + 20% research bonus.
Its better to either +3 research (so it could be seen the upgrading value) or without just research addon
Unit info of Giant Skeleton shows just its legs-))) its to giant-))
Is it normall to settle in the sphere of Outpost (where all settalable places dissapeared)?
AI done that!
Enchantment Natures bounty gives +1 Grains (i've moded to 2 but iven that is...)
Because Ench Gentle Rain gives +50% to food from grain
all cast the same 25 mana... I think it is not right... for now i've has 69 food per grain in capital-)
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