XtraDeconstruct: Legacy of Magic
by Primal Savage et al.
1. XtraDeconstruct: Legacy of Magic 1.1 Latest News (Changelog)
(18 January 2022) XtraDeconstruct - Legacy of Magic 3.0
1.2 Compatibility Snippet (Extended List)
Compatible w/ LH 3.0, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...
NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 3.0 and DLC05 (Leader Pack DLC).
1.3 Features (Extended Description)
Expands LH in a myriad of ways.
1.4 How-to Install (User Guide)
See A_UserGuide.txt
1.5 Endorse XtraDeconstruct (History)
Go to your Nexus Download History to endorse Mods (Thumbs up).
1.6 Download (NexusMods)
Download XtraDeconstruct: Legacy of Magic @ NexusMods (Free).
1.7 More...
CutscenePack fix [Info]
2. Credits & Feedback
(Hellions) ::: (davrovana) ::: (Heavenfall) ::: (Dhuran) ::: (attackdrone) ::: (Vithar133) ::: (Stardock)
Many users gave valuable feedback, this is so they realize that their contribution is appreciated.
3. Bug Reports3.1 General
When you report a bug, please include a saved game and, if possible, a screenshot.
I (often) need to reproduce a bug in order to fix it. Thanks!
3.2 Helpful Sites
You can upload your images to postimage.
You can upload your saved games to Dropbox or similar.
You can upload (copy+paste) your debug.err file to pastebin. This is very rarely needed.
4. Common (Installation) Issues4.1 General
Most common installation issues are covered in the User Guide.
See, specifically:
A1. (XtraDeconstruct) - Full Download Installation Instructions
and
T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ
4.2 Specifically
I have reproduced the Installation procedure and some FAQ in this thread, to facilitate the process.
See reply #2, reply #3, reply #5, and reply #2208.
N/A
Hi Primal,
There is problem with Necromancy revamped mod. The skeletons and zombies are still Initiative 12/14 instead of +18 as all other units. I didn't check the other templates/units. Will there be quick fix?
By the way, thanks for your enormous job!
Ok, now another problem and I think thats unfixable... If After few turns I get "OUT OF MEMORY" message and then game crash.
The only mod I use is XtD.
Does it mean I got too little ram to use your mod?
BTW I got 32bit version of Windows 7 and 4gb ram.
Do you think it would help if I reinstall system to 64bit so LH can use more ram?
Assuming your city is position (0,0), the shard/stamp will pop up at (2,2). If your Sovereign was on that tile, you would have killed yourself and lost by conquest. Let me know if it happens again or let me know if you are sure this wasn't it...
That was the problem. Last time I stand at position 2,2 casting that
I'll try a few games w/ Gigantic, see what's up. Thanks.EDIT: Forgot to add, the additional Wild Grains are normal (Assuming this wasn't an outrageous amount of new Wild Grains). I've seen them pop up more than once. As far as I know, LH adds a number of resources in-between season 1 and season 2. Haven't tried to figure out which ones, but Wild Grains is definitely on that list. It's especially apparent when you remove the fog of war (Cheat) and lock your view on an AI starting position.EDIT2: River disappearing can happen on Season 6 when the Chaos/Order (and other Shards) Event is happening. If a shard spawns on a river, it can destroy it (Not always). While not frequent, this does happen from time to time. On Season 4, the Channeler's Internal Clock Event happens, but that shouldn't affect Rivers. As I said, will try a few times to replicate the issue if I can.EDIT3: O.k., wasn't able to replicate the River disappearing (Tried 10-15 times) issue on Gigantic #Snaky maps. If you have a saved game where the River disappears, I could certainly use it to do some tests... Otherwise, was probably an act of God(s); I'll sacrifice a lamb to appease them.
Also never happend again for me. Must have been a serve drought! Am still getting the grain fields. I must have never noticed that before. Like it though.
I guess I spoke to soon. Just started a new game, since cities 6 & 7 have been updated.
It happens to me between turns 2 & 3. Turn 2 I have the river, turn 3 it's gone. Below are screen shots and my save.
TURN 2:
Turn 3:
Save:
https://www.dropbox.com/s/s6f0njya353rpit/1.EleSav?dl=0
I loaded my turn 1 save. And it does not appear to happen every time, but most times.
Here is the Debug log, for later in the game. The river dissipeard again between tuens 7 & 8:
https://www.dropbox.com/s/yy3bd75lw3mz3m6/debug.err?dl=0
Save for turn 7: https://www.dropbox.com/s/t5vvsowdswkdxhr/3.EleSav?dl=0
The river disperses at turn 8.
Windows 7 32-bit can't use as much of the 4GB RAM as Windows 7 64-bit. LH is still a 32-bit program, but has the Large Address Aware feature, which allows it to be able to use more memory, although not as much as a true 64-bit program. I have Windows 7 64-bit and 4 GB RAM and apart from the very largest maps (like in Xtra Deconstruct) with more than 1 or 2 players, or long games, I don't get out of memory errors or crashes.
Thanks P/S, I'm glad that I now know what causes this problem. There's probably no way you could add code to do a river check?
Moving on, I do have some additional questions for you.
Could you please explain your reason for doing the initiative boost? Just wondering why, since everyone gets it.
I've never really played with the dead. But this weekend I noticed that male and female units are slightly different. Female get "Spirit" trait. Is that normal and are they the only race with a difference between Male and Female?
Also, if I create a custom Dead faction, I don't get the "Train Vampires" trait, I think you get Spirit. Just confirming that I can just manually add that to the faction and it should work, correct?
Thanks.
Was wondering that myself. My guess is that by adding it to everyone it decreases the percentage difference between higher and lower initiative units. In effect, balancing out the over-powered nature of initiative in the base game. Am I close Primal?
Hi!
I recently decided to give this game another chance, and honestly, the dust having finally settled, I've found that in its final form it's quite a decent game. The one MASSIVE flaw that remains, imho, is the scarcity of spells.
Now I've heard about this mod and it seems very nice indeed, but I'm having difficulty in finding out specifics. What kind of spells does it add? Would you say that magic gets finally a more significant role with this mod?
As an aesthetic comment, I will say that I personally like it better when a mod tries to achieve a seamless integration with the original content. I've seen you went the opposite way (with a very strict method, too, I can certainly appreciate the discipline it takes!), which is a pity as I would rate it as a "missed opportunity". Anyway, this is just nitpicking of course!
Thanks for the massive work and for any information you'll feel like providing
well ok I just went ahead and installed it
I guess I'll find out with a bit of patience.
Question: I already had the Monument XP mod (truly a needed addiction). Is it redundant with XtraDeconstruct?
Oh, that's cool, I'll try them together and see if it's too much. I was really annoyed by the uselessness of secondary heroes and the administrative path! Quoting Primal_Savage, reply 670As to your previous post, know that there is 353 Spells in LH, so that's hardly equivalent to scarcity. χD adds around 300 spells. However, just as is the case for LH, it's likely that no more than a 1/3 of χD Spells will ever make it to your Spellbook. The rest are used to activate all sort of mechanisms within LH, be it special attacks, tactical autocast, consumable items, AI bonuses, and so on.
Well I'm not a real fan of the vanilla spell system, to say the whole story. The useful/usable spells are indeed too few, each spellcaster will only have access to a handful, and those are even scattered through the game with little logic or order (like the spells that are of a strong elemental nature but are accessed through the Mage path instead of the specific elemental lines).
Even a few more spells will help, I'm sure, and of course I'll be happy not to have the "mod enabling" spells show up in my spellbook, if that's what you mean
Hi again! Sorry for pestering you Just a little "first impression" feedback.Well the mod is massive indeed, gonna take a while to absorb it all.Anyway I thoroughly endorse the effort to expand, rationalize and standardize content and info. Well done! There are a few of things I'm not in love with, and, well, allow me to get them out of the way:- Fourth_wall_breaking mod info and abilities. I realize they're there mostly for technical reasons, though, and of course I can live with them.- Utility "spells" to buy stuff and so on. They make resource gathering more trivial and they feel out of place in the spellbook, imho. - Techs to "unlock" heroes. Actually, I strongly argued against this feature in previous iterations of the game, too. I still feel heroes should only show up / accept to join you when they feel your power and prestige is adequate to their "level". Tying this to specific techs makes little sense to me, honestly.Anyway, everything else looks wonderful! UI improvements, spells, traits, abilities.Especially the new magic "circles" (chaos and order I mean) and the revision of the original ones. Life, for instance, really needed those new spells. The conditional effect on weapons, then, is another great addiction (I mean staffs granting a bonuses to wizards and things like that). Another essential feature.Of course I need to play (time allowing) and find out more.
I have just one little question though. I've read your explanation about the Initiative revision, and I agree it entirely makes sense (even though I fear the value of 18 will "flatten" too much - but of course it depends on the overall re-balance which I cannot grasp ATM). Now, in light of this change, I'm a bit surprised to see the addition of Channeler's Legacy.I mean doesn't it render location hunting (and the relevant choices) less meaningful? You can build it immediately basically at no cost, so I take it the actual intent was to set Essence to a minimum of 3 for all practical purposes.What is the rationale behind this feature?Thank you for any answer and thanks again for the great work.
Wow, thanks for the tips! I didn't realize it was that customizable
I think I'll start by removing the utility spells only. I'm wary of disrupting the tech-tree and intended game balance too much...
If you're referring to how abilities show up in general, I intend to rework those a bit like I did for equipment descriptions. May or may not happen in the next version.
Yep, that's what I meant
Chaos and Order spells will only become available once I create the Chaos and Order Factions though. There's hope, I just added the Faith Fire Faction, next should be Order.
Well it means I'll have to follow the development then
I will usually try to fix the AIPriority whenever I can, but if that's not possible I will simply make it so that the AI isn't at a disadvantage, such as is the case with the +Initiative as well as the Channeler's Legacy. In any case, you can delete:
I will usually try to fix the AIPriority whenever I can, but if that's not possible I will simply make it so that the AI isn't at a disadvantage, such as is the case with the +Initiative as well as the Channeler's Legacy.
In any case, you can delete:
Oh thanks that's fine. I suspected something was going on under the hood. I think I'll let it in and let the AI use it for fairness.
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