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.
A few ideas I had:
N/A
Spell #4: Life worshippers can recruit animal henchmen
BTW regarding Fame, I was thinking of the idea of having certain choices in random events inflicting fame penalties; for example burning the victims in the Plague event. What do you think?
I found this invisible unit in my last game:
Just thinking some more on this, it would mean that only the Dead could use Vamps. I'm wondering if you could make it that the dead get vamps by default, but Undead Faction Strength also give vamps. That way you don't have to play as undead to get Vamps, but could spend the two points in Undead and unlock it as another race... Just thinking out loud. A Wraith Vamp sounds fun.
As for future (or current) spells. I really like level based spells. i.e. "5 damage + 1/5x damage" or heal. Or if it's tied to Shards. + per shard. I know you use this a lot, just want to say I really like that. It fun to have an ability grow with you.
I really like the corrupt spell that turns a shard to a death shard. I'd like to see spells to turn them into the other types of shards. That way, if you focus on one magic path, you could turn them into that to help you.
Channeler's Legacy: I know you said this is mainly to help the AI, but it does take away from the game that you don't worry at all about essence to found cities. You only look at food/prod. I was wondering if it would be possible to make an AI only version of this building and a player version. Give the layer version a prerequisite or higher construction cost.
Destiny's Quest: It seems very similar to the Wanderlust ability. Unlocking quests. I'm wondering if the "Buy Quest Map" from the Wanderlust ability should be moved slightly earlier in the tech tree, since you have to choose that as a trait.
As a Mage, I unlocked this flying ability, but I don't see anything show up in my spell book: (I think it's called something else before choosing it, but after you have it it only says flying.)
Basically, you need to turn ON "Particle Effects" to see them correctly. However, if you do like I do, which is turning it OFF for performance purposes, then this sort of stuff happens.
One forgets how pretty the game is after not playing with "Particle Effects" for a while.
Hope your PC is doing better,
Looking forward to the next release.
In the install instructions it says:
2. Installation (Deactivation) CoreGoodieHuts.xml, DLC04_GoodieHuts.xml, CoreUnitGroupingTypes.xml, and WorldNameRuleset.xml are not superseded by mod files (either partially or completely). In order to deactivate them you need to: Locate the Core folder: C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\ Locate file: CoreGoodieHuts.xml CoreUnitGroupingTypes.xml DLC04_GoodieHuts.xml WorldNameRuleset.xml Rename to: CoreGoodieHuts.NO CoreUnitGroupingTypes.NO DLC04_GoodieHuts.NO WorldNameRuleset.NO
Does this mean you have to rename these files for the mod to work properly?
Hi! I've played a longer game and I have more meaningful feedback.
Mostly it comes down to:
So the mod really expands the game, adds tons of choices (very welcome) and extends the late game with more dangerous monsters, deeper tech trees and everything.
Unfortunately the game becomes unplayable quickly enough for me. Yes, I have disabled almost everything from the options already. I used to play with the second-last map size (7-8 says the savegame) and be able to finish the game (with some bearable slow-downs). Now, even disabling most of the cosmetic options and even autosave, it's become unthinkable to keep playing in the mid-late stages. My PC just cannot do it.
Now, there was a strange issue with this particular game. Looking at the faction power graph one of the factions began to grow exponentially: while everyone else was rated 200-300 or something, Altar skyrocketed to 5000 and more in a handful of turns. I thought at first it was going to win with the Spell of Making or something, but it wasn't that. Altar was accumulating hundreds of horses, thousands upon thousands of crystals and so on. So I'm assuming something got out of control because of some bug, probably. Now, the optimist in me hopes this is the fundamental issue that degraded performance to such a degree: maybe without this incident the game would have remained playable? Or is it just wishful thinking?
Anyway, unless a find a solution, I'm afraid I will be forced to wait for a new super-pumped desktop PC before using this mod. Just to understand the theoretical limits of this approach, what is the most critical resource for LH with this mod installed? Would you say CPU, GPU, memory, or something else?
Thanks for any help, again
Quoting TheSAguy14,
As I've said a few times already, the file XC_Essence.xml can be deleted at will and the "Channeler's Legacy" will be removed from the game. That being said, I may look into making it AI only, but that means I have to redo Terrain values and the issue of too many ResourceType may come into play. That's one limitation I really wished Stardock would lift.
Don't get me wrong, I don't think I could play without C.L. anymore. I think it should maybe be moved to a very early Magic Path, maybe Shard Harvesting, so you at least have to be slightly magic oriented to get it.
---
The spell is "[S] Flying". Should be found under "Unit Enchantments". If it's not showing up for some reason, give me more details about the unit that isn't getting it (e.g. It's Race if Custom or which Champion/Sovereign if not Custom, etc.).
I think I know what happened here. I created a quick custom Sov with the Flying ability. The spell did show up in my Spell book, but it says that it's a Sov only spell. In my game the Hero was not my sov, but my first recruited hero and a hero I got as a reward.:
Speaking of the Name Generator in the post above, I'm using your's with the main one disabled. All my City names are player names. I'd get King this and that or Lord Pol the Younger.. Not city names.
With you getting your first hero at fame 3, it means that you start with 3 heroes from the start. Is that intentional? You get the first, usually starting close to you that you can recruit and you get the 3rd because you get 3 fame from casting your shard spell and path upgrade.
@ Mastroego,
I hear your pain. I could never go back to vanilla after playing with this mod!
This is my System:
Here is where I discuss it: https://forums.elementalgame.com/460605/page/1/#3517234
I'm able to play on large maps, but anything bigger than that and it will crash/freeze early on.
I know my CPU is about 5 years old. It was good back then. What system specs do people have to play the Gigantic map??
First, don't cast "Ineluctable Vision", seeing the whole map makes it much harder on your computer. Next, you need to reduce the number of AI (and/or creatures). Find the number of AI that produces the least crashes while still offering you an enjoyable game and stick with that number even if you increase the size of the map (For me that number is 6 on Large). Heck, you may even want to reduce the number of AI as you increase the size of the map (Which is a bit counter-intuitive).
First, don't cast "Ineluctable Vision", seeing the whole map makes it much harder on your computer.
Next, you need to reduce the number of AI (and/or creatures). Find the number of AI that produces the least crashes while still offering you an enjoyable game and stick with that number even if you increase the size of the map (For me that number is 6 on Large). Heck, you may even want to reduce the number of AI as you increase the size of the map (Which is a bit counter-intuitive).
First of all, thanks for all the tips! I appreciate you taking the time to explain things in such detail.
Unfortunately, my PC hit its limit without casting Ineluctable Vision, around Season 300. For comparison, I ended the previous (unmodded) game around Season 480, and I did cast the vision spell (but yes, it slowed everything down and I turned it off after a few turns). It was not fast, but still playable till the end.
Now with the mod the problem isn't really the crashes (the occurrence ratio remained about the same) but just plain, dramatic slowness and unresponsiveness. Not to mention loading times.
Now, this mod put me in an "interesting" position. I never particularly loved Elemental, but, as I said, in its last incarnation it is a good game. I guess for me it just never reached the "Critical Mass" of available options that makes a game of this kind fun and addictive... it was almost there, really, but it stopped short of the goal. Now with XtraDeconstruct I want to play the game. Problem is, I have a "patient builder" playstyle and going about slaughtering Sovereigns early ain't my thing.
I guess what I can do is try and play with a smaller map, with something like 3 opponents (I was having 5 on a 7x8 map) and see if the game is still as enjoyable and how far I can go. That, and wait for that quantum-based desktop PC which I'm sure is around the door...
Out of curiosity, mastroego, are you running any programs (especially Chrome or Windows media player) in the background? I've noticed that Chrome (due to the way it's designed to run) will slow games down. WMP makes things worse, but not for the same reason, I imagine.
Also, few questions, Primal:
Just wondering if that overlap between equipment and stats is normal with the mod, or do I have something setup wrong?
Depending on the mods you are using there's probably an additional 1 000 000 lines of code to process (600 000 for XtraDeconstruct, 100 000 for BG Library, etc.), so I can't say I'm surprised. If I had to do it all over again, I would probably remove some (all) customization options for efficiency gains. By customization I mean the possibility of removing chunks of the Mod (e.g. TM files) and still have it work as if nothing had been removed. It would also be more efficient to simply integrate other mods rather than produce compatibility files because compatibility files duplicate some code, but that's not how it works. So yeah, mods definitely adds a layer on top of a game that's already pushing the limits for some machines.
Hmm. I see, I didn't realize it's all code that runs continuously.
At the moment I have installed Black Market Bazar, Champion Bonanza, and the Level 6-7 Cities mod. I might sacrifice one or two of them, as much as it pains me. Maybe the cities mod, as it would sacrifice "only" the late game. Champions are not dramatically necessary either, as you customize heroes with level ups anyway, but they're nice and some come with Quests... Quoting Primal_Savage, reply 697 Go back to your 5 AI game and go to the Foreign Relations screen. Then, count the amount of cities. If everyone has, say, about 15 cities, that would mean 90 cities (6 x 15) on the map. Now extrapolate that to a 3 AI game, it would mean that in order to reach the same sluggishness, you would need 22-23 cities per AI (4 x 22.5 = 90). While not a perfect indicator since slowness is also dependent on the amount of units, the amount of creatures, the amount of AIs et al., it should still help you figure things out a bit in terms of how many AI you can play against, on what size of map, etc.
Thanks, just did that. There's a total of 55 cities including mine. One AI has 23, Altar (who skyrocketed in the graph) only 6! Go figure
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