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.
The second of the three (_BMB) is not something I had previously from your mod. Should I assume it's a completely new file, rather than a replacement?
N/A
Interesting, you had some undead fixes which were designed to add graves instead of population?
Hmm fair enough.
Another comment: I noticed that the irregular map settings display a tooltip that says "String Not Found", so maybe a simple description could be added, similar to those for the non-irregular maps?
Neat trick! It occurs to me that if you made these available for sovereign creation (for zero cost) you could apply them to custom sovereigns in the in-game creator (for those less inclined to dive into the XML.)
As a minor side-effect, this would seem to have the side effect of giving a free trait at level 2? Or is level 2 hard-coded to bypass trait selection?
Hrm...I don't see any way to enforce making sure players only choose a single item, but for preventing dual-classing, could you give the path traits an invalid PreReq\RestrictedAbilityBonusOption? Or does the path selection screen respect that? OTOH, I guess it might be problematic if they try it and get to a blank path selection screen too...
This might be too convoluted, but perhaps you could do something like spawn a quest, and have the quest reward depend on the answer to a question that determined which path to give out? I have no idea how/if the AI handles quest branching, though, so you might end up back at random again...
</end random ramblings before coffee>
What does your snaking do? It appears that it is a near copy of Heavenfalls barred terrain and my mod. Is there really any differences?
Okay, I see that there is no functional difference between this snaking and my version of snaking. It's a nice simplified approach to the problem. I've noticed that you can simplify the code even further by doing this instead:
Not exactly sure why the Pier still snakes, but it does. I tried this approach a long time ago (FE beta) and it didn't work correctly, but now it works just fine. I have this code available at https://forums.elementalgame.com/444851/ under snaking 2.0.
I disagree on there being no functional differences from an xml point of view but I do agree that snaking is snaking from the end-user point of view, which is probably all that matters for most users. That being said, If you are looking to simplify it even further, you can just remove the Category from "Category:Forest" and it will still work. IF my understanding of the matter is right:
Actually, removing forest from category doesn't work. I've tried that one out already. I'm really not sure why river works this way, but forest does not. I understand the structure being used by your work, I don't understand the river one at the moment.
Removing Category: from Category:Forest does work.
The idea of improvements is that the items are not erased when used and so when creating an improvement specific to a terrain type, Would duplicating the preferred type twice cause it to snake, while having it once, will only allow it to be built if directly next to the city center? That would make snaking so much easier from that point of view. I assume that with this change you are going to add new terrain to the game? That would be a welcome insert to the game.
To some extent, yes (Forests, Rivers):
e.g.
<ImprovementType InternalName="NO_Snaking_R"> <DisplayName>NO_Snaking_R</DisplayName> <Description>NO_Snaking_R</Description> <RequiresCity>1</RequiresCity> <PreferredTerrain>River</PreferredTerrain> <LaborToBuild>1</LaborToBuild> <ArtDef>Art_LoggingCamp</ArtDef> </ImprovementType> <ImprovementType InternalName="YES_Snaking_R"> <DisplayName>YES_Snaking_R</DisplayName> <Description>YES_Snaking_R</Description> <RequiresCity>1</RequiresCity> <PreferredTerrain>River</PreferredTerrain> <PreferredTerrain>River</PreferredTerrain> <LaborToBuild>1</LaborToBuild> <ArtDef>Art_LoggingCamp</ArtDef> </ImprovementType> <ImprovementType InternalName="NO_Snaking_F"> <DisplayName>NO_Snaking_F</DisplayName> <Description>NO_Snaking_F</Description> <RequiresCity>1</RequiresCity> <PreferredTerrain>Forest</PreferredTerrain> <LaborToBuild>1</LaborToBuild> <ArtDef>Art_LoggingCamp</ArtDef> </ImprovementType> <ImprovementType InternalName="YES_Snaking_F"> <DisplayName>YES_Snaking_F</DisplayName> <Description>YES_Snaking_F</Description> <RequiresCity>1</RequiresCity> <PreferredTerrain>Forest</PreferredTerrain> <PreferredTerrain>Forest</PreferredTerrain> <LaborToBuild>1</LaborToBuild> <ArtDef>Art_LoggingCamp</ArtDef> </ImprovementType>
There are many great features available to you once you register, including:
Sign in or Create Account