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
I don't think that's correct. I don't know about your test w/o XtraDeconstruct, but I can set Pioneer ProductionRequirement(s) in my files and they are being obeyed, that I know for a fact.If you want to mod a 300 Gildar ProductionRequirement, you need to add it to the 93 Pioneer Units found in XtraDeconstruct (Assuming you have all DLC/MOD, would be less units w/o all of this). Do a search in Notepad++ in the XtraDeconstruct folder using Find in Files (CTRL-SHIFT-F) and <Class>Pioneer</Class>. Those are the files / UnitTypes you need to mod.<ProductionRequirement> <Type>Resource</Type> <Attribute>Gold</Attribute> <Value>100</Value> </ProductionRequirement>
So I went back and installed your mod again to see if the AI also ignores your tech requirement. Loaded new game. I could not build pioneers. Pressed CNRL U and watched AI's. They ignored tech requirement and built pioneers.
You think I didn't before I made my assertion? There is no (Logistics) Tech requirement for standard Pioneers.There is a Logistics Resource requirement for standard Pioneers.Where Pioneers are concerned the ProductionRequirement XML tag works fine (Whether the Resource is Population, Logistics, Gildar, and/or something else).If the AI is training a standard Pioneer, then it has (had) at least 30 Population and 1 Logistics. If you've modded a 300 Gildar ProductionRequirement and the AI is training a standard Pioneer, then the AI also has (had) 300 Gildar. Not sure what else you want me to tell you.You can try starting LH as an administrator (See #843) if you believe that's the issue (I've never had to do this, but apparently some have to), but how your Windows is set up and how that conflicts w/ Mods is somewhat beyond the help I generally provide for the Mod because I have to draw the line somewhere lest I become a victim of the Peter Principle and reach my very own level of incompetence.Look, I'd be happy to fix this if there was an XML issue (or an issue I could fix, no matter what). However, when I start a game, the AI behaves as it should. It trains Pioneers when it has the required Population and Logistics (and Gildar if I add/test it with additional Gildar requirement). In fact, in the testing I did, I entered 6000 Gildar as a requirement and the AI didn't train one standard Pioneer. Instead, it researched Mounted Warfare and trained Mounted Pioneers which had no Gildar ProductionRequirement (in my testing).So it's not going to help to keep posting the ProductionRequirement isn't working when I know for a fact it is. I also have no interest in getting into a back and forth argument with you (or anyone, really) over the Internet. If you want to believe it isn't working properly then so be it.
Building the Expansion Bureau (+2 Logistics) takes 1 Season, no matter what except if you have 100% Unrest. Logistics isn't meant to delay Pioneers. It's meant to:
The AI gets an extra Logistics because even if I tell him to build the Expansion Bureau early, it doesn't always listen, especially (and ironically) if it has the Expansionist Trait. If the AI didn't get that extra point, it would be crippled. I don't want crippled AI. The AI starts w/ 50 Gildar unless it has some of the bonuses like Wealthy, Banker, etc. That amount is multiplied by a certain factor depending on the AI strength. At Normal/Challenging, that factor is 1. The AI also gets an additional 150 Gildar (Generally in the first year or second year), which is there to kick-start it. If the Sell Spells are still enabled in your game, the AI will get well over 300 Gildar (by well over, I mean thousand(s)) fairly early by casting Sell Metals (-100 Metals). See previous post:
Why is the AI able to get around your 300 Gildar in non-modded game?
However, a simple test vs two Normal AI and 30Population-1Logistics-0Gildar Pioneer showed that the AI takes about 15 Seasons to get to 300 Gildar. It also showed that the Expansionist AI had 3 Cities by Season 30 and 2 Pioneers ready. The non-Expansionist AI had 2 Cities by Season 30 and 1 Pioneer ready. If the 300 Gildar requirement had been in, the AI would have had no more than 2 Cities and 0 Pioneer ready, being that both AI had no more than 350 Gildar by Season 30. Frankly, this is a game that will be hard to win by turtling. That said, I had no issues winning w/ 18 Cities by Season 180 at Expert on a Large Pangea, so I don't think you need to over expand either. You just need to have a regular stream of Pioneers going out.
So I modded pioneers to cost 3000 gold and that stopped them. Thanks for the tips!
Ok 3000 Gildar stopped them so that is what I will do!
BTW you mentioned modding 93 pioneers?? There are only like 37 sovereigns? Where are all of these extra pioneers located?Also is there any way to get city settle distance from each other working? Because that definitely does not work.
I think Arcane Aegis may not be working, was trying a sovereign with it and I've been hit by both a group of mages base staff ranged attack and some sort of earthquake effect, not sure what it was. I've seen "Immune" messages for blinds, but the damage kind of makes it not worth 3 points from my outlook.
Oh, and just noticed the new release, so this is about the previous version, dunno if it was changed in the new one.
Oh, and also.. what the heck does the Channeler Clock talent actually do?
That explains it.
Off to make a new Sov then
Damn Primal, I let this thread slip for a bit, and look what you've done! Impressive work, hope to give this update a check soon and hope I don't get too upset with the zone borders disappearing before I get some good play time in.
It's weird...those zone borders disappear occasionally for me. Sometimes I reload and there they are, doing the all important job of telling me where the baddies ain't supposed to be. Other times I reload and they've up and left, leaving me to guess (or restart the game, but still).
So I have a request, I started using this mod yesterday, and while I haven't fully grasped all of its changes; I'm liking what I see so far. I was alittle taken aback by the removal of mana enchantment (meditate i think its called but cant remember) But then I did realizw we both start with higher mana and better mana regen which I like.
With that said, I'm a little disappointed and have a request or need the knowledge to know what to do to make this a thing. I would like a dragon Sovereign. The mod gave us a demon, fire lord, even a darkling, but something as grand and majestic as a dragon was just left out of the list
As much as I wish to pretend that Empire of Magnar and the Quendar are of draconic descent; there is no real lore evidence depicting it so is there anyway to actually get me a dragon sovereign? I don't care if he has to be nerfed a bit, hell it would be even better, let him grow in power.
Both Faith Air and Faith Fire Factions can summon some fairly nasty dragons if they can build their Great Temples (of Air or of Fire). You need a a pretty good economy to get there, but it's doable.Level 17 Archmages w/ Tech Dance w/ Dragons can also summon a Dragon Mount.When creating a Sovereign, you can give him/her a Hatchling Mount (and the Hatchling Mount Tech is randomly available in game as well).
number one, no. Number two is is was more what I wanted, and I'm n fool I don't doubt that that would be taxing. Number 3 would just make me your best friend
Ultimatel I'm just out of luck, as usual.
Quoting TheBlackmage,
Right, Magnar would qualify as "Demon Elves".
And you just ruined the Magnar for me. elves WHY EFFING ELVES I tired of effing elves!
Hey Primal just letting you know I;m currently playing as Vestalla on a Medium map; I'm up to turn 151 and have not had a single crash!!!
Your optimizations have worked out fine so far.
BTW I made one change to Vestalla; I replaced the Gardeners trait with Outriders (Nomad horses give Vestalla the ability to control larger areas,)
Anyway here's some screencaps:
Screencaps.
There are many great features available to you once you register, including:
Sign in or Create Account