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:
Damage will be normal if you create new sovereign after downloading latest version.
I think ai doesn't suffer greatly when resources are rare. It gets some discounts for expensive units. Though ai no longer receives additional resource income. Players complained that it makes ai overpowered.
Yes evey unit now has 1 counterattack. It was weird to see in original how enemies stood without any reaction to my blows when i killed them one after another. And spears may not be the best weapon simply because every weapon has special ability which is not countered. Other weapons may have better abilities than impale.
I made nochanges of how unrest influenced income. Did unrest influence income kn original? I didn't notice this.
Conterattack values were restored to original 0.5 bonus.
About crashes i suggest toreinstall the game. Bocco the beggar is a very rare event, better don't count on him.
About roaming creatures. I did't study this problem, because i consider it a designed feature of the original. May be there are already any solutions?
About problems with quests. I suggest not to use aditional mods which may give something to heroes. Heroes have much changed traits this may be a trouble. Additional weapons from other mods may seem weak, at least wjithout special abilities.
I changed only one quest about the wolf cloak. If other quests cause crashes, perhaps other mods should be switched off. Or try to reinstall the game. Or see if your videocard got a bad autoupdate of drivers. I had this problem with new and bad drivers and had to install previous version.
About excessive experience with heroes. Heroes now don't divide experience and are just in similar conditions as henchmen. In original game a sovereign with henchmen gathered much experience easily. Thus heroes were obsolete in the game called Legendary Heroes. I hope that you enjoy your heroes now. Heroes should be more valuable than henchmen. BTW AI also has good experienced heroes.
If you don't have any DLC, you need to deletecorresponding DLC named files... Or just buy these DLCs.
No file Techtree amarian is not needed. I just occasionaly copied original file to the archve. File Techs Amarian is needed.
Problem with incressed damage is solved in the newly uploaded file. Strangely but trait Warlord refused to act as like a bonus from mounts. I checked new warlords with and without mounts and they had only natural damage and movepoints.
If you encounter any bug, please send me savegame with description to [email protected].
I hope though, that this was the last issue and it was fixed today's morning.
im going to test it right away.
please check your CoreSpells.xml
spell Meditation
there no ending </GameModifier> to its issues
and in CoreImprovements.xml
look at <ImprovementType InternalName="ProduceMana">
something bagged in:
<ArtDef>ProduceMana_ArtDef</ArtDef>
<ImprovementTypeArtDef InternalName="ProduceMana_ArtDef">
<ImprovementTypeArtSubPack InternalName="ProduceMana_Default"> <DrawnIcon>Mana_Stat_Icon.png</DrawnIcon> <Thumbnail>Mana_Stat_Icon.png</Thumbnail> </ImprovementTypeArtSubPack> </ImprovementTypeArtDef>
The strange is in:
</ImprovementTypes> --^
tx">Mana_Stat_Icon.png</DrawnIcon>
I just found the Golden Shortbow as a loot item and it does not have the Rain of Arrows skill associated with it.
So far I'm enjoying it in the early game.
Yes, in the original game, unrest did affect gildar income as well as production and research. That doesn't mean it has to be that way in your mod, as long as you balanced it with that in mind.
January 11, 2014 - Essential update to v.1.2. Fixed Meditation spell.Updated Core Improvements file.Removed Sharp dagger from units design.Golden Shortbow gains missed Rain of Arrows ability.If you downloaded this mod earlier, it's advised to update to have comforatable gameplay.ALSO: Added 3 models of female henchmen (Amazon, Witch and Maid) for Altarians. Added 3 models of female slaves (Gladiator, Tower Guard and Servant) for Quendars. Although player can't create new female henchmen or slaves, he can edit exhisting models.
hi,
dmg issue is fixed, but im in a late game and seems there is a memory leak, i didnt get it before you mode, so seems it is something with files.
What is the size of your map? How many opponents are there? Do memory leaks lead to the game hangs and stop responding? After what number of turns you encounter memory leaks? How often does it happen? Is it possible to continue the game after reloading?
Because you are already in a late game, you may have not the latest version of the patch. The game stores all settings in savegame files, so perhaps it's better not to update Patchwork mod on your computer until you finish your game. Old settings from savegame file may request old information, which may be changed in recent updates.
yes, memory leak at turn about 100 in large map greatly slows the game/ - form 1-3 sec/turn to 10 sec and more
plus and in the large maps the speed of ai growing even with savage x1 (boosting at 1.67) makes tham really crazy-)))
but even that - i've have no any real feeling et about how they are when come and attack with 900+ deadly force (when mine is about 300). Its because of instant game crashes.
i am still fighting for some traits from heroic pursuits mod (that add assesories, healing fanatic, ets), but with that files the game crashes when quests or global event appear. Just doesn't understand where are the confrontation. May be somebody knows that?
I even think of making one perk for all and put that all off...but really need to know what and how it crash the quests and events
Unswering questions
What is the size of your map? - large. tiny map goes okey much longer
How many opponents are there? - 9
Do memory leaks lead to the game hangs and stop responding? - no. none blue round of win7 when the game crashes, it just slowly operate the turn, but cities are interactive, map is movable ets
After what number of turns you encounter memory leaks? - at turn 41 it is 6-7 secs
How often does it happen? - every game in large and moe map and begin from 30-50 turn
Is it possible to continue the game after reloading? reload doest handle the problem.
- latest/
but to be clear, there some addons(mods) that i use -
1. LoadingTips
2. MaulChange
3. Monument_XP_Bonus
4. AddFactionSpells and AddFactionTraits (seriously cuted) form Add Faction traits mod (one spell and one cumulative trait for my own sovereign)
5. expanded shop mod
6. black market bazaar
7. BGTraits and BGTraitsNoneTree (seriously cuted) from Heroic Pursuits mod
plus i moded Tower of dominion and Propaganda, Natures call,Sovereign Call and Meditation spess a bit
(all works without 7, and bugs qvest and events with)
My feeling is that there are great number of units spawned (firstly monsters) and that slows the game. May be it would be good to up some wages to units? to make them less?
Guardianru, thank you for detailed information. I need more testing and playing myself. Of course mods addmore data for processor to calculate. 10 sec for large map perhaps is not that much. In AoWSM turns could take much more time.
This would be a bad solution because the mod was aimed to give more battles.
This mod may give weaker weapons and without common to Patchwork mod special abilities. Items and armor may be used - they seem to be compatible.
This mod may be not compatible with Patchwork mod.
it happens after around 150 turns, maybe more.
black market seems tro be good addon even if some items are not so effective - i just sell them off.
Yes Heroic Pursuits is not compatible. But WHERE? Seriously, its just code, its uses the same plases in perks - okay i remap the places and delete many useles and non thematic perks, lefted just some, but how they crash quest and event appearance?!
About wages yes, solution is bad, but... i has for example 6 cities, 100+ income and about 14 gold spent on wages only. AI has minimum 67% boost on income and every time i see its treasury (ally with 6 towns too) - with 3000+ gold and about 5-10 armies along... may be another way is tio upgrade cost of late buildings and give to some of them - metal and cristal and else like horse/wargs ets prereqs and costs?
Seriously - its is good aim, but with 6 cities AI speed up as a god in all, having 250+ production - and its normal that it has many armies but and reall full of buildings too. It must be upped with may be some else not only labour.
And please, could you tell what files you have changed by names. I overwrite some by myself so... i need what to update manually
i think i found why it's no compatibility with Heroic pursuits mod traits files
there no <AbilityBonusType>Champion_Talent</AbilityBonusType> in traits that are inserted to different paths (not to general)
or may be not... for example core ability of the mage path Volcanic Rites hasn't like this
So thats the question
UpgradePathID and AbilityBonusType - are they nessesary? In some abilities there are ones in other no, even in core abilities not all has them
In Patchwork mod some traits have new positions. That was done, because some traits were unefficient for AI, or I wanted to make them available earlier. Also, I deleted some traits from General section in order to force everybody to specialize their heroes rather than take general traits.
There are lots of ways to spend money: to make alchemist units, to speed production, to buy equipment, to recruit guards to every city. I have some additional thoughts about this but at first I want to finish my current gameplay, which was started recently.
This also.
Just look at date of creation of the mod's files - these files were modified last.
I'm sure that UpgradePathID is needed 100%. About AbilityBonusType - not sure.
Really? As i deleted - that, nothing changed. Please explain to what that pathsIDs connects?
As i see, some abilities like vital strike in coreabilities has personal path ids, and some - doesn't. even in coreabilities.
The UpgradePathID helps alleviate clutter on the unit card screen.
Below I removed the Precision upgrade ID and you see from this picture, you have 2 separate icons
but if you didn't remove the path upgrade ID, you end up with the following
Both bonuses are applied although only 1 is shown. That is the purpose of the upgrade path IDs (that I can see in game, who knows behind the scenes)
parrottmath
Thank you! So it is useful when there are some "lines" of perks that doesn't need to be shown all, but the last one. and when there are just new perk - its has no much meaning, but even is bad - because the previous perks of the line are hided
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