Primal_Savage Primal_Savage

[eMOD] [LH 3.0] XtraDeconstruct: Legacy of Magic (18 January 2022)

[eMOD] [LH 3.0] XtraDeconstruct: Legacy of Magic (18 January 2022)

§§§ Beyond Legendary Heroes §§§

http://www.nexusmods.com/fallenenchantress/mods/1894/?

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 Reports
3.1 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) Issues
4.1 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 #2reply #3, reply #5, and reply #2208.

8,547,569 views 2,228 replies +6 Loading…
Reply #727 Top

Quoting Primal_Savage, reply 726

In the same vein, I'll update the Compatibility File for Path of the Sorcerer 0.92 (01/30/15) in a few minutes.
End of Primal_Savage's quote

 

P/S, Davrovana said he found a bug and was working on a fix for .92.

 

Reply #729 Top

Thanks to Primal Savage, the Republic mod is now X.D. compatible!

I'm Wiki-bear!

Reply #731 Top

I managed to get everything working, except now my custom sovereigns do not add faith spells to their spell book when they are learned. This happens with all races. However, regular sovereigns work.

I thought maybe one of the added mods such as path of the sorcerer was the culprit so I removed them all and started with a fresh install of xtradeconstruct with only the dlc compatibility modsand I am having the same problem, custom sovereigns are not adding the faith spells to their spell books.

I do not understand why this is happening now when the very first time I used the mod it worked.

Primal, if you have any idea what the problem is please let me know.

Reply #732 Top

I downloaded the XD_ugcfs custom sovereigns and they work. So it seems only my custom made sovereigns are not getting their faith spells in their books.

Reply #733 Top

Do your custom sovereigns have the cult secrets scrolls?

Reply #735 Top

Primal,

I just started a new game, with the Sorcerer path .92. 

I happened to notice that the "Sorcerer Compatible" icon/trait was not pre-selected, like all the others. See below. Is that oaky?

s

Reply #736 Top

P/S,

 

In my game, I gave myself the fire shard, as my races starting spell. As a result, I'm getting the pop-ups saying I research certain fire spells, like fire dart, etc. even though they do not show up in my spell book. I think they should only show up if you're playing as your new race and not just because I cast that fire shard spell.

 EDIT: I think you answered this in the post above.

 

Reply #737 Top

Thanks Primal, I feel like a big dummy now :) I did not have the spell ranks while I was testing. I thought the faith spells did not need the relevant spell ranks. I thought they were free spells.

Reply #738 Top

First of all, Primal, thanks for adopting my fame trait ideas.

 

Now a few suggestions:

First on units fortifying (I use the Krax a lot) May I suggest some enhancements? I suggest immunity to knockback, maybe swarm as well. What do you think?

 

I also got an idea for a faction weakness: City-State. (-2 points) This would prevent the faction from creating Pioneers. This would be similar to the C-S concept in Civ5, with small breakaway cities.

 

Oh and BTW a request; when you get a chance, can you make screens for 1366x768, the resolution I use? None of the existing screens you have work effectively for me.

Reply #743 Top

Just a follow-up. :)

I tried a game with a Medium map and 3 opponents. I've reached the final stages of the game and  - so far - the system seems to be able to handle it (with all the performance options of course).

So there's that. Also I think the weak point of my rig is the available RAM (I have 4 gigs). I believe this is particularly critical with this game (while I can play a lot of other stuff without significant problems).

Reply #745 Top

Quoting Primal_Savage, reply 742

Good idea, but probably too powerful as there's already an Accuracy/Dodge bonus as well as GoNext associated with Fortifying.
End of Primal_Savage's quote
Maybe trade off the GoNext for the Knockback immunity. GoNext IMHO seems wrong for fortifying but that's my opinion based on experience.

Quoting Primal_Savage, reply 742

EDIT: O.k., got it working. You should know that I don't think the AI can handle it unless everyone has the weakness, but yeah, otherwise should be a good twist for a player.
End of Primal_Savage's quote
Especially if combined with Betrayers; imagine a faction that can only expand either by conquest or subversion. This could be some sort of secret organization or other underground faction.

 

Also something I noticed is that lately, I get a number of champions early on but few if any trained units (I prefer to research and build fortresses before making units ). To make leveling the increased number of champions easier may I suggest some sort of multiplier to XP based on the # of champions in a group to partially offset the XP split?

 

Regarding trained units, I would like to see ways where players could boost their armies earlier before they have access to a mature fortress. Letters of Marque could be made available in shops after researching a tech to hire base units with minimal traits. You could also have LoM in treasure chests to hire exceptional units with equipment and or training unavailable to designed units.

 

BTW is it possible to make groups or units as champions? I wouldn't think so but I am curious.

 

As for champions, one suggestion for a future expansion would be "Traitors and renegades"; these are champions of one ideology serving its opposite. For example Amarians or Mancers as imperials or Urxen, trogs and wraiths for Kingdoms. Princess Urxia from CB is a good example.

Reply #747 Top

Quoting highwayhoss, reply 745


As for champions, one suggestion for a future expansion would be "Traitors and renegades"; these are champions of one ideology serving its opposite. For example Amarians or Mancers as imperials or Urxen, trogs and wraiths for Kingdoms. Princess Urxia from CB is a good example.
End of highwayhoss's quote

SHAMELESS PLUG:

If only someone had made a faction-trait mod where any faction could recruit henchmen that are rejects from other factions!

Reply #748 Top
Quoting davrovana, reply 747

SHAMELESS PLUG:

If only someone had made a faction-trait mod where any faction could recruit henchmen that are rejects from other factions!

End of davrovana's quote
I use that mod FYI. A good mod, would be interesting to expand it to other races.

BTW Thanks for the feedback, Primal.