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.

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Reply #828 Top

Quoting Primal_Savage, reply 827

I always get confused when army size and unit size get discussed. I try to use (but often fail) Unit as the constituent for Army and Member as the constituent for Unit. Then you have the UnitGrouping Types (Individual, Pair, Party, Group, Squad, Company, Battalion, Brigade, Division). All that to say I'm not sure where "person" fits  X( . Seems to be Member in Unit.


At any rate, whether this refers to Unit in Army or Member in Unit, they can both be implemented, but differently. Unit in Army could go directly in an Ability whereas Member in Unit would have to go through a BattleAutoCast Ability.

I could probably create both as 0 point Talent/PlayerStrength as they are both Strengths and Weaknesses at the same time. You gain in the early game, you lose in the late game. Or I could split the values (Positive for Talent/PlayerStrength and Negative for Weaknesses). I'll think about it.

End of Primal_Savage's quote
Maybe a simpler approach is in order? Limit Tarth race factions to Champions and Parties; no units larger allowed; no army size limits. This way players can recruit Tarth champions without having to cripple their army.

Quoting Primal_Savage, reply 827
I intend to release 1.8.e. in two weeks at most and didn't expect to put in another Faith Faction. Thing is, they (The Faith Factions) are often put on the back burner as I feel there are plenty of ways to create Factions with the many new Faction Strengths/Weaknesses. This is why I removed the Chaos/Order stuff in 1.8.d.: I didn't envisioned myself working on the Faith Factions short term. However, if that's really something players want to see, I can refocus and work on that instead of other things.
End of Primal_Savage's quote
OK; maybe instead have "Worship" Strengths similar to the "Faith" traits for each class (Life, Death, Air, Fire, Water, Earth). Rework the existing Death Trait.

Reply #831 Top

Hello Primal,

 

Great job on the mod, keep the good work coming. I know it can't be easy and must be a labor of love. I have a few questions though...

Is there a different tech tree for custom sovereigns? It seems in my games with custom sovereigns they use the old tech tree but if I used a pre-made sovereign they have a new tree.

Could you tell me how to add a spell like horrific wail to a class ability such as mage knowledge? I been tinkering around with the xmls trying to figure it out but I am having little luck.

Reply #833 Top

Thanks for the quick reply.

I guess I should have checked the read me on the race thing, my bad... |-)

 

To use the Horrific wail spell (not ability) would the CoreSpells.xml be in the A_LHLIB_UnitStat_BG_vM directory? That is where it appears for me but the horrific wail spell is not in that CoreSpells.xml.

Also, I have A_LHLIB_UnitStat_BG_vL with a CoreSpells.xml in it but those files appear to be older than the others and also do not contain the spell. I wonder if I need this folder at all?

 

I did find a horrific wail in X1_AISpells_Core_T. Not sure if that is the one or not?

Reply #836 Top

OK so far the Mod plays nicely; far less slowdown and better performance. Glad to see the duplicated events removed; that could lead to weird situations.

I assume Channeler's Legacy was removed? Good thing, better Essence is more valuable when rare.

Question: for a dual class character, how do I change their profession? What mechanic is involved? I understand its by "dispel enchantment" but I can't find specifics.

Reply #838 Top

OK thanks. The reason I asked is I revamped my Vestalla faction and its leader Kashadda; she's a dual class character who starts off a mage then becomes a Commander. I incorporated this into her history; she's a healer who was training as a mage when she was recruited by the Army as a medic....a camp she was in was attacked and she took command of the local troops to repel it....as a result, she was made an officer and was eventually promoted to Strategos (General) and became the Dominion's leader.

Reply #840 Top

Quoting Primal_Savage, reply 839

You could always give her both Paths to start w/ through xml edit:


<SelectedAbilityBonusOption>PathOfTheMage</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>PathOfTheGovernor</SelectedAbilityBonusOption>

 

As a player you will only be able to level the Commander Path. However, I think the AI will be able to get perks from both Paths if set up like this.

If you scroll down when in the leveling screen you will see both the Commander Trait Tree Picture and the Mage Trait Tree Picture (But you won't see the Mage perks when you get to the Mage tab).

Another major difference between this method and w/ Dual Class is you will retain the Mage Path bonuses since you retain the Path of the Mage ability (Which you would dispel if you decided to use Dual Class):

 

    • -25% Tactical Mana Cost

 

    • Wizard Staff Tactical Autocast

 

    • The ability to use Mage only equipment

 


The downside, obviously, is this will be your only Mage ability.

End of Primal_Savage's quote
Thanks, but I'll stick with Dual Path. The reason is I want Kashadda to get some of the skills from the mage skill tree early on, like knowledge and compassion to augment her abilities before becoming a Commander.

Reply #844 Top

I certainly wouldn't mind sacrificing those for increased performance.

Reply #845 Top

One thing Frogboy mentioned on the GalCiv3 forums:


Quoting Frogboy,
As a practical matter, if you have less than 4GB of memory you should probably not be going beyond large.  The large map size in GalCiv III is really big. The bigger ones are gratuitous but are also being made with the knowledge that in a few years, 16GB and 32GB will be a thing. 
End of Frogboy's quote

I wonder if there was ever a post like that for LH?

Reply #847 Top

I can live without the medallions; the space would be more useful for spell descriptions anyway.

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