Shawn2k7 Shawn2k7

[eMOD] Tile Mod v1.07 [LH 1.2]

[eMOD] Tile Mod v1.07 [LH 1.2]

Tile Mod - For Legendary Heroes

Tile Mod modifies almost every aspect of tile generation system in Legendary Heroes. The aim is to make the world feel much more alive, vibrant and varied. The base tiles have been modified as well as resources, which now have a much greater effect on tile yields. This creates the possibility  for some very interesting, and powerful cities.

 

Rivers become prime areas of settlement. They bring not only food and production, but now they carry the the trickles of magic from deep within the crust of elemental, making them provide some essence.

Here we can see the effects resources have on the environment. Even deep within the forest, cities built by the grain field will provide a lofty amount of food. Forests are somewhat magical some some places within them will have an essence. To the right a city erected on the cusp of the river near the fruit grove will grow to enormous size. Further north a city built on the river in the presence of the clay pit and fire shard will provide a well balanced city.

Cities forged next to rivers of magma can be quite the fortress, but beware of the creatures that guard them.

Each type of river has its own benefits... and guardian.

Conquer the wild lands and reap the rewards...

 

- The reason I made this mod was because I felt that cities were far too similar and uninteresting in vanilla. There SHOULD be vast disparities in cities, just like in reality, some are good and some are bad, and some are epic. I try to make it so that the best cities have to be fought for, and once someone claims it, it becomes a prime objective to take for the opposing team or faction. That's not to say that you cannot find a spot somewhere that will be very nice, there are quite a few of these as well. How I view it is like this, there should be lots of great places to settle so that each faction can hold 2-3 great cities, of course this does come down to the luck of the draw many times, but that is also what will make the game fun, engaging, and different each time. The greatest cities still reside in the wildlands, as it will be extremely difficult, maybe impossible, to randomly generate a tile greater than those in the wildlands.

 

-Download

 Tile Mod v1.07

http://www.mediafire.com/download/mw9kcizghv3irn8/Tile_Mod_v1.07.rar

 

Tile Mod Huge v1.07

http://www.mediafire.com/download/kc8112tnb1l5chp/Tile_Mod_Huge_v1.07.rar

      Selecting Huge random map in this version will generate a 16x11 sized map that is comfortable for around 22-24 players. This is so you can play with all the factions in Heavenfall's mod on one map comfortably - each faction should have room to build 3-4 cities before land becomes an issue in most cases. Not for the faint of computing power, you will get a warnings at the map load up, ignores it... if you dare :).

Huge Mod Only Change List

-reduced the amount of resources gathered, this should help create a scarcity for iron, crystal, horses ect. giving further reasons to go to war :).

-Treaties reduced to 5% for trade and 4% for research, this is because of the amount of players one can form treaties with in the huge map is greatly multiplied, causing a hyper acceleration of the end game once treaties were unlocked, especially research. This also helps nations being picked on not fall back so far because of lack of treaties.

-More quests spawned at the starting location and map overall.

-Reduced the frequency at which special rivers showed up slightly.

 

-Known Bugs

None atm.

-Report bugs here and I will see if I can resolve them.

 

-Installation Instructions


Mod is compatible with Heavenfall's Childern of Storm Mod.

 You can use both mods but be sure to NOT copy over the "ChildrenOfStorm_Rivermod" folder from his mod into your mods folder and use the one found here instead.

 

!!! Make a backup of the files that will be replaced if you wish to play vanilla again. Install at own risk !!!

 

1) Drop all files into (except the files in the Mods folder) into your Fallen Enchantress installation directory, if you got it from steam it should be at

C:\Program Files (x86)\Steam\SteamApps\common\FE Legendary Heroes\data\English

This is required because the mod overwrites many core files, maybe it is possible to drop these into the mods folder and it will work, but from the last time I tested this, it did not work for some things.

 

2) Set steam to not auto-update LH, right click LH in games library -> Properties -> Updates -> Set to "Do not automatically update this game."

You don't have to do this, but sometimes steam will try to overwrite the core files, if it finds mismatches. So setting it to this is less of a hassle, than just set it back to auto-update when a new patch arrives.

 

3) Drop the files inside the Mods folder into your Legendary Heroes mods folder.

C:\Users\"Your User Name"\Documents\My Games\LegendaryHeroes\Mods\

 

I tend to set magic strength and resource frequency to dense so that the chance for a epic city to occur rises quite a bit, since these will have the greatest effect on whether or not a great tile is formed. Typically it takes two resources together to make a good to great tile, sometimes you will see a tile in between three resources and it will be awesome :). But adjust to your liking, if you want less great cities set these lower. Set wild lands to many if you like conquering lots of cool places and then building an epic city on top of that area. I typically play on huge maps with 10+ AI, so I don't know how this mod will generate or balance some of the smaller maps, feedback is welcome.

 

I highly recommend also adding Snaking and River Bridge mods by Parrottmath! They can be found in the link below.

https://forums.elementalgame.com/444851/page/1/#3362718

 

-Credits

Thank you to Heavenfall for allowing me to use his river mod!

 

-Change Log (Changes Here Happen to both versions of Tile Mod)

1.01 - Fixed river guardians not spawning, turns out some stamps had multiple rivers on them, these have been removed for balancing reasons.       Adjusted level of guardians to make them a little more equal in difficulty.

1.02 - Some minor adjustments to tiles.

1.03 - Updated river files to match Heavenfall's CoS files, some buffs were changed between FE and LH. Buffed city of Deorcnysse in wildlands.

1.04 - Buffed Ruins of Imperium. You can now attack river guardians instead of forcing them off by settling near them, this should help the AI clear out the monsters and settle some of these spots, since they probably didn't know how to get them away before. Can now cross special river bedrock (spot where the river guardians are on) at 0.25 movement speed. Added really "huge" sized map to the tiles mod huge version.

1.06 - Sovereigns/Champions revive in 3 turns vs 5 - 5 is too long and sets back players and AI too far, The injuries and mana loss is already a steep price to pay. Many essence based enchantments (such as: heart of fire, aura of grace ect.) now set to a straight 2 instead of per essence. This is for balance, the stacking nature of these buffs as well as the amount you could cast in a high essence city was too game breaking, now you can cast more buffs but they won't be so overly powerful in a high essence city.

1.07 - Updated for LH v1.2, minor changes to how maps are generated. Aura of Might now +3 to be more favorable compared to other buffs. Fixed extra wildlands spawning. Haven't done extensive testing, tell me if there is a bug.

52,268 views 40 replies
Reply #26 Top

Yes it should be core improvements haha. Surprised no one caught that until now. Hopefully people put the files in the right folders - doh on my part, thanks for pointing that out I'll reupload a fixed file. Yes some areas will not show yeilds because the areas around there are non-fertile. Casting birth of summer on those areas will usually make them fertile and usable in most cases, but not in all cases, depending on whats around there. In a swamp infested area like the one you've pictured you probably won't get any settable tiles from there :(. Also make sure that when your casting birth of summer that towns are at least 8 tiles away from there so that the tiles will show up.

Reply #28 Top

I think that if you were to change the name to tile yields mod, we'll get the jist of what you are going for, and that is indeed what this mod is for.  Core improvements mod has a much wider scope, as that addresses a number of other possibilities, as good number of unrelated buildings are in that .xml file.

Nice mod btw!

Reply #29 Top

Haha yea true, but I think I'll keep it as is, since most people already know it as Tile Mod. The core improvments they were speaking of is a mispelled folder name, not a suggestion to rename the mod :).

 

Reply #30 Top

Any chance I can get a link to version 1.04?  Still playing 1.0 but don't like the 1.6 change to city buffs.   Yes it would be more balanced, no I don't need balance in my game :)

 

BTW, really like the mod.   Wish there was some way to set starting tile location to minimum 4 essence rather than CTRL-N all the time.  For AI as well.

 

edit:  could i just NOT install corespells.xml?  would that NOT implement the change to city buffs?

Reply #31 Top

That is correct Jutetrea. Just don't put that file in and your good.

 

Reply #32 Top

Shawn, I have a couple of questions related to the map and either the latest patch and the DLC packs... is 1.06 compatible with both/either?  Also in 1.06 the Map will generate 1 wildland per map that isnt actually working (for instance The tileset for the Northern Waste will be there, but the wildland border and associated quest wont appear.

Reply #33 Top

I don't know for the DLC because I don't have it. I have to update this mod for the lastest patch as it modifies core files.  Been kinda busy I'll get around to it though haha. Thanks for telling me I think its because I'm attempting to generate more willdlands then there are available I'll see if I can resolve this, I've noticed this in one of my games as well.

Reply #35 Top

Hey Shawn, tried out the new version and still had the wild land issue.  I think it may be linked though to the fact I altered the size of the Huge tile-mod (my comp has issues with the extra huge map size)  So it combined with the min distance between wildlands is also causing the issue.  I'm going to try and lower the min distance between wildlands to see if that helps.

Reply #36 Top

<NumWildlands>5</NumWildlands>

 

In CoreMaps.xml

Set this to around 5-6, or less, and that should resolve the problem. What size is the map your trying to generate.

Reply #38 Top

Is there any chance you are going to update this for 1.3 ? I absolutely love this mod and now my games feel bland without it installed...please? Great work on the mod whether you decide to update it or not. :) Btw...did I mention the depths of despair I am sinking into without this mod installed... ;)

Reply #39 Top

Will it not work for 1.4?  Haven't been around since 1.2 so going to see what happens when I install it.