[Mod LH] Bonus Weaknesses version 1.1

This mod adds additional weaknesses to the new faction creation menu.

 

New weaknesses:

- Spendthrift: -10% gold income

- Unskilled: -2 production per material

- Gluttons: -5 Food per grain production

- Dense: Can chose 3 unit traits instead of 4

- Pacifist: +50% army maintenance cost

- Sluggish: -10% initiative for whole faction.

 

To install just unpack in 'My Games\LegendaryHeroes\Mods' folder.

Don't forget to enable mods in options and restart game after that.

 

Latest version: https://dl.dropboxusercontent.com/u/9586486/Weaknesses%201_1.rar

 

Update:

Fixed Dense trait to properly allow for only 3 unit traits.

Changed description of Sluggish trait.

 

To install update unpack into 'My Games\LegendaryHeroes\Mods' folder and allow to overwrite or delete old version manually and then unpack into Mods folder. If you made a faction with Dense trait, you don't need to make new one. You need to start new game, though, for changes to have effect.

12,429 views 13 replies
Reply #1 Top


Congrats for your work.

Would you mind listing here the weaknesses and their effects? Would be a great way to sell your work ;)

Reply #2 Top

The Dense trait should be

         <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Traits</StrVal>
                <Value>-1</Value>
                <Provides>3 Traits per unit</Provides>
            </GameModifier>

In your current version you are giving the faction +3 traits for a total of 7.

Also, just a detail, but you may want to specify that the -10% initiative applies to everyone fighting for the faction, including champions, monsters and so on.

Reply #3 Top

Hopefully there isn't too much toe stepping! I am working on my own Traits and Flaws thing, and one of them I have is +1 Unit Design Trait, and -1 respectively. I also created a wonder with +1 Unit Design Trait.

 

I haven't experimented with them yet, and will have to see what other changes I make.

 

Anyway, when I update my mods, please don't feel plagiarized if some of your ideas and some of my ideas are pretty close to one another :p

 

Edit: Only dense is close to my own weaknesses. I advice Pacifist to give -2 cost instead of 1. Army Maintenance is pretty expensive. Good work!

Reply #5 Top

Increased maintenance for unis (Pacifist) is an interesting one.

 

DsRaiders faction traits mod has an ability "Corrupt" which is -20% Gildar and -20% Influence (FE version).

Your Spendthrift trait has -10% Gildar.

 

I'm wondering what everything thinks is about right when compared to other faction traits?  

Reply #6 Top

 

I was afraid the AI wouldn't build my wonders, but they do.

 

In the AI Defs files, it tells the AI what to pursue early, mid and late game. In the buildings, it assigns each building an AI priority. I would give it more priority, if the AI isn't building them. There is no new "system" or mechanic in my mods so the AI shouldn't need to be 'taught' anything. The only problem is, it might have the same chance to build a wonder that it has to build something not so good.

 

As of now on the uploaded version nothing has prereq's so the AI can get bombed with "too many options, not enough time". In my home version, I made all of my buildings wonders, and gave some of them prereqs, and created some spells and items to have unlocked with them. After looking at your weaknesses and mine, I think I will do a full update on my mods soon, I meant to do so on saturday, but things came up, ya know... you made me realize how long it has been since I have updated them, and my home version is way ahead of whats on nexus.

 

personally, I say to keep up your work! I am not as good as heavenfall or parrottmath, however I still try. Sometimes, the hammer just doesn't hit the nail, and other times, you hit better than you ever hoped to. Also, if you like any of my work, use it! change whatever you want, however you want. Everything I have done is from content already in the game.

 

 

Edit: Here is a small gift, I have been making a special file of "All Modular Effects" by copy-pasting different abilities and functions into one source, so that I can quickly find the closest thing which has ever existed in FE/LH to what I want.  Hopefully you get the same use for it as I have.

        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Attack_Boost</StrVal>
            <Value>1</Value>
            <Provides>+1 Attack to Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Attack</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_HitPoints</StrVal>
            <Value>3</Value>
            <Provides>+3 Hit Points to Trained Units</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Hit Points</UpgradeComparisonText>
        </GameModifier>    
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_HitPoints</StrVal>
            <Provides>+1 Hit Point per Grain for units trained in this city</Provides>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldGrain]]]></Expression>
            </Calculate>
        </GameModifier>    
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Research</StrVal>
            <Value>10</Value>
            <Provides>+10% Research in all your cities</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_HitPoints</StrVal>
            <Provides>+1 Hit Point per Grain for units trained in this city</Provides>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldGrain]]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_ProductionPerMaterials</StrVal>
            <Value>2</Value>
            <Provides>+2 Production per Material in all your cities</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
            <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_FoodPerGrain</StrVal>
            <Value>5</Value>
            <Provides>+5 Food per Grain for your Faction</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Food per Grain</UpgradeComparisonText>
        </GameModifier>    
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_UnitStat_HitPoints</StrVal>
            <Value>5</Value>
            <Provides>+5% Hit Points for all units</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>BuildingDiscount</Attribute>
            <Value>0.1</Value>
            <PerTurn>1</PerTurn>
            <Provides>-10% Construction Cost</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Construction Cost Discount</UpgradeComparisonText>
        </GameModifier>        
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>GoldPerMaterials</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Gildar per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
            <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_Unrest</StrVal>
            <Value>-30</Value>
            <Provides>-30% Unrest in all your cities</Provides>
        </GameModifier>    
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_Unrest</StrVal>
            <Value>-10</Value>
            <Provides>-10% Unrest in all your cities</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_MagicResist</StrVal>
            <Value>10</Value>
            <Provides>+10 Spell Resistance for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Spell Resistance</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>10</Value>
            <Provides>+10 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>        
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Armor</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% Production of Armor</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Armor Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>        
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Level for Trained Units</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Level</UpgradeComparisonText>
        </GameModifier>        
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyTrainedUnits</StrVal2>
            <Value>1</Value>
            <BonusValue>100</BonusValue>
            <Provides>Stationed non-champion units gain 1xp/season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.1</Value>
            <Provides>-10% Unit Training cost</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unit Training Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>25</Value>
            <Provides>+25 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>2</Value>
            <Provides>+2 Levels for Trained Units</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Level</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Armor</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% Labor Cost of Armor</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Armor Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Weapon</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% the Production cost of Weapons</Provides>
            <UpgradeComparisonID>5</UpgradeComparisonID>
            <UpgradeComparisonText>Weapon Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Attack_Boost</StrVal>
            <Value>2</Value>
            <Provides>+2 Attack for Trained Units</Provides>
            <UpgradeComparisonID>6</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Attack</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Enmity</StrVal>
            <Provides>Trained units get +25% Attack vs units of the opposite race</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>25</Value>
            <Provides>+25 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>        
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>25</Value>
            <Provides>+25 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.5</Value>
            <Provides>-50% Unit Training cost</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Unit Training Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>2</Value>
            <Provides>+2 Levels for Trained Units</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Level</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>4</Value>
            <Provides>+4 Initiative for Defenders</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Bloodthirsty</StrVal>
            <Provides>Trained Units get +25% Attack vs damaged enemies</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyTrainedUnits</StrVal2>
            <Value>1</Value>
            <BonusValue>100</BonusValue>
            <Provides>Stationed non-champion units gain 1xp/season</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Charge</StrVal>
            <Provides>Trained units get +3 Moves and Attack on the first action in combat</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>4</Value>
            <Provides>+4 Initiative for Defenders</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Bloodthirsty</StrVal>
            <Provides>Trained Units get +25% Attack vs damaged enemies</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyTrainedUnits</StrVal2>
            <Value>1</Value>
            <BonusValue>100</BonusValue>
            <Provides>Stationed non-champion units gain 1xp/season</Provides>
        </GameModifier>        
            <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Defense_Pierce</StrVal>
            <Value>6</Value>
            <Provides>+6 Defense for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Defense</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Armor</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% Labor Cost of Armor</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Armor Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Weapon</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% the Production cost of Weapons</Provides>
            <UpgradeComparisonID>5</UpgradeComparisonID>
            <UpgradeComparisonText>Weapon Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Attack_Boost</StrVal>
            <Value>2</Value>
            <Provides>+2 Attack for Trained Units</Provides>
            <UpgradeComparisonID>6</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Attack</UpgradeComparisonText>
        </GameModifier>    





        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>WildingWarrior_Group</StrVal>
            <Value>3</Value>
            <Provides>Recruit 5 Wilding Warriors</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Troll</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Trolls</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>StormDragon</StrVal>
            <Value>1</Value>
            <Provides>Recruit 1 Storm Dragon</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>KnightsOfAsok</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Knights of Asok</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>AshwakeDragon</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Askwake Dragons</Provides>
        </GameModifier>    
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Ogre</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Ogre</Provides>
        </GameModifier>    
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Mercenary_Party</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Mercenaries</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Hunter</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Hunters</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>FellDragon</StrVal>
            <Value>1</Value>
            <Provides>Recruit 1 Fell Dragon</Provides>
        </GameModifier>        
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>DarklingWarrior_Group</StrVal>
            <Value>3</Value>
            <Provides>Recruit 3 Darkling Warriors</Provides>
        </GameModifier>       

Reply #7 Top


Is this mod compatable with FE ?

 

Reply #8 Top

Quoting thadianaphena, reply 3
Hopefully there isn't too much toe stepping! I am working on my own Traits and Flaws thing, and one of them I have is +1 Unit Design Trait, and -1 respectively. I also created a wonder with +1 Unit Design Trait.

Would it be beneficial to work together for a bit and come out with a single combined weakness mod ??

Rather than having users try to pick one over the other or become confused with both, would it be better to have a single condensed mod to choose from?

 

Reply #9 Top

Quoting Heavenfall, reply 2

The Dense trait should be

         <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Traits</StrVal>
                <Value>-1</Value>
                <Provides>3 Traits per unit</Provides>
            </GameModifier>

In your current version you are giving the faction +3 traits for a total of 7.

Also, just a detail, but you may want to specify that the -10% initiative applies to everyone fighting for the faction, including champions, monsters and so on.

 

You are right, it should be -1 value, not 3. I think I used 3 to make a picture of the bug with Ongr showing as recruitable unit and forgot to change it back.

I'll make those changes and post new version ASAP.

Reply #10 Top

@thadianaphena

No worries about having similar or same traits, it's no surprise that some ideas from different mods will overlap.

I may find that file handy if I go to make bonuses as well.

 

@GFireflyE

Not sure about FE compatibility. I tested this in LH, but odds are that mine will work in FE as well.

You can have 2 mods that add weaknesses installed and as long as they don't overwrite each other (same folder and file name) or don't use same 'internalname' values, they should work with each other with no additional effort. Mine just adds new traits, doesn't change anything from default ones so it should be compatible with any other mod that adds or changes weakness traits.

Reply #11 Top

Quoting GFireflyE, reply 8


Quoting thadianaphena, reply 3Hopefully there isn't too much toe stepping! I am working on my own Traits and Flaws thing, and one of them I have is +1 Unit Design Trait, and -1 respectively. I also created a wonder with +1 Unit Design Trait.



Would it be beneficial to work together for a bit and come out with a single combined weakness mod ??

Rather than having users try to pick one over the other or become confused with both, would it be better to have a single condensed mod to choose from?

 

 

Yes, it would be. Once I complete my list, I will upload it. We seem to have different types of weakness in mind, but are goals are similar enough.

Reply #13 Top


I think this is an excellant mod! None seem to be preferable. XD