[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.

52,144 views 40 replies
Reply #1 Top

Looks awesome, going to try it.

Reply #2 Top

Have you run into any problems when using the rivermod in LH? I plan to convert it from FE to LH but I haven't had time to look at it yet.

PS. If you want to include the rivermod in your own download you are more than welcome to.

Reply #3 Top

Shawn, do you mind if I include this in my immersion mod, although I will modify it a bit.

Reply #4 Top

Quoting Heavenfall, reply 2

Have you run into any problems when using the rivermod in LH? I plan to convert it from FE to LH but I haven't had time to look at it yet.

PS. If you want to include the rivermod in your own download you are more than welcome to.

Thank you this will make the installation process simpler. I was going to ask you for permission to do so, after I saw if there was any interest in the mod, did not want to bother you otherwise ^_^ . I haven't come across any problems with rivermod other than sometimes cities can build a blank cell which shows up in the available structures, I don't even know if this is coming from river mod to be honest.

 

Quoting BlackRainZ, reply 3

Shawn, do you mind if I include this in my immersion mod, although I will modify it a bit.

Go on ahead, in fact anyone can feel free to do as they please with my mod. I'm quite busy so I may not have time to update it often.

 

Reply #5 Top

nice, kinda like ecomental for LH! I'd recommend you grab his ecology and lush map types and water amount changes, should complement your work very well :)

Reply #6 Top

Very nice. You may want to consider buffing the Deo-something-something city. It will be weak compared to most cities now, since it cannot adopt a city type.

Reply #7 Top

Quoting crimsongekko, reply 5

nice, kinda like ecomental for LH! I'd recommend you grab his ecology and lush map types and water amount changes, should complement your work very well

I will look into it, if I have time I'll add it |-) .

 

Quoting Naidrev, reply 6

Very nice. You may want to consider buffing the Deo-something-something city. It will be weak compared to most cities now, since it cannot adopt a city type.

 

Thanks, I'll see if I can find it, I'm not sure where it is located. I was going to buff the Ruins of Imperium tile as well.

 

Reply #9 Top

So I'm 6+ hrs into a game now after some older mod compatibility issues.

Like it quite a bit.    While I like a buff to city locations - the lava river locations are a bit much.  I love them, but I've found 2 4-7-4's so far.    One for my capital, and one I've had to park a scout and have a settler go 14 turns to get to.      The price is pretty high, they start next to an ashwake dragon guardian - but after A LOT of save reloads I was able to kill the one next to my capital and now my little corner is safe.    It started on the opposite side of the river and via tremor, some decoys and such I was able to keep it away till I could build up an army to kill it.   It might not be an issue, since I'm still not winning - but that gets me the magma forge on a 7 production, 5 essence level 3 fortress.   So +5 initiative and +5 defense so far as I haven't found any fire mages or life mages - then +2 fire attack, 25% fire resistance.

All other locations are good, plenty of 3 essence sites which is nice - usually on a 3-4-3 or a 4-3-4.    I've only seen the 2 4-essence sites - so it might not need an adjustment.

This mod was great as I usually buff my city locations via elementaldefs but didn't know how to buff essence.

I also didn't play with rivermod by itself, that's kind of interesting.   I have had a few tiles get overwritten - not sure if its just visual or if something else.  My capital is right next to the lava river and there are a couple spots that just look like plains now.

 

TLDR - Nice mod so far, no major problems.

 

Reply #10 Top

I agree, some of those values you see in the screenshots look a bit too high :D

Reply #11 Top

Glad you guys liked it, yup the screenshots are examples of some of the better places, but there are plenty of average places as well, I wanted a great variety of all kinds of places :).

Reply #13 Top

Haha, the -1 grain is because the magma forges reduce the food around them by about 1 grain, in order for -1 to happen it would mean that all the other tiles around there give no food at all, I was interested to see if that would ever occur, guess it does :). Sadly, its not possible for me to control where players or AI spawn, there is not a flag to put stamps a certain distance from spawn points, I would of liked it if this were possible as well, maybe someone knows a method to implement this.

Reply #14 Top

Could this be moved to LH Modding forum now that it exists?  You just need to edit it and change the "Category".

Reply #15 Top

Still really liking this mod.   Once saw a 5/7/5 starting spot - 'drool' - next to a toxic river.   Unfortunately I had a bad custom faction in there and couldn't load saves...lost.

Did pick up a 4/7/9 (yup, NINE essence) after killing the fissures wildlands boss.    9 doesn't even show up in the city menu :)     It was awesome.   Unfortunately by that point I was already mopping up.

 

I'm finding my best consistent 4/5/4's or 3/6/4's are next to death rivers.      Fire river has large production, little food - but not big essence either.  Toxic seems to be good as well, but don't see them much during a ctrl-n session.  Same with Blood, rarely start next to blood and don't think they have a good production.

I now plan on starting each game with a 2+/4+/4+ spot.  I like it. A lot.

Reply #16 Top

Quoting StevenAus, reply 14

Could this be moved to LH Modding forum now that it exists?  You just need to edit it and change the "Category".

Can do, thanks.

 

Glad, you liked it Jutelrea :), 9 seems like a lot I would of liked the map essences capped at 7-8 for the 2-3 essence based wildlands cities, but it takes a very long time for me to test everything out as far as wildlands go because I have to actually clear them in my games to see their yields.

Reply #17 Top

Shawn, I REALLY like your mod, but I do have one concern about the huge version on v1.05.  When playing it I set the Wildlands distribution to dense, and the distribution of them due to the size of the map makes it very hard to either find or get to them.  Same goes for the overall number of quests.  Is there a way on such a huge map to boost the number of quests or wildlands populations to equal its massive size?

Reply #18 Top

Yes there is, in the CoreMaps.xml file there should be a line that reads

<NumWildlands>5</NumWildlands>

Change this to a higher value under huge maps if u you want more wildlands, but that is the default if you set it to dense you are probably getting around 8 wildland's already, you can set it higher but there are only so many wildlands in vanilla LH so you will reach  a cap very quickly. I think there are only 12 wildlands.

You can edit how quests show up by editing "quest location options" in ElementalDefs.xml. I haven't tinkered with this too much to try and balance it, although now that that you've brought it up I may consider increasing the amount of initial quests spawned near the player at start up.

 

 

 

Reply #20 Top

If you want only regular rivers do not move anything from the 'mods" folder in the zip into your LH mod folder.

Reply #21 Top

I have a bug with razed city tiles remaining, so you cant build there again. I remember this bug from beta but they fixed it. Is there a work around?

Reply #22 Top

This has always been the case as far as I can remember, the tile where the city was built is no longer available  if a city built there is destroyed. You can try the spell that revives the land there and see if it comes back. I think its called birth of summer.

Reply #23 Top

Thanks, it says you can't cast that spell on a city square but I'll try near it. Great job on the mod by the way, I love it.

 

Edit: Sorry I was just wondering if you upped the space between cities requirement?

Reply #25 Top

First of all, Great mod!!! I really enjoy this one!

Now I have a couple of questions to ask

 

1. some of tile have the yields you have shown above. however also some of tiles do not the yields... is this supposed to be like this? 

 

2. when i unzip the mod, i get the "Core Improvments folder". Shouldn't this be the "Core ImprovEments" folder? 

 

sorry for by bad English!!

 

help will be appreciated!!