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.

8,538,686 views 2,223 replies
Reply #126 Top

Quoting Primal_Savage, reply 125

Only applicable to the triggered files (and they have been updated):

 

Xtra_Events_Triggered [Dropbox] _BMB [Dropbox] _DLC02 [Dropbox]

 

The second of the three (_BMB) is not something I had previously from your mod. Should I assume it's a completely new file, rather than a replacement?

Reply #129 Top


Interesting, you had some undead fixes which were designed to add graves instead of population?

Reply #131 Top


Hmm fair enough.

Another comment: I noticed that the irregular map settings display a tooltip that says "String Not Found", so maybe a simple description could be added, similar to those for the non-irregular maps?

+1 Loading…
Reply #135 Top

Quoting Primal_Savage, reply 134

Small Update (Dropbox)
 
Added a way to force Sovereign AIs into predetermined paths. Players can also benefit from this option if they so choose but have no obligation to pick that predetermined path.

Neat trick! It occurs to me that if you made these available for sovereign creation (for zero cost) you could apply them to custom sovereigns in the in-game creator (for those less inclined to dive into the XML.)

As a minor side-effect, this would seem to have the side effect of giving a free trait at level 2?  Or is level 2 hard-coded to bypass trait selection?

 

Reply #137 Top

Quoting Primal_Savage, reply 136
I'm a bit more concerned about players choosing to dual-class (Something the AIs will not be doing). I might look into ways to prevent that

Hrm...I don't see any way to enforce making sure players only choose a single item, but for preventing dual-classing, could you give the path traits an invalid PreReq\RestrictedAbilityBonusOption?  Or does the path selection screen respect that?  OTOH, I guess it might be problematic if they try it and get to a blank path selection screen too...

This might be too convoluted, but perhaps you could do something like spawn a quest, and have the quest reward depend on the answer to a question that determined which path to give out?  I have no idea how/if the AI handles quest branching, though, so you might end up back at random again...

</end random ramblings before coffee>

Reply #140 Top

Quoting Primal_Savage, reply 139
2. Xtra_Game_Snaking (LH/DLC02/DLC04)

Added some snaking files. It's somewhat of a mix of parrottmath / Heavenfall versions. Did it for myself, but making it available to everyone.
 

What does your snaking do? It appears that it is a near copy of Heavenfalls barred terrain and my mod. Is there really any differences?

Reply #142 Top

Okay, I see that there is no functional difference between this snaking and my version of snaking. It's a nice simplified approach to the problem. I've noticed that you can simplify the code even further by doing this instead:

Code: xml
  1. &lt;ImprovementTypes&gt;
  2. &lt;ImprovementType InternalName="LoggingCamp"&gt;
  3. &lt;PreferredTerrain&gt;Category:Forest&lt;/PreferredTerrain&gt;
  4. &lt;/ImprovementType&gt;
  5. &lt;ImprovementType InternalName="Pier"&gt;
  6. &lt;PreferredTerrain&gt;River&lt;/PreferredTerrain&gt;
  7. &lt;/ImprovementType&gt;
  8. &lt;/ImprovementTypes&gt;

 Not exactly sure why the Pier still snakes, but it does. I tried this approach a long time ago (FE beta) and it didn't work correctly, but now it works just fine. I have this code available at https://forums.elementalgame.com/444851/ under snaking 2.0.

Reply #143 Top

Quoting parrottmath, reply 142

Okay, I see that there is no functional difference between this snaking and my version of snaking. It's a nice simplified approach to the problem. I've noticed that you can simplify the code even further by doing this instead ... Not exactly sure why the Pier still snakes, but it does...

 

I disagree on there being no functional differences from an xml point of view but I do agree that snaking is snaking from the end-user point of view, which is probably all that matters for most users. That being said, If you are looking to simplify it even further, you can just remove the Category from "Category:Forest" and it will still work. IF my understanding of the matter is right:

  • The first time you mention a PreferredTerrain w/o prefix it goes for TerrainType
  • The second time you mention the same PreferredTerrain w/o prefix it goes for Category (e.g. This is the Pier in your xml)
  • The third time you mention the same PreferredTerrain w/o prefix it goes for SuperCategory
It does seem to create those Categories/SuperCategories along the way if they do not exist (e.g. Category:River does not exist it is Category:Land). Again, as long as this does not create a problem for the user I guess using "river" as you did is probably fine.
Reply #144 Top

Actually, removing forest from category doesn't work. I've tried that one out already. I'm really not sure why river works this way, but forest does not. I understand the structure being used by your work, I don't understand the river one at the moment.

Reply #145 Top

Quoting parrottmath, reply 144
Actually, removing forest from category doesn't work.

 

Removing Category: from Category:Forest does work.

Reply #146 Top

The idea of improvements is that the items are not erased when used and so when creating an improvement specific to a terrain type, Would duplicating the preferred type twice cause it to snake, while having it once, will only allow it to be built if directly next to the city center? That would make snaking so much easier from that point of view. I assume that with this change you are going to add new terrain to the game? That would be a welcome insert to the game.

Reply #147 Top

To some extent, yes (Forests, Rivers):

 

e.g.

 

<ImprovementType InternalName="NO_Snaking_R">
<DisplayName>NO_Snaking_R</DisplayName>
<Description>NO_Snaking_R</Description>
<RequiresCity>1</RequiresCity>
<PreferredTerrain>River</PreferredTerrain>
<LaborToBuild>1</LaborToBuild>
<ArtDef>Art_LoggingCamp</ArtDef>
</ImprovementType>

<ImprovementType InternalName="YES_Snaking_R">
<DisplayName>YES_Snaking_R</DisplayName>
<Description>YES_Snaking_R</Description>
<RequiresCity>1</RequiresCity>
<PreferredTerrain>River</PreferredTerrain>
<PreferredTerrain>River</PreferredTerrain>
<LaborToBuild>1</LaborToBuild>
<ArtDef>Art_LoggingCamp</ArtDef>
</ImprovementType>

<ImprovementType InternalName="NO_Snaking_F">
<DisplayName>NO_Snaking_F</DisplayName>
<Description>NO_Snaking_F</Description>
<RequiresCity>1</RequiresCity>
<PreferredTerrain>Forest</PreferredTerrain>
<LaborToBuild>1</LaborToBuild>
<ArtDef>Art_LoggingCamp</ArtDef>
</ImprovementType>

<ImprovementType InternalName="YES_Snaking_F">
<DisplayName>YES_Snaking_F</DisplayName>
<Description>YES_Snaking_F</Description>
<RequiresCity>1</RequiresCity>
<PreferredTerrain>Forest</PreferredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<LaborToBuild>1</LaborToBuild>
<ArtDef>Art_LoggingCamp</ArtDef>
</ImprovementType>