[eMod] Outpost Upgrades

By on July 5, 2013 8:06:58 AM from Elemental Forums Elemental Forums

attackdrone

Join Date 02/2008
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Outpost Upgrades

Outpost Upgrades


Current Release Version: 1.02 for Legendary Heroes 1.20

Outpost Upgrades 1.02


Kingdom OutpostEmpire Outpost


Installation:

This mod is installed to your User/Documents/My Games/LegendaryHeroes/Mods directory.  There is a folder inside the .zip file.  As this mod uses only existing graphical resources, there is no need to do anything but extract the folder to your /Mods directory.  This mod will only work if Mods are enabled in Legendary Heroes.

Features:

Adds five new improvements to Outposts.  AI packages have been added to encourage them to build these new upgrades, which are as follows:

Outpost Carpenter:

 +2 Production.  Requires Weaponry technology (same technology for Lumber Mill).

Outpost Farms:

 +5 Food. Requires Agriculture technology (same technology for Irrigated Farms).

Outpost Inn:

 -2% Unrest. Requires Cooperation technology (same technology for roads to Outposts). People feel happier with a safe place to stay when they are traveling.

Outpost Windmill:

 +10 Food. Requires Craftsmanship technology (same technology for Mill).

Outpost Smithy:

  +3 Production.  Requires Blacksmithing technology (same technology for Blacksmith).

Note that each bonus to Food or Production is a discrete bonus.  Unlike Gardens, Granaries, Lumber Mills, or Workshops this bonus does not scale in any way with the grain or materials of your city.

It is a hard world, and most of the food raised at the outpost is used feeding the people who live there.  Lumber worked at the carpenter and iron at the smithy is used to shore up the outpost's battered defenses.  However, they still are able to send a small amount back to the town that the outpost is connected to.  A total bonus of +5 Production and +15 Food is moderate, but recall that it is possible to build multiple outposts connected to a single city!


Also, the new additions do not clip through or hover over Cliffs, Coasts, Chasms, or Caltrops!

Cliffs and Caltrops


Future Plans:

I added these buildings to the Outpost to ensure AI compatibility.  It is always my goal for the AI to be as capable of using additions as the player (or at least give the appearance of playing by the same rules).  However, the best option would be to add a new pioneer activity to build a "Farming Village."  This would function like an outpost, but focus on economic improvements.  This would get around the issue of being able to build farms in Arctic and Desert Terrain (See Below).

Issues and Compatibility:

-This mod should be compatible with all mods that do not add buildings to outposts.  If for some reason, a mod adds a building to an outpost in the same location as the new ones I added, the only issue that should occur would be a graphical overlap/glitch.

-If Warden ever gets added back into the game, the Smithy/Carpenter occupy the space which was once taken by the Warden.

-The new buildings might look odd on steep hills.  Surprisingly, the farms manage pretty well on the hills!  This is actually an issue with the base game, as the outpost "Fortify" building is the worst offender here.

-Farms and Windmills (with associated edible vegetation) can be grown in Arctic and Desert terrain.  I'm considering options on this, but it is an issue for aesthetics / plausibility only (not gameplay per se).  The best option would be to develop a new pioneer build action; this action needs to be usable by the AI for me to even consider adding it.

Usage and Credits:

-Anyone may use this mod, components of this mod, or information from this mod for any reason at any time.  I do request that credit be given, and that I be informed of the usage (after the fact is completely fine).  If updates or bug-fixes are released, I would very much like to distribute the updated version to anyone who might be incorporating it.

-Thanks to the Stardock coders, your .xml is easy to follow.

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July 5, 2013 8:07:23 AM from Elemental Forums Elemental Forums

Changelog:

 

1.01

-Fixed flavor text localisation.

1.01

-Changed the Outpost Inn to be -2% unrest to the attached city.

1.00

-Changed "Mill" to "Windmill."  In Fallen Enchantress: Legendary Heroes, a Mill is a production building.  The Outpost "Windmill" is a farming-related building that gives food.

-Moved a lumberjack slightly "North."  His axe no longer clips into the rock wall of the Outpost on the backswing of the animation.

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July 5, 2013 9:30:19 AM from Elemental Forums Elemental Forums


WOW!

Fantastic work!

Will be adding to my collection of mods!

How's the mod work with Arcane Monolith?

 

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July 5, 2013 9:44:40 AM from Elemental Forums Elemental Forums

It works completely fine with Arcane Monolith.  Actually, it looks better (at least on the Kingdom side).  The colors match well, and the smaller base area of the Arcane Monolith makes the Smithy and Carpenter more visible.

Any of the settler / pioneer / scout mods that allow different units to create outposts will be compatible as well.  Basically, anything coded as an outpost is compatible.  It matters not how the outpost is constructed.

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July 5, 2013 9:48:23 AM from Elemental Forums Elemental Forums


That is completely awesome!

To clarify, there is now graphic for all the original upgrades as well? (I see you mention that caltrops can now be built on coast)

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July 5, 2013 9:55:29 AM from Elemental Forums Elemental Forums

This replaces nothing, so all the original upgrades will still be visible.  The last picture is of an outpost on normal terrain right next to a cliff/coast.  I would have loved to spread out the farms further from the Outpost wall, but I wanted to make sure that if an Outpost were placed adjacent to a Cliff, Chasm, or Coast, that the farms would not float out into midair.  Fortunately, they do not!

I did not change Caltrops.  A concern of mine when designing the mod was avoiding clipping and floating objects.

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July 5, 2013 5:21:28 PM from Elemental Forums Elemental Forums

this looks great.

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July 5, 2013 11:00:06 PM from Elemental Forums Elemental Forums

Lookin' nice!

Real quick, why only -1% unrest for the inn?  I'm thinking a higher modifier might be in order here.  Probably not more than 5% (competing with the Cleric at that point), but 3% sounds good to me for some reason.

+1 Gildar for the inn could be fun too, as long as any of multipliers don't bump that too much.

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July 5, 2013 11:05:36 PM from Elemental Forums Elemental Forums

I'm trying to keep power / feature creep from taking place.  Look over at DSRaider's very excellent http://forums.elementalgame.com/446149/page/1/ mod for comparison.  He has a trait called "Tolls" that adds a +2 guilder improvement to outposts, and costs 2 points to choose as a trait (it also gives other minor advantages).  +2 guilder for -EVERY- outpost is pretty fantastic!

I originally had each inn set to -2% unrest, and might change it back to that once I get some feedback on balance.

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September 22, 2013 1:17:21 PM from Elemental Forums Elemental Forums

I am installing this now and I will play it in my next game.  This looks fantastic.  I've always wanted a reason to upgrade an outpost besides High Tower.  These look very promising.

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September 22, 2013 9:10:35 PM from Elemental Forums Elemental Forums

This is amazing work.  I have been pondering how to do something like this for a while now but just literally never had time.  However, what you have done here is far better than what I planned to do.  My hat is off to you.  This basically fits the general idea that cities should be surrounded by villages which is what you have turned outposts into here.

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July 26, 2014 3:08:15 PM from Elemental Forums Elemental Forums


Now that the AI can upgrade outposts, does this mod need any adjustment?

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November 3, 2014 5:31:08 AM from Elemental Forums Elemental Forums


Can you add kind of infirmary upgrade?

Something that would speed up healing of the units within the range of the outpost?

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November 3, 2014 5:33:31 AM from Elemental Forums Elemental Forums


also an install instruction would be handy

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November 25, 2014 9:57:08 AM from Elemental Forums Elemental Forums

Quoting Sentinemodo,


also an install instruction would be handy

Check the OP it contains install instructions

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