[eMod] Patchwork mod - AI boost

By on November 19, 2013 2:52:28 AM from Elemental Forums Elemental Forums

webusver

Join Date 12/2012
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http://www.nexusmods.com/fallenenchantress/mods/1891/

This mod improves AI and makes some aspects of the game more comfortable to play.

Last update to v.1.6. April 01 2014

Description

This mod improves AI and makes some aspects of the game more comfortable to play.

Compatibility: v.1.5 and 1-4 DLS's. Compatible with Parrottmath's mods and others which doesn't change units and abilities.

To install the mod, first backup your English folder, then copy the downloaded files into it. If you don't have DLC's, delete appropriate DLC files.

This folder is here: /steam/steamapps/common/FE Legendary Heroes/data/English

Do not put files to: /Documents/My Games/FE Legendary Heroes/Mods

There were lots of features that were not be possible to be done like regular mods, so I decided to put everything into one folder (English). It’s better than have to copy files to both folders (English and Mods)

Features
Fixes
1. Fixed unusable unit designs forgotten in v.1.5. (forgotten shields with one-handed weapons
2. Fixed vanilla Scrap Golem having no weapon.
3. Fixed problems of 1.5 patch with Wilding Hermit and Darkling shaman unable to summon lesser units.
4. Fixed issue resulted in lightning attack of Lightning Longbow was not calculated as ranged attack.
AI improvements
1. AI trains more units;
2. AI equips his units better;
3. AI trains more elite and mounted troops;
4. AI builds more fortresses to produce better troops;
5. AI more often enchants his cities with unit enchanting spells;
6. AI pays more attention to increase production rates in his cities;
7. AI pays more attention to develop combat traits of his heroes;
8. AI politics is more aggressive than in original;
9. AI hunts for monsters and quests more often;
10. Default AI races are more combat oriented;
11. Traits that AI doesn’t use properly are changed or disabled;
12. More units are available to AI to suit in every gameplay condition. Every of 11 races has:
• 1 additional type of pioneers
• 2 additional types of scouts (1 of them is mounted);
• 2 additional types of clubsmen;
• 2 additional types of spearmen;
• 2 additional types of defenders;
• 2 additional types of light warriors;
• 2 additional types of medium warriors (1 of them is mounted);
• 2 additional types of heavy warriors (all mounted versions);
• 2 additional types of medium magic warriors (all mounted versions);
• 2 additional types of heavy magic warriors (all mounted versions);
• 2 additional types of horsemen (all mounted versions);
• 5 additional types of archers (including mounted versions);
• 5 additional types of crossbowmen (including mounted versions);
• 5 additional types of mages (including mounted versions);
• 3-5 (depending on race) additional types of zealots (including mounted versions).
13. Also:
• 9 additional types of henchmen for Altarians;
• 3 additional types of golems for Ironneers;
• 3 additional types of juggernauts for Trogs;
• 1 additional type of each spider for the trait “Cult of hundred eyes”.
Gameplay
1. Good starting locations every new game. No need for Ctrl+N;
2. Monetary economic model. All units require gold to train. All buildings require gold to build.
3. If you train a unit, the number of its soldiers is subtracted from city’s population. (Thanks to Parrottmath!)
4. Intensive combat. (Units gain more dodge, critical chances and some happy/unhappy battle events);
5. More types of weapons and armors for unit design;
6. Added traits to unit design: alchemist, guard and road building for every race;
7. More chances to find armor and weapons in loot;
8. Lower prices in shops. No need to rely on loot equipment for heroes;
9. Added 24 premium heroes of 15 level;
10. Added 18 Undead heroes;
11. Garrison units reduce unrest and gain 1 experience per turn;
12. Every trained unit requires gold and population to be trained;
13. Every building requires gold to be built.
14. Each weapon has its special strike.
15. Each race has its unique set of weapons.
16. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archers remain too.
17. Added medium fire and ice staffs. Earlier mages had to wait too long to get good staffs, so these medium staffs were added.
18. Rebalanced quendar slaves to act more like cannon fodder rather than unlucky losers.
19. At the start of the game all items that are available for training units are also available in the shop.
20. Unrest doesn't increase with the number of cities. It increases while the city grows in levels. This is vital for gameplay on huge maps.
21. Heroes don't divide experience.
22. Enchanter specialty gives a full set of 3 lightning staffs with increasing lightning attack and they replace fire staffs. AI prefers to use lightning staffs over fire staffs if he has opportunity.
23. Hero traits that are of low or even negative use for AI are changed or disabled.
24. Thrown weapons now deal amount of damage equal to the number of soldiers in the group (Thanks to Parrottmath!)
25. Staff class of weapons is expanded. Earlier there were just a staff and monk's staff with no possibility to upgrade. Now this possibility exists up to Arcane weapons.
26. Added new class of troops - zealots. They fight with melee staffs.
27. Added new racial trait "Monk Robes" (costs 0 to choose like Masterwork Chain) which replaces Leather armor with a set of robes. If you wish your light troops look like mages, or you prefer Dodge over Defence, this option is for you.
28. Added hardened leather cuirass, light chainmail and some trait-specific weapons available to unit design. Now you have richer choice while designing your units. Perfect crossbow is rebalanced and added to Arcane weapons and thus available for unit design.
29. I tried to make AI enchant his cities with more unit spells, such as Heart of Fire, Aura of Might. I set better priorities for these spells but still the best priority is with Enchanted Hammers spell. Then goes Heart of fire, Inspiration and the rest combat and city spells.
30. 3 level city adds 1 essense. I hope this helps AI to enchant his cities with more unit spells.
31. Units have 5 perk slots instead of 4.
32. Quest for Arctic wolf cloak is replaced for IceWarg Cloak quest. Player has to fight wargs instead of wolfs, and gains IceWarg Cloak. In this world Arctic wolf cloaks are available in shops from the beginning of the game, so there was somehow rather useless to fight wolves in order to get an item of low interest.
33. Added new racial trait “Guile”, which gives additional perk slot for training units.
34. Added new racial trait “Manufacturer”, which gives additional production per material.
35. “Wholesale Purchase” spell is added. In case player has excessive gold and doesn't need it, then for 1200 gildars it's possible buy 120 metals, 60 crystals, 10 horses and 10 wargs. Usage of this operation increases Fame by +10. This spell is unlocked by Economics technology.
36. New tech City Enchantment was added. It unlocks Scrying pool, Guardian Statue and spells: Heart of Fire, Aura of Might, Aura of Grace, Aura of Vitality. Unlocking these spells allows to cast these spells early, not depending on types of recruited heroes and chosen magic schools. This thech was made especially for AI.
37. New tech was added Advanced Warfare. It gives some bonuses that earlier belonged to War Colleges tech. At the same time War Colleges give some expensive books to upgrade heroes. This was done also in case if a player has excessive gold. There will never be too much gold, be sure.
38. Updated economic model. Now player has to pay for every equipment and even traits of his trained units. Skilled and highly armed and armored troops should be more expensive. Tested how AI survives in new circumstances. AI is just brilliant!!!
39. Added an option to choose Rusty Armor to replace common chainmail. By default Undead race wears rusty armor. This armor is available to unit design like Light Plate armor and has the same parameters, but looks great on undead.
40. Added Gladiator armor to unit design. Player can choose it to replace Raider's chainmail. By default Tarthians have gladiator's armor. It's even written in its description, that Tarths wear gladiator's armor with pride.
41. If you have DLC 02 installed, then while choosing Assasins tools you gain another design of leather armor. It looks like assasin's armor but has paramenters of common leather armor. So, welcome Urxens-ninjas.
42. Catapults are much stronger now. Deadly machines.
43. AI has higher value for the following priorities: upgrade heroes to Commander path and teach Leadership and Tactics, build more fortresses and enchant cities with spells that give combat bonuses to units. AI builds less conclaves and rarely builds towns.
44. Summoned Skath and Spider mounts for trained troops.

Company of Legendary Heroes:

 

 

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Snow02
KamratMjau
Hellions
aerowreck
Apheirox
February 9, 2014 4:26:20 AM from Elemental Forums Elemental Forums

Necromancy Revamped compatibility patch for Patchwork mod is updated to v.091. Sovereign Necromancer should have Sovereign's Bond, otherwise he loses some features.

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February 9, 2014 4:42:31 AM from Elemental Forums Elemental Forums

I'm using D&W as well currently, but even Patchwork alone causes it. It seems strange that the vanilla game will run fine but the mod will cause the game to lock up? Must be some pretty heavy added algorithms! Thanks for your reply though.

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February 9, 2014 7:11:26 AM from Elemental Forums Elemental Forums

Quoting Apheirox,
I'm using D&W as well currently, but even Patchwork alone causes it. It seems strange that the vanilla game will run fine but the mod will cause the game to lock up? Must be some pretty heavy added algorithms! Thanks for your reply though.

Patchwork mod core was tested much throughout many turns and gameplays. It doesn't have any algorithms and I can say that the mod was even optimised for weak computers. Can you send me to webusver@mail.ru the savegame when the game lockups? I also need detailed description of what happens and afther what it lockups.

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February 9, 2014 11:21:51 AM from Elemental Forums Elemental Forums

I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and the situation should be easy to compute.

 

The game runs a lot slower on the strategic map as well, turn times are much longer to process but the really annoying part is the tactical combat issue.

 

So, I don't think there's much to do. I have a further issue with the mod to report, though: Are you aware that city defenders (militia) fully respawn after each battle even during the same turn? That means we've got your modded militia using full armor & equipment (you went overboard with this IMO, militia have stuff like crossbows before bows have even been researched as well as the braided belt which in the description specifically lists is a sign of wealth and certainly isn't something militia units would be outfitted with) respawning and ready for each battle. Thus, you can't even send multiple armies to attack a heaviliy fortified city on the same turn because the massive militia force will have respawned and be ready to repel the attackers again after each assault. It makes it more or less impossible to take a city in the early game unless the AI does some stupid stuff like moving all units out of the city so you only have to deal with the militia and can win in a single battle. Overall, even though I really, really like how you're giving the militia armor (and finally mage defenders in Conclaves, excellent!) they're simply too powerful now - it's so much you can run Pioneers into a monster-infested area and plop down a city no problem because the beefy defenders will be able to take on almost any attackers.

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February 9, 2014 12:41:16 PM from Elemental Forums Elemental Forums

Quoting Apheirox,
I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and the situation should be easy to compute.

I hadn't other reports on this problem perhaps because others also don't have it? I also don't have it. BTW when you first tested the mod in the beginning of January, did you experience this problem? Patchwork mod didn't get complicated since then.

Perhaps you have a broken file of the mod. I suggest you delete English folder, return original version and install a new copy of Patchwork mod. Or perhaps a new clean install of LH may help.

Quoting Apheirox,
So, I don't think there's much to do. I have a further issue with the mod to report, though: Are you aware that city defenders (militia) fully respawn after each battle even during the same turn? That means we've got your modded militia using full armor & equipment (you went overboard with this IMO, militia have stuff like crossbows before bows have even been researched as well as the braided belt which in the description specifically lists is a sign of wealth and certainly isn't something militia units would be outfitted with) respawning and ready for each battle. Thus, you can't even send multiple armies to attack a heaviliy fortified city on the same turn because the massive militia force will have respawned and be ready to repel the attackers again after each assault. It makes it more or less impossible to take a city in the early game unless the AI does some stupid stuff like moving all units out of the city so you only have to deal with the militia and can win in a single battle. Overall, even though I really, really like how you're giving the militia armor (and finally mage defenders in Conclaves, excellent!) they're simply too powerful now - it's so much you can run Pioneers into a monster-infested area and plop down a city no problem because the beefy defenders will be able to take on almost any attackers.

City defending is a weak point of all AIs. AI needs support at least here. I hate weak AI, thats why this mod was started. Even if a city has many defenders it is not "impossible to take" a city, it's may be just hard to take without losses. Have your sovereign lead the first army and kill all non-militia defenders, then have your heroes lead the second army and take the city. In my gameplay I had 3 commanders and 6 warg riding archers and had no difficulties with any city. Also if you want to play on high level difficulty you should be prepared that AI has a bonus to its hit points and othar combat stats.

Quoting Apheirox,
the braided belt which in the description specifically lists is a sign of wealth and certainly isn't something militia units would be outfitted with

I must agree with you here. But this militia has just leather armor and even with this belt it is not highly armored. If they hadn't these belts but had Turtle Charms this would be not serious. So consider them as royal guards, elite of elites who serve their lord and even wear his gifts, these belts. I think I will make another item for militia with another description.

Quoting Apheirox,
I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible.

Unfortunately the issue is not easy to reproduce, so it would be interesting to test a savegame.

 

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February 10, 2014 1:31:44 AM from Elemental Forums Elemental Forums

Hello,

 

I'm now trying out the latest iteration of Patchwork mod. So far so good, there's plenty of choices in unit design now, which is a great addition. I have not tried out the Legendary Hero -scenario by now, so I started playing it with this mod collection I have - and it's superfun.

I do experience the lag in tactical combat when fighting AI controlled factions (not monster and such), and specifically when the unit in question is a champion, sovereign or anything with many options in combat action. I started playing back in the 80's, so maybe I'm just used to waiting and grew a little patience on me - after all, I had to load up my games from a C-cassette back then... talk about lag... or game breaking bugs and errors. 

My current rig runs the game with mods just fine, in my opinion. I understand that the AI has to compute a shitload of stuff and escalating each turn, and while it is far from perfect and seldom a worthy adversary, it has gotten a lot better thanks to webusver. I would still like the AI to use it's resources better, make better judgments on situations and take advantage on the versatility of units available. The performance is no issue to me.

Regarding the cities and conquering them, I think that too is fine now. I used to be able to steamroll them in the past, now at least I have to pause and think a bit before attacking. A city full of defenders and stationed units is very much possible to capture, if you just prepare properly. And yes, you lose some battles, so what? The champions, as mentioned, turn the tide here. I have also lost cities, even to monsters and ruffians if I was not careful. On higher difficulties, all AI is rather aggressive.

 

Now back on the mods and patchwork, some comments again while I still remember them from yesterday:

- New shards (shadow, nature, battle, beast and summoning pool) - when hovering on them on the top bar, there is a line of text like "No string attached" or something like that - what does this mean?

- if Parrotmath or Hellions is reading this, female henchmen (henchwomen?) are not considered female by some of the loot I presume is generated by Black Market Bazaar. Also, these same female henchmen cannot ride a horse, just a warg, in my experience. 

- Found Haitan the Firemage again yesterday, he works now, thanks! He's a little underpowered compared to others, but who cares? Free champion! 

- Haven't had the chance to try out much of the tweaked summons yet, as I'm playing Altar and all my mana is still needed elsewhere. I do have more mana to use, which is great. And A for effort on AI factions, they even cast some curses on my cities!

- I still find the Guardian profession boring... In my opinion, it's only worth it's weight when fully decked in best equipment and maybe when supported by troops - I don't know, as my play style is champion-heavy. And when the guardian is decked out in equipment, in my case, it means I got one of the Dragon Lords. And when the dragon lord is in question, the fire breath ensures victory almost anywhere, anyway.

- To make this game truly challenging, I would remove the dragon mount entirely(maybe the dragon lord heroes too). I do like it, it's pretty, it's cool, but let's just face it - it's extremely powerful. This is just my suggestion, I may regret it, but every time I recruit a dragon lord, I just can't lose to an AI controlled faction. ANd even when AI's have dragon lords, they don't know how to use 'em properly. Maybe there could be just one very hard quest with a dragon mount as a reward, but no more.

Keep up the good work!

 

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February 10, 2014 11:57:41 AM from Elemental Forums Elemental Forums

"- New shards (shadow, nature, battle, beast and summoning pool) - when hovering on them on the top bar, there is a line of text like "No string attached" or something like that - what does this mean?" : aerowreck


abob101 mentioned at one point that the string not found below the summoning pool number was something he couldn't easily fix without mucking around in a bunch of core files.  It does not affect gameplay iirc.


Thanks for bumping the mana output webusver!  Will download and start a new game.




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February 10, 2014 1:24:30 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting aerowreck,
- if Parrotmath or Hellions is reading this, female henchmen (henchwomen?) are not considered female by some of the loot I presume is generated by Black Market Bazaar. Also, these same female henchmen cannot ride a horse, just a warg, in my experience. 

I have already fixed the problem of the henchwomen unable to ride horses. This bug was corrected a long time ago.

If there are new art-models added by the Black Market Bazaar, then a simple <SupportedUnitModelType>HenchmanFemale</SupportedUnitModelType> should be placed into the particular art file. I do not play with mods and so I do not always check for this extra compatibility with other peoples mods. 

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February 10, 2014 4:15:16 PM from Elemental Forums Elemental Forums

Yes, the current Patchwork Mod version of Black Market Bazaar does not support the Female Henchman unit unlike the other optional "Children of Storm" version. I'll rework the former over the next few days and include the same custom models which can be found in the latter.

In other less garbled and confusing words, it will be fixed soon.

 

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February 10, 2014 10:07:20 PM from Elemental Forums Elemental Forums

Quoting Apheirox,
I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and the situation should be easy to compute.



The game runs a lot slower on the strategic map as well, turn times are much longer to process but the really annoying part is the tactical combat issue.

I've finally found these lags. They appear when using Demons and Wizards mod. Without it there are no lags. This is dissappoiniting, I wasted an hour but didn't find a cure without destruction of the mod.

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February 10, 2014 10:21:41 PM from Elemental Forums Elemental Forums

Quoting NaytchSG,
abob101 mentioned at one point that the string not found below the summoning pool number was something he couldn't easily fix without mucking around in a bunch of core files. It does not affect gameplay iirc.

Abob101 mentioned this file: elemental.str, which is in the English folder.

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February 10, 2014 10:24:22 PM from Elemental Forums Elemental Forums

oops, double post.

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February 11, 2014 8:29:07 AM from Elemental Forums Elemental Forums

Hey great mod bro! 

Would it be possible to use the extra units you added for the AI to use and nothing else? Are they in the CoreAIUnits.xml file? Looking to use them with "Children of Storm" and XtraDeconstruct's compilation since your stuff doesn't work with COS. 

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February 11, 2014 11:37:39 AM from Elemental Forums Elemental Forums

Quoting Domiel,

Hey great mod bro! 

Would it be possible to use the extra units you added for the AI to use and nothing else? Are they in the CoreAIUnits.xml file? Looking to use them with "Children of Storm" and XtraDeconstruct's compilation since your stuff doesn't work with COS. 

In order to use these units alone you need to delete any one perk from each unit. Or you need to use CoreAbilities and CoreUnits files to enable 5 perk slots. If you don't do this AI will not build these units at all, because default units have only 4 perk slots.

BTW I've got permission from Heavenfall, and now have been working on CoS compatibility patch, which will appear soon, this week I hope, so there will be a huge combo of mods working together. Stay tuned!

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February 11, 2014 11:46:09 AM from Elemental Forums Elemental Forums

Quoting aerowreck,
- if Parrotmath or Hellions is reading this, female henchmen (henchwomen?) are not considered female by some of the loot I presume is generated by Black Market Bazaar. Also, these same female henchmen cannot ride a horse, just a warg, in my experience.

Why they are not considered females? They are <UnitModelType>KingdomFemale</UnitModelType> but not <UnitModelType>HenchmanMale</UnitModelType>, and they sound like females <SoundPack>SoundPack_Generic_Female</SoundPack> and they should be able to use any equipment and don't need any adjustments in Black Market Bazaar mod. For example Default Amazon rides a horse. That's how they are configured in Patchwork mod. Do you use Parrottmath's Henchwomen mod? BTW I didn't test it for compatibility yet.

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February 11, 2014 12:41:02 PM from Elemental Forums Elemental Forums

Quoting webusver,

In order to use these units alone you need to delete any one perk from each unit. Or you need to use CoreAbilities and CoreUnits files to enable 5 perk slots. If you don't do this AI will not build these units at all, because default units have only 4 perk slots.

BTW I've got permission from Heavenfall, and now have been working on CoS compatibility patch, which will appear soon, this week I hope, so there will be a huge combo of mods working together. Stay tuned!

Ok thx for the answer. Ill just use your 5 perk units then! 

It will have to do until your COS patch

 

 

 

 

 

 

 

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February 11, 2014 3:34:19 PM from Elemental Forums Elemental Forums

Quoting webusver,


Quoting aerowreck, reply 281- if Parrotmath or Hellions is reading this, female henchmen (henchwomen?) are not considered female by some of the loot I presume is generated by Black Market Bazaar. Also, these same female henchmen cannot ride a horse, just a warg, in my experience.

Why they are not considered females? They are <UnitModelType>KingdomFemale</UnitModelType> but not <UnitModelType>HenchmanMale</UnitModelType>, and they sound like females <SoundPack>SoundPack_Generic_Female</SoundPack> and they should be able to use any equipment and don't need any adjustments in Black Market Bazaar mod. For example Default Amazon rides a horse. That's how they are configured in Patchwork mod. Do you use Parrottmath's Henchwomen mod? BTW I didn't test it for compatibility yet.

 

Not sure what items are female specific, but perhaps Hellions' items are using the Background Unit Stat mod and therefore are looking at:

Code: xml
  1. <UnitStat_BG_IsFemale>1</UnitStat_BG_IsFemale>

...instead?

Note: I haven't checked, no access at the moment.

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February 11, 2014 6:09:40 PM from Elemental Forums Elemental Forums

Hello!

Excellent mod as always!

Here are a few ideas to make the game more awesome in my opinion:

 

1- Tactical terrain: swamps to slow your movement and defense, wooden areas to reduce damage from ranged attacks, arrows that can be stopped by obstacles that are in the line of sight, hills (height that give a +1 attack bonus to damage) and so on...

 

2- An option to road builders to destroy roads or to setup traps at the strategic level

 

3- More factions...

 

4- An easy way to delete custom factions that you create (for steam users)

 

Thanks!

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February 11, 2014 7:04:52 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting Crastiloowa,
Not sure what items are female specific, but perhaps Hellions' items are using the Background Unit Stat mod and therefore are looking at:

Code: xml
1
...instead?

Note: I haven't checked, no access at the moment.

My mod is already compatible with Heavenfall's CoS. Thus, it already uses the Background Unit Stat mod with the BG_IsFemale tag already associated with the female henchwomen. Not sure what the male part is about though. There is a limitation when creating new female henchwomen in that you cannot design both male and female models from the limitation from the engine itself. You can however create new ones by editing old models.

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February 11, 2014 10:01:46 PM from Elemental Forums Elemental Forums

Quoting Sunray242,
3- More factions...

Compatibility with Children of Storm will add 12 new races.

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February 12, 2014 5:18:16 PM from Elemental Forums Elemental Forums

Webusver you have my support and eternal gratitude!

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February 13, 2014 3:00:03 PM from Elemental Forums Elemental Forums

Quoting Hellions,

Yes, the current Patchwork Mod version of Black Market Bazaar does not support the Female Henchman unit unlike the other optional "Children of Storm" version. I'll rework the former over the next few days and include the same custom models which can be found in the latter.

In other less garbled and confusing words, it will be fixed soon.

 

 

Done. The art definitions in the Patchwork Mod version of Black Market Bazaar have been (preemptively) updated and now support the custom units found in Children of Storm, Additional Faction Traits and Races & Female Henchman (just like the BMB/CoS version).

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February 14, 2014 6:05:10 AM from Elemental Forums Elemental Forums

5- It would also be nice that "ranged weapons" units get a penalty from shooting into close combat.

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February 14, 2014 12:07:40 PM from Elemental Forums Elemental Forums

Quoting Sunray242,

5- It would also be nice that "ranged weapons" units get a penalty from shooting into close combat.

Units with ranged units have constant -10 penalty to accuracy, so that archers should pay more attention to have more accuracy.

Also all shields add dodge against ranged attacks.

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February 14, 2014 12:19:11 PM from Elemental Forums Elemental Forums

Quoting webusver,


Quoting Apheirox, reply 279I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and the situation should be easy to compute.



The game runs a lot slower on the strategic map as well, turn times are much longer to process but the really annoying part is the tactical combat issue.

I've finally found these lags. They appear when using Demons and Wizards mod. Without it there are no lags. This is dissappoiniting, I wasted an hour but didn't find a cure without destruction of the mod.

 

Hi webus

 

I'm sorry to hear that's the case. I appreciate your effort trying to resolve the issue, though. I must say, however, that my experience has been that Patchwork runs overall slower than the vanilla game, even without D&W - at least this was the case back in January, as well. Best of luck with further development of Patchwork. I disagree with the direction you're taking the game in certain areas, especially regarding the militia and the early access to dragonlord heroes so I'm done with the mod for the time being but I recognize the monumental effort you're putting into this.

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