[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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April 1, 2014 2:27:56 PM from Elemental Forums Elemental Forums

Ops, thanks to  g0jira an issue was found "race skill 10% of attack gives 1%". And fixed. The new update was uploaded without changing mod's version.

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April 6, 2014 2:52:29 AM from Little Tiny Frogs Forums Little Tiny Frogs Forums

Hey and thank you for this really nice mod. I installed it after 50 hours of vanilla Legendary Heroes and I love how much this has changed the experience. Combat and the AI are now much more engaging.

 

1. I have a few questions however. I think the races are too much the same now. Everyone seems to be either "quick" or "lucky", there's not much variety. So I changed some of the races as follows:

thedead - changed lucky to tough / monk robes(deleted) / This should compensate for the spell resistance weakness, also... skeletons in robes felt really wierd
yithril - lucky>manufacturer / They seem more like a warmachine empire, so this, i think, fits more for them.
gilden  - quick>civics / Big, armored beafy men and also quick... this didn't make sense , so i gave them civics. I think the 25% gildar bonus helps in maintaining an expensive army.
kraxis  - lucky>WarriorCaste / Both seem to fit this race well, but I like to think about the kraxis as feudal japanese, so a warrior/samurai caste sounds good.

 

2. If i remove, for example, the defensive trait from the kraxis, will this break mid-end game for them? Are the unit designs for AI predefined in to shield+spear, and removing this core trait results in wierd armed troops?

I ask this because, so far I changed "passive" traits with other passive traits, but I would love to add some new ones, like "Binding" for a Queen Procipinee, instead of lucky.

 

3. There is something wierd with Morrigan, she misses 90% of the time when firing the starting caster staff. The tooltip says 50-60% chance but it feels a lot worse. Spearmen and other troops also have 50-60%, but feels right, maybe even more than the listed percentage.

There were numerous battles, where Morrigan did nothing to damage the enemy. Now I equiped her with a sword and finally seeing her hit something.

 

Hope to hear from you regarding these changes and questions. I love this mod, but i'd like to make the races a bit different in their traits.

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April 7, 2014 10:43:50 PM from Elemental Forums Elemental Forums

Quoting daskallu,

Hey and thank you for this really nice mod. I installed it after 50 hours of vanilla Legendary Heroes and I love how much this has changed the experience. Combat and the AI are now much more engaging.

 

1. I have a few questions however. I think the races are too much the same now. Everyone seems to be either "quick" or "lucky", there's not much variety. So I changed some of the races as follows:

thedead - changed lucky to tough / monk robes(deleted) / This should compensate for the spell resistance weakness, also... skeletons in robes felt really wierd
yithril - lucky>manufacturer / They seem more like a warmachine empire, so this, i think, fits more for them.
gilden  - quick>civics / Big, armored beafy men and also quick... this didn't make sense , so i gave them civics. I think the 25% gildar bonus helps in maintaining an expensive army.
kraxis  - lucky>WarriorCaste / Both seem to fit this race well, but I like to think about the kraxis as feudal japanese, so a warrior/samurai caste sounds good.

 

2. If i remove, for example, the defensive trait from the kraxis, will this break mid-end game for them? Are the unit designs for AI predefined in to shield+spear, and removing this core trait results in wierd armed troops?

I ask this because, so far I changed "passive" traits with other passive traits, but I would love to add some new ones, like "Binding" for a Queen Procipinee, instead of lucky.

 

3. There is something wierd with Morrigan, she misses 90% of the time when firing the starting caster staff. The tooltip says 50-60% chance but it feels a lot worse. Spearmen and other troops also have 50-60%, but feels right, maybe even more than the listed percentage.

There were numerous battles, where Morrigan did nothing to damage the enemy. Now I equiped her with a sword and finally seeing her hit something.

 

Hope to hear from you regarding these changes and questions. I love this mod, but i'd like to make the races a bit different in their traits.

1. Lucky and Quick are good combat choices, so to make AI more prepared for battles, these traits were added. But of course you may edit the files to suit your gameplay!

2. Don't remove one handed spears from AI mancers and kraxis - they will not be able to produce spearmen because their spearmen have shields and will not be able to take two handed spears.

3. Firing a ranged weapon is a little bit tough. Yes, they miss more often, so player shoult boost archers' accuracy as much as possible.

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April 17, 2014 1:28:39 PM from Elemental Forums Elemental Forums

Hi Webusver, thank you for providing such a great mod. I would like to add roads back in as I just cannot take the default roads (I really like paving everything...). Would you be so kind as to tell me how? If you are too busy I completely understand. I have an idea how to do it, I just do not know exactly where your changes were made. Thanks again for providing such a great experience.  - J

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April 19, 2014 11:18:43 PM from Elemental Forums Elemental Forums

Quoting rugby9,
Hi Webusver, thank you for providing such a great mod. I would like to add roads back in as I just cannot take the default roads (I really like paving everything...). Would you be so kind as to tell me how? If you are too busy I completely understand. I have an idea how to do it, I just do not know exactly where your changes were made. Thanks again for providing such a great experience. - J


But you still have this option - create a unit, give him road building, scout and restless traits for more moves and any vulnerability to make this unit cheaper.

Anyway you can find a file Cireunitabilities.xml and edit trait Road building as you like. But note, if a player gets road bilding just from start he expands two-three times quicker than AI. That's why Road building was changed in the last version on the mod. I played and had already 7 cities while AI had 1-2.

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April 19, 2014 11:45:01 PM from Elemental Forums Elemental Forums

Well for some reason I completely missed that option. Probably because I always use the beastmaster trait and never recruit troops. Thank for the information, on both counts. - J

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May 11, 2014 6:14:50 PM from Elemental Forums Elemental Forums

Does anyone know if there are any problems with Patchwork mod and LH 1.6?

It looks like Patchwork mod replaces a lot of Children of Storm files. If you use both mods and use the Patchwork COS Patch.

Given that Cos Was just updated, I'm assuming a Patchwork update will be needed to use both?

Any updates coming anytime soon?

 

Thanks.

 

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June 8, 2014 2:54:22 AM from Elemental Forums Elemental Forums

Quoting TheSAguy14,
Does anyone know if there are any problems with Patchwork mod and LH 1.6?

 

i just tried it and it worked fine.  its also a pretty darn good mod.  ty webusver

note i am not using cos.

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June 29, 2014 8:37:43 AM from Elemental Forums Elemental Forums

Thanks for a fantastic mod, webusver. Thought I'd give a little feedback from my experience. Note that I'm also playing with Heroic Pursuits, so if any of these things are from that mod, please ignore :3.

On balance at character creation, some traits seem so far ahead of others I'd never take the others, and the same is true for weaknesses. In particular:

The circlet - The circlet that gives free enchantment upkeeps is so much better than attuned it's not even funny. If you have at least three enchantments connected to your sovereign (or to a champion you give it to) it gives more than attuned, and that is just about any caster sovereign at all. It's even more noticable for summoners; it quickly gives 5+ mana per turn, and in the early game that's massive. It's also in a slot that you have a lot of and that aren't usually filled with something important. I'd either make it a head slot + give a noticable weakness (like spell resist -20 or something) or make it cost 2 points.

The dragon mount - From an optimization standpoint, there's simply no reason to take any other mount at all, and the difference is so huge it's hard to motivate myself to take others from a flavor standpoint either. I can give up a wargboar for a horse if the horse looks better, but saying no to +5 defense and various other goodies. It provides a huge early game power boost to martial characters, far more than any trait, and it won't get replaced until very late game. I think it should cost two points.

Clumsy - This is such an obvious drawback for a ranged character it might as well just be a free point. Especially for mages who will never ever see melee. I think a -5 to accuracy and spell mastery wouldn't be out of line, that'd make it about equal to weak (-2 attack). The only reason not to take this is if you're a life mage with the circlet, since then you'd take scarred and cast regeneration immediately.

There is a notable difference between power levels among the rest of the stuff too, but they're close enough that they get used for flavor. It's just these three that I think are really out of line.[/spoiler]

On equipment balance:

Swords are too good by far; they do good damage and give a bonus to initiative, but they also get the single most powerful ability in blade rush. Not only is it multi-target autohit, it also allow you to attack a round earlier and put yourself in very beneficial positions. I think the ability needs to be dropped from standard blades, or at the very least nerfed a _lot_.

Club weapons are pretty much ignored, at least by me, the special ability isn't good enough to warrant the huge penalty to initiative. Giving a bit of armor penetration wouldn't be out of line, I think.

Axes, likewise, fall short to staves and by a long shot. Doing damage in the same ballpark as staves, they have an inititative penalty instead of a bonus, lacks a dodge bonus and has a worse activated ability. Their only saving factor is backswing, which granted is good, but an init 18 with backswing still won't hit that much more than an init 24 without, simply because it gets a lot less actions. I don't think the issue really is axes being too weak; it's just that staves are very good now, and their special ability is simply a better version of Cleave. Perhaps give the staff special a quite hefty accuracy penalty, or make it start on cooldown so it can't be used the first 5 rounds?

On the traits, the weaknesses seem to give too much extra points for too little penalty; you can very quickly create quite powerful troops that have a penalty that won't be noticable until mid-late game when they're retired anyway (like double damage from cold).

Again, thanks for a great mod, at this point I can't play without it

EDIT: Huh, realized you can't really use spoilers to compress text on this forum.

Also, one more thing I noted; Right now, these are the swords you get in early/mid game:
At weaponry: Heavy dagger, Atk +9/Init +4
At blacksmithing: Shortsword, +12/+3, Sturdy Shortsword +10/+4, Rusty Shortsword +8/+2 and Ruffian Sword +8/+1.

So, of the four swords you get at blacksmithing, two are strictly worse than the heavy dagger you already have, and by quite a large margin. Also, from a flavor standpoint, I really don't like to have to wait until blacksmithing to get something that looks like a sword. And lastly, it feels strange to produce rusty swords... So what if we move around things a little bit? To instead have:
At weaponry: Dagger, Atk +8/Init +4, Ruffian Sword +10/+3
At blacksmithing: Heavy dagger +10/+4, Shortsword +12/+3, Arming sword (looks like a longsword) +13/+2
That way you can give swords that actually look like swords a bit earlier, while in general retaining about the same power level, and getting rid of making "rusty swords". You also get an option for a longsword before Advanced Warfare, though granted the actual longsword has the impressive stats of +18/+2.

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July 5, 2014 2:16:04 PM from Elemental Forums Elemental Forums

Hi I'm running this on boot camp with a retina mac 650m card. I absolutely love this mod but for some reason, the game is taking 40 seconds between turns. I've only crashed once in 8 hours though.  Can you help me understand this?

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July 5, 2014 6:52:34 PM from Elemental Forums Elemental Forums

How large is the map and how long has the match been? I've found about any game on a large map will start to take 40 seconds between turns once you've played a bit.

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July 6, 2014 4:54:38 AM from Elemental Forums Elemental Forums

Do you need all the DLC to play this? I only have map pack and quest pack. Anything I need to do on install other than dump it in to the english folder?

Once the game starts up do I have to load the mod like in Civ 5?

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July 6, 2014 8:05:56 AM from Elemental Forums Elemental Forums

You do not need all the DLC. Simply do 'not' copy the relevant DLC files into the folder when you install it. The game will automatically use the mod without doing anything else, unlike Civ 5.

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July 6, 2014 10:38:12 AM from Elemental Forums Elemental Forums

Hi, it was on a small map with 3 other AI. That's what I don't understand. It's NOT that my GPU is too weak. Could it be the mod that makes it chug between turns? Granted it was a few hours into the game.

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July 6, 2014 12:25:35 PM from Elemental Forums Elemental Forums

I use this mod myself, play on the largest maps (mostly Wildlands and Anthys) and am running it on a very low end computer with the crappiest graphics card you can buy (a GeForce 210). I also have a lot of other mods installed. I wait no more than a couple seconds between turns even well into the game. Whatever your problem is, it is not something universal to the Patchwork mod, but some other conflict/incompatibility.

I have used Darxim's (wonderful for me) 'Tile Detail Reduction' mod at low setting, 'and' default to cloth map for everything beyond virtually maximum zoom in. In theory though, that should only affect frame rate, not time calculating turns.

One thing I should note; this game is a massive memory hog. I have a reasonable amount of RAM on my system, but if I so much as run a browser at the same time as this game, it will quickly generate a 'major' lag. I recommend shutting down all other than essential software on your machine when running this game.

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July 6, 2014 1:51:00 PM from Elemental Forums Elemental Forums

Quoting Peter Cohen,

You do not need all the DLC. Simply do 'not' copy the relevant DLC files into the folder when you install it. The game will automatically use the mod without doing anything else, unlike Civ 5.

 

How do you know what not to copy?

 

Image of DLC files:

 

https://www.flickr.com/photos/46988457@N06/14402470768/in/photostream/

 

Which ones do I keep and or delete? I have map pack and quest pack.

 

 

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July 6, 2014 4:28:53 PM from Elemental Forums Elemental Forums

Quoting Greymantle4,

Which ones do I keep and or delete? I have map pack and quest pack.

Keep just the two that start with DLC02. 

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July 6, 2014 4:39:55 PM from Elemental Forums Elemental Forums

Quoting Peter Cohen,


Quoting Greymantle4, reply 366
Which ones do I keep and or delete? I have map pack and quest pack.

Keep just the two that start with DLC02. 

 

Thanks

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July 6, 2014 6:09:55 PM from Elemental Forums Elemental Forums

Any recommended settings ? Difficulty? Production pace? Pacing? Random map? Size ? Load a named map? Any mods ?

 

I started my first game doing a random map. Why did you take away the choice of what type of hero we want when we level? Was this to help the AI ?

 

Another thing I notice is the neutral mobs are very easy to take out am I missing something? In vanilla they are much harder on a easier difficulty setting.

 

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July 6, 2014 7:40:58 PM from Elemental Forums Elemental Forums

I was told that this isn't compatible with LH 1.6? Is this a problem? Or is there a way I could DL 1.5?

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July 7, 2014 4:41:59 AM from Elemental Forums Elemental Forums

Quoting Greymantle4,

Any recommended settings ? Difficulty? Production pace? Pacing? Random map? Size ? Load a named map? Any mods ?

This is of course a matter of taste, but as I enjoy a long early and mid game and more of the "conquering the wilds" than huge wars, and as I'm not that good, I tend to go towards standard production, epic research pacing, manually slowed champion access, large random map, hard neutral monsters and challenging computer players.

 

I started my first game doing a random map. Why did you take away the choice of what type of hero we want when we level? Was this to help the AI ?

What do you mean by this?
 

Another thing I notice is the neutral mobs are very easy to take out am I missing something? In vanilla they are much harder on a easier difficulty setting.
 

Agreed. I think this is because player troops have been drastically improved in various ways (an extra trait slot, better traits, generally stronger factions, generally stronger heroes, a huge buff to swords and staves and a medium buff to spears) while monsters have not. I tend to think of monsters as two "steps" easier than they are in vanilla (so easy vanilla is challenging patchwork, normal vanilla is equal to hard patchwork).

Against other AI player factions, they have too benefited from the increase in power of traits and weapons, though I find them a bit easier too (as a player I'm better at abusing blade rush than the AI).

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July 7, 2014 9:16:12 AM from Elemental Forums Elemental Forums

Quoting KamratMjau,


Quoting Greymantle4, reply 369
Any recommended settings ? Difficulty? Production pace? Pacing? Random map? Size ? Load a named map? Any mods ?

 "manually slowed champion access" How do you do this?

 
I started my first game doing a random map. Why did you take away the choice of what type of hero we want when we level? Was this to help the AI ?
What do you mean by this? When you level for the first time in vanilla you get to choose one of the classes. For example Warrior or Mage or Commander, etc..
 

Another thing I notice is the neutral mobs are very easy to take out am I missing something? In vanilla they are much harder on a easier difficulty setting.
 

Agreed. I think this is because player troops have been drastically improved in various ways (an extra trait slot, better traits, generally stronger factions, generally stronger heroes, a huge buff to swords and staves and a medium buff to spears) while monsters have not. I tend to think of monsters as two "steps" easier than they are in vanilla (so easy vanilla is challenging patchwork, normal vanilla is equal to hard patchwork).

Against other AI player factions, they have too benefited from the increase in power of traits and weapons, though I find them a bit easier too (as a player I'm better at abusing blade rush than the AI).
Strange I thought the point of the mod was to make it more challenging not easier.

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July 7, 2014 12:12:44 PM from Elemental Forums Elemental Forums

Greymantle:

1. I changed the numbers in the CoreGameEvents, where it says "<TriggerStringData>Fame</TriggerStringData>
        <TriggerData>***</TriggerData>" I changed the *** from what it was (3/50/100/200/400 etc) to where I like it (40/100/180/280/400 etc)

2. This is just for the pre-made heroes, right? They getting an inherent class has both pro's and con's... You can customize less, but you essentially gain a free level. I'd guess it was for aiding the AI not to pick a stupid class for a certain hero.

3. Well, I don't really feel it's more challenging, it's just that tactics change. If one doesn't change tactics compared to vanilla things can be harder, especially at the very beginning where everything costing gold can affect how you play, but if you're wealthy or know how to adjust for it I find it kinda easier. More _fun_, no doubt, but easier. It may also be that the difficulty is uneven across the difficulty levels - perhaps "normal" has been made easier, but the highest AI difficulty has been made harder - I wouldn't know, I'm not good enough to play at that difficulty level.

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July 7, 2014 4:01:09 PM from Elemental Forums Elemental Forums

Quoting KamratMjau,

Greymantle:

1. I changed the numbers in the CoreGameEvents, where it says "<TriggerStringData>Fame</TriggerStringData>
        <TriggerData>***</TriggerData>" I changed the *** from what it was (3/50/100/200/400 etc) to where I like it (40/100/180/280/400 etc)

2. This is just for the pre-made heroes, right? They getting an inherent class has both pro's and con's... You can customize less, but you essentially gain a free level. I'd guess it was for aiding the AI not to pick a stupid class for a certain hero.

3. Well, I don't really feel it's more challenging, it's just that tactics change. If one doesn't change tactics compared to vanilla things can be harder, especially at the very beginning where everything costing gold can affect how you play, but if you're wealthy or know how to adjust for it I find it kinda easier. More _fun_, no doubt, but easier. It may also be that the difficulty is uneven across the difficulty levels - perhaps "normal" has been made easier, but the highest AI difficulty has been made harder - I wouldn't know, I'm not good enough to play at that difficulty level.

 

I was surprised on how much easier it was to the point it reminded me of modern MMO's these days on how easy it is to level in them. I like a challenge and even though I like the depth of this mod without challenge I find it boring.

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July 9, 2014 7:29:54 AM from Elemental Forums Elemental Forums

I played a game with your mod last night, and while i really enjoy most of the changes,

all encounters with random mobs are insanely trivial.

Not only do you get like 10 times the XP from them, they are an absolute pushover.

Most of my army acts even before dragons, and then they don't cast fear anymore, why is that?

 

 

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