[eMod] Patchwork mod - AI boost

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

webusver

Join Date 12/2012
+25

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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January 5, 2014 7:03:15 AM from Elemental Forums Elemental Forums

Quoting Apheirox,
... yes, that's unfortunately the case. I play Expert difficulty and meet Magnar on turn 75. He finishes the third tower for the Forge of the Overlord a few turns later and will presumably start constructing the Forge soon. His score is over 900, 10x as high as mine.

In fact score is almost nothing if you have a good army. The more enemies you have, the more experience you get and grow even more stronger. If he has built towers, why shouldn't you capture these cities? Don't you have the Earthquake spell?

Quoting Apheirox,
Edit: Reading through this thread it sounds like the problem is that AI is hardcoded to get resources bonuses on Expert? What difficulty should I play on for a challenging, but not massively cheating AI game? Challenging?

When you play on expert, AI gets bonus AI only traits. This makes cumulative effect with the mod's bonus. Please note, that the mod doesn't give significant battle bonuses for AI. But even these bonuses are nothing if human player enchants his army with 2 excellent Commanders with Mass Bloodthirsty and other abilities which give cumulative effects. Yes the mod gives additional resources to AI, but it doesn't give Research to AI.

I suggest to play on Challenging difficulty level at first. I'm also playing now with this difficulty and will post pictures about my walkthrough. And I suggest to train more units. This increases your score if you want to keep it with AI. But... my aim was to make AI like a maniac unit training machine, so human player's role in most cases is like exterminator of cannon fodder. If you want to keep peace you should be also maniac unit training machine to keep the score.

 

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January 5, 2014 7:36:18 AM from Elemental Forums Elemental Forums

Is this mod compatible with children of the storm?

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January 5, 2014 11:14:58 AM from Elemental Forums Elemental Forums

Well webusver, all I can say is I strongly disagree with your artificial way of 'boosting' the AI, aka. rampant cheating. It isn't enjoyable to play against. Also, that particular game I spoke of couldn't possibly be won; the AI was casting Spell of Making around turn 90 and I hadn't even located his cities (huge map). I really hope you reconsider your decision because it is clear you've put a lot of time into this and am very talented as a modder.

 

I tried another game on Challenging and now the AI has longbows on turn 35 which is likewise hopeless to play against. I like a challenge but not the masochistic, one-sided cheating kind. I will definitely be playing your mod over the unmodded version of the game if you tone down the cheating a bit, however.

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January 5, 2014 12:36:10 PM from Elemental Forums Elemental Forums

Quoting Apheirox,

Well webusver, all I can say is I strongly disagree with your artificial way of 'boosting' the AI, aka. rampant cheating. It isn't enjoyable to play against. Also, that particular game I spoke of couldn't possibly be won; the AI was casting Spell of Making around turn 90 and I hadn't even located his cities (huge map). I really hope you reconsider your decision because it is clear you've put a lot of time into this and am very talented as a modder.

 

I tried another game on Challenging and now the AI has longbows on turn 35 which is likewise hopeless to play against. I like a challenge but not the masochistic, one-sided cheating kind. I will definitely be playing your mod over the unmodded version of the game if you tone down the cheating a bit, however.

I agree here, and Primal_Savage come up with a solution, which I have not tried with the recent updates though. But one could use his AI (see some pages back) and that takes care of the economic advantage they AIs get, or don´t get in this case.

I love this mod and play it with black market bazaar and some times Primal_Savages AI since they don´t clash with this mod

Keep up the good work webusver! I love what you are doing...

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January 5, 2014 12:54:55 PM from Elemental Forums Elemental Forums

N/A

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January 6, 2014 7:46:14 AM from Elemental Forums Elemental Forums

Quoting webusver,

Quoting Rotlung, reply 70

Out of curiosity, what did you do to make the Dead actually work under the AI?

All races have +1growth. Undead also have this bonus. Also Undead have growth bonuses +2, +3, +4 from their racial buildings that add graves. Graves are source of growth for Undead now.
 

Thank you. That's quite an interesting solution. It causes them to climb in population terms very steadily, as opposed to the decreasing rate of increase in population for the other races. And they don't get stuck with 0 growth if they don't find death shards.

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January 6, 2014 11:26:37 PM from Elemental Forums Elemental Forums

Quoting Apheirox,

Well webusver, all I can say is I strongly disagree with your artificial way of 'boosting' the AI, aka. rampant cheating. It isn't enjoyable to play against. Also, that particular game I spoke of couldn't possibly be won; the AI was casting Spell of Making around turn 90 and I hadn't even located his cities (huge map). I really hope you reconsider your decision because it is clear you've put a lot of time into this and am very talented as a modder.

 

I tried another game on Challenging and now the AI has longbows on turn 35 which is likewise hopeless to play against. I like a challenge but not the masochistic, one-sided cheating kind. I will definitely be playing your mod over the unmodded version of the game if you tone down the cheating a bit, however.

I've made a long gameplay with the mod on Challenging difficulty and I agree with you. In some days the mod will be updated. AI will have no  such bonuses. When player plays on Challenging level it shoul not be so difficult.

Quoting Sunray242,

Is this mod compatible with children of the storm?

No, I'm sorry.

Quoting nowar1979,
I agree here, and Primal_Savage come up with a solution, which I have not tried with the recent updates though. But one could use his AI (see some pages back) and that takes care of the economic advantage they AIs get, or don´t get in this case.

I need some time to modify difficulty levels. And yes, XtraSavageAI_Difficulty mod is compatible with Patchwork mod.

Quoting Primal_Savage,
Also, webusver, the final decision is yours obviously, but by including DLC02-03-04 stuff in your mod, you are actually giving away content that should be paid for. You may want to reconsider including these in your mod...

Xml files contain only Settings but not Content. My mod contains not a single picture or any 3d objects, no maps, no DLC quests and so on. Also note, that the mod contains only those files, which were modified by me. Those players, who didn't purchase DLCs would not be able to use them properly. I think these files is just additional stimulation to buy DLCs. Could you explain your position?

 

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January 7, 2014 10:03:19 PM from Elemental Forums Elemental Forums

January 8, 2014 - Essential update to v.1.1.

If you downloaded this mod earlier, it's strongly advised to update to have comforatable gameplay.

What was updated:
Scouts now have appropriate skill traits. Undead sovereigns now have appropriate skill traits. AI no longer receives research bonus. AI economic bonuses are significantly lowered. AI is now more friendly and there are more chances to form alliances.

I hope that all problems are solved now and the game will run as it should. If you downloaded Patchwork mod earlier it's advised to download it once again and update the installation.

Link to the mod: http://www.nexusmods.com/fallenenchantress/mods/1891/

Have a good gameplay!

 

 

 

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January 8, 2014 12:10:11 AM from Elemental Forums Elemental Forums

Yayyyyy!!!!

I really enjoyed the idea of this mod compared to the stock game (which I was pretty frustrated with) and I am very glad other people had the same problems I did! I hope this new version holds all you promised man!

Your changes were great, but even on huge maps the AI were so crazy with their expansion and even on easy difficulties (I'm complete shit at these games) they had triple or more my research and power, even though power isn't that indicative of actual strength!

Thank you! 

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January 8, 2014 1:08:32 PM from Elemental Forums Elemental Forums

hi

so far i see one bug, at the start of each battle, my units are able to do x10 amount of normal dmg, after first attack, dmg i reset to normal so 6-10 instead of 75-87

 

edit: it looks that units in count of 3 in inventory screen has attack around 35(8 attack for item plus some in addition like 3-4 dmg and all multiply by 3) but in fight my units had 28x3 or even more, my champion had 384 dmg.

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January 8, 2014 3:36:16 PM from Elemental Forums Elemental Forums

I had a different issue at some point - it seemed that once I thinned out enemy troops to just a single unit (say, killing of 2 out of 3 figures), it would suddenly take 10 times more damage and die in one hit, whereas previously it would barely take 3-4 damage. Like reverse overpower, except it only happened with the very last unit. It also included monsters, not just player/AI units.

 

Could be that in addiction to counterattack damage, bash etc., something else had been modified. There is "UnitStat_OverpowerMultiplier=0.2", which could be the answer to the above post, but not to my own issue.

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January 8, 2014 10:44:21 PM from Elemental Forums Elemental Forums

January 9, 2014 - Essential update to v.1.1.
Removed Overpower and Strength multipliers to attack. They made rather excessive damage.

That's for now, I'll test these problems.


Omatkoicorko, this issue happens not with every unit and seems not always, may be not with all races. I saw this sometimes only with trogs. Can you send me your save file to webusver@mail.ru?

Ailawiu, yes, this issue exists. Even after I made Overpower multiplier = 0. I will test settings today.

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January 8, 2014 11:07:06 PM from Elemental Forums Elemental Forums

Quoting Omatkoicorko,

hi

so far i see one bug, at the start of each battle, my units are able to do x10 amount of normal dmg, after first attack, dmg i reset to normal so 6-10 instead of 75-87

 

edit: it looks that units in count of 3 in inventory screen has attack around 35(8 attack for item plus some in addition like 3-4 dmg and all multiply by 3) but in fight my units had 28x3 or even more, my champion had 384 dmg.

Quoting ailawiu,

I had a different issue at some point - it seemed that once I thinned out enemy troops to just a single unit (say, killing of 2 out of 3 figures), it would suddenly take 10 times more damage and die in one hit, whereas previously it would barely take 3-4 damage. Like reverse overpower, except it only happened with the very last unit. It also included monsters, not just player/AI units.

 

Could be that in addiction to counterattack damage, bash etc., something else had been modified. There is "UnitStat_OverpowerMultiplier=0.2", which could be the answer to the above post, but not to my own issue.

It seems, that these problems are fixed. The updated mod was uploaded. I checked with a Trog Sovereign, mounted on Warhorse and didn't see excessive damage bonuses on first turn, nor damage increase to wounded troops.

Please report about all issues, I'll fix them as soon as possible.

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January 9, 2014 4:23:44 AM from Elemental Forums Elemental Forums

Quoting webusver,

Please report about all issues, I'll fix them as soon as possible.

 

Ok, I downloaded tonight and I'll give it a proper go tomorrow.  One minor typo I noticed--in the description of the Diplomat when creating a new sovereign Gildar is misspelled as "Guildar".

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January 9, 2014 1:39:18 PM from Elemental Forums Elemental Forums

hi,

well, it is not, again same story for me, first turn - not only i have much bigger dmg but what i can tell, much more movement.

this happens for 3 races for me, Mencers, Tarthans and Men. so probably for all races its same.

i have sent a save file, as you requested

 

edit: one more thing, my spearmen just used bash while standard attack...

edit2: while you put buildings in queue, cash is taken, but when you take out building from queue, you dont get cash back

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January 9, 2014 2:31:56 PM from Elemental Forums Elemental Forums

I want to thank you for this Mod. First thing I noticed was combat. Far more dodges between enemy units and my troops than before. Also the lack of resources was a wake up call. 

 

I had to WAIT first then send pioneers out to far flung areas to secure crystals and iron. I am about midgame and killed my first Fell Dragon. Lost most of my army doing it but got a nifty suit of plate mail for my trouble. I am consolidating at this point...

 

Does the lack of resources on map hamper the AI? I will go out and prioritize them both and actually send and army to hold the area, and at one point killed off another ai (war) to keep him from getting the resource. Many turns later and a peace treaty but hey it was fun!

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January 9, 2014 5:32:40 PM from Elemental Forums Elemental Forums

I've been playing as Tarth and one odd thing I noticed is that all my units are getting counterattacks!?  I don't see anything in the unit/faction descriptions that has been changed to give them a counterattack, but maybe I am missing something?  I guess basic swords now get one additional counterattack (swords also get a Backswing?) over other weapons?  If this is the case, I'm a bit concerned that Spears are overpowered because they apparently nullify all these counterattacks? Spears were already really the best weapon of choice in the unmodded game during late game.

Also, it looks like unrest no longer affects gildar per turn, but just production and research?

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January 9, 2014 6:28:55 PM from Elemental Forums Elemental Forums

Every single unit can do anything - bash, maul, counterattack and attack wrong target. This does make spears quite good, especially one handed spears. Perhaps even too good in case of the latter, as shields work very well against archers in this mod.

 

On the other hand, counterattack damage is only 20%, compared to vanilla 50% I believe. So it's not that big of an issue... well, except for the fact that you can get bashed during counterattack or something.

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January 9, 2014 8:08:58 PM from Elemental Forums Elemental Forums

i have a problem - game crashes when (as i think) new global event happens (so for 150+ turns there no events or global new monster spawns but about 3-5 times it crashes at a new turn)

plus No Bocco the beggar champion spawened to me.

Could you tell me in what xml they are to may be check them 

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January 9, 2014 8:23:24 PM from Elemental Forums Elemental Forums

Quoting ailawiu,

Every single unit can do anything - bash, maul, counterattack and attack wrong target. This does make spears quite good, especially one handed spears. Perhaps even too good in case of the latter, as shields work very well against archers in this mod.

 

On the other hand, counterattack damage is only 20%, compared to vanilla 50% I believe. So it's not that big of an issue... well, except for the fact that you can get bashed during counterattack or something.

 

That explains it.  I wish we could somehow solve the roaming wild lands monsters without waiting for Stardock to provide a fix.  So annoying that they leave their loot locations and start roaming the lands.  For example, the Obsidian Golems in the Imperium wild lands area just leave their loot areas behind.

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January 9, 2014 10:29:09 PM from Elemental Forums Elemental Forums

found the problem.

killed off the heroic pursuits mod.

heh... nop

even without him - quests like plague or night of haunted dreams, that has present icon freeze the game... and crash

Question - where they are stationed? and what could affect crasth like that?

I founded that the game makes treeemplty folders "movies" and "screens" and "data" in mods folder, but why...

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January 9, 2014 11:03:27 PM from Elemental Forums Elemental Forums

Quoting Omatkoicorko,

hi,

well, it is not, again same story for me, first turn - not only i have much bigger dmg but what i can tell, much more movement.

this happens for 3 races for me, Mencers, Tarthans and Men. so probably for all races its same.

i have sent a save file, as you requested

 

Warlord trait gave this issue. It's fixed. New file is uploaded. I'll give more answers later.

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January 9, 2014 11:19:31 PM from Elemental Forums Elemental Forums

I am playing my first game with this mod. I am playing huge map with 7 AI, expert level.

So far I am on par with most discovered AI but Capitar is ridiculously strong. While everyone is in 150-200 power rating range, capitar is 475

I refused His request for tribute, lets see when he gets bored of my face.

 

In the meantime i am killing wildlife for ridiculous amount of XP, I never had my heros level up so fast.

I also just updated to latest version.

 

EDIT: Just ran into a problem, I got a item that is normally from the loot pack ( Blood god vambrace ), but I do not have the loot pack. Which resulted in me getting an invisible item.   ( cannot see, but apparently can equip )

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January 10, 2014 2:13:55 AM from Elemental Forums Elemental Forums

Question: After installing I now see in the "Only-SP" folder two files:

Techs_Amarian

Techtree_Amarian

Are they BOTH supposed to be there?

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January 10, 2014 3:39:57 AM from Elemental Forums Elemental Forums

Quoting EvilMaxWar,


In the meantime i am killing wildlife for ridiculous amount of XP, I never had my heros level up so fast.

its because XP is not splitted anymore. i think thats good. but still dmg in first turn is probably biggest issue now, cuz even AI will get that, so no wonder why computer is so good when he is able to kill everywhing just like that.

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