Part of Between Life and Death and XtraDeconstruct
Do you like building up your cities? Ever wish you could keep growing past level 5? Now you can!
LEVEL 6 AND & CITIES MOD BETA V.8
Download v1.0 Here (do not download if you lack DLC04, The Dead DLC)
XtraDeconstruct Compatible Version
NO UNDEAD DLC download (download this if you DO NOT have DLC04, The Dead DLC)
---If you've recently updated, delete the old file!---
-Level 6 Cities require 1300 population. Level 7 cities require 3000!
-Level 6 gives you 3 ability choices like every other level. At level 7, there is only one choice by city type: you have achieved an 'ultimate' Town, Conclave, or Fortress.
-The level 6 bonuses are very powerful. Level 7 bonuses are so powerful the game is virtually guaranteed to be yours!
-All Level 6 cities get major growth bonuses to speed up the growth to level 6. You just have to supply the food (or graves).
-HINT: Just one level 7 Town will get all your other cities to level 6 and 7 much quicker
-Please leave feedback/bug reports.
-THANKS TO SJAMINEI for his One City To Rule Them All mod, I copied some of his ideas to make this
-UNDEAD FACTION now supported, thank you tjashen!
-Support included for XtraDecontruct, thank you Primal_Savage!
This mod has been added to the Regularly Updated List of Mods for E:LH.
I love the idea of a City Victory. I can't believe I've never thought of that before. Giving this a try right now.
Interested in your feedback. In particular, do you feel that the level 7 city bouses are powerful enough?
Sorry for my cluelessness. I have tried installing this mod and it is not working for me. I right click the download link and select "Save Link As..." (if I just click it, it opens the XML document), and thereby download "ROVANA Level 6 and 7 city.xml". I put that in my mods folder. I start a new game. I build a city to level 5, and am informed that this is the maximum level of the city.
What did I do wrong?
Hi Davrovana, i think i found a bug with the growth building( level 6 town ) it doesn't provide 25% growth as advertised, i only get a 1% growth thingy in my towns, also i noticed you used a 1.25 prestige tag in the xml, might be the reason for it not working.
Thanks for this!, i still haven't been able to get a conclave to level 6, tough to level them up .
Thanks, I'll check on that.
-Are Mods turned on? In preferences, "Use Mods" must be checked.
-If that isn't the problem, which folder are you putting it in?
-Not compatible with the undead, are you playing undead?
Argh! I don't know how I missed that. I usually read everything... I am indeed playing with undead.
Can undead be disabled? I'd rather play with your mod than with undead.
You should be able to 'de-check' the undead DLC in steam now...
The Undead DLC can be active with this mod (it's how I play). Rather, the UNDEAD FACTION cannot get cities over lvl 5.
Well, I disabled the Undead DLC in Steam and started a new game. I am still stuck with level five cities. I am most emphatically NOT playing undead. I have no idea why this mod is not working for me. I put the file in my mods folder. 'Use Mods' is selected, as I use quite a few mods.
Could the Patchwork mod be messing this up?
Maybe. Not sure. Any mod that messes with city hub files would likely not be compatible.
Sure enough, the patchwork mod modifies/replaces the core improvements.xml file.
Specifically, it does not have a city level upgrade called out for level 5.
However, it is normally placed in the core folder, and replaces the core game files. The mods folder may or may not overwrite it.
I do know that XTraDeconstruct also modifies city hubs. Any chance you could list out the mods you are currently using?
What probably needs to happen is the relevant GameModifier code needs to be added to the Level 5 hubs, if core improvements has been 'replaced' in the mods folder:
At that point, Davrovona's mod should work as advertised.
As for the Dead not being able to hit level 6 and 7, well you'd need something along the lines of a Necropolis 2 and 3 to accomplish that, to provide the necessary graves...
Note that I have not tested the Necropolis 2 and 3 code listed immediately above. I'm mostly just making an educated guess here.
Some spiffy Necropolis 2 and 3 art might be nice, but I don't think that it would be required. Also, unlike other city sizes (which are 'controlled' by the food resource), Undead cities won't have any such factor preventing them from going over level 5.
Wow! Thank you ever so much for going WAY beyond any level of help I could ever have hoped for!
I'm going to try the code Primal Savage posted, pasting it in notepad and saving it as "davrovana.xml" in my mods folder. Or at least I understand that, that is what he meant.
The mods I am using do not all seem to be working, no doubt because I am rather clueless and have omitted some requisites or otherwise created incompatibilities, especially I expect using the Patchwork mod. I do not want to not use Patchwork however as I understand it is my using of that that allows the Heroic Pursuits mod to work. More than any other mod, I want Heroic Pursuits to work.
My mod directory currently has the following:
/Black Market Bazaar//Black Market Bazaar Icons//Professions//ProfessionsPlus//ChildrenOfStorm_Rivermod//Heroic Pursuits//ChildrenOfStorm_Shared//Snaking//RiverBridge//Engineering//A_LIB_UnitStat_BG_vZG//Stormworld_ExpandedFactions//Stormworld_ExpandedFactions_Champions//Stormworld_ExpandedFactions_NoVanillaSov//Stormworld_Quests//Stormworld_Reliquary//Stormworld_Rivermod//Stormworld_Shared//Stormworld_TacticalMaps//Champion Bonanza//Champion Bonanza Medallions//XtraCustom/ROVANA Level 6 and 7 city.xmldavrovana.xml
Er... I just opened my "ROVANA Level 6 and 7 city.xml" file in notepad and it's clearly some sort of HTML encoding that in a browser would render a nice pretty picture of XML code, but it is not itself XML code. Apparently rightclicking and hitting "Save Link As..." does NOT save the relevant file, but saves what a browser would want in order to display it. Clicking the link itself gives me a browser window that displays code.
I have now manually copied the code from that browser window and pasted it into notepad so as to save it as (what I think is) a proper XML file. I also added the line: "<?xml version="1.0"?>" at the top, which I suspect would be required. I am about to start yet another new game and play it to a point where I have a city at level 5, to see if it now works.
That happened to me too actually (getting the browser code when I did the 'save link as") with Davrovona's mod, so don't feel bad. Fortunately I noticed when I went to scan the .xml, and I rectified it before I added it to my game.
As for COS or Stormworld, no idea if they would conflict or not. Didn't see anything in my quick scan of the .xml, but the relevant modders would probably know if there would be any issue using this mod with theirs.
Let me know if it works, sorry you had to go to all this trouble.
"698 More Population to Level 6"
OK, so I just ran a game with the Necropolis 2 and 3 code above, and after a few more hours of game time, my undead peeps now have a level 6 city. They'll get to level 7 eventually...
HOWEVER, the above listed code (that I am currently using) is missing some prereqs, so Necropolis 2 and 3 appear pretty much immediately. I'll post the updated code as soon as I code and test the prereqs. If Davrovana wants to include the 'new' Undead code in his mod (with what he sees as appropriate modifications), I wholeheartedly approve, as this builds on his mod.
I updated the code I posted earlier for this tweak (which allows Undead cities to go above level 5). This code works properly as far as I can tell:
This now appears 'properly', with the Halls Of The Dead (Necropolis 2) and Undercity Of The Dead (Necropolis 3) appearing in both the Mausoleum 'upgrade path' in the City Build chooser window, with the various bonuses (+600>+1300, etc) showing correctly, and under the Guilds Tech in the Tech Tree window.
I thought about maybe moving Necropolis2 and 3 to a later tech, but Guilds is pretty much at the end of that particular branch - the next tech is a 'may choose this tech repeatedly' tech.
You can paste it into Davrovana's code (without the first and last <ImprovementTypes> tag) just after the closing </ImprovementType> tag for Fortress_Ultimate, and just before the closing </ImprovementTypes> tag, or paste it into it's own .xml document and place it into your mods folder alongside the Rovana Level 6 and 7 city.xml file; should work either way.
Davrovana, if you want to include this code snippet (with whatever tweaks you feel are appropriate) into your code for this mod, by all means do so! After the appropriate testing, of course... I don't see any sense in starting a separate thread for a 'simple' mod tweak, hence cluttering the forum and mods list with an unneded thread! I'm loving your mod, btw!
Obviously, the modified file would probably need to be a separate download, for the 'DLC04' version. No sense having people using a file version that is looking for assets that aren't there (if they don't have DLC04), which of course may or may not break the game if you don't have the Undead DLC04 content installed, but have the 'Undead' code included.
Just feeling the need to help! Enjoy!
I really appreciate the help! I'll gladly put this into my mod file when I update. Thanks!
As the download link does not work, was this taken down/stopped for 1.7? Thanks.
Sorry about the broken link, not sure how that happened. Fixed now.
Update coming, will use tjashen's code to include undead faction support!
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