DOWNLOAD CURRENT VERSION: http://dl.dropbox.com/u/14389080/Green%20Orcs%200.1.rar**Tested in 1.09e; seems to be working fine in 1.09n**
This simple mod does three things:1. It creates an orc faction. Appearance-wise, it takes Urxen and changes their skin color to green. 2. It replaces standardized Fallen units the Urxen use with orc units. They are: peasant soldiers, pioneers, traders, the shopkeeper, and there is a male and female sovereign you can choose from. All units you can produce are green. Buildings and tech trees are still Fallen.3. It adds a little backstory to fit an orc-like race into the Elemental timeline.
Directions: -Place the folder "Green Orcs" and its content in the Elemental mods folder and run the game. -The Elemental Mods folder can be found in Documents -> My Games -> Elemental -> Mods. For Windows 7 your Documents folder can be accessed from the start menu.-Turn on "Use Mods" in the game's options menu, if it isn't already, then restart the game.-To uninstall, delete the folder "Green Orcs".
Version 0.1 was tested on Elemental version 1.09e.
Known issues: -Each race can only assign itself to one sovereign. For the green orcs, it is set to the female sovereign Ur'zaya. The male sovereign Uu'rohk behaves as a custom sovereign; you may have to assign his race to orcs at the start of the game.-When you click on the "History" button under "Choose Your Faction" when starting the game, the Hiergamenon entry is blank. This is because my history is too long. The Hiergamenon does not support histories longer than a few lines.
Green Orc Backstory:
From the report: "On the Growing Orc Menace," prepared by Scholar Inadhi, under the hire of Lady Procipinee. Excerpts from Lord Curgen's journals:
[c. 176 B.C.] "...he seemed puzzled, how could he not see the implication? I explained the reason for the experiments: about creating a super-soldier that feeds on light and air, who would not need to eat in battle—or at least survive longer without food. All trials have been a dismal failure, but so many species are as yet untested." [159 B.C.] "The hereditary distinction between plants and animals is more robust than I would have ever predicted. Every attempt to combine plant and animal metabolism has failed. The search continues." [117 B.C.] "SUCCESS! Of all creatures and humanoid races, who would have guessed the ogres would accept the splice? A breeding program is underway to examine the properties of this new species."[99 B.C.] "These 'orcs,' as my lab assistants call them, are more diminutive than their parent species, almost human-sized. Perhaps they are of quicker wit than ogres, if that were anything to be proud of. But they have more determination... Our studies confirm they have some ability with magic."[94 B.C.] "Though bred for survival in daylight, they have grown accustomed to their subterranean home, and travel dark corridors with ease... They are poor workers—unless given the 'right' incentive. Discipline remains a constant problem. They learn quickly enough, and seem curious about our ways." [83 B.C.] "I'm too old for this!! At least half of the subjects were destroyed in the last uprising, along with some of my better assistants... In shaping a soldier race, one must always be careful with culling docile variants... I need better obedience!... Sacrifices of problematic test subjects will continue." [75 B.C.] "These creatures are useless to me... I see no way to salvage the project." [74 B.C.] "We estimate nearly a hundred survived extermination, and reached the surface. Three regiments have been dispatched, but the whereabouts of the remaining subjects are unknown. They know nothing of the topside world, I doubt they will last long..."
Ur'zaya's (or Uu'rock's) Backstory:
...and the Blood Queen spoke before the gathering:
"When I was young, as you are, the elder shaman told us tales over campfires, of horrors seen by his own eyes, of fear once felt by his own heart. From his first memories, unspeakable things! He saw too our flight from the underworld, to escape subjugation, into this world under the sun.
"Few survived. Those who did starved, froze, and fell to sickness. For some, their minds faded into the distance, without families, or friends, or anything they knew. This, we all remember.
"I have taken us in a new direction, on a new journey. No longer must we hide our footsteps from the hounds of Calebethon. No longer does hunger follow our children to sleep. No longer do we fear the winter, or hide in shadows when armies pass. Today, we reap the world's bounty. Maybe someday, other peoples will hide from us!
"This is our legacy, our past. The shamans say the stars have shifted, and a new destiny awaits. The abundance of the human kingdoms shall soon be ours!"
UPDATES:
11/20/10: The current version and tattoos seem to be working fine in version 1.09n. The only hitch is that the main sovereigns, Ur'zaya and Uu'rohk, start off with fire, water, and earth spellbooks, which may be out of balance as starting spellbooks, and usually you won't have enough intelligence to cast the spells for a few levels anyway (fireball and flame dart take around an int of 20).
Amazing, how did you do it? As you know I've been trying to do this. I got a DX error in 4 turns.
Works great, well done. It simply needs a working skeleton for that color.
What I did was take a mod that already exists and pare it to my needs (*cough cough* community elf project). I looked at the undead mod too for some things. I would have never been able to do it without those. Since I was doing my editing with notepad I think the xml files are pretty readable if you want to have a look, or if there are things you want to tweak.
You know, I'd probably be happy with just a brute animation for the randomly generated units (observers, forward scouts, etc.), but even that gets real messy real fast with a whole new <unitmodeltype>. I might expand on this with time, but am having fun with it as it stands. Next thing will be to make sure it works okay for the beta. As I was testing it I came to realize I never see most of the units because I'm out in the cloth map anyway.
Good job, very effective.
You should upload to https://www.wincustomize.com/explore/elemental_war_of_magic (it's where you end up if you click "mods" then "other" on the website.
I love orcs.
With you Lord Xia, I really don't want to know what that really means..
It means anal.
Ahh...short and sweet...I was more hoping of a long weird explanation, but that still made me crack up.
I aim to please.
Thanks Heavenfall. I added it there.
I don't know, I always though orcs characterized the id or an unbridled passion for violence. Anal is more superego.
Anal as anal retentive, I would agree as function of superego, but I meant raw passion that can only come from a rock hard, sweaty, orc in a lustful rage dry-raping his enemies to death. That's pure id, baby.
That makes total sense.
Cha-ching!
This is a nice start how do we improve on this? For example how do we get their faces to look like Fearzone's avatar? I would also like for their leader to start off with berserk spell.
As far as my wonderful Big Mek avatar goes, that would involve changing modeltypes, skeletontype, and skintextures, so you are talking an involved project there. I don't even think it is feasible to slap an ogre head on a human body... though shrinking down ogres, who knows.
I think the Berzerk racial ability is a great idea. I'll work on that. As a compromise, what you can do is go into the "Uu'rohk" file in the "Green Orcs" folder, open it with notepad, and for Ur'zaya and Ur'rohk, where starting spellbooks are given, replace "WaterSpellbook" (or "EarthSpellbook" if you prefer) with "CombatSpellbook". That will give you the berzerk spell at level 2. That isn't too far from what you wanted and doesn't imbalance the game. I'm going to play a game that way and if I like it enough I might switch the starting spell books to that.
Holy crap! LMAO.
Yes, well thanks for clarifying but I gave you credit for the double entendre.
Ok--admittedly I am a noob when it comes to this kinda stuff. I have done the above but when I run the game no orcs. Suggestions?
Did you turn on mods in the game's option menu?
Nice job on the mod Fearzone! Total props for the interesting backstory and characters, too. +1
-Matt
Ah--no. Duh thanks. it works!
Thanks for pointing that out. I've clarified the directions.
http://dl.dropbox.com/u/14389080/LevelOneBeserk.zip
This mod creates a free spellbook you can select during character creation, which gives you the beserk ability from the first turn of the game. Unzip this into your Elemental mods folder, then select the spellbook "Orcs WAAAGH!" during character creation. If you want to add it to Ur'zaya or Uu'rohk, you'll need to do a little modding by adding the line: <StartingSpellbook>CombatOrcSpellbook</StartingSpellbook> to their XML files.
I like the idea that Orcs can photosynthesis that's very cool we always wondered why they where green. Of course they wouldn't live underground or probably in doors in that case and they probably would wear few garments to expose as much skin as possible to the light. Nice though.
Here's some possible goblins
http://img179.imageshack.us/img179/1858/elemental1289750685.jpg
http://img340.imageshack.us/img340/9294/elemental1289752667.jpg
I'll be modifying the models so they don't clip with gear, and then put them in their own darkling/drota factions, but after that's done, you guys can also use the models as goblins (if you have any interest in that).
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