The modding community proudly presents
ExpandedFactions
"We were hunters, and foragers. The frontier was everywhere."
Download:
https://www.wincustomize.com/explore/elemental_war_of_magic/11/
(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)
Install: Extract all folders to documents\my games\elemental\mods\
Make sure "Use Mods" is turned ON in options
Note: To balance some of the race bonuses in this mod, the standard Elemental factions now gain: 2->3 extra tech research and 1->1.5 extra arcane research from their capital city (lvl 4->5)
Note - Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change <RaceClassification>something</RaceClassification> into <RaceClassification>Men</RaceClassification> for kingdoms, and <RaceClassification>Fallen</RaceClassification> for empires.
Tip: When designing new units, press the Randomize button to change your unit's appearance.
Sub-Mods are tiny mods included in the ExpandedFaction mod in their own folders. Sub-mods change a game mechanic in some manner. They are modular and voluntary, which means if you don't like what they add, simply delete the folder.
ExpandedFactions_PetLovers - Adds a starting pet to all sovereigns. The pets have 5 attack, 1 defense and 18 health. These are also available for custom sovereigns, for free.
1. Empire of Drota
Description: A desert-living, tribal civilization.Sovereign: StormlordRace Strength: Warrior Society - The Warriors of the Drota are completely engrained in civilian society - for the Drota, being part of the military is the norm, not the exception. Drota trained units take up no "used population".Race Strength: Forced Cooperation - The Drota are able to bend the mind of almost any creature to their will. The Drota may, from the start, build improvements on diplomacy world resources for Spiders, Shrill and Drath. Note that the Drota do not spawn these resources on the map, as a Kingdom would. Dragons are beyond the skill of the Drota to tame.Race Strength: Little Brother - Drota units regenerate 2 health per turn in combat, and 5 extra health per season in strategic mode.Race Mount: The Drota ride only Sandbrutes and Hellbrutes, and sometimes decorate them with bonesCapital City Bonus: Legendary Hunters - The Drota are legendary hunters, able to find prey where all others have long since given up hope. The Drota capital city will produce 0.15 wargs per turn at level 4, and 0.25 wargs per turn at level 5.
2. Empire of Goblins
Description: An evil scourge upon the world.Sovereign: GnorkRace Strength: Thrifty - Goblins do not pay upkeep for any Goblin units. Units will still desert if the empire has no Gildar.Race Strength: Uncanny Discipline - Goblins are fiercely focused, and when they set their minds to a task it is not uncommon for them to complete it in high speed. This is doubly true for when goblins prepare to go to war. Goblin units take 2 turns less to train than default (3). This bonus is applied after additional weapon training time and group training time, but scales somewhat with veterancy training.Race Weakness: Hollow Magic - While capable of casting magic, the Goblins and their sovereign Gnork have only a crude understanding of magic. Goblins start with -100 mana and must gain a positive balance before they can cast spells.Race Mount: The Goblins ride only Skath.Capital City Bonus: Thieving Bastards - Goblins are a bunch of thieving bastards, and various items that "go missing" tend to turn up in their possession. The Goblin capital city will produce 0.5 crystal per turn at level 4, and 0.75 crystal per turn at level 5.
3. Kingdom of Living Stone
Description: A nation of what appears to be living stone, much resembling Stone Elementals in appearance.Sovereign: 'ArdRace Strength: Unstoppable - Living Stone units do not suffer dodge penalties for wearing any form of armor.Race Strength: Heart of All Things - The capital city of the Living Stone produce buildings 25% faster, and train units 25% faster. This bonus stacks.Race Strength: Extreme Durability - All Living Stone units have 80% more hitpoints than normal units. This bonus stacks with everything, including: items, levelups, veteran training and other bonuses.Race Weakness: All Living Stone units have default combatspeed of 1 and strategic movement of 1.5. This does not apply to the Sovereign, or the caravans.Race Mount: Living Stone ride only Umberdroths to war.Capital City Bonus: Earthfriends - The Living Stone are bound to the earth in unimaginable ways, and as a result they are able to sense previously hidden sources of metal. The Living Stone capital city will produce 2 metal per turn at level 4, and 3 metal per turn at level 5.
4. Empire of the Golem King
Description: In the ever-winter empire of the Golem King, the White Wizard creates mighty golems from the blood of innocents.Sovereign: White WizardRace Strength: Alloy of Sacrifice - Golems pay half the normal amount of metal for all its armour. This value is rounded up (5/2=3). Weapons and other items cost the normal amount.Race Strength: Shard Mechanics - Golems are made using an infinitesimal amount of dust ground from the very elemental shards themselves. Golems have 10 magic resistance by default.Race Strength: Mechanical Precision - Golems have an innate ability to react instantly to the slightest change in their environment. This is most obvious when Golems are seen in combat - Golem attacks are nearly impossible to dodge. Golems have 100% higher accuracy than normal units.Race Weakness: Reborn Souls - For each golem warrior trained, 3 additional citizens are consumed.Race Mount: Only the brutal Primal bears are strong - and insane - enough to be ridden by the Golems.Capital City Bonus: Full Metal Alchemy - In the deeps of the city, the personal servants of the White Wizard toil away endlessly in disgusting experiments involving human sacrifice. The capital city of the Golem king will produce 0.15 Elementium per turn at level 4, and 0.25 Elementium per turn at level 5.
5. Kingdom of Elves
Elves is a community project, many people worked on completing this faction. Elves use unique building designs, and have some re-skinned weapons. For more information, visit https://forums.elementalgame.com/398661
Description: Elves are sworn to protect the forests and prevent another Cataclysm.Sovereign: Ardhor Race Strength: Native Archers - Elves have access to Crude Bows from the start.Race Strength: Alien Philosophy - The Elves have a preternatural understanding of magic and how it is connected to the world. Elves start the game with +50 mana. In addition, Arcane laboratories will produce 0.1 Tech Knowledge per season, and Studies and Libraries will produce 0.1 Arcane Knowledge.Race Strength: Dextrious - Elven units gain +1 Combat speed and +5 dodge.Race Weakness: Hope Abandoned - When the forests of the world died in the Cataclysm, most elves suffered from depression and melancholy. This has since become a fundamental part in Elven culture. Elves may not build the Beacon of Hope starting improvement.Race Weakness: Few Children - Elves are notoriously slow to breed, and suffer -25% prestige in all cities. Race Mount: In addition to riding horses Elves also ride drakes and deers.Capital City Bonus: Nature's Spirit - Heeding the call to war, various forest spirits join the Elven cause once the elves are strong enough. The Elven capital city will produce 2 mana per turn at level 4, and 3 mana per turn at level 5.
6. Empire of the Death Legion
Description: Mutated demons from another dimension ruling a fanatic slave population.Sovereign: Sar the ReturnerRace Strength: Mutated - The Death Legion are horribly mutated by unknown forces. Death Legion units receive random bonuses effective in combat. These bonuses are saved for each unit design (training the same design twice gives the same power). Bonuses are listed here.Race Strength: Exported Cattle - Wherever the Death Legion came from, they brought along mounts. The Death Legion starts with 18 wargs, useable for the Slag mounts. They still need to research Mounted Warfare to train or purchase mounts.Race Weakness: Religious Insanity - Death Legion warriors are considered holy crusaders by their slaves. When Death Legion warriors are trained, slaves will become permanentaly overwhelmed with religious fervor and be unable to work. Each Death Legion unit costs 2 times the normal amount of "used population". Race Mount: The Death Legion rides slags.Capital City Bonus: Chaos Strain - The mutations of the Death Legion are ever-spreading, constantly reshaping future generations. The Death Legion capital city will provide ALL controlled units with +3% health when the city reaches level 4. The bonus increases to 5% at city level 5.
7. Empire of Lost Souls
Description: A long-since dead kingdom of traitors; prevented from reaching the afterlife, they now roam the wastelands as incorporeal ghosts.Sovereign: RiserRace Strength: Nightfall - The Lost Souls are known to appear and disappear with the break of night. The faction has instant access to a copy of the Return spell, allowing channelers to return to the capital city.Race Strength: Incorporeal - The Lost Souls are ghosts of dead warriors. They can shrug off blows that would have maimed or killed a mortal man (+7 dodge). In addition, they move extremely quickly when they need to. Movement for Lost Souls take only 1 Action Point per tile in tactical combat, instead of 2.Race Strength: Doomriders - Glorious knights from before the Cataclysm rise again as ghosts. As a traitor-kingdom, the empire of Lost Souls may build both Warg Kennels and Horse Stables. In addition, they may build the kingdom improvenent Inn.Race Weakness: Fear of Fire - Although they take no extra damage from fire spells, the Lost Souls will go to great lengths to avoid fire. The Lost Souls have forbidden all research into fire spells, and may not learn the Spellbook of Fire. Race Mount: The Lost Souls rides Ghost horses.Capital City Bonus: Dominion of the Dead - The brightest and best of the Lost Souls argued that if they cannot break the curse holding them in this world, then maybe they can make this world more like them. The capital city of the Lost Souls will emit an extra large zone of influence at level 3 and above. In addition, the capital city will produce diplomatic capital as propaganda is spread over the borders of their enemies, slowly but surely influencing them to accept this new reality. At level 4, the capital city will produce 1 diplomatic capital per turn, and at level 5 the amount is 2.0.
8. Kingdom of Angels
The Kingdom of Angels use the building designs from the community project Elves. For more information, visit https://forums.elementalgame.com/398661
Description: A race of Angels, descended from the Mountain of the Gods, seeking a remedy for their God who has slept since the Cataclysm.Sovereign: ColopatironRace Strength: Glamour - Angels attract followers faster than any other kingdom or empire in the world. All cities controlled by Angels gain 20% prestige.Race Strength: Winged - Angels are blessed with Wings, and may pass obstacles that no other can. Angels can travel across mountains, cliffs and seas. This lends the Angels great strategical advantage, allowing them to avoid confrontation by hiding where their enemies cannot reach. Strangely, however, angels do not utilize this advantage to flee combat once they take to the field. They still suffer normal movement penalties when passing woods and hills.Race Strength: Boon of Resurrection - Once every 100 seasons, the Angels are rumored to craft a likeness of one of their greatest champions. If the champion should fall in combat, the champion will be resurrected from death. This works like the spell Death Ward, allowing the target to resurrect upon death. It costs 100 materials to cast, and uses 1 mana in upkeep per turn, and may only be cast by the Sovereign. Available from start.Race Weakness: Persistently Individual - The Angels look with scorn on any who ride creatures to war or for transportation. They believe fiercely that their god-given wings will carry them to the bitter end. Angels may not ride mounts. They may still build Stables, to sell Horses.Race Weakness: Air Space - The wings of Angels require significant space to be effective in combat. Angels may not train Companies (12-man units) for any unit. Race Mount: The Angels will not ride mounts.Capital City Bonus: Divine Providence - As the quantity of faith and prayer reach unnatural proportions, the sleeping god stirs from his slumber. Small miracles become an every day thing in the capital city of the Angels - many half-assed jobs turn out flawless produce. At capital city level 4, units may be trained in the capital city for 10% less resources. This bonus increases to 15% at level 5.
Modders please be aware that the LIBracemod is used for this mod. https://forums.elementalgame.com/397668
Spent a few hours trying to make the AI build these unique units. The only way to make the AI build them consistently seems to be to make them cost only gold. Used new special resources like unit tokens, didn't work. Also tried making them cost mana, never built then.
It's kind of boring for the player to only pay gold, but I think in the end the increased variety of units should still be a very positive effect on the gameplay.
http://img529.imageshack.us/img529/1389/elemental1294069534.jpg
I'm also going to do some minor tiles like you see in the picture for special abilities. I think it adds a huge amount to the "immersion" in tactical combat, that spells and abilities you do have a visible impact on the environment. For example, in the picture the soul of shrill have webbed a target, and the tile will now be filled with webs.
I haven't found a way to replace terrain in tactical combat, so it will only be graphics for now (I mean, the ability still does what it does, but I can't make the actual tile do something).
Hmm, isn't there a spell that does something like that in-game? Will have to look it up.
Other options for the death legion would be a hell hound type of unit (modified wolf/ quadraped) with a body or aura of fire/lava. Or a cacodemon type creature might be possible (such as the pink demon in doom) where the head and torso are merged for a large face in the middle of its body- it might be doable with a special piece of body armor that covers the head. Or a full helmet might work as well.
You could do a light elemental looking creature for the angels.
A poulterguiest (circling debris) or shade may work for the lost souls, or something that ties into the betrayal aspect (like a 'converted' unit).
As for a spell that affects tactical terrain, something that restricts movement might be what your looking for ( i haven't used those types of spells much myself so Im not certain).
fyi, i was playing elves and when i got the library tech, i had two libraries available in the build menu, one just regular and one with the elven race bonus in addition to the regular bonus.
also, most of the other new races are available for creating new hero's but angels aren't, is this by design?
thanks for an awesome mod
Thanks for the headsup about the elf library. I think it applies to the angels too.
To be honest the option of designing your own races based on these factions is very hard to program, because there's like a filter stripping away several important pieces from the rest of the code when you do it. That's why it's very difficult to make races work in the faction workshop. It's a very low priority for me, but I'll have a quick look before the next update.
@crystlshake thanks for the ideas.
Yes the Death Legion are demons in the sense of the word, but I am talking about demons as in the classical art context*15 through 19th century concepts* (Typical horns, hooves, and other "typical" demon traits) like your angels, which appear to be based off of the classical art era.
It'd just be the same. Death Legion is the demon faction in this mod for now.
Edit: However, if you have any cool models I would love to include them as unique units.
Shouldn't the angles be shirtless?
^ You can make them shirtless, don't worry.
(edited: ) There are two races that I'd love nothing more than seeing in this incredible mod. Since we have some decent zombie units now, I was curious if you've considered incorporating them somehow, perhaps even making a zombie "race". I'd imagine a story about a sovereign/necromancer who calls upon the dead to create the world as they see fit etc. Cities could feature a very run-down appearance to them, as if zombie-apocalypse has struck the land. Instead of living people seen walking around town etc, they're seen being devoured, and zombies aimlessly stammering about. This might not be "realistic" as cities couldn't truly grow and function this way, but perhaps the sovereign's magic is strong enough to make zombies do just about anything.
They're very strong attack-wise, especially in large groups (can you give them bonuses while in groups?). They automatically gain HP after hitting/killing by feasting on opponents. Their weakness is they're slow, and perhaps very low base HP due to their frail bodies.
Secondly, I'd love to see a race with roots to the orient/far east (or more bluntly, an ancient Asian race). There is enough armor in the game to give the appearance of a samurai (perhaps with the exception of proper headgear). I don't know how easy it'll be to make pagodas and other recognizably-oriental buildings for cities, but it should be doable. I imagine a good city bonus would be high-fortification, and perhaps bonuses when riding horses. Weakness... perhaps something dealing with their strong will to die in battle? Following the Bushido code, this is the most noble and honorable of warrior races.
I love the Death Legion demons as-is btw.
There is a undead race but it's not for 1.1.
He said he wouldn't do it so unless RavenX returns that faction is lost, so are the Orcs from Fearzone.
For the next few months the work will be adding unique units and further distinguishing the factions from each other. I don't plan on adding any more factions at this time.
Edit: Nevermind. ME fail at reading and Heavenfall posting before I do.
That's a shame. So does RavenX specifically not want anyone working on a zombie faction? Otherwise, I'd be willing to give it a shot.
I haven't seen anything allowing or not allowing people to use it. In my book, that means its not allowed, and I certainly wouldn't upload it to wincustomize or anything like that as it requires that I have the rights/permission to do so.
Talk to impinc, I think he would know best what RavenX thinks.
Noted. Thanks for the input.
Possible Bugs:
I have noticed two weird behaviors in recent games:
> Elves double list Lite Shield: Whenever I get the Equiipment Tech playing as the Elf faction, 2 copies of Lite Shield appear in the store and unit design. I am assuming this is some weirdness with the InternalName in their Core_Armour.xml but have not cracked it to see.
> Wrong sovereigns for factions: When I use a custom sovereign with an EF faction, the other factions seem to go a little nutty as to the sovereign leading them sometimes (ex. Riser leading Kingdom of Angels) Is this some kind of displacement in not using the defaults? I am assuming sovereigns are suppose to be tightly coupled to factions.
Thanks, I'll have a look at those for next release.
I noticed something just looked slightly off on the elf female skins.
Then I found out what, the Skins are miss-aligned by 1 pixel vertically and horizontally, so the nostril and lip shading is off.
I went ahead and did nothing but aligned the .PNGs. You can overwrite them for the next release.
http://dl.dropbox.com/u/18012648/FELFSkinFix.zip
Before.
After.
Thanks for the fix!
I have a small suggestion for the snotling unit. I would change the name. Maybe gremlin or something similar. Snotlings instantly make me think of Warhammer.
Issue revolved. Ignore Me.
Eh... got a screenshot?
Hey, HF. When I start a game, the Angels race is not visible as a race I can create a character in. Whassup wi dat??
You're trying to create s sovereign using the angel? Not possible at this time.
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