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
Glad to hear this discussion wasn't being misunderstood!
Monotheistic literally means "one god". That one god could, theoretically, be an evil god. But, generally speaking you can't have good without evil. I've always thought of God as being "Neutral" based on the old testament. Satan becomes the evil incarnation and Jesus the good incarnation.
I'm afraid I never much paid attention to the E:WoM pantheon so I don't know if they have one god or many.
For my High Elves, their back-story is that they were first born and there at the beginning of the world. In the elder days, they were sort of shepherds and guardians to the lesser beings. (very Tolkienistic, I know) As younger races occupied the world they withdrew and exiled themselves to a tiny corner of the world in total isolation. The elves of your mod are the remnants of those few that stayed behind. After the cataclysm, the decided they needed to come out of isolation and lead the world back to enlightenment - while there is still a world left to enlighten.
The new models are fantastic Heavenfall; I also like how you have deliberately NOT armed them with standard weapons. I think this is a good call for balance (as was hitting them with the nerf stick, a lot). Otherwise the 4 arm golem would pick up 4 sets of specials from UW, and be even crazier then intended. Or not...
I managed to just get the Giant Demon summoned at the right time to turn the tide of a war with Ard. Watching him stop across the map slaughtering the armies that had me on the back foot and down to 2 cities (being held by sovereign and spouse) was the most satisfying moment in gaming I have had for years. Just wanted to share.
That reminds me, HF. I recently added Drota to my test map. They die out about the 3rd or 4th turn or so about every second or third game. I'm not sure why as I've never looked into it but I wanted to pass that along to you.
Hmm... I'll have to up the Stormlord's stats a bit. He's probably getting into combat and dying without a city. He's one of the weakest in the start, due to his many talents.
Glad to hear it. I'm also having a great time playing Elemental with mods at the moment.
I think with Elementerra, Updated Weapons, Murteas' grimoire, ACP and ExpandedFactions this game is very nearly a great fantasy game.
Add "Artifacts" to that list, and I'll agree with you. Though I have not added Updated Weapons and Grimoire yet. Does Grimoire add some elemental based combat spells? Those seem to be seriously lacking in all but Fire.
Yes, the latest one does (check out the main post). Artifact is included in ACP from now on.
And speaking of Artifacts, is it by design that the artifacts don't have a sell value or is that just an earlier, not yet complete version I'm using?
@ Aerion > Updated Weapons does more for tactical combat to make it interesting than anything else I have seen (IMHO). The 4 new Battlefield spells in MG were all designed to explicitly make tactical interesting and open up options. But I am biased on both counts
That is the list of mods I play with as well; nice to see that Artifact got bundled with ACP, makes life easier. I am also a fan of the Elementium mine, not enough other ways to get the stuff currently.
@ Heavenfall: I actually had 3 questions for you:
1) Are you planning on doing any Elven "Artifacts"? I know you had mentioned this previously, but I do not see any in the current versions. I had considered doing a sub mod for this, but was leaving the ball in your court.
2) Are you planning on having Expanded Mounts be a part of Expanded Factions, or leave it as a separate add in? It seems to have disappeared from the package somewhere in v8. I was just wondering so I know how to package up my mod dir for my spider riding elf queen.
3) Curiosity got me: Do you use my sub mods to extend UW for Elfs & MG?
That has been fixed in the version that is in ACP (0.99).
1) Yes, somewhere down the line. It's a bit of an effort because I need to make the skins customizable so they can "glow".
2) The mounts will be part of individual factions as they are right now. ExpandedMounts is really a stand-alone mod for people who want the mounts, but don't want expandedfactions. Obviously expandedmounts offers a greater amount of mounts. I'll continue using mounts from the mod for the factions here and there, but I won't unlock them all for all the factions. It's a great way to add diversity to factions. The vanilla game has no diversity between factions, so there's no reason to limit the mounts there.
3) No, I don't play elves.
1 + 2) Thanks for the info; I agree with your design decision for adding specialized mounts as faction differences to the vanilla game, was just wondering if I needed to go about "rolling my own" for that. Cheers.
3) "This game has no elves. Damn, I hate elves. Hmmm thats it, I am creating an awesome custom faction.... so I can kill some freaking elves."
FYI: I also have a sub mod for UW that equals out the power level of the 2 summonable weapons from MG against other early game stuff.
Thanks for all you do, keep up the excellent work!
I'm not sure if we're on the same page here. The ExpandedMounts are already in expandedfactions as faction mounts.
No worries I am all good; I just wanted to break your assigned race mount restrictions and was wondering what the most effective way to go about that was. Your answer gave me everything I need to bust out a quick script to paste the needed sections between Expanded Mounts & Expanded Factions to reconfig them for my personal preferences. (I was doing something silly, complicated, and manual using both mods at the same time before)
Just wanted to drop by and say that those new units look wicked cool, Heavenfall . Troll and grimreaper are favorite
I'm having a real hard time coming up with something interesting for the living stone.
This is the previous unique unit, the lavaling. Originally it was intended to be a swarm unit, but I changed it since we can't summon groups of a unit. Obviously I can't just make another one "based on normal gear" like the lavaling. I wanted to do a hurler type giant living stone, and while it may be fun it just ends up looking exactly the same as any other stone giant.
Edit: How about this model, without wings and tail? (and more appropriate colors)
edit2: done
I really like the converted demon model; were you going to take off the spikes as well or leave it as giant with large axe?
Leave it as it is.
Looks pretty badass, but still a bit to much demon. Maybe with some more earth tones?
No, earth tones are extremely boring and don't make any sense. The earth is not alive, the stone is.
Edit: I'll soften up the black skin, will give it more contrast and show more of its scaley nature (compare to the previous screen of the winged demon)
Banshee for the lost souls (they're not really banshees but the wives who refused to leave this plane of existence when their husbands were cursed to stay).
Is there a change list for 8.3? My custom elf faction is able to build Kingdom buildings now, and it was only allowed Empire buildings prior to this. Just wondering if there's a good place to start for hunting down the cause.
There is no changelog for internal changes that don't affect the players. If you modded stuff you'll have to stay up-to-date with any changes by going through changes in the files. I can recommend winmerge.
Funny - I just downloaded that and already found the change. Now to figure out why you made it...
Thanks!
There were massive changes to elf buildings in 8.3 because I needed the angels to stop using the raceclassification CPELF completely. This will allow me to create things for angels only, and not elves, and vice versa.
Will those changes affect my HighElves? They use the Elf buildings and Elf techs.
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