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
Yes.
This is the list of special abilities for the new unique units.
Be sure to post any thoughts you have on these abilities quickly, as they'll be implemented soon.
After this set of unique units are released, I'll do a website where you can find screenshots, backgrounds and the abilities of each of these units (right now you can only find them in-game)
Looks interesting, my only feedback:
drota: spider cavalry: did you think about giving them access to the "web" abilities from spiders? I really like the slow poison, but seems they are a little weaker than the other summons.
living stone: demon stone: having this unit be "immune to magic" means that it is also immune to all of the special abilities from Champions & UW abilities. If this is the desired effect then fine, but I will admit I am dependent on UW abilities and a horde of troopers to take one of the special units down as is (Chaos Bringer handed me my ass last night) If the intention is to make it immune to thrown damage spells, maybe give it a super high INT instead?
Other stuff: Banshee looks incredible with the multiple levels of transparency between skirt and legs. Also I have to congradulate you on what might be your greatest accomplishment: Making Demon Stone, a model that looks good and in scale with that battleaxe. Every unit I build with that thing looks like its about to tip over...
The spider cavalry will also have the "move fast" modifier, so it costs only 1 Ap to move. The poison strike is intended to replace the webs of normal spiders (I think this is actually stronger, although I may tweak it a bit).
The demon stone is indeed intended to be immune to all special abilities, including UW. Note that it does not have the extreme durability modifier, like normal living stone.
The stats of these units will also be tweaked to make weak abilities stronger and strong abilities weaker (for example, the angel of death will have a lower attack, and the four-armed golem will have a much lower attack).
I'm actually glad you got defeated by a chaosbringer. In my tests, they aren't even the strongest ones - that title falls to the elven bladedancers. But the unique units are supposed to increase the difficulty of the AI, and this is accomplished by presenting a different challenge to the player. Normally, you can just stack armor and become invincible against AI, but that won't work against these units. You'll need health, and lots of it, to survive against them. In addition, the special abilities they possess should "wreak havoc" on the normal strategy of just lining up all your units just out of range of the enemy movement. I guess the chaosbringer, more than any other unit, accomplishes that.
Thanks, that answers my questions about the units. I was just trying to picture the meat grinder of taking down an Extreme Durability- Demon Stone.
For the record I was not complaining about being defeated, I liked it! (Subsequent razing of city less so) Loosing battles is a nice change of pace for the challenge of this game, the war continues...
I agree Chaos Bringer is the strongest unit for these new mechanics I have encountered so far, really nice work.
Ouch!! Back to the drawing board....
Question 1: Are you finished making changes to it?
Question 2: Can you tell me what I'm going to need to change??
1) Nope, never will be, as long as the mod is being updated.
2) Basically I moved all the non-tech buildings into their own starting techs. Look for prereq techs in buildings that shouldn't have techs. There are at least two of them.
I've been struggling with how to implement the next 8 unique units.
Originally, I intended for these to be Tier 5 units, ie you would have access to them at capital city level 5. But... even on extremely high difficulties, players will almost always produce level 5 cities before the AI does (the AI has a very low priority on housing in level 4 cities).
Currently, the "T4" units work like this; you gain access to the spell at capital city level 4, but you also need 20 T4 tokens. These tokens are produced by the capital cities only, at a slow rate (currently, you probably won't get one before 40 turns after your first level 4 capital).
So my idea for implementing these next units would be to make them T4 as well, but using a different set of tokens, that are produced slower than the T4 tokens.
Let's call the first 8 units type 1 units. They're fairly cheap (1000 gold, 20 t4 tokens). They would now cost 20 T4 tokens, and another 5 of the new tokens.
The new 8 units (type 2) would cost 20 of the new tokens, and 5 T4 tokens (and 1500 gold).
What I want to accomplish here is this; there should be some overlap between the cost of the unique units you build. Other than gold. This way, if you want to build a unique unit of type 1, it also means you will not be able to build as many type 2 units. In reverse, if you want to build type 2 units, you won't be able to build as many type 1 units. This presents the player with a choice, which is what I'm trying to accomplish. For example, the user could choose between any of these scenarios.
Edit2: This also has the effect of keeping up with my original goals for these units, which is that they should supplement - not replace - normal units.
Scenario 1
40 turns: 1 Type 1 unit built
80 turns: 1 Type 1 unit built
120 turns: 1 Type 1 unit built
Scenario 2
80 turns: 1 type 2 unit built
90 turns: 1 type 1 unit built
Scenario 3
40 Turns: 1 Type 1 unit built
100 turns: 1 Type 2 unit built
Edit: A level 4 capital city produces 0.5 T4 tokens per turn, and would produce 0.25 of the new tokens.
Does this sound interesting, or just unnecessarily complicated?
I think it sounds interesting, and a good way to force player choice until a solution that works more like you originally envisioned becomes possible. Hopefully the AI will jump forward in 1.19 the same way it did in 1.11.
Hi
Judging by first impression I really like the mod. Unfortunatly it doesnt seem to work properly with my game. I see the new model of my sovereign but every other new model just seems to be an etheral creature (meaning there is no model at all ; ) you only see their equipment. Randomizing newly created unity didn't work either. Any idea where the problem could be?
MfG
Gun2056
Are you running 1.11 of Elemental?
What does your mod folder look like? Describe the folders in it.
Yes Elemental is patched up to version 1.11
My mod folder contains the following folders:
Data - 2 subfolders no files
Expanded Factions - 8 subfolders for the races, 1 nonracefolder - all containing a couple of files, some additional subfolders, mostly xml files
and 7 xml files in the Expanded Factions folder itself.
One empty gfx folder // okay that seems odd, there should be something...
one empty movies folder
one empty screens folder
I'll now try to reinstall the mod. If something else comes to your mind let me know please.
When you extract the .zip you download, you must extract all the folders. Don't skip the GFX folder, and don't skip the LIBracemod folder. The sub-mods are optional.
EDIT: Nm, Heavenfall beat me to it.
Yeah that was the problem, didn't pay attention when I was extracting the folder. Sorry bout that.
Uploaded 8.4
Increased strategic movement for sar the returner from 2 to 3Increased combat speed on chaosbringer from 1 to 2Chaosbringer leap attacks may now be used regardless of friendly units in the area - friendlies are not affected by the abilitieschanged living stone workshop from 4 to 1 tileBoon of ressurection for angels now cost 100 materials instead of 100 metalReduced the effectiveness of the Angel capital city bonus by about 50%Reduced the size of the DeathLegion Giant DemonSub-mod ExpandedFactions_UniqueUnits: Added 8 more units, also Tier 4 but using a different token. Added screenshots to first post of all the unique units. Added a bunch of new tiles from the tiles expansion
Edit: Uploading 8.5 in a few minutes, fixing an issue with the shadow scout attack/defense.
Hey, Heavenfall... I've fired up a game playing as elves during the weekend (prior to 8.4 update) and ran into a small issue, which I don't think is very recent.
Researching treaties and aliances techs did not do anything for me (elves). No treaties appeared in the diplomacy window. I was about to go bug it, but decided to poke at the code myself first. There is a Treaties.xml in the default data folder. Economic, research and aliance treaties have tech pre-reqs there.
So, elven treaties and aliance therefore need CPELF_Treaties_Amarian and CPELF_Alliances_Amarian techs added to show up in diplomacy window.
I uploaded the small patch that fixed it for me. It's HERE.
P.S. Angels owned me that game, LOL. Great race!
^ I've noticed the exact same thing happen with Angels as well (also prior to 8.4 update). Couldn't do anything treaty-related while playing as Angels.
Not sure if this has since been addressed or not; regardless, I'm glad I'm not the only one who experienced this particular issue.
Angels use CPELF tech tree too, so they bound to have had the same problem .
Alright, thanks for the headsup. I'll put it in the next release.
Even though they have no tactical advantage, and only a tactical weakness (no 12-man groups), the angels are one of the most interesting races to fight against in this mod (in my opinion).
For the faction tokens wouldn't having the second tier cost 2x the first tier work to accomplish the limiting effect on production you are aiming for (perhaps in conjunction with a spell cooldown time) Either way the tokens could be named as marks (a currency and show of allegience) or factionite (or something similar). You could have greater and lesser versions of the shards if you go with the 2 token type setup, and could have the ingame description as process where the philosophy, beliefs and culture saturating an area over a given amount of time grow these physical concentrations (crystalizations) of those immaterial things. Basicly, belief made reality. It could be attributed to the magic of the world or the shards or something but I would leave the exact process ambiguous/unknown. Kind of a neat discovery/magic all its own from a peon's perspective. Kind of a resource to summon an avatar/embodiment of all the faction stands for.
Alternatively the tokens could be attributed as a product of concentrated people/civilization, or reactionary process of the planet to the working of the land if they are ment to be resources that are not faction specific.
Not sure how clear that came across for the idea but it should help the mechanic fit thematicly.
There's no way to express that in-game, so I'll just leave them as they are right now.
So... now that we've got 2 unique units per faction in the game, what are your opinions on them? I'm not talking just balance, but also - do they make the game more fun as a whole?
I'll list again what I wanted to achieve by adding them.
1) Unique units should represent the flavor of the faction2) Unique units should supplement, not replace, standard units3) Unique units should remain useful for the entirety of the game, but not remain strong (this was for type 1 units, less true for type 2)4) Unique units should increase the difficulty of the AI5) Unique Units should never be perceived as invincible - their strength when first appearing should be comparable to similar units available
I also spent significant time polishing their abilities, but the Ai is sort of bad at using them... in the future, I hope that I can add6) Unique Units should "wreak havoc" on the player's strategies in tactical combat, forcing the player to adapt and fight different unique units in different ways
But ultimately, it boils down to this: Are they fun to play with? And are they fun to play against?
Stardock could really gain some momentum by using your unique unit system. Great job HF. These units are very fun.
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