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
Hello, i like this mod and played version 8.3. After i deleted 8.3 and installed 8.5 i have found a small bug, which i do not know what consequences it can have.
When i start a new game and build a city, i open the menu for buildings. There is one building in the list, without an icon and has no name. It only says "1 Season". I cannot choose this option to build something. Also i am able to build merchants and inns from the beginning. (no matter which faction i choose). What can cause this issue?
I have 1.11 and have deleted the older 8.3 version before i installed 8.5.
Installed everthing in the "mods" folder within my documents Folder of Elemental.
Did i something wrong?
I have the same issue.
Damn, I fixed that but I must have forgot to include it in the zip. I'll upload 8.6 in a minute.
Edit: Uploaded 8.6
Fixed an issue with goblin non-capital cities being unable to level past 1Fixed an issue with a "blank" building being available for everyoneIncluded oddrheia's treaties fix so Angels and Elves can enter treaties gained from technology
@oddrheia now you understand why I was hesitant to add another unique tech tree, as we will be doing for the golem king. The Elves community project was finished some 2 months ago, and we're still finding bugs in that. Thanks for the fix.
Btw, thanks for reporting bugs guys. The mod really is too large for me to test every detail every release, so I depend on the players to find such bugs.
Will go on a full bug and balance test this weekend with the new 1.19. Can't wait to test out some of the new units; in general I think (6) is best achieved by abilities that rearrange units on the tactical map a la "Chaosbringer" and his ass kicking. Have you thought of adding an ability to some of the giants (Giant Demon I am looking at you) to let them "Knockback" a unit multiple squares? Currently all of this type of mechanic seems to be 1 square only.
I'm not planning on doing an update for 1.19 beta, and by the looks of things it's not compatible.
Edit: You should be fine if you play without angels and elves. Those are broken.
Thanks for that update, I will make allowances when setting up game. I cannot stop myself from bug hunting as much as possible (particularly with mods interacting with game), gives me a meta game to play with. Any idea why Angels / Elves broke? Changes in tech tree building assignment structure? Cheers.
Yeah, stuff in the tech tree. It's a straightforward fix, but lots of work, which is why I don't do updates for beta patches anymore.
More than fair enough; is it a predictable change fix in the XML (suitable for scripting) or something that requires hand coding?
95% is predictable
Shoot me a PM if you want me to have a crack at running a replace script against the predictable. The blasted 5% that always occurs I would leave to your hard won expertise, unless you had more specific direction.
No need, I'll do it when it goes release. But thanks for offering.
Yep, definately understand how much of a chore managing one unique tree is, let alone more. I guess I understand why the vanilla factions use only two tilesets better now. It's a shame, they have enough thematic differences to warrant unique ones each, but the amount of work behind that is staggering.
To give you some feedback on unique units, I think they look AMAZING. I personally dislike how squads/companies look, much preferring the single units, but that's just aethetics, I guess.
AI uses new units a lot, and with some the abilities are kinda scary . It's harder to win battles now, and a lot more interesting. Shadow scounts dish out some -serious- hurt.
I prefer second type units if I summon any as a player, though. I think, currently if you rush military (and have resources to back up training) summoning/maintaning type 1 units is too much of a drain on the income that could be put to use trading for other resources to equip stronger units. It's the same problem I have with diplomacy units which are kind of usless (personal opinion) aside from the dragons/demons. I'd still summon them for flavor, though. Even if they are weaker, they are fun to use .
I find them quite useful when I run out of metal. I'd rather have a unique unit or a diplomacy unit, than a leather-wearing stickwielder.
I'd like to fill out the standard factions with their own unique units (to keep the game at least slightly balanced with the mod).
Can you guys help me brainstorm some units that would fit with the vanilla kingdom/empire factions? I'm looking to do 2-4 for kingdoms, and 2-4 for empires (so 4-8 in total, not per faction).
Usually, when I think about kingdom v.s. empire differences, kingdom have more defensive edge whereas empires are offensive.
So, some ideas?
Kingdom:
Abbey Monk (low attack/defence, mend unit ability)
Defender (high defence/ low attack, shield unit ability)
Counsular (mid attack/defence, mediate conflict ability that has a high chance that targeted unit will miss their turn)
Empire:
Alchemist (low attack/defence, throw a grenade-like concoction ranged attack)
Warlord (low defence/ high attack, rally unit ability that gives + attack)
Assassin: (med attack/defence/ and reveal weakness ability that strips defence from a unit and poisons it)
With more lore-friendly names .
I think I'll choose monsters instead. Ogres, dragons, maybe some other of the recruitables. More humans/fallen isn't that interesting, to me. There are already 100 champions walking around with similar stuff, and it's hard to make them look unique.
Hmm, maybe I'll scout the old armors again, see if I can come up with something.
edit
http://img163.imageshack.us/img163/3092/elemental1296500151.jpg
http://img816.imageshack.us/img816/4583/elemental1296500062.jpg
http://img51.imageshack.us/img51/6850/elemental1296499999.jpg
http://img517.imageshack.us/img517/3381/elemental1296500017.jpg
I like the idea of having more monster oriented recruitables, although those old armour sets look fantastic. Are they floaters left in the base game assets or did you do those yourself? Maybe have the level 4 unit be a monster, and level 5 be a uber armoured "knight" with abilities? Is the idea to have a couple of monsters, a couple of Knights for each side, then you can mix and match to keep each individual faction unique?
I personally miss being able to get the Bone Ogres for Empire, would be nice to have them back in the game. Maybe have enchanted suits of armour to fight as a "summonable monster" for the Kingdoms? Should be easy to put together with the invisible model you already did for ACP.
The armorpieces are floaters. I don't care about the original factions, they'll all get the same units (only different for allegiance to kingdom/empire).
I like the idea of that summoned armor. Might even make it larger than normal. There's also the transparent armorpieces from the lost souls.
Exact appearance I will leave in your much more capable than mine hands, between the floater armours and transparent pieces you should have enough material for half the summons.
Just to be clear I understand the ideas your looking for; you are looking for an entire 4 unit progression for vanilla factions to match them to EF (city levels 4-7)? I thought you meant 8 units total of levels 4 & 5 to divy up among vanilla factions.
All standard humans are borning, true . Floating armor idea is cool, I think I'd like to see that! Bone orges return would be interesting too... though dragons are already in game. Hm... creatures. Is there anything in game that can be adapted as fae for kingdoms? Would fit with lush greens environments kingdoms are in.
Too out of character with the vanilla factions, imho. Although it might be a good idea for future elf units. Yeah, dragons are a no go (don't have the skeleton anyway). Might do 2 human/fallen unit with special armor, then 1 large floating armor guy and 1 ogre guy.
Empire: Type 1 High Guard http://img816.imageshack.us/img816/4583/elemental1296500062.jpg Type 1 Swordsister http://img156.imageshack.us/img156/8382/elemental1296538905.jpg Type2 Ogre
Kingdom:Type 1 Gladiator http://img51.imageshack.us/img51/6850/elemental1296499999.jpg Type 1 Beastmaster http://img517.imageshack.us/img517/3381/elemental1296500017.jpg Type 2 Floating Armor
Hi. Love the mod and deeply admire you, since i wouldn't have the knoledge nor time to do something nearly as good as what you've acomplished.
Just thought i'd point out that with the new version and using "Men" i get 3 buildings without description nor image which don't actually build anything.
Also, there are different sittuations where your city increasing a level will create a "building completed" message (not specifying any building nor image in particular) for every one of the citiy's huts/houses and at the same time destroy all of the huts/houses in that city (decreasing the pop value to 10) and prevent you from building any more huts/houses. And after this happens the number of "ghost" buildings i can build is reduced to 2.
Any feedback on this last issue would be greatly appreciated, since it seems very weird and is kinda freaking me out a bit.
Cheers
If you're getting bugs playing in 1.19, don't play it. I can't mod for a game I can't play.
I'm actually playing in 1.11
Oh... then tell me how your mod folder looks. Are you using the submods, or did you remove any of them? Did you remove any other folders? What other mods are you using besides this?
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