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
I extracted the complete folder in the mods directory. I'm not a "modder", so if you don't understand something i describe, or i seem to have done something wrong, let me know.
I'm also using the following mods: ACPv1.03, ElementiumMine1.3, ExpandedMounts1.8, Murteas_Grimoire_v0.31, UpdatedWeapons1_40 (also tried UpdatedWeapons1_51 with no difference) expandedfactions_elvenweaponry1.1 and Murteas_Equipment_Upgraded (these last 2 i tried before and after "ExpandedFactions8.6" with no difference).
Since i was using other mods, i thought it might have been one of the others, so i tried adding one at a time and checking if they issued any problems, trying the "ExpandedFactions8.6" last since it was the most complex one. The 3 "ghost" buildings didn't appear until i extracted the "ExpandedFactions8.6". I did this whole thing twice, changing the order for all but "ExpandedFactions8.6", with no difference.
Then i tried deleting one of the "ExpandedFactions8.6" sub-mods one at a time. Then deleting just the expanded factions folder made a lot more of the "ghost" buildings appear (however some now had a description which was similar to the conditions required for the expandedfactions UniqueUnits, not sure what that means).
The only time there were less "ghost" buildings was when i deleted the "LIBracemod" folder, they went from 3 to 1. So i tried replacing the file with LIBracemod 1.08 (since i couldn't download 1.09 and wasn't sure which one "ExpandedFactions8.6" had anyways), there was no change. Tried looking at "expandedfactions_NONBASICBUILDINGSRACELOCK.xml", "expandedfactions_NONBASICBUILDINGSRACELOCK.xml", "LIBracemod_defaultEmpirebuildings.xml" and "LIBracemod_defaultKingdombuildings.xml" but since i wasn't too sure how to properly modify them and whether it would be of any use, i just left them be.
I couldn't test the other "houses disappearing" issue because it seemed too hard to reach level 3 with a city once for every mod i was using.
At that point i just deleted the whole of the folders extracted from "ExpandedFactions8.6" and posted above.
I hope this is of some use to you.
Unfortunately, I don't know what the problem is. The correct procedure is to always delete all relevant folders before extracting a mod. I.e, before extracting ExpandedFactions you should delete all files from previous ExpandedFactions mods.
Try using only expandedfactions and its submods, deleting previous versions before you extract. If you still get the problem, post here.
I actually had no previos versions, i downloaded every mod yesturday for the first time. Tried erasing the contents of the mods folder and re-extracting every mod again twice just in case and the was no change, i also just tried deleting the contents again and extracting just the "ExpandedFactions8.6" folder, the 3 "ghost" buildings appeared again.
Which faction are you playing?
Edit: I can't think of any reason for why this would be happening to you, and noone else. My last idea would be to reinstall elemental, or verify the installation using shift+rightclick in impulse.
I had only tried it with a custom faction of "Men" (which i created after i extracted "ExpandedFactions8.6", and made sure to check it was identified as "Men") until now. I
just tried it with all the premade factions, all of the new factions included in the "ExpandedFactions8.6" don't give the "ghost" buildings problem, all of the other "Fallen" factions give 2 "ghost" buildings problems, and all of the other "Men" factions give 3 "ghost" buildings prblems.
So i'm guessing it might be that buildings assigned to specific "ExpandedFactions8.6" factions might not be assigned/unassigned to the other factions and so they appear halfway. would that make any sence?
I'm just not getting those errors. Can you upload your custom faction to www.pastebin.com please?
Just so we're on the same page, in your /Mods/ folder you have the following folders
ExpandedFactionsExpandedFactions_ElvenWeaponryExpandedFactions_GloriousDawnExpandedFactions_GreatHealthRegenExpandedFactions_PetLoversexpandedfactions_UniqueUnitsLIBracemod
Gfx/ExpandedFactionsGfx/ExpandedFactions_UniqueUnitsGfx/ExpandedMounts
DataMoviesScreens
and nothing else.
Also, you mentioned earlier that there was some odd description of the ghost buildings. Can you post what those were, exactly?
Did you verify your installation through impulse?
Edit: Better yet! Can you upload a savefile to www.mediafire.com ?
Uploaded the file to http://www.mediafire.com/?x24qh9nekgwcv29 . Also, remember it wasn't just my faction, but all the other Men" and "Fallen" faction which come with the game.
Yes, i have just those folders in the mods directory. I also checked my installation.
The "ghost" buildings' description says: it requires city lvl 1, cost 0 pop and i can only build 1 per city.
If i delete the "ExpandedFactions_GloriousDawn" more similar buildings appear, just that these i can build and are the buildings which give off tokens and allow me to build other faction-speficic units.
If it's just me with this problem, and there doesn't seem to be an easy reason, i think it best if i just play without the mod until a new version of the game is released, and just try again then.
Could you upload a savefile? It may help me find the issue.
Uploaded to http://www.mediafire.com/?mcriunh44qs67hf .
This is just after i researched the "Housing" technology, at which point any city which could transformed its huts to houses, and then the "house" building option disappeared. At least that's how it was for me. It should also display the 3 "Ghost" buildings.
For some reason, I don't know why, your vanilla buildings are not up to 1.11. I can tell this by a couple of quick facts.
1) You've got the watchtower improvement, that was removed in 1.1
2) Your buildings are not costing any used population, again a concept that was initiated in 1.1
3) Tower of Ereog still available
4) Temple of Essence still using pre-1.1 descriptions
At this point, you should just uninstall and reinstall the game. Stardock support may be interested to know why your impulse update has failed. Although I'm starting to get the suspicion that this may not be a legit copy of the game. There's no way your files would be out of date if you verified the installation through impulse.
I didn't check through impulse. I formated my pc recently and used a backup of the game files i had, then updated the game. It then said i had v. 1.11, though the pop-up to update to 1.11 kept coming up.
Mine's a digital copy, and since i didn't want to have to download the game again to install it i thought this method was good enough.
Now that you say i don't seem to really have v. 1.11, i guess there's nothing i can do but download and install the game again. I'll let you know if the "ExpandedFactions8.6" works after i've done that. Thanks for the help.
Hello guys,
need some help to get this mod working!
Maybe i´m too dumb to find it, but i can´t get any infos on this issue:
I´m from Germany and my path to the mod files reads "E:\Eigene Dateien\My Games\Elemental\Mods"
Another path on the OS disk reads: "C:\Dokumente und Einstellungen\All Users\Anwendungsdaten\Stardock\Elemental - War of Magic", but here we find no mods directory.
I copied the extractes files to the first directory mentioned and activated the use mods button in game, but nothing happend.
What do i have to do?
Find the place where the game puts the screenshots you take in-game. Then go up a level in the folder structure, and you'll see the /Mods/ folder. I don't know where your folder is, since your folder structure isn't like others.
Update:
Got it to work!
Strange: Everything was correct and in place, still the game didn´t recognize the mod for two weeks.
But after i loaded a map, the game found everything. Maybe the path of the folder must be recognized because of the other language, or something like that.
Either way: It works and it feels great, really awesome mod!
Reinstalled the updated game. Mod works great, and i definitely noticed the difference in the buildings. You were completely right, i couldn't have been using 1.11. Still not sure what happened there.
Thanks for your help.
btw, since you did say you thought i might not be using a licensed version of the game, if you know of any way i can prove you wrong, let me know and i'll comply.
There is absolutely no need to do that. It was only a suspicion.
So is this mod finished? I ask because I'm concidering downloading it but wanted to be sure I'm not downloading a mod in progress. With the exception of coarse of correction and upgrades.
Also with this work with the Adventure and WEapons mode?
1) The mod is fully playable. It has no planned finished state, but right now is not being actively developed.
2) Yes, but be sure to read through the main posts for the mods.
Hi Heavenfall, when you say this is not in active dev, does that mean you stopped work on the unique units you were planning for the vanilla factions? Are you paused for 1.2 in particular?
Yes, no more unique units in development. Waiting for 1.2, then will do update to 1.2 standard.
Hi, I just noticed a few things wrong with some of the Elf building improvement plots
Only spotted two of them so far
1. Lumber Mill you build on an Ancient Forest
2. Wheat Farm
Edit: I also gotta ask... did some of you work on Fall From Heaven 2 mod on Civ4?
Can you be a bit more specific about what's wrong? It seems to do the right thing on my screen. If you're thinking about the tooltip, that's from the adjacent buildings (it's nearly impossible to target a single building in a city)
I didn't work on FFH2, can't speak for anyone else.
The models look messed up if you look closely at it in the pic they just look messed up. I also spotted another one... on the wild game resource there seems to be no model at all for it, I just built one and there is no model that shows up.
As for team members I know the big man who developed the mod for FFH2, very glad to see him moving up in the world and being hired by Stardock to create this awesome game. I used to be a heavy player of FFH2 and this game added with this mod reminds me of it a lot
hmmm just a random thought I modded the Elves a bit by copying the Elves file and made some modifications mainly race name and what not... also some appearances as you notice the boarder colors and the building colors are different. Those are the only cosmetic changes I made. I'll have to look and see if the same model errors happen when playing as the Elves.
Alright, I see the problem with the wheat farm now (there are two tiles, but it always stays as "under construction"). There is no wild game tile, because the resource isn't in-game (I'm guessing you are running elementerra2 and getting it). I'm not sure about the lumber mill, but I looked at the design and there is a possibility that it would become mis-aligned due to terrain heights, is that what you mean? Edit: Yeah, I see the issue with the road on the lumber mill. Thanks for the bug reports, since it's minor stuff I'll put it in next release (won't do a "hotfix").
heh good to see I still have my nack for finding stuff
about the wild game... I made the map with Elementerra 1.2 not 2 but I'm guessing that also places it.
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