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
Hmmm... know what's missing... for races?
Dwarves and lizardfolk
I'm surprised there isn't an Orcish race... well actually you technically got that already with the Goblins
Unfortunately, those are beyond my skill when it comes to 3d models.
Yeah... 3D models... I can't for the live of me figure out human figures... if I had an analogue to work with... a base ground work... already done I could work with that. Besides that... I'm an amateur modeler, I have more experience in modeling stations and ships for SOSE mod called Sins of the Fallen.
Edit: I have a small question... it's about the Caravans... since I'm playing Elves they have 1 movement... is this intended and also do all the other races Caravan units also have 1 movement now as well?
Vanilla EWOM Caravan units move 2 spaces imo which is why I was asking.
They should have 2 when they're not on a trade route, and 1 when the route is established (I think that's how vanilla works, but I'll look it up)
edit: there is the kit in the model pack if you want to have a go at it (not promising to include anything)
X.X gah... it's in a format to a program I am not used to...
Wings 3D and a little bit of Gmax and XSI with these modeling programs is what I got on my PC
Little bit of an update
You have two versions of a Monastery for the elves... the vanilla one for kingdom and the Elf model in the build list so you might want to look into fixing that if you don't already have that on the to do list
I've been thinking about a possible 9th faction for this mod. It would be the large chunks of armor discussed earlier (ie - empty large suits of armor). They'd have some tie-in with metal vs food buildings (maybe one produces the other and so back and forth). Anyway, the really exciting thing I think I could do is remove grouping from them completely, and instead incorporate the grouping bonuses into the armor sets. So the units would always be single-size but as you upgrade armor (obviously) all the stats would improve as if they were in groups (in other words, the group size would be 100% determined by the quality of your armor). I sort of wanted to do an ogre faction but I think this would work great as a "giant" faction instead.
Gee that sounds an awful lot like the Warforge from DnD lol
EternalRequiem again thanks a lot for the bug reports. I've not been able to reproduce the double monastery issue. What faction were you playing? What version of the game?
It was a custom setup faction, though I used the elves as a template. I've sense deleted it and reverted back to the old files for the elves. As for the version... I am unsure now it was a about a month ago since then so I could have been on 1.1 or one of the beta builds.
Hmm... very strange. Oh well, I don't see it now so it was probably a result of the custom faction.
Most likely
was also wondering... if you'd like to toss this model in if your looking for any extra weapon models, just tell me what format you want the model in. it's currently a wings3d model but I can export it into .3ds format
.3ds works. Is there a texture on it?
No, I can't texture models as of yet.
You got to have some sort of texture unfortunately. Otherwise it just goes all white in-game.
thought as much
Uploaded 8.7
Special thanks to M. Agrippa for helping out with a mod that has now been included in this mod (it solves the issues with compatibility between Updated Weapons and Expandedfactions)
Updated to 1.19m standardFixed graphical issues on elven lumber mill and wheat farmElves will build wheat farms on wild game resourcesElven caravans now move with standard 2 strategic speed instead of 1 (old, old race flaw that linguered)Sub-mod: ExpandedFactions_GreatHealthRegen: Additional regeneration bonuses modified. Old values: 5-10-20-30-40. New values: 5-10-15-20-25. People who want more regen are advised to download the MoreBUildings mod (https://forums.elementalgame.com/405217)Sub-mod: ExpandedFactions_GloriousDawn: Regen bonuses similarly decreased. Old values: 45-55. New values: 30-35Updated various mounts to upgraded versions from expandedmounts (better graphics)Added green drake to elves. Replaced grey drake with white drake. All drakes now require horse resources, instead of some requiring wargsAdded deers as core mounts to elvesFixed an issue with the Drota sovereign sons having twisted skinsSub-mod: ExpandedFactions_ElvenWeaponry: This is no longer considered a sub-mod, the weapons have been brought into the main mod. Note: Users of Updated Weapons and ExpandedFactions do not need to use the "Elf Upgraded Weapons" mod anymore and should delete that from their UW folder. Users of UW will still get bonus abilities, users without UW will not.Removed ability to create custom elven factions and sovereigns, too many issues and complicationsFixed so custom Death Legion, Drota and Goblin sovereigns can buy armor when leading Elves or AngelsFixed so various sovereigns can lead other factions and still buy armorAdded note to 'Ard, the leader of Living Stone, to warn players that he cannot be used with Elves or Angels
Also, users of ExpandedFactions_UniqueUnits and Morebuildings should read this: https://forums.elementalgame.com/405217/get;2925314
cool, glad I managed to help notice a few bugs you got eliminated lets see if I can find anything else that broke kidding... rather not find any more broken stuff
Oh the glory! Nice update all around Heavenfall, especially the Elves getting deer. Will change my mod post to specify that it is only for 8.6 and below.
I am going to try something similar for Murteas Grimoire and its sub mod, did you just include my files in the main distribution? Canucks are playing tonight so won't have a chance to crack open the code till sometime tomorrow.
Ouch. That one hurt.
Yeah, pretty much.
Not sure I would call that playing, was out at a pub, emptied out so fast it sucked in some tumbleweeds. At least they are playing to historical form, would have been boring sitting around waiting for everyone else to finish their series. Um yea, thats the best I got.
These are the planned strengths and weaknesses for the giant faction:
Race Weakness - Caste hierarchy - The Giants' society is divided into specific social roles, where giants are born and die. Giants have access to almost no unit customization, and may not mix low-quality weapons with high-quality armor or vice versa.Race Weakness - Sort of Slow - Giants research into arcane spells and technology is 10% slower than for other factions.Race Strength - Giant Presence - Giants represent singular entities on the battlefield and do not fight in squads. A single Giant is equal to the strength of many men, particularly Giants from the higher castes. A Giant unit will always fight at full strenght, even after having suffered mortal wounds.Race Strength - Shoes to fit - Giants start with 3 strategic movement by default, instead of the normal 2 for other factions.Race Strength - Herders of the World - Giants are incredibly skilled at utilizing the resources found in the wastes. Giants may build a few buildings unique to the Giants, on certain tiles next to the city. Giants' Dock - Cliff or Beach, increases gildar from town by 10%. Giants' Mill - forest, increases materials from town by 15%. Giants' Stronghold - Mountain, increases defense of all defenders by 10%.
Basically the idea is that the player chooses a set of armor, and that comes coupled with a weapon and a unit size multiplier. So while giants always fight alone, they still get similar stat increases as they would if they were fighting in units with many fighters.
Edit: Ooh, I thought of a fun mechanic.
Machoism - Giants are constantly trying to one-up their betters, leading to reckless behaviour. For each Giant in an army, all the units in the army suffers -1 dodge.
EF 8.7 is up-to-date with E:WoM 1.2
playing elves with this mod, your elemntium mine, more buildings all latest versions. The build menu's most of the buildings thus far (level 3 home city), merchant, hut, and workshop are appearing as available to build twice in the build menu's.
Oops, I forgot to pack in a folder. Uploaded 8.8, fixing that issue.
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