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 just got my computer fixed so i have not been playing in awhile. I have been following the changes however and see that they have gone in a different direction than i would have liked. I haven't tried much of the modded stuff but i'm a bit bummed that essence has been removed from the game in early patches since i really liked the early game mechanics. I don't think those game mechanics are possible to mod back in though. I miss action points.
Just waiting for the FE beta. Its going to be more polished. I still am using the tile editor though. Wish I was skilled enough to make my own textures for their props.
Here's a Question
How come Stardock never does anything to improve the factions like this?
And Why are modders punished for using faction terrains besides 1 and 0?
Question regarding Faction mod 8.8. I recently purchased WoM 1.3 thought I would give this modification a try. Playing the mod, I noticed that Seafaring is back in the game while the modification is active. Is it inherent that Faction mod 8.8 makes roll back changes to 1.3. I know 8.8 is associated with 1.2 WoM. Thanks in advanced.
Yeah, it's not updated. I'm very on edge about updating the mod because 1.3 has several bad bugs and design choices which completely take any fun out of the game for me, and others. I was hoping Stardock would fix these bugs in quick order, but nothing seems to be happening.
Very cool. Thank you. I wouldn't update it for the time being either. 1.3 is quite restrictive in a lot of area's. Not exactly fun having to limit one's expansion growth.
Heavenfall,
ive just recently updated to 1.3. unfortunetly before finishing this thread. is there a way to update to only 1.2 until 1.4 goes live. Id really love to give your mods a shot, they sound really interesting and fun.
That's not possible. Only this mod is not up-to-date. Everything else works.
Uploaded 8.9
There's a lot of small changes that I didn't bother writing down, but the major changes are
- You now need to install the After the mod first, and this mod is using that for default values- Removed Unique Units submod, they were impossible to balance (will be back as national summons in FE)- Removed Glorious Dawn and Great Health Regen submods, they just weren't doing anything important- Crystlshake finally had his last tile designs for the Death Legion added to the mod. He mailed them to me about a month ago, and this is the first update to the mod since then.- Removed lots of "unnecessary" content, trimming the file size from 40mb to 19mb (=mod contributes less to out of memory crashes)
If you find a bug when using this mod, be sure to tell me what faction you are using! Edit: Looks like I forgot the lost souls, I'll fix them tomorrow.
Uploaded 8.10, with all the updates to armor applied to lost souls as well
Totally awesome! Thank you for all your mods.
What a great mod! I always install it when I reinstall WOM. One quick question... When you were working on this mod, did you stumble across a way to resize bodies? I am curious if there is a way to shrink models to create dwarves, hobbits, or go the other direction and make half giants etc.
Yes, but it is not worth the effort as the solution is extremely complex.
From 8.10 to 8.11
EF: The fear of fire flaw for Lost Souls had been applied to Golem King instead. Fixed.EF: Purged some more references to level 6 and 7 townsEF: All EF sovereigns, except 'Ard, have had the talent naturalist removed (it was given freely to everyone when metal had a different balance than it does now). In addition, all EF sovs had their default movement decreased to 2 from 3.EF: Some Golem King armor pieces with cuirass and helm combined had less metal cost than the separate pieces. Fixed. Also fixed issue with Golem King master plate cuirass being unavailable.EF: Fixed issue with some Elven buildings being infinitely repeatableEF: Gnork had lost some of his starting equipment, this was returned to him, and he was re-balanced for itEF: Removed lost souls benefiting less from various regeneration mechanicsEF: Fixed an issue where creating an elf sovereign would be listed as DrotaEF: The White Wizard and the Stormlord now start with the Magician background. The White Wizard previously had Bard, and Stormlord had Miner.
Thanks for updating this mod, I've really missed it these last few months! Drota seems to also have infinitely repeatable buildings. You can no longer build Drota and Goblin custom sovs, are you going to put those back in? (please, please). I like making my own sovs and it adds a lot of flavor when the sovs match the faction. Besides they are very cute in an ugly way.
Thanks for the bug report, I'll fix it in next patch. Designing your own sovs and factions based on these races is unlikely to return, except for Elves. It's a lot of work, and it still comes out very buggy. In fact now that I look at it, even the Elven version was a shoddy job because I wanted to save time.
If you're interested in modding in these factions to the sov creation screen or the faction creation screen, check out cpelf_racetype.xml.
Thanks, I'll look into that. Another bug - death legion units don't have any armor after researched (playing with custom sov) and when you change their heads, the stats don't seem to change. Also, I was playing as Golems and it was very difficult to get out of the red with population whenever building units, since their in 4's now. This was in the beginning of the game; I didn't get past 3 cities as I gave up playing the faction. I thought building more cities would help the population issue but it didn't. Might be affecting AI also.
I've actually added the racetypes back in already, so no need for you to. Working on uploading the patch now.
I like the golem king faction as they are. The population cost makes it difficult to expand early on. But late-game, they pay only half metal for all armor, and they have insane accuracy and stronger than default magic resistance. They are late bloomers, and probably the best fighting units in the game.
Edit: Regarding the deathlegion stats, they only change if you change an armor piece or so. But everything gets counted no matter what.
Uploaded 8.12
EF: Fixed some factions that could build infinite buildingsEF: You can build Drota, Goblin and Death Legion custom factions and sovereigns again (Elves were previously available). Living Stone and Golem factions are also available now. Keep in mind this note from the original post, that applies to such factions as well:
Uploaded 8.13
EF: 'Ard, the sovereign of the Living Stone, got his starting weapon backEF: Updated to After the War 1.10 standardEF: Lost Souls had a capital bonus that said they would gain increased Zone of Influence around their capital city. This had been removed, and has now been restored.
Does this work with WoM 1.4? I have After the War 1.10 installed and tried to grab this and Aritfact 5.8. When I "play a new game" I don't see any new soverigns or "races" to choose from. Any suggestions?
**EDIT**
After reading the instructions a little closer I realize now that I needed to extract this one to the mods folder.... let me give that a try.
Just got back into Elemental after discovering the awesomeness that is FE. Will definitely have to try this mod. Thanks, Heavenfall!
Holy crap. I officially love this mod. Left my wife and family for it. Please return my phone calls.
Glad it's being enjoyed! A similar mod is planned for Fallen Enchantress in the months to come.
hey just started playing again after a long sabbatical and using all your mods except for the mounts one (cause they rock), but coastal cliffs didnt used to be passable to units but now is, was that your mod that did it or a patch since i played last? either way, is there a way for me to make them unpassable again?
thanks!
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