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, the Elves are really a little weak, the -25% growrate and the missing of the becon are huge negatives and the positives are on the magic side, which is not really strong at the moment (and I have never considered to build a _crude_ bow archer)
Increasing the combat speed would make things better..
the only change to gamefiles in 1.09w was some very minor changing of what stuff you can buy from cities by default. Not worth doing an update for.
Uploaded 6.13
Updated to 1.10 standardAdded new race strength for elves: Dextrious - +1 combatspeed and +5 dodge
The mod plays very well with 1.1.
Some findings after a few hours while playing the elves:
- I've made a custom elve male, he cannot wear travelling shoes
- The combat speed bonus is differently applied than the bonus from tarth: Bonus is only for created units, not for heros
- The dodge bonus also works only for created units, not for heros
Is the above intended?
Overall a really nice mod, the new boni for the elves are IMO balanced.
P.S. Skills for weapons from the updated weapons mod dont work for elve units and on some heros (I think it only works for weapons that heros have from the start). This is understandable, I think you had to remake all weapon definitions for the elves.
I'm looking forward for your random items mod, thanks for your superb mods!
Nice work.
One thing I've discovered is the tag <ChampionID>. If you don't add this tag (and a unique number) to the sovereign xml things work fine. However, if that sov dies in combat outside of friendly territory, the game will end. This is only supposed to happen when in enemy territory. You may want to add the ChampionID tags to all of the sovereigns in the mod, so if the sov dies in battle in neutral territory, the game doesn't end. I haven't tested it in friendly territory without that tag, but I'm willing to guess that the game will still end. Who knows? Just thought I'd let you know.
EDIT: Nevermind. Elemental was deciding to be terribly random, and I don't have the problem anymore.
Uploaded 6.14
ExpandedFactions_Racetypes is no longer considered a sub-mod, and I've moved the folder into the main folder. Deleting it will break the Elves.
Also added new sub-mod ExpandedFactions_ElvenWeaponry. The sole purpose of this sub-mod is to single out the weapons that are not compatible with Kenata's Updated Weapons mod. If you wish to use Kenata's mod, I recommend you delete this submod. Otherwise, it does nothing else than add a few unique-looking weapons to the elves.
Everything else is now compatible with kenata's mod.
The dodge/combat speed bonuses are intentional. They're too strong to haphazardly place on champions, summons and diplomacy units. This is also the same for other racial bonuses in this mod.
The boots... the bloody boots! I'm going crazy trying to keep track of those and the cloaks. I swear, there are 500 different internalnames floating around by now.
Thank you for the feedback, by the way. The mod is now compatible with kenata's Updated Weapons mod.
Just a little side note about the mod compatibility issues. HeavenFall, Impinc, and I all speak fairly often and work hard to make sure that our various mods work well with each other. However, this is not an exclusive courtesy that we share amongst ourselves. If any one has a mod that seems to have compatibility issues, let us know as we want everyone to be able to enjoy the various mods for Elemental with a little pain as possible.
Thanks heavenfall that you have added the support for kenatas amazing weapon mod. I'm looking forward what you both can produce when you work together, can't wait for the random item drops 2.0 mod.
One more thing I noticed, after capturing the goblin main city at level 3 and leveling the city to 4 will bring the lvl4-city-bonus from the goblins (0.5 crystals) and not the elve mana bonus. I was a little bit suprised, but this may be intended.
It is indeed intended.
Quick note for fans of kenata's Upgraded Weapons, I have posted thoughts on how to use the sub-mod Elven_Weaponry in that system. Obligatory link:
https://forums.elementalgame.com/400876
Thanks and credit to heavenfall and kenata for all their hard work adding so much to the game, it is appreciated and inspirational.
I dont know if its just me but on my system, whyen only this mod is insatlled and running, and a create a custom faction, i have acess to zero buildings, cant even make a hovel. just wanted to let u know it does work with custom sovs, with built in factions, yours and standard ones.
Ups. I'll add this to the first post.
Thanks , you should add that to the readme , i started looking but way to much shit to look into to figure out real quick
So I was playing my first game with the expanded factions, and my loyal golems are making minced meat of the enemy (what can I say, I like the arctic tileset)... I looked up at my resource list and noticed I had a couple elementium. I thought it was odd that I have any Elementium whatsoever based on the fact that I only have Adventure researched far enough for lvl 3 goodie huts and quests. But a couple turns later, I got one more. I searched around, and discovered that my capitol city was producing 0.2 elementium/turn. I hadn't built any odd buildings, nor had any new resources show up except for fruit trees around that city in the previous 15 turns.
So in the end I figured it out that it must be the mod, I looked up the White Wizard benefits on this forum and sure enough, it's listed. It was just quite a surprise, and maybe a little overpowered. If it weren't for the fact that in this game I'm already researching the spell of making after conquering nearby cities with my needed shards, I would be bypassing conquest armor research altogether and beelining research for the magical armors. I mean, sure I wouldn't be able to make many of these units, but given that many of my opponents haven't even researched defense yet, I wouldn't need many.
I enjoy your expanded factions, Heavenfall. It really gives the factions some more pop, compared to still more races of men. In particular, the Drota and White Wizard help make the map look more interesting
(In hindsight, now I know where my crystal resources came from as well, seeing as how I nabbed the Goblin capital just 2-3 turns after it hit lvl 4.)
Time to up that difficulty!
The production is very low, and you still need a ton of other resources to build arcane armor. But the truth is even simpler. If you find a way to cheese a mod - don't do it, if it ruins your fun. I like the mechanic because it gives you something more to strive after mid- to late-game, and it also puts a little extra something on the side for each race. But - and this is the big one - it also makes the golem king a very interesting opponent, because he will also build arcane armor.
After quite a bit of time I was finally able to figure out how to easily convert models into transparent models.
And thus, the 7th faction will be the kingdom of the Risen, the souls of the dead come back to fight once more in the war of magic.
One of the first tests of the process to convert to transparency. http://img80.imageshack.us/img80/1429/elemental1292693932.jpg
WoW...that looks awesome!! I cant wait and Im really loving what you do. How the heck do you have the time lol?
I'm fairly well off, and I'm extremely careful to not waste the time of my life. I don't watch television, I shave in the shower, I don't take breaks to eat and when I work, I don't stop until it's done.
LOL well im glad nonetheless that you do this. Im a big fan now and immensely enjoy what you make. Maybe you should ask Stardock for a job in the Mod dept...along with a few others from here that are making them!
Uploaded 7.0, introducing the empire of Lost Souls.
Their bonuses and flaws are sort of boring right now, and they probably won't play as differently compared to other factions as I would like them to. But they'll certainly look different.
Edit: Uploaded 7.1, forgot to activate the capital city bonus.
I like wht you have for them and I wouldnt worry about their racials. They sounds super neat and will add aot of flavor to the game. Cant wait to DL this haha.
Howdy, for fans of the "Kingdom of Elves" & kenata's "Upgraded Weapons", there is now a mod that enables special abilities for the Elf custom weapons. For that, and more interesting tactical combat in general, head on over to:
Upgraded Weapons
Uploaded 7.2
New lost soul bonuses
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.
...
Capital City Bonus: The very walls of reality weaken as the mass of ghosts reach critical proportions. At the end of it all, the Lost Souls channel their mana into a building named the Gatherer. This allows the Lost Souls to call for the souls of monsters to return to the world and serve. When the capital city of the Lost Souls reach level 4, they may call on Shrill, and at level 5 they may call on Umberdroth. (Level 6 = pack drakes, level 7 = troll giants)
ExpandedFactions_Petlovers: old faithful pet now has appropriate race bonusesLibracemod: Removed redundant allegiance requirements (kingdoms can now use empire techs, and vice versa)Reduced warg resource for death legion bonus from 50 to 18Replaced Elven bonus Early Adopters with Alien Philosophy
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