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 think it clashes too much with the lore. If they can do that with statues, imagine what they can do with city walls or mountains.
I like the cyclops idea, but I'll put it as low priority because it's a lot of work. It may actually be possible to add extra creatures like sheeps, although I will absolutely choose something that is already in-game (wargs probably). Edit2: Nope, the cyclops would actually be easy to make (just magnify a darkling). Removed low priority.
Edit: New page.
drotaspider cavalry (need spider skeleton)giant spidergiant hellbrute ramsome "swarm" pet - possibly packdrakesangelsarchangel - giant angelhaloed unit - saintangel of death (robed, scythe, undead skin?)heavy cavalry - the most loyal and strong of the human population trained as paladins/knights (need horse skeleton)elvesa unit with weapon:clawsblade dancerstreant (need stone giant skeleton)shadow scout - archer unit from before the cataclysmlostsoulssoul of shrillsoul of umberdrothsoul of drakessoul of ogreheadless horsemanLOW:female bansheegolemkingwinged golemfour-armed golemgiant golem (modelscale 2 equipmentscale 0.5 no bloody skinned items)LOW:Harvest Golemdeathlegiondemon with spines out of the back, used for attackgiant demon with some kind of weapon (skeleton has only right hand lcf)religious fanatics - clubs, rags and bookssuccubus - naked chick with debuffs and black angel wingsgiant demon cyclops - pack of wargs added
goblinsdark raiders (great lances. wargs? skath? drakes?)ogres (right_hand_lcf available, also multiple models)two-headed giant wargout-of-control fanaticsnotlingsLOW:witch doctor (use staff: crescent moon (black skin))
livingstonestone giants (messed up animations, skip lcf weapons) possibly semi-transparentliving stone giants (modelscale 2 equipmentscale 0.5 no bloody skinned items) - hurls huge rocks at enemiesstonelings - small lava-stone with high speed and attack, but low survivability. Possibly small weapons (daggers?)
@ M. Agrippa
My Warhammer stuff all went 'missing' (i.e. thrown out by the 'rents) when I went to Uni - I'm still gutted
All the pics are from my dear friend Mr Google Images
how about a Basilisk, as a living stone companion creature - the old 'turns to stone' glare would be seen as quite endearing by 'Ard and his cronies
a small dragon or drake model maybe?
Not really, they have full respect for other living things (as long as they aren't trying to destroy magic).
There's an unused model I might use for living stone, which is a sort of barbarian/dwarf-looking thing. Could be some tribe worshipping the living stone.
recruitable once Living Stone builds a Monolith?:
Hah.
Unfortunately I've run into a significant modding issue that is going to delay these unique units indefinitely. I want to limit these units so they can only be trained in the capital city, however, there's no way of doing this, without having them appear in every other city's training window as well.
There doesn't appear to be a work-around. If any modder has any suggestions, I'd appreciate it.
Can't you require a certain building for the units, and make that one-per-faction?
I can, but it still shows up in every city, you just can't train them.
In order for units to not show up, the building they require needs to be built on a resource. But I can't create a resource for a faction.
Edit: To clarify further. Four or five units extra isn't a problem. But... if you capture the capital city of your enemy, you should be able to build the special units from that faction. So eventually you'll end up with 20+ units that you can't build in every city. It's not going to work.
Can you create a unique tech requirement for each Unit? Include this tech in the starting techs for the appropriate faction, then create 3+ additional techs that require tech 1 as a pre-requisite?
Or a unique spell book for each faction, the units are then summoned rather than built? Can spells be made to require Gilder instead of Mana?
Spells are a possibility, but we've got no control over how the AI handles that, so it's also a dead end. In fact the whole point of having only the capital city being able to build the units is to limit the AIs construction of the units.
Units can (and these do) require techs. I put them in the capital city so that when you conquered it, you'd be able to build the units (which is what I want). However, it comes back to the UI problem of having units you can't train display in all your cities. Again, not a problem if you've only got your own capital, but when you've got 3-4-5 other capitals then they'll fill out the training list too much.
These units will be strong - and the AI will want to build them. For an example of how strong, the first tier of unique units will actually be equal to the the fourth tier of armor (heavy plate armor) and fourth tier of weapons (the ones before lord hammers and claymores). The second tier will be equal to the current maximum unit strength (tier 5, lordhammers and master heavy plate). Then, there are two more tiers (tier 3 and 4, equal to tier 6 and 7). That is, tier 3 units would be as strong as a unit you designed that used elementium weapons and armor. Therefore, it is necessary to design not only a limit on these units in terms of cost, but also a limit that the AI will follow on different difficulties. Remember, the AI produces up to 10 times as much resources as you do in a city. If they can build only archangels, they will. And you will not stop them, ever.
@ sholland; sorry to hear about the rents deciding to dispose of you childhood; I secreted the gaming stuff underneath boxes of papers & knicknacks from gradeschool so it was spared in the great purge of my moving out. Its now in a closet, I get a chance to paint it about once a blizzard...
Heavenfall, this seems like the kind of problem the new mode czar should be sorting out. One new XML tag should be able to clear up this weakness in the troop training queue's data model. Maybe put full implementation on hold until January and take the time to work up the stable of models for when its easier?
Also my wife laughed out loud at the substitution of wargs for the sheep. I am so writing a quest whenever you release that monster model.
Another shortcoming with the spell system is you can't summon groups of units. Some of these units are intended to be groupable (like you would any normal unit).
I won't do the models until I know there's a solution available. There's no point doing maybe-work. Especially given the track record of implementing requests for mod changes so far - they haven't changed anything we asked for.
How about using the Caravan mechanism to limit numbers?
Have a once-per-faction building, normally would be built in the capital (perhaps just use the palace?)
This grants (say) 10xTier1, 6xTier2, 3xTier3, 1xTier3 units -
I agree that the UI is going to be nasty, but that's the price one pays for conquering the world - the paperwork gets horrendous!
I thought about it, and it would make a GREAT mechanic - you can start out with maybe one or four of the weakest unique units. Then as your city levels up, you can get more of those, and one or two of the not so weak type.
Unfortunately, the AI multiplies all resources it produces. So let's say that I put a limit on 4 units. The AI automatically gains 40 of that resource on ridiculous.
Edit: Maybe that is not a bad thing. It would really give some power to the AI.
Tried getting the AI to cast a spell to summon a resource. Keeps summoning it onto cities and other world resources.
Partay time.
Happy New Years (Eve) every body...
Figured out a work-around in the shower - can simply destroy the tile the AI starts on by placing a new terrain on the tile. The city is destroyed, the unit is moved to a nearby tile, the resource spawns. The only danger here is there's a miniscule chance of the AI destroying its starting field.
We're back on track.
Happy new years
Did some work on the list. Tiered them up, and came up with special abilities for each unit in tier 4 and 5. I'd love to fill out tier 4 and 5 with more sorts of units later on, but right now, the ones in tier 4 and 5 will go into the first "release" in the next update.
Also, I thought a bit about the resource problem and I was going about it all wrong. It was never an AI issue having them place resources - I could do that like the naturalist talent. So that's the way I'm going now. Players will have access to a special spell to summon the resource if they're not playing the default sovereign for each faction. Basically, I can explain something slightly complicated to the players instead of the AI.
drota4:sandbrutes - (ability: charge - normal attack, may not be countered) (pays 1 ap to move 1 tile instead of 2 ap)5:giant spider (ability:web - target loses next turn) (ability: poison attack - normal attack damage + 10% of target curhealth damage divided 5 turns)6:spider cavalry (need spider skeleton)7:giant hellbrute ramangels4:haloed unit - saint (ability:most blessed - immortal for 1 round) (ability: protected - immune to magic attack)5:heavy cavalry - (ability: charge - normal attack, may not be countered) (ability: overwhelm - target unit loses max 30% life instantly (single units lose almost nothing, 12/12 units lose max depending on how many in heavy cavalry unit))6:angel of death (robed, scythe, undead skin?)7:archangel - giant angelelves4:blade dancers (ability:dance of parrying - unit gains 30 dodge but loses 15 accuracy) (ability:dance of assault - unit gains 30 accuracy but loses 15 dodge)5:shadow scout - archer unit from before the cataclysm6:a unit with weapon:claws7:treant (need stone giant skeleton)lostsouls4:soul of shrill (ability:blink) (ability:web - make target lose 1 combatspeed)5:headless horseman (ability: great cleave - normal attack on target + 10 true damage on all adjacent enemy units including target) (ability: death reaching - all enemy units suffer -10% dodge for 1 round)6:soul of drakes7:soul of ogreLOW:female bansheegolemking4:winged golem (ability:crash - fly to target tile, hit enemy for 10% of golem life, push out enemy, gain 10 defense for 1 turns) (ability:escape (can prevent AI from using?))5:four-armed golem (normal non-golem accuracy) (ability: flurry of attack - deals damage as if troopcount*2 attacked)6:Harvest Golem7:giant golem (modelscale 2 equipmentscale 0.5 no bloody skinned items)deathlegion4:religious fanatics - clubs, rags and books (may not counter-attack) (each troopcount deals 3 true damage on attack) (ability: fervor: converts all defense to damage, loses 10% of full health every turn)5:demon with spines out of the back, used for attack (+10 accuracy, 10% daring strikes) (ability:strike once for double damage, lose 5% daring strike, lose next turn)5:succubus - naked chick with debuffs and black angel wings (attacks may not be countered) (ability:seduce - succubus and target unit lose next turn)6:giant darkling cyclops 7:giant demon with some kind of weapon (skeleton has only right hand lcf) goblins4:snotlings (has cauldrons with them on the tile) (ability: get'im - throws objects like ranged attack) (ability: eat'em - snotlings consume mushrooms, regain 10% of their health)5:out-of-control fanatic (movement is somewhat random once it has engaged in combat. deals damage to all units (friendly and hostile) in nearby tiles. no normal melee)6:dark raiders (great lances. wargs? skath? drakes?)6:ogres (right_hand_lcf available, also multiple models)7:two-headed giant wargLOW:witch doctor (use staff: crescent moon (black skin))livingstone4:stonelings - small lava-stone with high speed and attack, but low survivability. uses dual battleaxes (kawaii). (ability: hot breath - target enemy loses 20% health but regain 5% for two turns up to 10%)5:giant living stone - hurler (no normal melee) (throws huge rocks at enemies. enemies suffer damage, and the target is forcibly removed from the tile, which is now unpassable for 3 turns)6:stone giants (messed up animations, skip lcf weapons) possibly semi-transparentliving stone giants (modelscale 2 equipmentscale 0.5 no bloody skinned items)
Goblins can't ride wargs? Madness I say!
That was the plan for the dark riders. If you take something away from a faction (such as wargs) you can add it back in later as something special to unlock. Only the top of the top in goblin society have the skill and balls to ride wargs. They'll be one of their top units. Certainly not peasants.
Cant you use the mechanic like the demon gate or dragon roost, where it needs to have a special structure built with in a certain distance to a city before the unit can be trained for that city?
Yeah, that's what I'm going to do. Players using custom sovs will have to summon a special world resource, that's the only drawback.
I dont really consider that a "drawback" I always wanted to summon a fertile land tile for an ally in need of food.
Ok now that we have a stereotypical Kingdom of angels we need a "stereotypical" Kingdom of Demons... though they dont necessarily have to be stereotypically evil or corrupt.
The Death Legion.
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