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
Why not? More importantly, since I'm using Angels as my "model" for high elves, what to I need to do to make them appear as possible sovereigns?
Check out racetypes, they define such things.
Got it. Thanks.
I was hoping to release the first set of unique units today, but a "last-minute" bug permanentally prevented the AI from building the units. Basically, the AI will only build a singular unit from diplomacy tiles - for example, if a city had both a darkling and an umberdroth resource linked to the city, they would only ever build one type. As this was the only way to get the AI to even build these unique units in the first place, sometimes these cities would get a diplomacy tile spawn nearby and then they'd never construct these unique units.
Since I can't make the AI build the units consistently, there's no point adding them. The only immediate future for this mod is including the tiles expansions other people have been working on over in https://forums.elementalgame.com/403357 . Other than that, I guess this mod will be in maintenance mode until modding support improves.
In addition, there is a chance that 1.11 elemental and expandedfactions 8.1 are causing constant crashes. I believe the Angels faction may be responsible. If you are getting constant crashes, I suggest you play without the angels for now. Constant crashes in this sense means every 40 turns or so.
I've found a way around it, and I'm going to go for it. It's not a perfect solution, but it has some good parts.
I'm going to do the unique units as spells. They'll cost gold and a special token. The player gains a certain amount of the tokens once his capital city hits level 4, and after that will have a (very) small production of these tokens (it works like gold, not food). Only the sovereign can summon these units to his own army, they require no upkeep, and they have an X turn cooldown. The spells require no research, and are available to the player once the capital city hits level 4. If you conquer another faction's capital city, you'll unlock their spellbook (if the city is level 4 or higher).
The pros of doing it this way: the AI can handle it. The AI also benefits from the multiplied production on higher levels (essentially the AI gains more tokens than the player on higher difficulty).
The cons: I can't summon units with multiple warriors in it, so all these will have to be adjusted to the fact that they're singular. The first batch of unique units will be treated as if they were 3 soldiers of a tier 4 (battle hammer/heavy armor) unit.
The production of these tokens will actually come from a world resource tile, and the purpose of this is that I can build it in such a way that if the capital city gets captured, the faction will destroy their world resource tile. This will prevent the player from amassing large production values of tokens (in essence - you'll only get them from your own capital city).
Very cool HF. This MOD is very FUN to play. Keep after it.
I can confirm I have crashes when using this mod, but I don't have the angel race set in the game. The crashes are wierd, sometimes they'll happen every turn (and they take my computer into a BSOD), sometimes it takes 40 turns. I think something is specifically happening in the game to cause it, but nothing player-driven, at least in my case.
It seems to have something to do with fullscreen. Play without, for now.
Unique Units for the ExpandedFactions mod
Unique Units were added in 8.2 of ExpandedFactions as a sub-mod named ExpandedFactions_UniqueUnits.
The Unique Units submod adds new units to the factions in the main mod.
Unique Units first become available when the capital city of your faction hit level 4. You will then receive a new spellbook with a spell to summon your unique units. You do not need to research these spells. These spells have a 10 turn cooldown, a very short range and may only be cast by the sovereign.
Type 1 units (capital city level 4):The spell costs 1000 gold, and also uses 20 Type 1 tokens and 5 Type 2 tokens. These units require 10 gildar per turn in upkeep.
Type 2 units (capital city level 4):The spell costs 1500 gold, and also uses 20 Type 2 tokens and 5 Type 1 tokens. These units require 15 gildar per turn in upkeep.
Type 1 Tokens are produced by the capital city of the faction once it reaches level 4.
Capital City Level 4 = 0.5 per seasonCapital City Level 5 = 0.7 per seasonCapital City Level 6 = 1.0 per seasonCapital City Level 7 = 1.5 per season
Type 2 Tokens are produced by the capital city of the faction once it reaches level 4.
Capital City Level 4 = 0.25 per seasonCapital City Level 5 = 0.5 per seasonCapital City Level 6 = 0.7 per seasonCapital City Level 7 = 1.0 per season
Players may capture capital cities from other (expanded) factions. If this is successful, the player will now gain the token income from the conquered capital city. The player will also gain access to whatever unique units that faction had. Conquered capital cities may be leveled up, just like your own capital city, to provide more tokens and unlock any spells that haven't been unlocked yet.
Uploaded 8.2
Fixed issue with Lost Souls and Golem King having life spellbookFixed issue with Angels using another sovereign than Colopatiron (this would in turn cause other races to have the wrong sovereign)ExpandedFactions_GreatHealthRegen: Added angel capital cityFixed an issue with Angels having a Peasant with 24 healthpointsFixed an issue where elves would have two light shields after researching EquipmentExpandedFactions will now represent distinct factions - hovels built by one empire faction may not be upgraded into a shanty by another faction. This applies to kingdom huts, houses, studies, and empire hovels, archivists. Added the first batch of unique faction tiles from https://forums.elementalgame.com/403357/Added new Sub-mod: ExpandedFactions_UniqueUnits
Edit: I forgot to put in the new Lost Souls racebonus. Will be included in the next release.
If anyone has any comments on the balance for the unique units, please speak up.
The current unique units are supposed to be equal to a tier 4 (battle hammer/heavy armor) unit with 4 warriors fighting. However, I feel that they are much stronger than this at the moment.
I'm thinking about
- Dropping their health by about 20% (this will all be taken from constitution, which alone affects how much health they gain when they level up)- Dropping their attack by about 15% (baseline 68 -> 58)- Dropping their armor by about 25% (baseline 20 -> 15)- Increasing the token cost from 12 to 20, and removing the free 20 tokens the faction gains the first time the city hits level 4- Adding materials cost of 100 to spell
What I want to achieve with these units is the following
1) Unique units should represent the flavor of the faction2) Unique units should supplement, not replace, standard units3) Unique units should remain useful for the entirety of the game, but not remain strong4) Unique units should increase the difficulty of the AI5) Unique Units should never be perceived as invincible - their strength when first appearing should be comparable to similar units available
first of, thanks again for all the hardwork you put into this mod .
i wanted to comment on your achievement list, number 3, ho can they remain useful for the entirety of the game and not remain strong? seems almost oxymoronic.
Also, i was thinking, i played angels a couple of times but due to the size limit put on their groups stuck with elves. but it seems like that may be a bit imba, if you take equal equipment, and put a max angel army against a max army of any other race, ill bet money the other race wins everytime, dont you think (never seen the AI reach unit size of 12, just 8, so not sure its possible to test yet?
i hope these comments are ok, i just wanted to add some constructive feedback .
The tie-in is with armor. There is essentially no armor scaling whatsoever late game. once you hit the last level of armor, your guys will be at 35-40 armor for the rest of the game. So, if I give a unit 55 attack, he will still be useful. However, he will be much stronger earlier in the game when enemies only have 20 armor. This works differently from say training a unit with warstaffs - as soon as enemy has armor above your damage, the unit might as well be disbanded.
The strategic advantage of the angels is supposed to outweigh their tactical ineptitude. It is basically making a faction play differently. And if you don't like to play as Angels, maybe it can be fun to play against them.
The AI wars I've run, angels have fared very well in wars because of their ability to strike quickly across mountains and oceans, which gives other AI less time to respond.
that makes sense (for the special units). how does armor work in this game? Ive noticed it can give me a signifigant advantage over my opponent, but is it a straight damage-armor modifier, or percentage based?
re angels, i can see what you mean, since they can attack so quickly, you essentially have to spread your forces out more, meaning, possibly, smaller armies that they go up against each battle? They would be at a signifigant disadvantage on the defensive though, as they would more likely be going up against full armies, granted you can have more than 12 in a city which can offset that.
hmm, i may need to play them some more to try them out, heh.
Armor is unfortunately a straight minus modifier, or something very near to that. A few points higher armor than attack on attacker will render a unit almost invincible.
Uploaded 8.3
Fixed several issues with the new drota tilesAdded new capital city bonus for the lost souls
Nerfed unique units
POSSIBLE BUGS:
1) Has anyone else noticed Strormlords portrait getting subed in on Janusk?
2) Under Proper Living tech for Fallen, getting 7 or 8 duplicate Unlock entries for Shanty? Looks like it might be listing one shanty icon per faction.
I love how this is going with the tile sets and units. Hopefully will finally have time this weekend to take a game to level 4 cities...
2) will be how it is from now on. Affected are shanties, libraries, master archivists and houses.
Ok, thanks! Shall go request a "Suppress Display" tag now for modding.
Already done. Specifically, I requested that techs should only display their items/improvements if the item/improvement was actually available to the race.
That is so logical staring at the gap of its non-existence hurts. Cheers.
fyi, noticed AI Angels building a citiy in the ocean between two pieces of land, couldnt attack it till they built up ont the land.
thanks again
Sounds like a neat feature.
lol, is it?
Hell yes.
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