Stormworld
a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.
(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)
Download
Wiki with installation instructions
And they forged counterfeits from our frame, creatures vile and
obscene, who hungered only for violent congress. These beasts they
loosed upon the land, where they multiplied, no matter how fierce
the Ishroi hunted them. And soon Men clamoured at our gates,
begging sanctuary, for they could not contend with the creatures.
"They wear your face," the penitents cried. "This calamity is your
issue." But we were wroth, and turned them away, saying,
"These are not our Sons. And you are not our Brothers."
from the Isûphiryas (Great Pit of Years)
R. Scott Bakker
Kingdoms
Empires
Rivers
Reliquary
Champions (no Wiki pages)
Monsters
CreditsVarious people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.https://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedbackhttps://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideashttps://forums.elementalgame.com/user/3823385 jshores - tiles and ideashttps://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary itemshttps://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombieshttps://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmenhttps://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items
3d models attributions:
Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036
Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194
Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow
3d models attributions released under Creative Commons Attribution Share Alike 3.0:
Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured
Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
No, unfortunately not really possible.
I love the mod, great job. The races have so much more uniqueness and fantasy. When I found out elemental had only humans as races I was very sad. Thanks for fixing it.
On an unrelated note, Ctrl-n crashes the game all the times I tried it. Maybe you can disable it if it isn't fixable.
Thanks,
Mike.
Thank you for the kind words.
Do you mean that ctrl-n crashes when you run the mod? Or all the time even without the mod?
If only with the mod, if you have stormworld_rivermod installed make sure you follow the installation instructions on the wiki in regards to TerrainTypes.xml.
Only with the mod, but i tried it 3 times in a row and each time it crashed when I pressed ctrl-n.
I do have the rivermod installed (I installed all parts). I just re-read the installation instructions and I believe I have installed it correctly. The bonus step that I did was putting TerrainTypes.xml into the English directory.
However, I don't see any rivers on the current map so maybe something is wrong as you say.
I have a game balance suggestion for you (and stardock really), I noticed burning hands does about the same damage as weapon attacks, around 8 at low levels and slightly more at higher levels if you are an evoker. Perhaps it should cost zero mana so that you can become a pure spellcaster and not worry about weapon damage.
As it is now even my spellcasters spend most of their time using weapons.
I think this was a bad idea.
If you are running 0.980b (aka 0.980.1) you'll need to do one additional thing which is editing the shortcut. I'll put up instructions again for that (wait two minutes after reading this). Basically, the crash you are seeing is tell-tale that the rivermod is not installed properly. The stamps for the rivers use special terrain and if those aren't read in the game crashes.
edit: here's the extra text
Let me know if you did that and it is still crashing.
Sweet, that fixed it.
I tested it about 6 times and I saw a special river as I was testing so seems good now. (before it worked zero times)
My 6th test had a 5/3/2 town with a wild grain, death node, and forest all adjacent so I had to stop and settle
Consider making a race that trades off melee combat for free level 1 spells or something like that. It would create a new play style that people expect from a spell casting game but surprisingly doesn't happen much in this one.
Glad it is working!
The problem with spell-based factions is AI, but it oooks like that may be improved in the future.
As a lizard man I was offered Mire Slag and Horse,
Comparatively the horse had:
1 more init
1 more move
10 more dodge vs ranged
The mire slag had:
5 more weight
25 more poison resist
The horse was much better as move and init are very important stats. Consider giving the slag 1 more init and move so it is trading 10 dodge for 5 weight and 25 poison resist. Or even make it better so that it is a bonus for lizard men.
Mounts are getting redone in next vanilla patch, waiting on that.
Uploaded 1.4L
http://stormworld.wikidot.com/versions#toc1
Also added all the data to the Kingdom overviews on the wiki (Empire coming up later this week)
Will you ever be moving to 1.5?
When I quit to main menu to start a new game, I only see the standard sovereigns. That is, the Stormworld and custom sovereigns are gone.
Any ideas?
Very nice mod, btw.
LOL
You have to exit the game to start a new one. Standard procedure for the beta.
At release? Actually Lizardmen should have been 1.5 because that's what I did earlier - new faction, new series. But I sort of forgot and now I am committed to a glorious 1.4 series!
Restart the game.
Thanks for your support.
Erm yes...
I don't have to exit the game to start a new one, so it's not standard procedure.
That is obviously also what I do, but I was merely pointing out that the sovereigns disappear. Something which doesn't happen in the regular beta (for me, at least).
It should be happening. The beta currently does not close threads when you exit a game. So when you are starting a new game, the previous one is still running. If it doesn't cause problems in the regular game, you may just have a great computer. Stormworld probably has some extra errors because of rivers. Rivers are the worst.
To be clear, the LOL was a cheerful, happy LOL. Not a snide or snarky one. Happy gaming!
Doing some stuff on the long-term project, unique units for the expandedfactions.
http://i.imgur.com/BAeMa.jpg
I think unique units will have more impact than anything else in Stormworld on the game. Basically, each faction gets 9 unlockable non-designable units spread across their tech trees. If you research warfare you'll get special "elite" units, if you go for magic you'll get special "summons" and if you go for civilization you'll get "cultural" units. This will shape the player's armies according to what he researches, and also provide some interesting choices so the player doesn't have to fill his army with identical units. They have their own special traits, of course, which makes them strong and weak in certain situations. This will also make AI armies more interesting to fight because it adds more variety, both visually and gameplay-wise.
Example: Zombie. Zombies unlock from researching Drills. They cost 1 population instead of 1 mana for skeletons, and cost no wages. They gain +3 hitpoints every time they kill an enemy that isn't "Not alive". They also gain additional members in the unit up to 4 if they kill any Humanoid unit. They are weak to magical damage and great at absorbing pierce damage. Example: Ghoul. Ghouls unlock from researching Administration. They cost 2 population. They have 3 Moves and deal cutting and poison damage. They are Humanoid but counts as Beasts as well. They cannot be controlled in battle by the player.
That will be very cool Heavenfall.
I must say that the most fun I have had in this beta currently, was a game playing the frost giants and fighting Vini and the centaurs. The centaurs have always been better than most other opponents, at least so far. Vini used her magic well and her troops were well mixed.
I would personally rate the Gnomes as the strongest faction right now. They don't really have a weakness because their lack of magic is made up by being magic resistant. They have an implied weakness against Oversized enemies but those are rarely something a player can create (Frost Giants can with mounted units). Having an Armorer sovereign and access to Light Plate is a killer combination.
Uploaded 1.4m
Also removing this quote from the wiki
as it is no longer relevant. The 0.981 overwrites all files whether you tampered with it or not.
If anyone has any feedback on the factions now is the time to lay that on me. I'm happy with where they are right now which means they'll be more or less locked down after this.
Happy are you? I think it is time we call it quits on all this monster faction nonsense. We tried it, but in the end all factions need to be human. Evil factions should be dark skinned and bumpy with middle-eastern accents. See Jafar from Alladin. And make sure all the good guys are white, with the most goodest factions speaking british and the rebels speaking american.
Let's stereotype this thing up!
Ditto! I am checking out the mod and it is awesome.
[quote who="Seanw3" reply="300" ] Let's stereotype this up! [/quote]
Well. I think you should go with what's in keeping with the overall mod.
Giving Frostgiants a whirl in latest patch. Diggin it man, well done!
There are many great features available to you once you register, including:
Sign in or Create Account