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)
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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/
Did they not change Berserk in vanilla? Maybe your mod is trying to use the trog ability as a spell?
just noticed that if i mouse over the death forge thingy on the bar up top (in that frost giants game it lists
Death Forge per turn +1
------------------------------
thule (name of city its "connected" to) +1
invalid string
Sorry, I misplaced it. You need to research Magical Forging for the spell. I'll fix it for next release (it should come from Glyph stones).
I'm not using it for anything.
Thanks, I hadn't noticed this. It looks like it's a case of stupid hardcoding. Instead of using the available descriptions or resource XML tags they put it all in a strange file I can't really mod my stuff into.
HF, when I have lizardman mounted upon slag, and go to the cloth map the army is unproportionally scaled. (I'm like ten times bigger than any other figure on the map. If I remove the slag, everythign looks ok.
Have no issue like this regarding horses so I assume it's mod issue not vanila.
It's not a bug I particularly care about, but if you really want to see it fixed go bump this bug report: https://forums.elementalgame.com/433212
are the vanilla champions still in rotation? thinking of using your mod with vanilla sovs still enabled to really randomize things and so im curious if the vanilla champions are also in rotation or phased out.
They are in rotation but have a lower chance of appearing.
ok thats cool! think i'll try this out then, cause it looks really good on your website. now we just need larger map options to make it possible to up the number of oponents *looks at Stardock* loli guess i should ask, is there a number i can change somewhere in one of the files to balance out the dif between vanilla and modded heroes? i have fiddled with the vanilla games xml files at times to make own traits and what not so i think i might be able to find what needs to be changed if just pointed in the right direction lol.
check out Ecomental or FE-Enhanced for bigger sized maps.
They are a bit all over the place. Suggest you search in files for the internal names of stuff. But modded champs were balanced after core game.
oooo yay bigger maps! will def check that out in a bit thanks crimsongekko!
also im currently checking out Stormworld now, got it installed and working. looks fantastic.. but i do seem to have an issue.. the race icons are all green circles with and S in them.. (the lil icon on the portraits the large ones in the description look like they are working cause they all different) its just the new ones like the greenskins, lizardmen, angels etc. i can mouse of the green S icon and see the stat difs the icons are just a generic? one. did i goof something or is that a placeholder type icon for now?
It's a generic one to indicate bloodline.
For the next version of Stormworld I'm adding some recruitable monsters to the Civilization tech tree (like you can recruit Ogres/Trolls/Dragons).
Do people want those types of recruitables in their own submod (requiring ExpandedFactions) or should I place them in Stormworld_Quests (which is sort of the catch-all adventure content submod)?
I was going through your mod wiki the other day and noticed that you have an event called "Time of the Fae".
You were asking for creature requests in another thread...Since you've already included the idea of the fae in your mod, it would be neat to have actual fae as recruitable creatures maybe from a faery circle or something to that effect.
I would always use them, so I am voting to include them as part of the main mod.
My man!
HF,
I conquered the gnomish city, when I attacked it they had mustered quite an army (including catapult from the watchtower)
I've built my own walls and then rushed a castle.
Then I was attacked. Not only I did not had this catapult, but I didn't even got my troops from the castle.
Moreover, I was attacked twice in row within single turn. The first gnomish attack to regain the city ended in tactical combat (I won). Second attack conquered the city without tactical combat.
This is vanilla or mod issue?
It's a vanilla issue, such buildings only work once per turn and the catapult is just straight up bugged.
HF:
While working on the FEEditor, I noticed some errors in the xml for Stormworld (it was causing exceptions , although the app continues to run).
expandedfactions_units_special.xml
Unit_Juggernaut_Lizardman has a Color_Skin tag closed with Color_Hair.
Ok, well, that was the only tag I noticed off. However, I'm getting some weird exceptions with units_sovereigns, and units_special. What did you use to encode them? It seem's they're not in UTF-8.
How did you import SW into the FE Editor?
I was referring to the Race Editor I'm working on, not the spreadsheet that Kael released.
Right now, with 0.31, you can specify one mod folder (non-recursive currently). However, it's only reading in starting unit types, and a few others (like sovereigns, and the generic units).
Yay I won with Lizardmen. Thos epesky centaur pioneers running everywhere grabbed all the land like wildfire. The gnomes on the other hand gave me most trouble military wise, and I had to kill undead king myself because he was blocking my expansion ...
Awesome game that was ... the relinquary items are so cool, I almost always ponder if I should use them or no despite their bonuses. Never got hexed though, was too affraid of it
Fixed the tag, thanks.
Can't really remember what I used, but if in doubt go with utf16.
Awesome!
I changed the download link to the FE modding library now, let's hope it goes smoothly.
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