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/
I'm still trying to figure out how the monsters move and spawn. Each lair should always have a guardian, but most lairs (including fae) are capable of spawning new groups of monsters.
Electroalg, Vampignon and Kami's cloth map models are broken.
Also, Demonhound in cloth map is really small. It is not broken, but the model is hella slow.
Actually Vampignon seems ok (if that's the right model, that is) but definitely others are broken.
Cloth mode!
I'll look into it.
I don't know how you managed to not use cloth mode at all. It should automatically turn into cloth mode when you zoom out far. For my game, it does (it goes cloth mode as soon as I zoom out far.)
You can turn that off though. I don't care for the cloth mode - if the game wasn't 3d I wouldn't be playing it. To each their own. It just means cloth mode gets forgotten when I play.
Thanks for this, the XML was wrong. Instead of two different "encounters" (one guardian party, one patrol party) the faerie lair was set to only one large patrol party).
Fixed Electroalg and Kami, increased size of demonhound in next release.
that's why those faeries are kicking my butt then
second thought: is it intended that the faeries have both spitfire and some longranged poison ability? they're pretty damn brutal right now
also, is it intended for shadows to get "warrior" unit design at glyph stones? I think others get it at weaponry ( they have the runner at weaponry )
Yes, faeries have a ranged attack and a spitfire ability.
There are probably multiple units with the "warrior" name.
Electroalg: the wandering group is a bit bigger than the defending one. also, they seem stronger than their ratings would suggest. not sure if they need some tweaking.
Stormworld 1.5L have an error in configurstion.femm:
<ModVersion>1.5k</ModVersion><ModHumanName>Stormworld 1.5k</ModHumanName>
Only comsetic, but confusing
HF:
I'm working on the faction creator part of my editor, and wondered if you could update the abilities for your factions. For faction traits, I need some way to read them in. In the core files, I search for the AbilityBonusType of Player. This won't work in the Stormworld case, becasue none of them have that tag.
Would you perhaps mind adding a tag, so that I can scan for it? Something like <ModAbility>Faction</ModAbility> (And use Weakness for faction weaknesses).
Let me know what you think.
I can add it for the faction abilities it will work for, but it won't work for most. It'll be in 1.5m.
Yes, I noticed as well. New procedure, forgot it.
,
You coward!
It already works with Ecomental as far as I know.
When the modded exe Frogboy released goes official, and if the change is still there, the changes in rivermod will only be those necessary for rivermod. I don't intend to cannibalize other mods.
it's compatible now and it will still be compatible, good
my wish for an alternate version of terraintypes.xml for better consistency with it still stands
If the change to the exe goes live, my terraintypes will only be my own, they won't modify anything with the normal ones. So it should be completely compatible with other terrain mods.
Running Frogboy's modded exe this is what it looks like
Let me know if the problem persists after the next release. I understand what you mean but I don't understand what would cause such a strange movementcost next to my rivers.
will do, tyvm
Out of curiousity heavenfall why is your magma river using the city category?
<category>city</category>
The city category has the characteristic of maintaining a specific height for the central location, height 50. if I recall correctly. This means several tiles can be positioned nex to each other and be guaranteed to have that height. This prevents clipping between the tile graphics I used for the rivers.
in your undead wiki page, under bloodline, it says: "Lizardmen count as" which should be "Undead count as"
I've figured out the problem. it's caused by having terraintypes.xml loose in the StormWorld_Rivermod folder.
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