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/
Is there any chance we might see a Wolfmen faction ever or some other super cool new faction? The unbalance of 6 kingdom races to 7 fallen bothers me for no reason other then symmetry. Other then that thanks for all the hard work on this mod I enjoy it greatly.
Also for the Rivermod, does the Terrain.xml have to be put in the install directory to work right? Because I've been putting it in my Mods/Data/English folder and it seems to be loading the rivers. So am I just missing something?
I originally intended to make the wolfman faction a full faction. I envisioned them as a barbarian faction (think Conan the barbarian), living in small villages under harsh conditions. They would not have access to any armour but leather. I haven't managed to come up with interesting faction abilities for them though, so for now they are not going to get done by me.
Edit: Actually, thinking about it, they'll fit perfectly as a recruitable monster type.
The symmetry bothers me as well. I guarantee if there's another faction it will be kingdom first for that reason.
The terraintypes.xml has to go into the installation directory in 1.02, or it will cause massive issues with terrain textures.
I have a reproducible crash, are logs existing somewhere so I can know its cause?
about faeries, they have growl sounds that are not very appropriate, I would have imagined something more high pitched, right now the sounds they use would be fit for large beasts.
Just upload the save and describe the crash, thanks.
If you equip those during sovereign creation you bypass the level restriction. They are there to give more interesting choices for designing your sovereigns.
Great mod Havenfall! I love it
What is chance 2 add new monstres like this https://forums.elementalgame.com/399062 (from WoM Adventure Content Pack>Skeleton captain/veteran, zombie etc).
Do you will add new spells for each race/magic school ? (i hope for some death spells>necromancy>raise skeleton>raise udead army> summon zombie dragon etc)
And maybe chance for dark elves???
Thx for your and other modders hard work.
I already have zombies and skeletons in the mod. Not as roaming monsters though, but as faction and quest participants. No plans to add them as roaming monsters, undead don't quite fit that role to me.
I don't plan on doing spells for each faction, but my long-term goal is to make trainable unique units for each faction.
Dark elves - no chance, there's already a wraith race which is basically dark elves.
Here
http://www.mediafire.com/?cqaqvu4hsl5hc9o
It happens systematically when turn is being processed.
If you can point me on how you debug that, I can be interested (give a man a fish, he eats for a day, etc.)
It looks like the AI is crashing because it can't create auto-move paths across such a large map. Although I might as well say "memory crash" due to the size of the map. The map is approximately 160% larger than the "Large" map. Take it up with whoever modded the map size.
Build a mod the size and complexity of Stormworld and you'll learn along the way how to estimate what causes crashes.
I got no problem with symmetry, even better if you add more evil factions, so the good guys have more differentiation form game to game and I'd love to see wolfmen as recruitable monsters especially if they came in various units (cavalry, mages, standard troops)
also there is a lot of lore for Wolfen faction in Palladium RPG books.
Out of that they could be having shaman (earth/water magic), nature summon, close warrior abilities (something across elves and trogs) - I belive you have no henchman faction, and I think this could be one that use that trait with different kind of beasts for different henchman (bears for defenders, foxes for scouts, etc..)
HF, is it possible to mod autoupgrade monsters once they reach certain level?
bear cub -> bear -> cave bear
it's kind of funny to to see level 15 bear cub, tearing apart cave bear.
that way fighting and loosing against a monster will have additional consideration
secondary is it possible to mod attack/defense upgrade on levelup on top/in place of hitpoints?
posted here with question in mind if you plan to add something like this to the mod... alreday think that probably not the latter, as this (I think) go under balance changes, you choose no to do in this mod. but maybe the first idea?
You can't "replace" a unit as it levels up, and even if it was possible I wouldn't do it in this mod.
that would be me...
SW is probably using more memory than vanilla has I played several vanilla games with this 12x8 map size. Can it be related also to your impassable rivers? They can create interdicted areas, which is not possible in vanilla. Look at the river east of the Elven city, you'll see the river arm is blocking a portion of the map.
Yeah, it's probably a combination of larger map and stormworld using more memory.
Ok, I might retry in same conditions though, just to be sure. You confirm that in order to remove the special rivers I have just to remove the rivers folder in the mod directory? No dependencies?
Another one if you please, I like to have strong AIs but they research the tech tree just too fast.. How to reduce specifically AI research speed? Right now I only think of adding for each race a special trait that will slow down research, but this is not super practical.
Yeah just remove the rivermod folder.
I don't have a solution for your second question, a trait sounds good.
I tried to add a trait, basically copying the research penalty of living stones and adding it to others races, but it don't show, any idea why?
<AbilityBonus InternalName="AIResearch"> <AbilityBonusOption InternalName="AIResearch"> <Cost>-1</Cost> <DisplayName>Research slowdown</DisplayName> <Description>.</Description> <Icon>Ability_Uneducated_Icon.png</Icon> <GameModifier> <ModType>Player</ModType> <Attribute>AbilityBonus</Attribute> <StrVal>A_Research</StrVal> <Value>-50</Value> <Provides>.</Provides> </GameModifier> </AbilityBonusOption> </AbilityBonus>
It shows for me. Give me an example of how you added it to the faction.
Edit: Or what do you mean it doesn't show? Doesn't show where?
I added it just after the end of this record:
<AbilityBonus InternalName="Greenskin_ShortLifespans">
so this is in the base trait file.
You also need to add it to their raceconfig.
Another random question but is it possible to add hair to the shadow race? It would still pretty much be blackish see through but make it so the character doesn't look bald? I'm willing to do this myself I'm just not sure how or if its possible.
Sure it is possible, I don't want them to have it though (why would a shadow walk around with a bunch of dead organic matter on their head?).
I can tell you how it's done if you're interested, you'll need to modify the 3d models by changing a few text values in them. Start by downloading Havok Content Tools 7.1 32-bit here http://software.intel.com/sites/havok/
Ok, downloaded it.
I suppose I guess I think of them as the literal shadow of a person in which case they should "appear" like how that person was when they were created. Your shadow still shows your hairs outline. It may not grow or change after that but I still i figure the appearance or outline should be there. Unless the person was bald.
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