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/
Extra note on the Elves.
If the 30-pop Pioneer change goes through as written, the Elves will be severely crippled in the early-mid game due to the double whammy of 20% lower population growth AND no Tower of Dominion.
Questions:
Misc:
Typos:
None of my lairs have tile bonuses (edit: it appears they may have a small essence bonus)
Hammer of the singing forge and Amulet of the Lazy are not items from this mod.
No maps seem to have any metal or crystal on them. Any ideas?
This mod does not alter the frequency of those resources. I can start a map at any time using just this mod and come up with 5-6 metal and 3-5 crystal on a small map. If you are using any other mod that may be responsible, or it may be the randomized map generation messing it up.
I've run into some financial difficulties in real life and I have to divert my attention to that for a while. All further updates to Stormworld are postponed indefinitely until I can sort things out.
Good luck.
Are there any videos of Stormworld out there?
Best of luck.
Sorry to hear. Good luck to you, hope all works out well!
heavenfall, all I can do is wish you the best possible results, and also to suggest to the frog that he should have hired you.
your work in this mod has been excellent.
harpo
Good luck and all the best - and thanks for your work on this mod, it really is outstanding.
Your mod really added some flavor to this game. Sorry to see it end or even be delayed. If Stardock was smart they would hire you.
Bad financial news is definitely stressful.
The mod still works fine after the patch - played several hours last night without a crash.
Hopefully, your finances will recover quickly.
Best of luck with your troubles, Heavenfall. I'm sure things will turn out just fine.
Oh? That's good to hear. I was just about to ask about that. Has anyone else had experience with this mod and 1.20?
I can't get this mod to work. I have set up the mod manager properly I think. I hit install but there is no evidence that anything actually happens in game. Is there some special setting I must change to run mods?
Also, I should note that my modbackup folder for core files remains empty.
....nvm, found the use mods option....weird
Are you using the latest game patch? Because I'm not sure of compatibility.
And did you follow the installation instructions precisely that Heavenfall provided? Because the mod has to be placed in exactly the locations he required to work.
You also have to check the box in the game options to load mods, then quit and restart.
Install using the FE Mod Manager. Super Easy
http://fallenenchantress.nexusmods.com/mods/29
but do NOT forget to 'enable mods' in GAME options
has anyone tried the mod with 1.20?
Seems to work fine in 1.20, though there are concerns about the Elves now that Settlers are using Population costs. For now I've just avoided using Elves in my games until more feedback from others confirms whether they're gimped now or not.
Edit: Just tried my first game with Death Legion, hadn't tried them prior to 1.2 FYI.- Now that Pioneers use population, it rapidly cuts into the limited population that the Death Legion starts with
- Tried using Death Legion with a custom Sovereign. Completely unplayable as you don't get the 20 Demon Souls to start with and can't build any units.These might be easily fixed by giving the faction a special building with 0 labor, 1 per player, generates +.5 Demon Soul per turn. Or whatever math works out in line with the original concept.
Thanks for the answer
While the mod works, the change in 1.20 to pioneers costing 30 pop doesn't apply to the custom Stormworld factions, ie they cost 0 pop as before. You'd have to mod the expandedfactions_units_core.xml file to include the pop cost for each of the Stormworld pioneer units. I haven't been up for that just yet...
I came here just to see if anyone else noticed this. I was wondering if it was Stormworld or some other mod or what, but it seems you are correct, peter. I would actually like to test out the pioneer change in this mod, so I look forward to someone tweaking the files (I wouldn't know how, myself).
Hi Guys,
I had downloaded and installed StormWorld {note: great instructions, etc. - worked like a charm}
Read a few posts and saw HF saying he would be MIA for a while due to life situation.
I wanted to try HF's Mod, but also wanted to have the 1.2 change of 30 pop/pioneer implemented first.
Took a swing at altering some XML to see if {in this case, just altered Lizard Man Faction Unit} there was any change in game.
Didn't work...
Reason: I don't know much about XML, coding, or modding.
What I did was look at "CoreUnits.xml" file in FE_1.2 and copy that code over to HF's ExpandedFactions_units_core.xml {actual file name different I think, ie. cap placement}
<ProductionRequirement> has a <Value> of 10 in FE_1.2 for Pioneer Units and is <Type>Resource</Type>.
In the CoreUnits.xml that code is just below <PreReq> Section {that seemed strange to me? My limited logic reasoned that it should be a PreReq, but I have no idea}
I tried the altered code in 2 locations in HF's mod, once in same location as CoreUnits and once just basically pasted it in to PreReq section.
No difference in either case, although including the code in <PreReq> section "broke" the Pioneer graphics...
Maybe, this will save somebody the effort they might have expended trying to do the same....
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