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/
You have this part of code in each pioneer unit in coreunits.xml:
<ProductionRequirement> <Type>Resource</Type> <Attribute>Population</Attribute> <Value>10</Value> </ProductionRequirement>
You should copy-paste this to each pioneer unit in SW. I believe they are all in expandedfactions_units_core.xml.
That should work.
There are also pioneers in expandedfactions_units_special.xml, and you also need to add it to all pioneers in A_LIB_UnitStat_BG_vZE\CoreReplacementFiles\CoreUnits.xml
As others have pointed out, SW 1.5u isn't balanced for 30 population cost pioneers.
Had some free time today, updated to FE 1.20 and fixed some reported bugs
http://stormworld.wikidot.com/versions#toc1
I haven't really had a time to play with 1.20 so if you see some new bug please report it after checking the Known Issues http://stormworld.wikidot.com/Knownissues. I do keep track of the stuff reported, even if it will take time to get to it right now.
I notice in your latest archive a file named configuration.femm. This isn't mentioned in the installation instructions. Was it intended for installation by users?
That file is how the mod manager knows how to correctly install this mod. You should see a similar file in every mod that is set to use the mod manager.
Had some free time at lunch, installed the mod, and played for an hour. One random crash (not unusual for FE), otherwise no problems. Update seems to be working fine so far.
Thanks for all the hard work!
Thanks for the info.
Awesome stuff
Is there a video somewhere for this mod? Would love to see it in action!
No video. It plays very much like the normal FE mechanics, just with more fantastic content. The only major difference is you can play pure Civilization tech tree for Influence if you find some of the many new monster lair recruitment centers near your start.
There is a playthorugh you can see and one victory brag
But HF, I am here back for other issue: do you plan adding the monsters from Goetia to SW at least as random types?
From what I've seen some ideas were so cool that it would be a pity to leave them in coma
Yes, they will be recycled in time to make unique units for the expanded factions. Although I have no idea if or when that will happen, given my circumstances.
Fair enough. *back to twiddling fingers*
Just a question for the creator or anyone familiar with playing as the Frost Giant sovereign Hofund. I've researched all the way along the civilization tree to unlock Company which grants the upgrade to Ancestor cloaks for units, and have noted a surprisingly high cost for the upgrade. I'm just checking it's meant to be that high; when I select a unit and hover over the Upgrade Armour option, it tells me the cost is
477218592 Gildar.
That's... a lot! I don't think I've ever gotten anywhere approaching that sum in any playthrough ever. Is it that high for others/meant to be that high?
Thanks
The short answer is yes. It is further explained in the Cloaks of Hierarchy faction ability.
I'm currently playing a very large map with Stormworld (7x9), turn 250 and I'm happy to report that my crashes are gone (they were probably caused by a modification of mine that I had trouble identifying).
Something is spoiling my fun though, the Angels I'm playing with do insane damages against the Undead. I have 8 Life Shards, so that's +8 arcane damage bonus, and Undead have vulnerability against it. I think you remember that the vanilla rule is that for each % of vulnerability, then you take 2x% more damages. But here, without doing critical hits, I routinely do 5x damages, one shooting undead infantry with 250 HP apiece!
So I'm wondering if you did not make an error in the formula, like I'm doing x time the damages more than normal, a bug ??
Additional note, the demon dog mount which has as a text 'immense strength' whatever don't provide a strength boost, as horse. Seems not very logic to me.
I would also say that the reliquaries items are super cool and interesting, but:
- they come too often
- the text is sometime so long you can't read it in the first message panel and have to finish reading in the inventory.
Also, I have changed (took me 10 mn max) the names of the units produced by Undead, Lizards and Death Legion to more flavorful names. For example for Undead I'm fighting 'Grave Militia', 'Skeletal Warriors', 'Fallen Knights' etc. and this is much more cool. And really, it took me 10 mn of modding before my game... You should perhaps do that...
Can i get this file with modified names or instructions which files need to be edited? alexej@inmail.sk Thx
@Nibelung44 do you have a save with that angel thing? I looked over the numbers and I don't see anything that should upset it.
I've thought about the Reliquary items and how they seem to drop a lot but they don't really have a very high drop rate compared to the other vanilla items from the same category. I think the problem is that the Reliquary items are so much "higher quality" than the other items from the same category that they stick out and you remember them but when the vanilla items drop you don't really notice. Did you take special notice the last time a burning axe dropped for example? No, it was just another drop. The thing is, I sort of want the Reliquary items to replace the vanilla drops because they're sooooo boring. If I get a burning axe that isn't special. That's rubbish - I can get that in the shop for 100 gildar and it has no history and no real special quality.
There are ~58 Uncommon items (the most frequently used category for drops) in the Reliquary mod, so I don't really think any can be said to be too common.
Here is a wetransfer link. If you need my mods to run, tell me (obviously you need to have your mod though )
http://we.tl/wHCk1gn2Vr
Hmm.... I think it may be caused by the undead having negative spell resist. Although the hits aren't obscenely large they do hit a little too hard for balance.
this is what I suspected, but this should not be like that, at worst they should incur a damage increase equals (in %) to double their vulnerability.
As I said, sometime it is really major. 4-figures units with an end damage of 25 (because of arcane boost from shards) deal without critical hits 350 damages, theoretically it should be 100, against a 0 armor opponent.
Spell resist is set up as a Defense value against arcane. That is handled very differently from normal resistance. In the next release, I will make Undead bloodline reduce Spell Resist by 50% instead of a flat -10.
The damage formula is Max Damage = Attack * (Attack / (Attack + Defense))
With 5 att against 5 def you do max 2.5 damage. Against 0 def you do 5 damage. However, if the target has -5 def (like negative spell resist against arcane attack in your situation) the damage dealt becomes a proportion of the difference between the arcane and the spell resist.
negative spell resist vs arcane attack
0
-1
5
6,25
I'm going to see if I can floor spell resist at 0, because this can apply to any unit with negative spell resist, not just undead.
Essentially damages can be up to square of expected damages, if numerator goes down to 1 (because I guess the 'division by zero' case has been taken into account)... So this is indeed a dangerous formula.
Most engines have protections in place for divide by 0, I don't know if there is one for this or not. But yes.... if a figure with 5 attack, attacked a figure with -5 defense.... 5 * (5/(5-5)) = crash. Assuming that's been addressed, it could be way worse than squared. A unit with 3 attack, attacks a figure with -15 defense. 3*3/-12 = 108 damage. Where if a figure with 10 damage attacked the same figure, 10* (10/(10-15)) = -20 . So theoretically, that unit would be *healed* by the attack. Which is hopefully coded out. If healing it is hard coded out, and divide by zero is hard coded out, you still have a situation where a unit with 3 attack does tons of damage, vs a unit with 10 attack doing none.
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