Children of Storm
A high fantasy mod pack for Fallen Enchantress: Legendary heroes by Heavenfall, with help from EviliroN and jeffqyzt2. Players are advised to not play with the Rivermod on Huge maps, as the game may have issues with memory then. If you are having issues with world resources, such as iron ore, not appearing in your game - delete the Rivermod folder and start a new game. This only affects a small number of players for unknown reasons.
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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
Current version contains:120+ new magical items17 new events12 new fantasy factions34 new fantasy champions18 new monsters and their lairs, and 5 of those are recruitable monsters4 new types of rivers and lots of new stamps featuring arctic and burning lands terrain.. and much more (items, traits, mounts to mention a few things)
Install instructions:See Readme.txt in download
Kingdoms
Empires
Reliquary
Champions
Monsters
Rivers
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/5505675 Primal_Savage - Cloth fix libraryhttps://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/
Like Leo says, they're tactical maps. If you mean in the map editor, you'll need to change their names. Their names are too long to be loaded by the map editor.
Sacrifice is a Death 5 spell, I think it's a perfectly valid faction bonus to have it available (weaker) from the start of the game as Blood Sacrifice. Since you only suffer the growth reduction once, a clever player might set up a high-growth high-population town from the start and continually target the same town for blood sacrifices.
Gotya, thanks.
I see your logic, but since you only need to be level 9 to get the sacrifice spell, it would be far wiser to simply ignore blood sacrifice and wait till level 9 like everyone else. That way you avoid the growth penalty which is permanent. Again this is just my opinion but it seems very underpowered and crippling to your cities. By using blood sacrifice early game your "high-growth high-population town" would in the end simply be half as efficient at sacrifices (level 5 spell) since your growth is halved.
Anyway. Your mod, your call.
Turning off rivermod fixes this
I'm having the weirdest though gamebreaking bug, not sure if it is CoS or Immersion since I'm running both (also snaking and bridge mod, but I'm assuming they're not responsible), so I'll just post in both threads.
EDIT: Got a reply in the other thread so nvm, apparently it's Immersion not working with the latest version of CoS yet.
Frost Giant Ability: Ice Grip.
First off it's a neat ability, new to your mod, and I am enjoying it quite a bit. However you have it marked as "Range 1", and it's actual range is equal to whatever weapon the Frost Giant is using. For example, my giants wielding ice staves can apply Ice Grip at a distance.
Is this a problem? Not sure. Seems to work fine.
Will change to range 1 in next release.
Hi Heavenfall
did you noticed your armouredboars having this issue (or did i installed the mod incorrectly)
Heavenfall just snuck that one in as an easter egg. Few are lucky enough to witness the mating rituals of armored warboars.
But seriously, that image made the start of my day.
I am not seeing this issue with a clean install of the mod. Make sure that you have only one file COS_mounts.xml and it should be in folder /ChildrenOfStorm_Shared/
It's caused by an art def showing up twice, had it in one of my mods
Yeah, but there shouldn't be 2 if it's a clean install.
Thats right i think i might have accidentally cut and pasted one of the files incorrectly.
Thanks!
Does it matter if some units still have non-Pierce attacks? At least in the previous version (1.1c I think), the units in Reliquary_UnitTypes.xml have non-Pierce attacks. Do they get automatically converted to Pierce, the only physical attack type now used?
Thanks, they shouldn't have pierce attack. Will upload 1.2b with that and another fix in 20 minutes.
1.2b uploading, a very small update http://childrenofstorm.wikidot.com/versions
I've been getting a bug with CoS since around the update of LH 1.2 (so I'm assuming CoS 1.2a). While playing the Beastlord class (and perhaps any class with Earth spells), the Nature's Call ability doesn't work anymore. It used to work just fine with CoS before 1.2, but now when you cast it in battle, the casting animation and sound effect still occurs, but no creatures are ever summoned.
As I remove CoS from the Mods folder, the ability works just as intended. It only doesn't work while this mod is active. Not sure if other abilities are affected as well, as I've only noticed this with Nature's Call.
Make sure you have only one CoreMonsterUnitTypes.xml and that it is in folder /A_LHLIB_UnitStat_BG_vD/CoreReplacements/
Yep, that was it. Turns out the "Shrill Master" mod conflicts with this one. Thanks.
Incidentally, I asked that same thing in the Modding questions forum, and I got it fixed, but I may have forgot to upload the fixed version
Thank you for a very impressive mod. I are trying out the centaurs. I notice I can move them and then activate charge andanother their 4 mps out of them.giving them essentially 8 mps! I feel like I am exploiting the design or is this functioning as intenplay. I want to play the centaurs 'realistically'.
Thanks
To be honest I didn't think about that. I'll increase the mana cost from 6 to 10 in next release.
Or simply prevent their net movement from exceeding some bound... or only allow charge if they have not moved yet. I don't really understand what you mean by a mana cost in any case. Charge seems like an intrinsic ability of a unit (or does 'mana' gate how long the cool down is for a unit). Charge seems like bash for example.
Bug report: Nightsister uses the male voice set (while the archetype is Genderless, the description states she is clearly female).
Edit: I just had the Gold Rush event teleport some sort of Golem next to my civilization, I had exactly one turn to react before he annihilated the nearest city. Can we have it not do that? Because it ruined the game.
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