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/
jeffqytz2 while I appreciate you going through the XML, but you'll find a huge amount of issues like those. The only ones I care about are the ones that actually affect the gameplay. In your post that would be these
lines 36-58 - the "Shadow_ShardDuality" - this isn't broken, per se. I'm just not sure what it actually does now that shadows can't recruit Empire champions...does having death shard power do anything without death magic?
Thank you for those.
No problem; I was going through the XML for my own reasons. I'm one of those people who compulsively edits as I read
Shadow's shadow injury (Nightsister) is no longer relevant in LH (-1 Prestige)
Yes, my heroes get injured a lot...
Ummm... isn't prestige also known as growth, in LH. So, this would imply that this hero will give -1 growth to a city.
The Prestige resource is global but it doesn't appear on the UI until you get that sort of injury. Then it appears at -1. Since it is global the growth rate is technically divided among your cities. However I think it's just disabled...
The Pretige resource is not global resource.
<ResourceType InternalName="PrestigePointsType01"> <DisplayName>Growth</DisplayName> <Description>Growth is the amount your population increases each season. The more surplus food you have in a city, the faster it will grow.</Description> <Type>Prestige</Type> <IconColor>0,0,0</IconColor> <Icon>Gfx//Icons//Prestige_Icon.png</Icon> <ClothIcon>gfx\\TacticalIcons\\MetalOre_1.png</ClothIcon> <HideInHiergamenon>1</HideInHiergamenon> <ModelColor>0,0,0</ModelColor> <Worth>1</Worth> <Global>0</Global> <Rarity>0.0</Rarity> <Shared>0</Shared> <TradedByCaravans>0</TradedByCaravans> <Medallions InternalName="Prestige_Res_Medallions"> <All>Res_Ores_Plains.png</All> </Medallions> </ResourceType>
This injury is supposed to reduce ALL your cities growth by 1. Using ability (similar to the scholars ability)
<PlayerAbilityType InternalName="A_FactionPrestige"> <DisplayName>Faction Prestige</DisplayName> <Description>Faction Prestige acts as a growth bonus in all of your cities.</Description> <Icon>Prestige_Icon.png</Icon> <DefaultValue>0</DefaultValue> </PlayerAbilityType>
Is it not working in your game? You should have a nation wide growth of -1 (for all your cities)
I meant global as in "A bonus to city growth that is evenly distributed amongst all of your cities" which is the FE text. I used to like casting Majesty because eventually you would get a global prestige high enough to matter even if you had 30 cities.
The "Dishonored Injury" reduced faction prestige as well and it was changed, so that was what I was reporting.
RE: Nightsister - she doesn't start with any injuries in 1.3c.
I did notice a couple more things...
First - most of the champions/sovs are missing their 1% chance for criticals. The following custom champions, plus all of the pre-defined sovs, and I think all of the "generic" sovs for Stormworld factions, have this problem (I only tried a couple generics, but they had the problem, and since it seemed pervasive...
Second, many of the champions are missing sound pack definitions. This won't cause any gameplay problems other than potentially not making a sound where other units/champions would. The following champions don't have soundpacks defined:
Finally - a suggestion on the Undead faction and soundpacks - perhaps they could use the SoundPack_Skeleton soundpack? It sounds somewhat disconcerting to have the normal hero sounds, now that there are tons of random monster skeletons in the game that use their own sounds.
is this mod compatible with lastest version of LH and dlcs??
if i have only one or two only dlcs for example, can i use this mod ??
thanks..
Heavenfall will probably answer, but yes - it's compatible with latest LH (1.3).
You can use it with or without DLC.
ok thanks.. so I can buy all dlcs and play with them too...
why no one made a big mod in "The lord of the rings" or "Ice and fire" worlds?? it should be awesome...
Again HF will probably drop by and correct me if i'm wrong but I believe it should work fine with all 3 DLC. There may be a few very minor issues but we're talking stuff that you wouldn't even notice.
Yes, but it's a massive undertaking to do a complete overhaul like that.
Personally I think the LOTR thing has been done to death. Don't get me wrong I love a but of LOTR as much as the next fantasy nut, but there's already loads of games/mods out there where you can play LOTR. There's an amazing LOTR for mod Medieval Total War.... I think that's about as good as LOTR can get.
Give Children of Storm a go, lots of high fantasy stuff in there
Found an Elementium Hauberk (Reliquary #3) for the first time ever. Dragon loot, very nice item.
I think it's time I gave this mod a go, I am getting a bit fed up with normal play.
N/A
After a noble 5 years of service my GPU finally gave up. I'm going to postpone any future release until I can get a new one.
Hope to see you soon. Make sure to buy a GPU that will run GalCiv III!
I am having a problem when playing as the undead. It says my cities population cap is 0 due to lack of graves. Could someone please let me know how I can get population into my city?
Midas
The undead in this mod are not limited by "lack of graves". Are you playing another mod as well and perhaps confusing them?
Yes, it will need to be changed. Even Banshees can be damaged by Blunt and Cutting damage. The whole system now is set up to use Pierce damage as the one and only form of physical damage, and using any of the old (what is that word that refers to code that is no longer used but still lingers around? - just remembered - deprecated) damage types just results in doing damage to all units attacked as if they had 0 armor.
No. This is the only mod I have installed. Does anyone else have a problem with their undead cities being able to expand because of this? It happens for me on turn 1 so you could test it in any game.
I also have the lack of graves issue for the Undead faction. No other mods installed either.
Edit: I took a screenshot of it here.
I can confirm also. Also, if you look at the "Growth" statistic for the capital, you'll see "Growth capped to 0 by Grave Limit". I random sampled other races (Golems, Frost Giants) and it's not affecting them.
I believe Stardock must be planning something with undead. There are a couple new undead model types in 1.4 (Skeleton and Banshee). I suspect there may be a naming collision somewhere...but I tried modifying the following to no avail:
I also did a search on the game XML files for "Grave" but didn't see anything that looked like it applied, so if there is something, it's presumably tucked away in the game internals...
In the .exe there is GrowthGravesCap which links to elemental.str
so... future content?
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