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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Wiki
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/
OK, so on random maps, there should be your rivers etc?
That was just an example, most of the tactical maps are additions that were required for the new burning lands and arctic terrains. To give another example, each river type has a tactical map where you can see the river floating in the background while you are fighting near the river in say arctic terrain.
What part of the thread title isn't up to date?
If you have the Rivermod installed, yes. But they will not always appear on every map.
My brain apparently... I thought you were on 1.0d, and so 1.1a triggered a flawed brain synapsis... darn lack of sleep. So the tactical maps show up for the particular types of terrain... gotcha. I'm starting to make some tactical maps and large maps since I've got control of making rivers in these maps.
I do like all the work here. You've got some good stuff going on. For the armored militia mod I've created, I know that your drota and centaurs cannot wear the lower body parts, do I need to give them their own personal armor types to account for the lack of bonuses say from boots. e.g. it would be more like +1 padded vest then +2 leather vest, instead of +4 leather armor.
Actually they specifically can wear those parts, they just don't have visuals for them. Far easier to balance it like that.
By the way, you asked how to put the tactical maps into the game. The primary way is to do it through the terraintype, where you can get a random selection going. However, you can also do it through any <Encounter> tag in either quests or goodiehut monster lairs. The encounter tactical battle only applies if the encounter members are the defending units (which is always, in the case of currently played quests).
For example the Gibbai:
Uploaded 1.1b, changelog http://childrenofstorm.wikidot.com/versions
Reliquary #6 - Fire's Heart. Lore describes it as leather, appearance and requirements classify it as chain.
Thanks, will change for next version.
I'd like to add another, thirteenth faction. I'm taking suggestions for how to improve it.
A little background first: I've had plenty of people tell me they want a human faction in this mod. To that I have always said that the vanilla game already features 6 human factions and the game doesn't need another one. However I had this idea which I think is very interesting.
Faction: Dogs of War
Faction traits:
Mercenaries
The Dogs of War faction can choose to build units using any of the bloodlines available to other factions (elves, shadows, gnomes, lizardmen and so on). The units can be designed as always and maintain their bloodline.All unit wages are increased by 20%.
Faction may have offerings from both Empire and Kingdom champions to join.
Edit: I'm also going to add some new soft races that only these guys can recruit, such as Mirror Elementals, some Greenskin, and also other featured races like Wolfmen and Gorgons.
No common ground
This faction is Neutral (neither Kingdom nor Empire) and as such certain special limitations occur:
* Faction builds Hollow Shrines on life/death shards, giving no Shard power but provides mana* Custom Sovereigns may not select Life or Death spelltraits, and allegiance-specific traits for champions are not available (such as Summon Lightbringer and Necromancy)* Faction is always considered to be "another allegiance" by other factions. This influences unit combat traits as well as diplomacy modifiers (everybody hates them)
Legacy of Serrane
Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack.
Masters of Economy
The faction can build a special improvement that provides limitless gildar growth. Gildar in the city is increased by +0.01 permanently for each turn that passes (100 turns passed = +1 gildar per turn). In addition, once this building has been constructed, all units and buildings may be Rushed in that city for 25% less cost (stacks with similar bonuses).
Masters of Trade
All trades for treaties and resources are perceived as having a 40% higher value.
Delusion of Common Wealth
Each Gildar produced in a city lowers the unrest in that city by 3% (needs to be tweaked when I dig in on how much gildar they actually produce)
In addition to the mercenaries the faction also provides its own type of unit and bloodline, which is just a human with +10% experience from battle.
Thoughts?
Hi Heaven,
I have some minor issues with version 1.1a:
- Earthshakers boots don't give the shockwave ability (or maybe I'm blind, must the champion allready know the spell shockwave or/and must the energy level be exactly 5?)
- The tactical health regen from "Born in blood" (blood forge) does only apply at the first turn in combat
I will send you some unit designed when I'm done with my current game.
And over again this mod is fantastic, thanks for your hard work!
Thanks for the bug reports, I'll fix them in next release. The shockwave ability is supposed to show up as a skill when you have 5 or higher. In next release it will be as a Spell instead.
The only problem I see on the idea of the Dogs of War is that they are mixing two things: on the one hand the being merchants/money producers; on the other, being mercenaries. The idea of gold reducing unrest is great for a mercenary city; as is No Common Ground. But Legacy of Serrane, Masters of Economy and Masters of Trade I don't see as fitting (as a matter of fact, it seems to overlap with the dear Mancers...). In my mind, it would mean that they are a civilization that tends to create a good economy, which is not exactly very mercenary-ish. Rather, a mercenary civilization would have to be dependent in continuously being fighting someone or something... or fall into real troubles.
An option I think you could consider is something like:
Spoils of war:
-The dog of war factions obtains extra money by fighting. In the case they fight vs another faction, they actually take the money from them (don't know if this can be implemented).
It would be more mercenary-appropriate because it would mean that their wealth comes not from their own industry but from war. It would also make them dependant on there being always enemies arround. It would also require a lot of work for tunning it, for (at least in my mind) it should allow them to maintain a great army when wars are going well but just as well sink them when there's no one to fight or when they are actually losing.
As an addition, I don't know if it can be implemented, but making the ai more likely to pay them to start a war against someone would fit very, very well.
And, by the way, great mod. I have been using it since I started playing and only for the reliquary it is already more than worth it.
I can see where you're coming from. Basically they shouldn't be named Dogs of War, instead the Merchantlords of X. That they can hire mercenaries is a perk, but the faction does not only consist of mercenaries looking for hire. Rather, it is a group of merchants that, through their skills in the marketplace, have attained power similar to nobility in the other factions.
Rivals to the Capitar -- if using the other lore (but for straight CoS, a relatable faction to the Capitar, nice)
I like the idea, could give a really unique flavor by allowing the mixed bloodline units.
Small Bug: When building a Witch Market the city suffers a -2 gildar per turn penalty as long as the Market is in the queue. It shows up as "Witch Market x2". Once it gets built then it settles down to a -1 gildar per turn expense as normal.
Excuse me good sir, as living stone, I am unable to make sions. Intended?
Living Stone faction is Kingdom, so yes.
I will fix the Witch Market issue in next release.
Ohm. I see what you mean by that. It sounds quite cool too but... I don't know, it overlaps a little with Capitar (they too are called Merchantlords). Which is ok, but your mod (to me, at least) is up to include pretty original factions and this one, while original in the mechanics, wouldn't be so much in regards of the lore. Add to that how Capitar would actually have many of those mechanics (particularly the one of being neutral) if they had been able to include it during development. If I remember correctly, according to lore they actually had slave pits, right? I never saw them so much as a Kingdom.
Aaaand... I must also admit the mercenaries sounded a little more particular to me! There is already Merchants; there is not a mercenary society. But of course, it is up to you as creator. And as a person able to actually mod these things, because I wouldn't know where to start
Hi all,
as Legendary Heroes are installed under "steam", i have problems to use the mod.
The instrucctions says to install in "Documents/My Games/LegendaryHeroes/Mod" but the game is automatically installed on "C:\Program Files\Steam\steamapps\common\FE Legendary Heroes"
So, what i do is put the folders of the mod on "C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\mod" folder, and move the tactical maps to "C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\data\Maps\TacticalMaps"
I also activate the "use mod" on options.
BUT the mod dosent work. The game just ignore it and i dont see how to make it work.
Any help will be appreciate.
THanks
The game is installed in
C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\
but there is a separate documents folder that is installed for the game
Documents/My Games/LegendaryHeroes/Mod
this is the location where you must install mods and not in the FE Legendary Heroes directory. They have set it up that all modding is done from the documents folder.
Hi, I download the COS mod and tried to play it but several of the races models seem missing (The frost giants, gnomes, Living stone, lizard men, Elves, and angels are there, but the skeleton King, chaos legion, Shadows, Drota, and Centaur Avatars/troops are not.) Reading the Wikki it says to run the game as a administrator. However I have the game from steam, and unlike my copy of Fallen Enchantress, right clicking on the game icon does not give the option to run as administrator. Any help would be greatly appreciated! I'm running windows 7 vista if that's any help
TIA
Winter
This indicates that the mod was not installed in the right place. Specifically the /Gfx/ folder has not been extracted into the /mods/ folder.You will likely encounter other issues as well, so make sure you read the readme.txt instructions and follow them.
Not creator of those but i am just curious did you look at the little mods at nexus to make golems and summon daemons incerted in research as faction pick traits ? And what do you think of them. Mainly asking becose maybe they could add some fluffy flavour to white golems / demons . Like when they run out of there specific resources . Well the demons for sure ( dont like kingdoms so cant recal off hand on white golems ) They could use those guys ? Maybe with 1 per faction specific building in capitol or something .
http://fallenenchantress.nexusmods.com/mods/1857/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D1857%26preview%3D&pUp=1 golems i think
http://fallenenchantress.nexusmods.com/mods/1856/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D1856%26preview%3D&pUp=1 demons i think
I'm not looking to expand the mod in that direction, but you can already make golems and demons when you play those factions from this mod.
I like the mercenary idea - could also go the route of a 'league of nations' or something similar to get you access to other units.
It does seem simpler to go with mercenary though, and I don't actually mind tying into increased gold production.
I could also go the other way with the merchant lords - high gold, ability to hire mercenaries.
Something to consider - mercenaries could be experienced units you can buy from the get-go. High quality gear, large group size, high cost, but unable to be designed/modified. You get what you get, and the cost should be prohibitive enough that you would need to consider hiring/firing. "Training time" = time for the existing unit to report to duty.
In that case, your resources - iron, crystal - would be available to design your own normal human/weaker units or to be sold off for more gold. (unless you can modify upkeep to be iron/turn or crystal/turn).
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