This mod is for everyone who wants more unique factions for large maps or is just tired of the same old factions. The ultimate goal of this mod is to allow players to try new play styles and keep the world of Elemental interesting.
In addition to several new faction traits the latest version includes includes two completely new races known as the Hashaini and the Hunduran. These new factions have custom units and traits. This mod also replaces and redesigns Capitar and Umber in order to make them more interesting and complete.
Currently Included Traits:
Strengths
Archaeology: Ancient Temples give +2 Research and allows you to build Excavation Sites on Clay, which produces 1 research as well as a material.
Mercenary Legions: Units are trained 20% faster, and unlocks the Mercenary unit trait which gives a unit +1 Level, +1 wages, halves XP earned, and -40 to build time. Allows a player to build large temporary armies quickly. Also unlocks Alchemical Bombs and Catapults.
Horse Lords: Stable and Ranch tiles grant +1 materials, unlocks improved Destrier mounts, and Horse Markets which produce horses.
Kennel Masters: Allows players to build Blood Warg Mounts, and Warg Markets which produce Wargs. Warg Kennels, and Dens also spawn Hunting Warg packs.
Trade Houses: +15% to Gildar, and unlocks the Acquire Metal and Acquire Crystal Spells. They allow you to trade 50 gold for 10 metal or crystal.
Faith: Blesses all your unit with +10% Spell Resistance, and -5 unrest in all cities. Unlocks Amulet of Faith which boosts spell resistance and damage versus Elementals, and the Pilgrimage enchantment which boosts growth per essence in a city.
Purification: The opposite of Corruption. Unlocks the Purify spell which converts shards to life shards, and searing Light Spell which damages Twisted. More spells to come.
Extortion: Replaces Consulates with Tolls which produce 2 Gildar in the nearest city and require no tech. Black Markets are more effective and can be upgraded to Shadow Guilds.
Knife Fighters: Replaces shields with offhand daggers and swords which increase attack and can be thrown.
Weaknesses
Corrupt: -10% to Gildar and -1 fame every 10 turns.
Skepticism: -10% to Mana. Oracles, Temples of Essence, Sacrificial Altars, and Clerics are disabled.
Here you can see the Umber Redesign and a Hashaini unit in custom leather armor.
Factions
Umber: Kennel Masters, Master Chain, Assassin's Tools
Capitar: Civics, Trade Houses, Mercenary Legions
Hashaini: Knife Fighters, Extortion
Hundura: Horselords, Warrior Caste
Races
Urxen: Recieves double the normal Swarm bonus, and unlocks WildStrike ability.
Hashaini: +7 Critical Chance, Unlocks Dirty Blow ability.
Hunduran: +1 Initiative, +1 Dodge per Level, and unlocks Resolve Ability.
Notes
-Thanks Aerion Istari for the sweet jewelry art.
-Thanks Heavenfall for the Duel Wielding skeleton.
-As you should whenever you create a new faction you should play through with them once and create units for them before letting the AI play as them.
-This is compatible with my Age of Fangs 2.0 mod, AI Plus, and Black Market Bazaar.
Download: Here *For LH v1.4
If you have an idea for a new or existing trait feel free to post it. I am always looking for cool ideas. I especially like ideas that make factions play differently.
Once unzipped all the files can just go in My Games\LegendaryHeroes\Mods except the files in the Gfx folder which go in My Games\LegendaryHeroes\Mods\Gfx, and the files in the Tiles folder which go in My Games\LegendaryHeroes\Tiles.
Please post any bugs.
As I said my units are tied to Faction not Race. So they won't show up for custom factions. I might change this but it still accomplishes the main purpose which is to give the AI units to use.
I can't just remove it though as it needs to only be useable by mounted units. Are you sure it is not upgrading? It does for me. Do you have enough resource?
Hi DsRaider.
Well you must be sick and tired of me but you haven't complained so i'll keep at it.
* The new Urxen race still has the faction prestige attached to it, it still grants you bonuses to growth like in FE depending on your sov level.
* Another one with the Urxen, the pioneers don't cost population so they are really cheap .
I don't see a problem with the unit Designs DsRaider provided, actually the new Hundura faction fares well with its unit designs, better than many of the vanilla 1 trait or traitless units that are just cannon fodder and the ai loves so much.
I'm a pessimist with no illusions as to the quality of my code, so if no one is complaining I just think no one is using my mods. So I'm happy about all the recent complaining in this thread. In fact I wish people would start complaining about my Age of Fangs mod. It's compatible with this one.
The stuff you reported and a similar bug with Hashaini Pioneers have been fixed internally. I plan on waiting a bit before uploading a new version though.
At the unit design screen in text when i select the upgrade path says it's the lance weapon("Steel Lance- Upgradeable"), but the visual is just the basic spear(maybe even a little shorter than the normal one? But definately not the lance visuals). When trained and used in tactical battles or seen on the strat map, they also are shown with the basic spear. Since the weapons are tagged as spears in the upgrade path, I assumed it was an error with the mounted stat forcing me to choose upgrade path, which then uses spears instead.
Updated to v3e!
Just a few bug fixes. I think the reason you weren't seeing upgraded spears was an art glitch that I have now corrected.
Awesome! I''l try out the new one in about an hour when i get off work. Kind of wierd that it was jsut an art glitch, since when i disabled the mounted prerq it showed the new lances instead of spear.... Then again I'm not too fluent with FE modding so maybe it makes perfect sense. Anyways keep up the good work, I freacking love your mod!
EDIT: On a different note, lances do seem rather OP. I killed delyn pyre of man with a level 7 antuccios and 2 level 4 4 man groups of light cav due to permanent dazing of pyre. I don;t think trample has ever NOT dazed, it seems like 100%. I also lowered the range to 2 instead of 3 as it is better than impale, so i thought it felt more balanced as only being able to trample a single unit, trading damage for daze. It could just be I'm extremely lucky, but i think the 66% isn't working as intended. Possible needs to be '.66' instead of '66'?
Roger that. I peeked into the XML of the AddFacUnits. (Typo! Eeek! Spearholder's Internal name is spelled Mandura)
The generic sovereigns have starting units defined, but the units themselves don't actually exist in the XML file (Spearman/Militia)
I plugged in the code below, so at least you get the 2 starting units with a custom sovereign;Note: Sorry for the wall of text. This is the kind of thing I would normally hide behind Spoiler tags =/
You can put .xml in code tags using [ code="xml"] ... [ /code] (without the extra space).
Thanks, not quite what I was looking for, but better than the unformatted wall of text
I've been trying to think of a fun way to make a tall faction. How does this trait look?
City-StateCannot build Pioneer.Can build special unit called Explorer. Like pioneer, but can only build outposts. Still costs population.Auto-razes cities upon capture.Can build special building called "Heart of the City". Heart of the City upgrades as follows: City Level 2: City can build all buildings, regardless of city type. City Level 3: City gains +2 borders. Outpost upgrade times are reduced by 50%. City Level 4: City gains +2 grain, materials and essence City Level 5: City gains +2 borders and +20% production and research bonus
Isn't the spoiler tag working any more?
Hi DsRaider,
I have a few things i would like to report:
* The new Umber faction is underpowered, it only uses 2 faction points one for wargs and one for assassins tools since chain armor costs no points.
As a very personal opinion it would be nice to have assassins tools buffed with something cool and make it cost 2 points like new crossbows/bows and a new high level vial of poison because the one it has is only useful at the beginning of the game .
* The blood warg kennel produces 0.5 wargs per turn, with the new balance this is overpowered, and besides you can still upgrade it to give 1 warg per turn, i would suggest leaving the first one like vanilla 0.2 and the upgraded one to 0.25 because it already has the benefit of more blood warg packs.
Edit: also you can build the kennel and harvest wargs without the warg tech.
Please keep up the good work, cheers!
Playing as Hunduran and really enjoying it. Good thing the horse markets are in, since i'm really short on horse resources for the first time in about 20 games. The irony!
Was there ever a spoiler tag? Stardock forums have always been.... Unique..
Yes, there was a spoiler tag introduced within the last year I think.
I created a custom faction with the trait knife fighting but...how do I use it ?!
You equip a knife...
Great mod! Update for 1.3?
i have another thing to report, the hundura militia city defenders don't show up.
Im guessing the problem is that the unit definition "Unit_CityDefender_Mundura" has <UnitModelType>ManduraMale</UnitModelType> and that's why it doesn't find the model and they don't show up.
the issues i mentioned in my last post are easily fixed, i fixed them in my game with my limited modding knowledge and if you want them i can send them to you.
Please keep up the good work!.
Edit: Also i have a question, is it possible to make the new races equip the quest pack dlc items?
Updated to v3F!
Yes I'm still alive. I just haven't had time to work on anything since school started. I have a thesis in Economics to write, but now it's reading break.
Anyway this update just fixes a few bugs the community has reported, including militia and a bug with custom Hunduran faction units.
I don't actually have most the DLC so I would need someone to give me the new artgameitem files.
Updated to v3g.
Adds Compatibility with my Armor Visuals Mod.
Updated to v3h. Adds compatibility with AI Plus. Mostly just by adding new units and some AI tweaks. Hundura should actually use horses now.
Love playing with this mod! The Hundura faction is terrific. Thank you for updating it!
I just wondered... Would it be possible to make a trait that enables you to enter the shop from unfriendly factions? I really don't want to play the Pariden, but only they have the wine my wraith-sov needs...
Oh, and can you make traits with the effects of bloodlines, for like 2 points?
Greetings
VB99
N/A
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