Heavenfall Heavenfall

[eMOD] Elves 1.1 for Elemental 1.09E

[eMOD] Elves 1.1 for Elemental 1.09E

Note: This mod has been merged with ExpandedFactions as of 1.09p. Updates to the Elves faction will be posted only there.

 

The modding community proudly presents

Elves

A new Kingdom faction

 

.Background

The elves were once a weak race. They lived in the forests of the world, trusting in nature to provide both protection and comfort. But when the Cataclysm happened, the forests of the world died. Robbed of their living places, the elves turned to the channelers who possessed the power to bring life to the world again. The elves set about to rebuild their civilizations of old, where mighty cities, a strong arrow and hard labour protected the forests, and not the other way around. The elves, it seems, will never be weak again.

 

.Features

New faction: Elves
Elves play as Kingdom, with kingdom technology and Kingdom magic (all stats are standard, nothing is rebalanced)
New unit and hair skins
New city tiles for all buildings (high quality/low quality sets, low quality installed by default)
New diplomacy units for the Elves (Venomous sisters, Shrill champions, Guardians of the Drath, Forest dragons)
Includes some custom weapon models (see the headline .Weapon Skins below)

 

.Download links

https://www.wincustomize.com/explore/elemental_war_of_magic/6/download 

 

.Installation

If you do not wish to change between HighQuality or LowQuality tilesets, there is no need to touch the .rars within the .rar

Both folders should be extracted to your C:\Users\yourusername\My Documents\My games\Elemental\Mods folder. You should end up with two folders placed like this

- C:\Users\yourusername\My Documents\My games\Elemental\Mods\CPELF

- C:\Users\yourusername\My Documents\My games\Elemental\Mods\Gfx\

 

.High Quality or Low Quality tiles

This mod contains two tilesets that are very similar. One is considered High Quality, and one is considered Low Quality. Under production, the original tileset (High Quality) was putting a lot of strain on the FPS for the user. Thus, a Low Quality set was created out of the High Quality set. By default, the Low Quality set is used. If you wish to use the High Quality set, you can find the CPELF_HighQuality.rar inside the download package above.

 

.Weapon Skins

The following weapons have been added as re-skins to current weapons. They are exactly the same in every sense, except they use a custom model. They do not replace the original, you can choose from both. They are added only as an option for the user to customize his units better. Re-skinned weapons have a (*) after their name in-game.

At this point, no bow models have been included due to issues with modding.

Lord Hammer = Elven Naginata
Claymore = Elven Great Blade
Claymore = Titan's Blade
Short Sword = Elven Short Sword
Broadsword = Machete
Longsword = Huge Machete
Axe = Wakizashi

 

.Project info

The Elves mod is a community project, made with the intention that whoever wanted to help out could. It was to be a mod with an open door policy. The goal was to make individual modders step up and contribute with what they felt they wanted to contribute with. The objective was to put something that looked like an Elven faction in the Elemental game. The project was started on September the 15th and reached a release state on the 8th of October.

 

.Credits (in alphabetical order)

3DGrunge (weapon models)
crystlshake (tiles)
Djohaal (tiles)
fairwater (tiles)
Heavenfall (moderator, XML framework, tiles)
HooblaDan (tiles)
Jharii (tiles)
John_Hughes (tiles)
jshores (tiles)
Kalin (diplomacy unit, tiles)
Novaburst (tiles)
oddrheia (diplomacy unit, tiles)
Raven X (model skins)
Wintersong (XML framework)

If you are looking for information on exactly who did what, visit the original thread here: https://forums.elementalgame.com/396640

 

.Info for modders

- All assets in this mod are released for general use. If you use the unit skins you must credit Raven X. If you use the weapon models you must credit 3DGrunge. If you use anything else, you must credit this mod.

- Kingdom Racemodders using a custom RaceClassification should be aware that the LIBracemod (Kingdom only) is used https://forums.elementalgame.com/397668

- Kingdom Racemodders using a custom RaceClassification should be aware that this mod also disables Drath, Shrill, Young Dragons and Spiders for your faction. This will be removed in 1.2 of the Elves mod.

- Any racemodder using a custom RaceClassification should be aware that Sion_Head has been disabled by this mod. It will no longer automatically apply to every modeltype in game. You will need to properly assign heads as gameitemtypes to your modeltype. If you are unsure how to do this, check out CPELF_Core_Skins.xml the second half.

- If you wish to include the Elf race in your mods (please do) for equipment, armor, weapons or improvementttypes, be aware that the Elves use custom modeltypes (CPELFMale and CPELFFemale), and uses a custom tech tree (standard techs with a CPELF_* addition, so for example Logistics_Amarian become CPELF_Logistics_Amarian).

- Be aware that the Elf faction uses 100% custom buildings, armors, weapons and most accessories. Thus, this mod will work very poorly with any mod trying to rebalance the game. The elves will simply use the standard versions, not the rebalanced versions. Unfortunately, at this point, that is not easy to avoid. I have made suggestions to Stardock that will hopefully improve that situation. All improvements and itemtypes have been recreated using the naming scheme for techs (for example, K_Hut becomes CPELF_K_Hut, and ClothHelmet becomes CPELF_ClothHelmet). In effect, all itemstypes and improvementtypes have been cloned.

 

49,731 views 45 replies
Reply #26 Top

Quoting UltimateElemental, reply 25
Hi,

Great mod Heavenfall.

I've uploaded it to:

http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/large-mods/Elves-1.1-for-Elemental-1.09E/

 

So you can have another download location. Please keep me informed of updates.

Also, as you improve the mod can the Master of Magic mod team make use of your work?

Thanks!

Yes, you can.

You'll have to stay updated for updates to the mod yourself, however. Updates will be posted to https://www.wincustomize.com/explore/elemental_war_of_magic and this thread.

Reply #27 Top

nothing to add, but, thanks for the mod.

 

just playing my first game through with it and it's really cool. I think just having played vanilla Elemental it's nice to see a fresh set of buildings. It's all so green! :)

Reply #28 Top

Quoting Fearzone, reply 24
Aerion, I'm an old fart too.  Can you upload those?

 

I'll see what I can do.  I've created my own faction and some other stuff too so let me see how easy it is to separate this out.

 

Edit:  I believe this should work for you:  http://www.curtis-home.net/Files/CPELFHighElves.zip

 

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Reply #29 Top

Quoting Heavenfall, reply 1
 

1.0 to 1.1

Fixed level 2 cityhub in Low Quality set from appearing, making it impossible to build in the town

Elves can now build the standard diplomacy units as well as their new ones

Fixed some duplicate weapons on sovereign creation screen

You do awesome work (and in this case, so did your team)!!!

If I have Elves v1.0, and I am using High-Res Tiles; don't care that much about the diplomat; also don't mind the duplicate weapons; am I cool keeping the v1.0? 

As of now, v1.0 works great and I just don't want to mess it up, so if there is nothing "essential" besides these three items, I'd rather wait for another update. Do you think that would be ok, or would you definitely suggest getting v1.1

Thanks for all of your hard work!

Reply #30 Top

There is nothing essential if you are using the high quality set.

Reply #31 Top

Ok, that is awesome.  Thanks for the quick reply! 

NOW BACK TO WORK DOING THAT STUFF YOU ARE SO INCREDIBLY GOOD AT!!!

 

}:)  :inlove: :drool: :| :grin: }:) :erk: 5* 5*

Reply #32 Top

Alright, I have a quick question: say you are creating another race of elves--a cousin species, let's say--which I've been doing, and would like to use the same city tiles and the same clothes as are already in the community project, but there will also be some differences when it comes to overall appearance and style.

Is it possible to use the same clothes and the same tiles by a race that isn't CPELF (without copy/pasting all the files, and editing each object to specify my new race)?  In other words can my new race just piggyback off the community elf project files? 

I'm stuck at the clothes right now.  They are specified to by used by "CPELFMale" or "CPELFFemale," but if I specify myself as that, then I end up with all the other "CPELF" specific equipment that I'm trying to change out.

Quoting Aerion, reply 28

I'll see what I can do.  I've created my own faction and some other stuff too so let me see how easy it is to separate this out.

Edit:  I believe this should work for you:  http://www.curtis-home.net/Files/CPELFHighElves.zip

Thanks man can't wait to check it out.  They look very Tolkien.

Reply #33 Top

the supportedunitmodeltype tag is specific, unfortunately. You either need to use the CPELFMale / CPELFFemale modeltype, or you need to make your own clothes.

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Reply #34 Top

Thanks, I was wondering if someone had already cracked that nut.  I'll keep at it.  This is unfamiliar to me where data tells you whether you can use it or not, and if you can, insists that it IS used.  I'm loving the mod overall.

Reply #35 Top

Today we hit 500 downloads, so good job everyone who contributed.

Reply #36 Top

DL'd this and really enjoy it and well done to everyone who made this.  Have a few questions if you dont mind.

 

1-Since population is now a resource and the elves seem to be limited to 1 of each building, do you think elves will get behind in tech and money quickly?  The only solution is to then build lots of elven cities, but I think at some point that would be too much.  The 2 games Ive played(testing out to see if i crash) I have played about 100 seasons, and already can tell Im falling behind, both in currency and research.  Just wondering if the elves will be able to build more buildings at the expense of say more population?  Say a normal building takes 5, then elves would do 10 or so.  Not sure that makes sense as it seems to make the elves "weaker" in a way.

 

2-On the Elven sov, it seems he cant use certain items like the +1 movement speed boots and such.  Just curious why that maybe.

 

Love the mod, love the work you guys did!  Kudos and keep it up!

Reply #37 Top

I'm planning on updating the mod eventually, so it's going to work just like any other kingdom faction.

Posted this in another thread

The reason that I haven't is because elves require a much more significant effort than these factions. Essentially, for these factions, I just need to copy armor values. For the Elves, I need to copy armor, weapons, mounts, clothes, buildings and 10 other things. I'm almost certain a lot of those things will change between 1.09n and 1.1. So, I'm holding off on updating elves until they release 1.1.

Basically, I don't want to waste 3 hours doing very tedious work that will have to be re-done in a week, just for a beta client most people aren't using anyway.

 

Reply #38 Top

I understand and thank ya for your hard work!!

Reply #39 Top

As race bonuses for Elves, I thought I'd do

Brothers in Arms - Elves are united, as a race, like none other. Elves can train squads (units with 4 warriors in) without building the prereq building in any city

Sworddancers - Elves are trained in the art of swordmanship from their births. Elves suffer only half the extra training time from training a unit with any type of sword.

True Dedication - When training higher quality units, elves not only gain the standard bonus to health, but such training also increases their dodge and accuracy by 1 for each quality level (0-1-2-3)

 

And Race Flaws

Hope Abandoned - When the forests of the world died, many elves slipped into melancholy. Elves may not build a Beacon of Hope.

Keepers - Elves extract materials from the world around them only with the greatest imaginable care. Elves produce 20% less materials in all Elven cities.

 

Comments?

 

 

Reply #40 Top

I like the weaknesses you've outlined.   What about giving them bow expertise instead of sword?   They are more like the wild/wood elves right?

 

Brothers in arms may be too powerful, but I'm not sure.   What about making them a bit weaker (Constitution -wise) to make up for some of the benefits?

 

Just some thoughts.

Reply #41 Top

A lower health is out of the question, too damaging with all the multipliers. I might just remove Brothers in Arms and lower Keepers to 10 or 15%.

I don't want to touch the balance of bows.

Reply #42 Top

You are right about bows right now.  We definitely need a balance pass before they are used seriously in a mod.    What about lower strength instead of lower health?

 

I like the brother in arms idea. Maybe give a bonus when they do form a squad as opposed to making squads easier to form. 

Reply #43 Top

15% sound about right. A Workshop provides 10% iirc, so it would force the Elves to build 2 extra's and only be up +/- 5%. Easily overcome with Gildar input but sounds fair for a weakness.

Reply #44 Top

They should be able to use bows from the start, they are Elves after all.

Reply #45 Top

Uploaded the new Elves as part of ExpandedFactions 5.0