Heavenfall Heavenfall

[merged] ExpandedFactions 0.2.1 for FE 0.86

[merged] ExpandedFactions 0.2.1 for FE 0.86

 

This mod has been merged into the Stormworld mod pack. This topic will not be updated.

 

 

 

 

 

 

 

 

 

ExpandedFactions 0.2.1

for FE 0.86

 

Players are recommended not to design their own sovereigns or custom factions using these factions. Results will be varied.

 

Players are advised that when un-installing this mod, you must delete all the unit designs that you have made yourself for these factions. They are located in C:\Users\yourusername\Documents\My Games\FallenEnchantress\Units\. Failure to do this will lead to your game crashing at sovereign selection screen when you start the game without the mod.

 

Do not report bugs or feedback for the FE beta if you are running a modded game.

 

This mod will not function with any other mod. This will change closer to FE release.

 


Installation: Extract all three folders straight into C:\Users\yourusername\Documents\My Games\FallenEnchantress\Mods\

Un-install: Remove those folders, and see the warning above regarding un-installing.


Content as of 0.2:

Seven factions are in (Frost Giants, Drota, Angels, Living Stone, Greenskin, Golems, Centaurs). They have faction abilities, special unit traits and faction mounts (except angels and drota who do not use mounts).

This is a Work In Progress, which means a lot of things aren't as they are going to be later on. That said, the mod is perfectly playable and if you find a bug, please report it in this thread.

 

 

 

 

 

 

 

 

 


Just a post to contain information about the upcoming ExpandedFactions mod for FE.

The planned factions:

Kingdoms:
Shadows (http://i.snag.gy/8oVAO.jpg )
Gnomes (conceptually somewhere between a hobbit and a dwarf - small, but not fat. Vicious. Crafters & Traders)
Elves
Angels ( http://i.snag.gy/oYxRs.jpg)
Living Stone
Centaurs ( http://i.snag.gy/nz2jT.jpg )

Empires:
Golems ( http://i.snag.gy/AKgCd.jpg  )
Frost Giants
Drota ( http://i.imgur.com/2COwB.jpg )
Greenskin (Orcs & Goblins)
Death Legion ( http://i.snag.gy/HTl2u.jpg )
Undead (Skeletons & Zombies) (this one may go or stay depending on RavenX's modding)

 

Mod goals:

- Introduce High Fantasy races to the game
- Keep it modular - no more weird dependencies
- Keep it balanced - these factions should go toe to toe with vanilla factions
- Each faction should have features that makes the gameplay different
- Each faction should be visually distinguishable

93,224 views 145 replies
Reply #51 Top

Quoting seanw3, reply 47
Oh god!

I need to learn Havoc. Today.

I would appreciate a quick tutorial on loading a basic unit designs from FE or WoM and then I can just go on Youtube, I assume, and watch some example videos to learn the rest. That is just too cool to let you have all the fun.

 
This is the first step: getting the models out of the game. https://forums.elementalgame.com/399409

You'll want to acquire 3ds Max 2010 32-bit, and Maya 2010 32-bit, and havok content tools 32-bit version 7.1 (do NOT get 2010). Also, 3d ripper DX, version 1.8.1.

If done appropriately, it should net you one model ripped from the game with UV maps saved. I would recommend starting with a sword or something non-animated to understand the process. Then, when you want to bring a 3d model you've modified back into the game, go here: https://forums.elementalgame.com/401142 install it, and follow the instructions as far as you can, then send me an e-mail when you can't.

Let's just be clear about one thing, and I don't want to discourage you because I believe the investment is worth the time, but... there is nothing "quick" about this. I can say that, once learned and set-up properly, export/importing models is minutes work. You're looking at hours for your first stuff.

Edit: just so you understand what the different programs will do. Havok content tools allows you to view models on their own from elemental. 3d ripper DX rips them from havok content tools (the preview tool). 3ds max allows you to import the rip, and export it to maya. Maya allows you to export a model back to havok. Full circle, baby.

 3ds max can also be used to export to havok, but I recommend against it. Sooner or later you'll want to export something that is animated or bound to a skeleton, like a head model, and then you'll need maya. So might as well use it from the get-go.

Reply #52 Top

I actually respond better to difficult challenges than most.  :banhammer:

I will e-mail you when I need help, but I need to be able to do this. Mater how long it takes. Thanks for the help!

Reply #53 Top

Quoting Heavenfall, reply 50

Quoting jshores, reply 49
 

As would I. Is there a way to lock that now? 

 

Yes, I made a post about it here: https://forums.elementalgame.com/415919/get;3073202

 


Quoting jshores, reply 49
 

Also, is it possible to restrict paths for champions. For instance, if a champion has "Path of Defender" I don't want him to have the possibility of picking up "Path of Assassin" later on.

Yes, create a new global unitstat, set it to <DefaultValue>1. Then, create a modifier inside each path in the abilitybonusoption, to reduce that new stat by 1 for each path chosen. Then, create a prerequisite for the unitstat inside each path, demanding it be at least 1 or the path will not appear.

In essence, everyone should have 1 of the stat. But, as soon as any path is selected, that number will fall to 0. The path traits will require at least a 1, which means that they will never appear.

 

Incredible idea on limiting the paths. I imagine the same could be used to create class specific armors and weapons. 

I read the thread you linked to before and after your post, I still can't find anything about locking the ability to build custom units. If it is not possible right now, it's not a big deal anyway seeing how this is going to be a SP game. 

 

Thanks again for your help!

Reply #54 Top

Unfortunately, the same idea cannot be used for items, items don't respect prerequisites for unitstats other than unitlevel. I have a request here for it: https://forums.elementalgame.com/417022/get;3071746

As a modder, you can create custom designs that cannot be altered by the player in-game. The post I linked above was to indicate that the AI would build such units.

 

Reply #56 Top

Quoting Heavenfall, reply 54
Unfortunately, the same idea cannot be used for items, items don't respect prerequisites for unitstats other than unitlevel. I have a request here for it: https://forums.elementalgame.com/417022/get;3071746

As a modder, you can create custom designs that cannot be altered by the player in-game. The post I linked above was to indicate that the AI would build such units.

 

 

Ah ok, that is close enough. I want to restrict it to the player as well, but it is not that important. It is a shame about weapons, hopefully they will see it our way :).

Reply #57 Top

I don't understand, how do you want to restrict it to the player? Do you want to create a unitdesign that only the AI can use, and can't upgrade?

Reply #58 Top

I want it where the player cannot design anything in the unit designer. I'll probably be the only person playing the mod so in retrospect there is no reason to really remove it, besides aesthetics.

Reply #59 Top

Imho, a big problem in E:wom was that people had half-finished mods they didn't release. Release everything! If 1% enjoys it, or 1% can be used in another mod, I think it's worth uploading it and just making a quick post about it.

I'm sending you a PM with modded UI files that will hide the ability to design your own units.

Reply #60 Top

Although you have a good point, I doubt that a few half finished mods would have improved the modding community. But who knows, maybe someone could use some of it. So if I ever loose interest in any of my (as of yet unstarted) mods, I'll think about releasing them as is, ok? ;)

Reply #61 Top

I was quite selfish with my mods, but they didn't work with After the War anyways. This time I am going to share and be modular. 

Reply #62 Top

Quoting Heavenfall, reply 59
Imho, a big problem in E:wom was that people had half-finished mods they didn't release. Release everything! If 1% enjoys it, or 1% can be used in another mod, I think it's worth uploading it and just making a quick post about it.

I'm sending you a PM with modded UI files that will hide the ability to design your own units.

 

Well crap. I wrote out a reply to this and somehow I wasn't signed into the forum. 

I intend to release all art assets, useful XML and custom tiles I create. But I won't be releasing all those things combined into the "Jshores uber MasterOfMagicDominions3AgeOfWondersCiv4DarkAgeOfCamelotShadowbaneMagicTheGatheringDungeonsAndDragons mod" that I intend to make.

Basically, I intend to release everything that can be useful to other modders for their mods :).

Reply #63 Top

Art assets will be the biggest help. Make lots of monsters!

Reply #64 Top

Yeah, that's how I have my stuff planned as well. Keep it modular, revolving around the main game. Then players can pick and choose.

Reply #65 Top

That is probably beyond my abilities. The original art content I contribute will probably be icons for spells and gear. :thumbsup:

Reply #66 Top

Just another thought for your Gnomes race: why not include halflings and dwarves with the gnomes and make it a littlefolk or something. Since the devs are adding non-champ magic users, you could suit the gnomes for INT, halflings for DEX, and dwarves for STR just as D&D would put them. Just a thought.

Then, obviously, along these lines you could have all the different varieties of elves, too.

Reply #67 Top

It isn't just about calling them different things, its about having a visual identity for them. Unfortunately, I have only one littlefolk model at the moment.

Reply #68 Top

I understand that, in D&D they all looked very much different

Reply #69 Top

Just a small update on what my plans are.

My main effort will be going into the Goetia mod, it has my highest priority since it is an area (summoning) I want to make more important in the game.

ExpandedFactions will be the 2nd mod I'm working on, but it will have a longer development time than I anticipated. The reason is when I started adding these faction-specific goblin units to the greenskin faction, it really lifted the game up a very long way in terms of fun. So, I've decided to make for ExpandedFactions a sub-mod (a mod-mod) that adds these unique units to every expanded faction. That mod will be done at the same time as I do the expandedfactions. Thus each faction is going to take a lot longer to make.

There is also a third mod I'm working on, which will be revealed at a later date.

Reply #70 Top

Today I spent some time building a script to help me with some background stuff. As you know, each faction has a number of unittypes that become available at different times, such as "archer" and "knight". The problem is that these are actually crucial for the AI to function. But they also contain a LOT of data, such as what model to use, what unitstats they have, and how they feel in the morning. In addition, when things change, they change pretty big. For example, when we moved from beta 1 to beta 2, every unit changed its initiative to 20 instead of 10 default. And there were also a myriad of other small changes like that. To make things even worse, I know for a fact that Frogboy is looking to add even more unittypes. As you can imagine by now, the idea of updating a mod based on these pieces of data is starting to sound extremely painful.

So I basically built a script that allows me to select one of the already existing factions, reads in their data, then replaces things that need to change with what I want, then spits it all out again. So rather than having to study miniature changes in every patch, I can just run this script and have a finished setup done in a second.

It also made some funny issues appear. For example, the living stone only have one model for their units, and yet they have different genders (unlike the greenskin that don't have any genders at all). So, that's something that will need adressing since the players should be able to tell a male from a female unit by looking at it.

Reply #71 Top

Can't wait to try it out, looks like it will be the perfect addition to this game. Honestly it seems like alot of work but I guess you enjoy doing it? I will enjoy it immensely in any event ;) I am curious though, is it fun to think/plan and build a mod or is the fun the end product and playing with it?

 

Reply #72 Top

I think it's something you build up to. I mod because I enjoy bringing "life" to different things. But at some point, I already have a vibrant world to play with. So you start out enjoying modding very much, but playing with it not so much. And when you're done, you don't want to mod more, but play much more.

Reply #73 Top

One thing missing from the vanilla game is a simple way to understand what unitstats the faction has (and they ARE different). Seems obvious to put something like this in: http://dl.dropbox.com/u/32649007/FallenEnchantress_1331209882.jpg

Reply #74 Top

Here's a 0.1 version of the mod. Only the Angels, Greenskin and the Living Stone are in. It's a massive WIP, but I figure it should be good for a playthrough if anyone's tired of the current beta.

http://dl.dropbox.com/u/32649007/ExpandedFactions0.1.zip

Factions don't have anything special except their faction bonuses, a couple of unit design traits, and a race mount.

Edit: Just to be clear, the unique units for each faction aren't in.

Reply #75 Top

To deepen the lore of the individual factions, each faction will also come with 3-4 champions that go into the general pool to be found and recruited when exploring the world. http://dl.dropbox.com/u/32649007/FallenEnchantress_1331382499.jpg

Edit: Oops, it says human... should be living stone.