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

93,265 views 145 replies
Reply #76 Top

How do you plan to overcome the memory problems for all the added models and textures on 32 bit systems?

According to Frogboy, that is the main reason why the factions look rather similar.

Not trying to be negative btw. , just curious. I really like your initiative.

 

Reply #77 Top

It's a fair question, the answer is I'm not planning on overcoming the issue. You can either 1) play without mods, 2) play with mods on a 32-bit system and crash more often or 3) get a 64-bit system.

Reply #78 Top

That is my position too. Great Mods are for those that have the system to handle it. I will, however make Ivory Towers functional on 32bit Dual Core since that is what I am currently running. That will be the minimum standard though. 

 

Also, you can turn the graphics way down and still enjoy the game. They will probably enable those settings sometime near release.

Reply #80 Top

Just a small update, since they've started talking about faction differentiation being one of the main things they'll be working on from here on out, I won't be working on this mod until we're much closer to release. First, I don't want to "reinvent the wheel" every new beta patch, and Second, I'm hoping they will unlock more possibilities in faction differentiation for modders. I will focus instead on mods that aim for areas unlikely to see significant change, such as Goetia and the Rivermod. Well, that was already the plan, but it's twice as much the plan now that they're talking about their own faction differentiation.

Reply #81 Top

Quoting seanw3, reply 78
That is my position too. Great Mods are for those that have the system to handle it.
I'm of similar mind.. Great Mods gobble resources. Some will require 64-bit, four-quad, 8Gs of Ram, and a gig of GPU, + machines." I'm currently a 32 bit user who sees frequent crashes in late-game, medium mapped, un-modded games. My system is under-powered for the core game. Runs better than expected, and much better than before. But big mods are out. Mods have always been a large part of my TBS gaming. I <3 Mods. Some mods just don't fit old hardware. Others will. Oh well. Such is it. (Though I look into a $250 +Win7 +ObjectDesktop upgrade of my eldest machine.)

 

But what if..

- A module to replace 3D with 2D

Resulting in a blending of sorts, between the world map and cloth. A nice looking avatar, for unit and army, which fits the look of the terrain art. Thus, rather than rendering every unit in an army, and every army within view; can we instead, have option to replace with a 2D static image?  Lightly highlighted with a disc below, or around, the unit. Disc, for purpose of making units more visible now that they've the same style of art, as their surroundings. Also being for optional display of info, such as.. Thickness of disk indicating how many units in stack. Color indicates allegiance. ++  I think this would be a neat visual style which may also appeal to people using beyond spec machines. 

 

- Can a program be made which will render a 2D composite image from up to 9 different existing pics?

For the purpose of an update-able, 2D Army graphic, which can reflect the unit composition within the stack it represents. Could a program call the unit UI pics from the unit folder, then blend those "bust" shots together as a composite pic, which might then be displayed on the world map? 

Failing the above, can a program can be made to take a 'screen shot' of how an army is currently rendered on the world map. Then auto-convert that 2D pic to a stylized version, sharing the same look as the terrain art? I've seen programs which convert photo to comic and cartoon, mug shots to smurfs ++. I've assumed the programs were resource light, seeing as how prolific and varied they are online. Could something along those lines, offer an alternative visual style, using less system resources, leaving more room for Content and Largeness! 

 

- Would a 2D graphic option, allow users on 32 bit systems, to play bigger mods?

     Could it be made as a core module, operating ahead of every other module?

        With the pic updating whenever the 'style data' of any unit or army changes?

 

- And could a mod, tweak tactical battles towards a Battle of Wesnoth style fighting?

       Thereby allowing huge maps, with points of interest, value, and purpose

           Quests and Campaigns would be awesome played this way. Continuity within a series of tactical maps.

           A method to gain a "second map" of sorts, for explore-able dungeons, multi-army fortress seige etc.

           Options for Capture the Flag battles, Arena/Challenge fighting, Training Battles (which train AI: method of use).

           More..

 

- Could a Gnomish minded modding of the game, be made for Linux?

 

- More..

    

Can you imagine an AEon Flux mod, playing out in a visual style, similar to the original animated series? With battles playing out as a series of still shots with posing appropriate to the action? Music in the style of the series. I think that'd be awesome! And a Heavy Metal mod, and a mod for under appreciated Superheroes, Final Fantasy, GI JOE, Land of the Lost:Colonized, The Nightmare Before Christmas, Smurfs, whatever... 

 

-

 

Reply #82 Top

I'm looking forward to ExpandedFactions. I much enjoyed it with WoM. Thank you HF!

Reply #83 Top

[Apologies HeavenFall]

I lost track of which thread I was posting in. There was some thread syncronicty going on. The above were an add-on thought to a previous post, better said elsewhere than your Mod thread. Apologies.

Reply #84 Top

What would be the point of doing a "2D" mod? If you want to play great games with crappy graphics there are plenty around.

Reply #85 Top

In FE they have changed the armor models, so factions that used certain models that worked in E:wom won't work any more. So time to edit them!

Basic Golem before/after: http://i.snag.gy/AKgCd.jpg

Note the head, biceps and the chest that were clipping badly with stuff. Boots and bracers still clip a lot. Also that spike in the back shouldn't be there, wonder where that came from...

 

 

Reply #86 Top

The Death Legion will also be making a comeback. Their heads also needed adjusting to the new armor. In addition, I needed a way to differentiate between male and female. So I decided that the males will wear necklaces of red stones around their necks, while the females won't.

 

Reply #87 Top

For every model that looks right, there are probably 10 that looks wrong. And for every 10 that looks wrong, there is one that looks horribly wrong. I can only tell you that it did not suffer for long.

http://i.imgur.com/l5dDU.jpg

Reply #88 Top

The Drota and the Goblin use the same model, as they did in E:wom.

Goblin naked: http://i.snag.gy/sURMe.jpg

Drota naked: http://i.snag.gy/LgJT1.jpg

Goblins wear bones of their enemies as a sign of prowess, while the drota wear them as totems and charms. In particular they tend to put bone masks on top of their normal helmets (which was no small feat to accomplish model-wise): http://i.snag.gy/mDWWu.jpg

The Goblins are genderless (like other greenskin), but the drota are not, and so there is a need to create visual disparity between the genders. Being a hunter/gatherer society, the Drota females of course wear fewer bones on them to represent their lower status: http://i.snag.gy/gx4PR.jpg

 

 

 

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Reply #89 Top

Your modeling skill seems to increasing. Great Job!

Reply #90 Top

Thank you.

For mount, the Death Legion will be using the Behemoth model from the goetia mod.

Give us a kiss! http://i.imgur.com/iFGFz.jpg

Reply #91 Top

Despite all the work that has gone into the Drota, both back in E:wom and now, I still think they feel pretty weak (they're _basically_ goblins...). So I was thinking to myself, how can I kick it up a notch? Then I thought... why just a "notch", let's aim for full retard and see where we end up.

The Drota are now spider hybrids:

There's a bit of work that needs doing for this, most importantly the front legs of the spider model will need to be removed, plus the skin of the spider needs to be tweaked so it doesn't look like a face on the "base" of the humanoid torso. Still, this is happening.

Reply #94 Top

Spiders should use greatswords IMO.

Reply #95 Top

Oh, they will. But they'll favour archery, I think, given their quick speed around the battlefield.

Reply #96 Top

Would you mind making the Female larger and more deadly? Maybe even reducing the Male size as well? This is the way of things.  ;)

Reply #97 Top

If you don't mind my critique, they look good but I think they'd look better without the fangs.

Reply #98 Top

I wish it was doable, but alas ;(

Edit: Yeah, I've been thinking the same thing about the fangs. I'll remove them. They're even worse when actually animated in-game:

Reply #99 Top

Maybe if you just add to small spheres under each of them?

Reply #100 Top

What, pillows? You coward!