Heavenfall Heavenfall

[eMOD] Stormworld 1.5x for FE 1.32

[eMOD] Stormworld 1.5x for FE 1.32

 

 

 

Stormworld

a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.

(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)

Download

Wiki with installation instructions

 

 

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

 

 

 

Kingdoms

   

   

 

Empires

   

   


   

Rivers


 

Reliquary

   

 

Champions (no Wiki pages)

 

Monsters

 

 

 


Credits

Various 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/2990919 seanw3 - spitballing and feedback
https://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideas
https://forums.elementalgame.com/user/3823385 jshores - tiles and ideas
https://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary items
https://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombies
https://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmen
https://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=2895

Ancient 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/

2,446,015 views 1,118 replies | Pinned
Reply #276 Top

No, unfortunately not really possible. 

Reply #277 Top

I love the mod, great job. The races have so much more uniqueness and fantasy. When I found out elemental had only humans as races I was very sad. Thanks for fixing it.

 

On an unrelated note, Ctrl-n crashes the game all the times I tried it. Maybe you can disable it if it isn't fixable.

Thanks,

Mike.

Reply #278 Top

Thank you for the kind words.

 

Do you mean that ctrl-n crashes when you run the mod? Or all the time even without the mod?

 

If only with the mod, if you have stormworld_rivermod installed make sure you follow the installation instructions on the wiki in regards to TerrainTypes.xml.

Reply #279 Top


Only with the mod, but i tried it 3 times in a row and each time it crashed when I pressed ctrl-n.

I do have the rivermod installed (I installed all parts). I just re-read the installation instructions and I believe I have installed it correctly. The bonus step that I did was putting TerrainTypes.xml into the English directory.

However, I don't see any rivers on the current map so maybe something is wrong as you say.

 

I have a game balance suggestion for you (and stardock really), I noticed burning hands does about the same damage as weapon attacks, around 8 at low levels and slightly more at higher levels if you are an evoker. Perhaps it should cost zero mana so that you can become a pure spellcaster and not worry about weapon damage.

As it is now even my spellcasters spend most of their time using weapons. 

Mike.

Reply #280 Top

Quoting mdonais, reply 280
The bonus step that I did was putting TerrainTypes.xml into the English directory.

I think this was a bad idea.

Reply #281 Top

Quoting mdonais, reply 280

Only with the mod, but i tried it 3 times in a row and each time it crashed when I pressed ctrl-n.

I do have the rivermod installed (I installed all parts). I just re-read the installation instructions and I believe I have installed it correctly. The bonus step that I did was putting TerrainTypes.xml into the English directory.

However, I don't see any rivers on the current map so maybe something is wrong as you say.

 

I have a game balance suggestion for you (and stardock really), I noticed burning hands does about the same damage as weapon attacks, around 8 at low levels and slightly more at higher levels if you are an evoker. Perhaps it should cost zero mana so that you can become a pure spellcaster and not worry about weapon damage.

As it is now even my spellcasters spend most of their time using weapons. 

Mike.

If you are running 0.980b (aka 0.980.1) you'll need to do one additional thing which is editing the shortcut. I'll put up instructions again for that (wait two minutes after reading this). Basically, the crash you are seeing is tell-tale that the rivermod is not installed properly. The stamps for the rivers use special terrain and if those aren't read in the game crashes.

edit: here's the extra text

For 0.980b (aka 0.980.1) users only who want to use rivermod: In addition, you will need to create a shortcut to Fallen Enchantress and add one variable to the "target" field called -localdataonly. The complete target should look something like this:
"C:\Program Files\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly

Let me know if you did that and it is still crashing.

Reply #282 Top

Sweet, that fixed it.

I tested it about 6 times and I saw a special river as I was testing so seems good now. (before it worked zero times)

My 6th test had a 5/3/2 town with a wild grain, death node, and forest all adjacent so I had to stop and settle :P

Consider making a race that trades off melee combat for free level 1 spells or something like that. It would create a new play style that people expect from a spell casting game but surprisingly doesn't happen much in this one.

Thanks,

 

Mike.

Reply #283 Top

Glad it is working!

The problem with spell-based factions is AI, but it oooks like that may be improved in the future.

Reply #284 Top

As a lizard man I was offered Mire Slag and Horse,

Comparatively the horse had:

1 more init

1 more move

10 more dodge vs ranged

 

The mire slag had:

5 more weight

25 more poison resist

 

The horse was much better as move and init are very important stats. Consider giving the slag 1 more init and move so it is trading 10 dodge for 5 weight and 25 poison resist. Or even make it better so that it is a bonus for lizard men.

 

Thanks,

 

Mike.

Reply #285 Top

Mounts are getting redone in next vanilla patch, waiting on that.

Reply #287 Top

Will you ever be moving to 1.5? :P

Reply #288 Top

When I quit to main menu to start a new game, I only see the standard sovereigns. That is, the Stormworld and custom sovereigns are gone. 

Any ideas? 

Very nice mod, btw.

Reply #289 Top

LOL

You have to exit the game to start a new one. Standard procedure for the beta.

Reply #290 Top

Quoting Sarudak, reply 288
Will you ever be moving to 1.5?

At release? =) Actually Lizardmen should have been 1.5 because that's what I did earlier - new faction, new series. But I sort of forgot and now I am committed to a glorious 1.4 series!

Quoting Purest, reply 289
When I quit to main menu to start a new game, I only see the standard sovereigns. That is, the Stormworld and custom sovereigns are gone. 

Any ideas? 

Very nice mod, btw.

Restart the game.

Thanks for your support.

Reply #291 Top

Quoting Purest, reply 289
LOL

You have to exit the game to start a new one. Standard procedure for the beta.

Erm yes...

I don't have to exit the game to start a new one, so it's not standard procedure.

Quoting seanw3, reply 290
Restart the game.

That is obviously also what I do, but I was merely pointing out that the sovereigns disappear. Something which doesn't happen in the regular beta (for me, at least).

Reply #292 Top

It should be happening. The beta currently does not close threads when you exit a game. So when you are starting a new game, the previous one is still running. If it doesn't cause problems in the regular game, you may just have a great computer. Stormworld probably has some extra errors because of rivers. Rivers are the worst. 

To be clear, the LOL was a cheerful, happy LOL. Not a snide or snarky one. Happy gaming!

Reply #293 Top

Doing some stuff on the long-term project, unique units for the expandedfactions.

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

I think unique units will have more impact than anything else in Stormworld on the game. Basically, each faction gets 9 unlockable non-designable units spread across their tech trees. If you research warfare you'll get special "elite" units, if you go for magic you'll get special "summons" and if you go for civilization you'll get "cultural" units. This will shape the player's armies according to what he researches, and also provide some interesting choices so the player doesn't have to fill his army with identical units. They have their own special traits, of course, which makes them strong and weak in certain situations. This will also make AI armies more interesting to fight because it adds more variety, both visually and gameplay-wise.

Example: Zombie. Zombies unlock from researching Drills. They cost 1 population instead of 1 mana for skeletons, and cost no wages. They gain +3 hitpoints every time they kill an enemy that isn't "Not alive". They also gain additional members in the unit up to 4 if they kill any Humanoid unit. They are weak to magical damage and great at absorbing pierce damage.

Example: Ghoul. Ghouls unlock from researching Administration. They cost 2 population. They have 3 Moves and deal cutting and poison damage. They are Humanoid but counts as Beasts as well. They cannot be controlled in battle by the player.

 

Reply #294 Top

That will be very cool Heavenfall.  

I must say that the most fun I have had in this beta currently, was a game playing the frost giants and fighting Vini and the centaurs.  The centaurs have always been better than most other opponents, at least so far.  Vini used her magic well and her troops were well mixed.  

 

Reply #295 Top

I would personally rate the Gnomes as the strongest faction right now. They don't really have a weakness because their lack of magic is made up by being magic resistant. They have an implied weakness against Oversized enemies but those are rarely something a player can create (Frost Giants can with mounted units). Having an Armorer sovereign and access to Light Plate is a killer combination.

Reply #296 Top

Uploaded 1.4m

http://stormworld.wikidot.com/versions#toc1

Also removing this quote from the wiki

In addition, if you installed the Rivermod, it is strongly recommended that you - before patching the main game - restore the TerrainTypes.xml. Delete the one you copied into C:\Program Files\Stardock Games\FallenEnchantress\data\English\, then extract TerrainTypes_Backup.xml to that location, then re-name the file TerrainTypes.xml. If this procedure is not followed, this one file will FAIL to patch when you update the main game. This failure is SILENT, and you will not be notified that it has occured.

as it is no longer relevant. The 0.981 overwrites all files whether you tampered with it or not.

Reply #297 Top

If anyone has any feedback on the factions now is the time to lay that on me. I'm happy with where they are right now which means they'll be more or less locked down after this.

Reply #298 Top

Happy are you? I think it is time we call it quits on all this monster faction nonsense. We tried it, but in the end all factions need to be human. Evil factions should be dark skinned and bumpy with middle-eastern accents. See Jafar from Alladin. And make sure all the good guys are white, with the most goodest factions speaking british and the rebels speaking american. 

Let's stereotype this thing up!

Reply #299 Top

Quoting StevenAus, reply 24
Heavenfall, thanks for all your hard work making, improving, updating all your awesome Elemental mods!  You and the other Elemental mod-makers are really doing a great service for the Elemental community. 

 

Ditto!  I am checking out the mod and it is awesome. 

 

Quoting Seanw3, reply 300
Let's stereotype this up! 

Well. I think you should go with what's in keeping with the overall mod. 

 

Reply #300 Top

Giving Frostgiants a whirl in latest patch. Diggin it man, well done!