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[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/

2,445,676 views 1,118 replies | Pinned
Reply #201 Top

Quoting seanw3, reply 201
I had an idea for Reliquary:

<GameModifier>
<ModType>Unit</ModType>
<Attribute>AbilityBonus</Attribute>
<StrVal>A_MonsterAggression</StrVal>
<Value>-100</Value>
<Provides>Monsters ignore player within ZoC</Provides>
</GameModifier>

Use this to have a weapon or item that is laced with... monster pee. The urine works as a poison, but can attract alot of intention from anyone that is downwind. 

 

Use a random variable to have it apply the monster attraction once every few years. 

This is cool modifier that is perfect for some nifty equipment. You can change the mod type to player to get a faction result. I haven't tested using it in an event to cease monster hostility but I don't see why not. On the other hand, we could increase the value to 10000000.

Cool idea, but there are already several items that turn monsters away from specific champions. Although a trophy that reduced the chance of monsters attacking the faction could be kind of cool. A bit gamechanging though, I remember all that whine about Tarth.

Reply #202 Top


Turn them away? I am saying make the monsters dogpile on top of the champion. There is not enough pain or misery in the world of Elemental. I want to help in any way that I can.

Reply #203 Top

Have you actually tested those modifiers for that purpose? Do they work?

Reply #204 Top


It's hard to tell. I can't see a reason why higer positive numbers would not work, but I also can't see them working. I will continue to test and let you know.

Reply #205 Top

It'd make for wonderful injuries. Also I might add some to Hex. If it works.

Reply #207 Top

How did I miss this? Great mod by the way.

Reply #208 Top

Enjoy! And please post if you find bugs or weird behaviour.

Reply #209 Top

Monster Aggression seems to be limited to unit and perhaps resources. Not sure why, but monsters are really adamant about me not having and outlying resources. They even camp on top of them alot of the time. So basically the way I have it now is that units within your ZoC will be attacked more often. That, in a round about way, means monsters will present more of a threat to expansion. They will also go after outposts, but they will not target cities as of now. I will keep trying on that one. But at the least you can increase monster aggression on units in a variety of ways.

Reply #210 Top

Cool! I'll work it into some custom champion injuries and the Hex.

Reply #211 Top

HF - playing as Elves and on my Sov's level 4 path screen it showed strength as an option along with all 4 paths.

PS - hadn't tried this out yet due to being on 32 bit Vista (you recommend 64 bit) but am giving it a whirl. Well done, sir! This thing rocks.

Save (if you need it) - https://dl.dropbox.com/u/19969679/Fallen%20Enchantress/0952/0952_Stormworld_Elves.EleSav

[Edit] Also - my 2nd hero is Adeamane who has the trait Adeamane's Experience which is supposed to eliminate swamp walking penalties for the army. Just walked through a swamp tile and unfortunately suffered the movement penalty (she has a Sand Golem tank).

Reply #212 Top

Elves cannot pursue path of the warrior so that option is hidden for them. Each race is blocked from one path.

Thank you for the Adeamane bug, I'll look into it. Looks like they changed how the modifier is used.

Reply #214 Top

Hi HF - for some reason with this mod I'm not seeing forest or swamp graphics on the strategic map (I see them on cloth however). I thought it was because I was running Vista 32 bit so I bit the bullet and upgrade to Win 7 64... have 4gb memory. Just loaded it up same thing. My only thought now is my graphics card maybe can't support it? I can see the forests an swamps just fine in vanilla. Any input you might have is appreciated. Thanks!

PS - running full mod including river mod.

[Edit] Very strange. I uninstalled the mod and loaded a vanilla game. None of the forest/swamp graphics are on the normal strategic map. Ideas anyone? May need to reinstall vanilla and see what happens.

Reply #215 Top

I haven't done anything to Swampterrain, which means it's either a vanilla issue OR my extra terrains is causing a memory issue. I'll keep an eye on it.

Reply #216 Top

Quoting AlLanMandragoran, reply 215
Hi HF - for some reason with this mod I'm not seeing forest or swamp graphics on the strategic map (I see them on cloth however). I thought it was because I was running Vista 32 bit so I bit the bullet and upgrade to Win 7 64... have 4gb memory. Just loaded it up same thing. My only thought now is my graphics card maybe can't support it? I can see the forests an swamps just fine in vanilla. Any input you might have is appreciated. Thanks!

PS - running full mod including river mod.

[Edit] Very strange. I uninstalled the mod and loaded a vanilla game. None of the forest/swamp graphics are on the normal strategic map. Ideas anyone? May need to reinstall vanilla and see what happens.

I've gotten this issue any time I've run mods in FE.  Not sure why.

Reply #217 Top


Switching to localdataonly can do this I think. Not sure why, but with lesser graphics cards, I have experienced it with my mod too.

Reply #218 Top

In that case it is probably missing some tiles that they have in their download blob.

Reply #219 Top

Bam, thank you fellas - that localdata is probably the root cause. I added the localdata at the end of target but forgot to remove after uninstalling the mod. Will remove it tonight after work and see if that does the trick.

Reply #220 Top


Remove localdataonly? Blasphemer!

Reply #221 Top

Only rivermod uses it, the others don't. 

Reply #222 Top

Hi!

Everytime i put the localdataonly i got errors like tiles with no essence and zero materials... the sovereign portrait show only the background...

And sometimes the game freeze and close when generating the map...

Reply #223 Top

Make sure you follow the installation instructions on the wiki.

Reply #224 Top

Thanks for the answer, Heavenfall.

I followed the wiki instructions, put the file TerrainTypes.xml in the correct folder and the -localdataonly in shortcut target...

I miss something? 

  

Reply #225 Top

I don't know, I think you did. Otherwise it would work. :grin:

Running a 64-bit computer with 4gb? Put the mods in the right folders - what folders?