Heavenfall Heavenfall

[eMOD] Children of Storm v1.8c for LH 1.8

[eMOD] Children of Storm v1.8c for LH 1.8

 

Children of Storm

A high fantasy mod pack for Fallen Enchantress: Legendary heroes by Heavenfall, with help from EviliroN and jeffqyzt2. Players are advised to not play with the Rivermod on Huge maps, as the game may have issues with memory then. If you are having issues with world resources, such as iron ore, not appearing in your game - delete the Rivermod folder and start a new game. This only affects a small number of players for unknown reasons.

 

Download

Wiki

 

 

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

 

 

 

Current version contains:

120+ new magical items
17 new events
12 new fantasy factions
34 new fantasy champions
18 new monsters and their lairs, and 5 of those are recruitable monsters
4 new types of rivers and lots of new stamps featuring arctic and burning lands terrain
.. and much more (items, traits, mounts to mention a few things)

Install instructions:
See Readme.txt in download

 

Kingdoms

   

   

 

Empires

   

     

 

Reliquary

   

 

Champions

 

Monsters

 

Rivers



   


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/5505675 Primal_Savage - Cloth fix library
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/

1,089,273 views 544 replies
Reply #251 Top

Like Leo says, they're tactical maps. If you mean in the map editor, you'll need to change their names. Their names are too long to be loaded by the map editor.

Reply #252 Top

Quoting shishera1, reply 248

Fantastic mod! I LOVE the new races, especially Livingstone, Centaurs and Storm Giants. Love how they're so diverse in both looks and playstyle compared to the vanilla races, while still feeling in tune with the world and lore.

 

I have but one problem with the Lizardmen. Their "Blood Sacrifice" ability only grants you 0,5 mana per sacrificed citizen, while the death archmage spell "Sacrifice" grants you 1 mana per citizen. In addition, the "Sacrifice" spell doesn't give you 50% growth penalty either. It seems rather strange that a race that's all about sacrificing their own citizens, is far less efficient at it than any other faction. I'm only writing this because i love the race otherwise, and you seem to have put a lot of effort into the Lizardmen especially. (Their background story is the best of any faction IMO, vanilla included. Reminds me of the Aztecs)

 

If you could change the mana gain to 2 mana per citizen instead, and maybe keep the growth penalty. (Forcing you to be agressive and benefit from the slave lord trait.) I just don't see how im supposed to turn my sovereign into a "demigod" (ref. back story) with the measely benefits of the current "blood sacrifice" spell. 

 

Aside from this (small) issue, BRILLIANT mod. Thank you.

 

Sacrifice is a Death 5 spell, I think it's a perfectly valid faction bonus to have it available (weaker) from the start of the game as Blood Sacrifice. Since you only suffer the growth reduction once, a clever player might set up a high-growth high-population town from the start and continually target the same town for blood sacrifices.

Reply #254 Top

I see your logic, but since you only need to be level 9 to get the sacrifice spell, it would be far wiser to simply ignore blood sacrifice and wait till level 9 like everyone else. That way you avoid the growth penalty which is permanent. Again this is just my opinion but it seems very underpowered and crippling to your cities. By using blood sacrifice early game your "high-growth high-population town" would in the end simply be half as efficient at sacrifices (level 5 spell) since your growth is halved. 

Anyway. Your mod, your call. 

Reply #255 Top

Quoting BernieTime, reply 228


Quoting Auggie12, reply 205Off topic: Btw has anyone noticed their new game maps not having metal? I started 2 new games so far and haven't seen any metal mines !

It's not just you, I've had a couple of games in a row with no Iron Mines in sight

 

Turning off rivermod fixes this

Reply #256 Top

I'm having the weirdest though gamebreaking bug, not sure if it is CoS or Immersion since I'm running both (also snaking and bridge mod, but I'm assuming they're not responsible), so I'll just post in both threads.

EDIT: Got a reply in the other thread so nvm, apparently it's Immersion not working with the latest version of CoS yet.

Reply #257 Top


Frost Giant Ability:  Ice Grip.

 

First off it's a neat ability, new to your mod, and I am enjoying it quite a bit.  However you have it marked as "Range 1", and it's actual range is equal to whatever weapon the Frost Giant is using.  For example, my giants wielding ice staves can apply Ice Grip at a distance.

 

Is this a problem?  Not sure.  Seems to work fine.

Reply #258 Top

Will change to range 1 in next release.

Reply #259 Top

Hi Heavenfall

 

did you noticed your armouredboars having this issue (or did i installed the mod incorrectly)

Reply #260 Top

Heavenfall just snuck that one in as an easter egg.  Few are lucky enough to witness the mating rituals of armored warboars.

 

But seriously, that image made the start of my day. :rofl:

Reply #261 Top

Quoting Auggie12, reply 259

Hi Heavenfall

 

did you noticed your armouredboars having this issue (or did i installed the mod incorrectly)

Reduced 89%Original 640 x 474

I am not seeing this issue with a clean install of the mod. Make sure that you have only one file COS_mounts.xml and it should be in folder  /ChildrenOfStorm_Shared/

Reply #262 Top

It's caused by an art def showing up twice, had it in one of my mods

Reply #263 Top

Yeah, but there shouldn't be 2 if it's a clean install.

+1 Loading…
Reply #264 Top

Quoting Heavenfall, reply 263

Yeah, but there shouldn't be 2 if it's a clean install.

 

Thats right i think i might have accidentally cut and pasted one of the files incorrectly.

 

Thanks!

Reply #265 Top

Does it matter if some units still have non-Pierce attacks?  At least in the previous version (1.1c I think), the units in Reliquary_UnitTypes.xml have non-Pierce attacks.  Do they get automatically converted to Pierce, the only physical attack type now used?

Reply #266 Top

Thanks, they shouldn't have pierce attack. Will upload 1.2b with that and another fix in 20 minutes.

Reply #268 Top

I've been getting a bug with CoS since around the update of LH 1.2 (so I'm assuming CoS 1.2a).  While playing the Beastlord class (and perhaps any class with Earth spells), the Nature's Call ability doesn't work anymore.  It used to work just fine with CoS before 1.2, but now when you cast it in battle, the casting animation and sound effect still occurs, but no creatures are ever summoned.

As I remove CoS from the Mods folder, the ability works just as intended.  It only doesn't work while this mod is active.  Not sure if other abilities are affected as well, as I've only noticed this with Nature's Call.

Reply #269 Top

Make sure you have only one CoreMonsterUnitTypes.xml and that it is in folder /A_LHLIB_UnitStat_BG_vD/CoreReplacements/

Reply #270 Top

Yep, that was it.  Turns out the "Shrill Master" mod conflicts with this one.  Thanks.

Reply #271 Top

Incidentally, I asked that same thing in the Modding questions forum, and I got it fixed, but I may have forgot to upload the fixed version

Reply #272 Top

Thank you for a very impressive mod. I are trying out the centaurs. I notice I can move them and then activate charge andanother their 4 mps out of them.giving them essentially 8 mps!  I feel like I am exploiting the design or is this functioning as intenplay. I want to play the centaurs 'realistically'. ;)

 Thanks

Reply #273 Top

To be honest I didn't think about that. I'll increase the mana cost from 6 to 10 in next release.

Reply #274 Top

Or simply prevent their net movement from exceeding some bound... or only allow charge if they have not moved yet.  I don't really understand what you mean by a mana cost in any case. Charge seems like an intrinsic ability of a unit (or does 'mana' gate how long the cool down is for a unit). Charge seems like bash for example.  

Reply #275 Top

Bug report:  Nightsister uses the male voice set (while the archetype is Genderless, the description states she is clearly female).

 

Edit:  I just had the Gold Rush event teleport some sort of Golem next to my civilization, I had exactly one turn to react before he annihilated the nearest city.  Can we have it not do that?  Because it ruined the game.