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/

1,088,615 views 544 replies
Reply #326 Top

I'm really loving this and the demons & wizards mod.  I really wish they would work together.  :(   Maybe I'll start looking through the files and see if I can find the incompatibilities.  

In any case, HF - nice job as always.   I love this mod!

Reply #327 Top

So, I just installed this and am running into the following issue w/Frost Giants.

When designing units, the Omega Cloak item for some reason shows up in the list of boots.  It properly takes away another cloak if added, and you can add both the cloak and boots in the boots slot (both end up highlighted.)  I'm not sure if it will upgrade properly or if it will affect other giant cloak type, as I'm just starting out.  I did start a new game to confirm that it wasn't a one-time fluke.

I've got the base LH + both DLCs installed.  I'm using the 1.3a version of CoS uploaded on the 22nd, and in addition to this I have Parrotmath's henchwomen and "Man Under the Tree" quest mods, and Hellions' Champion Bonanza mod (latest versions of each - I only installed LH and the various mods on the 22nd, as I was waiting for 1.3 to come out.)  

Anyone else able to repro this?

Reply #328 Top

Yes, it is a known issue.

Reply #329 Top

Hrm..ok; so, in order for the "auto-upgrade" to work - should I specify that boots or cloaks be upgrade-able?

BTW - thanks for making this; I literally upgraded FE to LH in order to play a supported version of this mod  :D

Reply #330 Top

The cloak for cloaks and boots for boots. Cloaks of hierarchy are Cloaks.

Reply #331 Top

Thanks for the mod and getting me back into the game....just a small issue. Often i get treasure after a fight that is basic clothes from the sovereign creation screen. WEIRD!!!

Reply #332 Top

That is a core bug.  Even sometimes in the main unmodded game you can be apparently given an item which turns out to be something else.  Stardock would have to fix this bug for modders to be able to avoid it.

Reply #333 Top

thanks steven I am just seeing it a lot in playing the elves...I got so excited to get new boots and then realized...it was same boots. And everyone needs another peasant blouse...!!! Finally after years of standing by this game and bitching constantly I am now playing again and having a good time.

Reply #335 Top

Is there an "easy" way to separate out parts of this mod?   I mean say I want to play with undead but not centaurs or angels.  Or use the rivermod portion but not the other parts.

 

I don't know much about modding LH though I did a fair bit of modding for Civ 4 and am somewhat familiar with XML.

Reply #336 Top

Check out the readme for optional and required parts of the mod. The factions can't be easily separated from each other.

Reply #337 Top

Uploading 1.3b (should be available 15 minutes from this post). Just added support for Loot Pack DLC.

Reply #338 Top

 Can someone please help me,

Every time that I try saving my progress when playing the "Children of the storm" mod, my game crashes. The mod plays perfectly up until either auto saving or saving manually then it crashes to desktop.

 I've tried removing different parts of the mod to see if that would work, but the crash at save continues until I remove the entire mod...

Can someone help?

Reply #339 Top

As of 1.3a (haven't checked 1.3b), custom sovereigns for Frost Giants have the "old" starting stats (15 HP, 75 Accuracy, etc.).  I believe this is because they are overwritten in COS_factions_SpecialUnits.xml.  The default giant sov is OK, and the version in COS_factions_CoreUnits.xml is OK too (at least for this aspect.)

Reply #340 Top

The "Blood_IronGolem" AbilityBonusOption is defined both in COS_bonusabilities.xml and basetraits_golems.xml.  The impact of this is that it applies the AdjustUnitStat effects twice, so golem faction Iron Golems get, for instance, +50% resist fire/cold/poison instead of +25% resist.

Reply #341 Top

Thanks for the reports, I'll fix it up for next release.

Reply #342 Top

Have you added <PerTurn>1</PerTurn> to the Fear Ability?  It was fixed in vanilla LH so that it lasted three turns, but that has been overrided by the setting in your mod.  <Duration>3</Duration> has it apply for three turns, but you need to have <PerTurn>1</PerTurn> for it to actually skip a turn three turns in a row if you didn't resist.  I am using an edited version of 1.3a (with the 1.3b changes for the loot pack being added manually), but I think the COS_OVERWRITE_corespells.xml from the mod's shared folder hasn't been updated yet.

Reply #343 Top

When I try the latest fix for Children of the storm my game crashes every time I try to save. I can play the mod for hours with no problem until I try saving, Then there is a little popup saying "Out of memory" then the game crashes. When I remove the mod everything returns to normal and I can save without it crashing. Its really annoying because sometimes I like saving so I can continue at a later time, but when I can't save I lose all my progress. I'm using Vista home basic 32-bit sp2, AMD Phenom 2 x4 960t processor, 4 GB memory, with dual ATI Radeon HD 5700 set in crossfire mode.

Reply #344 Top

@StevenAus I'll fix that next release.

@Mistylicious7 Sorry, that's probably a limitation of using 32-bit OS. You can try playing smaller maps, that might work.

Reply #345 Top

I got bothered by the lack of CoS heroes after level 1/3, and started modding a few in.  While doing so, I came across the following:

  • Default Giant sov Hofund in expandedfactions_units_sovereigns.xml has <Gender>Female</Gender> and <UnitModelType>FrostGiantFemale</UnitModelType>, but <UnitStat_BG_IsMale>1.0000</UnitStat_BG_IsMale> (line 995)
  • Giant champion Jamrarxa in 1FrostGiant_Jamsaxa.xml has <Gender>Male</Gender> (line 38) but <UnitStat_BG_IsFemale>1.0000</UnitStat_BG_IsFemale> and <UnitModelType>FrostGiantFemale</UnitModelType>. The text refers to her as female.
  • 1Angel_Gahad.xml - Line 58 is "<UnitStat_BG_IsMale>1</UnitStat_BG_IsFemale>" - should be "<UnitStat_BG_IsMale>1</UnitStat_BG_IsMale>"
  • 1Centaur_Madun.xml - Line 58 is "<UnitStat_BG_IsSovereign>1.0000</UnitStat_BG_IsSovereign>" - should probably be deleted
  • 1DeathLegon_Orza.xml - Line 44 has a stray '>' that could potentially cause problems for some XML parsers...
  • 1DeathLegon_Zojad.xml 
    • Line 39 "<Gender>Male</Gender>" should probably be "<Gender>Female</Gender>" according to the rest of the file
    • Line 60 "<UnitStat_BG_IsSovereign>1.0000</UnitStat_BG_IsSovereign>" - should probably be deleted
  • 1Golem_Melailned.xml - Line 127 - The "<Description>Summons a level 2 Obsidian Golem from volcanic ashes." tag is unclosed. This can cause problems for some XML parsers...
  • 1LivingStone_Eddir.xml - Line 41 "arcaich" should probably be "archaic"?
  • 1LivingStone_Rukre.xml - Line 48 "<SelectedAbilityBonusOption>HalfbreedAbility</SelectedAbilityBonusOption>" - this trait was formerly defined in basetraits_livingstone.xml (lines 334 - 373) but it is now commented, so this has no effect.
  • expandedfactions_units_sovereigns.xml - Line 77 - Living Stone sov Ceto also has <SelectedAbilityBonusOption>HalfbreedAbility</SelectedAbilityBonusOption>, which is not defined.
  • COS_factions_CoreUnits.xml - Lines 13047, 13543, 13785, 13921, 14694, 17852 are for various units with <SelectedAbilityBonusOption>HalfbreedAbility</SelectedAbilityBonusOption>, which is not defined.
  • specialinjuries.xml - Line 1419 - the display text for "Crumbling" injury reads "Repelling Essence", which is a different injury. Should probably be "Crumbling".

 I've also noticed that several of the factions have traits specified that the definitions are commented for.  Not sure if this is intentional to make it quicker to toggle them on again if uncommented later.  I'll call out any that seem to be problematic, but I haven't collated them yet.

Reply #346 Top


Still really enjoying your mod Heavenfall. TY once again.

Reply #348 Top

Wolfmen:  Something wonky is going on with the Wolfmen doubestrike ability.  It takes probably 10 seconds to complete.  You might want to take a look.  Also, they are not getting the +1 moves when built at Wolfmen Camp.  Not sure about the 10% physical resistance.

Pollaxe of the Executioner:  This word should be changed to "poleaxe" rather than "pollaxe"  Or Halberd. 

Unique Items:  Is it possible to make the reliquary items unique?  I keep getting multiples in the game and it seems weird.

Reply #349 Top

Uploading 1.3c now, changelog http://childrenofstorm.wikidot.com/versions

It's the fixes for the issues you guys have reported, so thanks for that. There are a couple of minor changes as well but only things that affect gameplay in the log.

Pollaxe is a valid synonym for poleaxe.

Unfortunately it is not possible to make the reliquary items unique, however the Reliquary itself is an extra-dimensional time-travelling warehouse so finding more than one copy of something really isn't that far-fetched.

Reply #350 Top

Thanks for the updates! :)

A few more things noticed; most of these are probably harmless, but a couple could have an effect:

  • raceconfig_undead.xml - line 79 - "DominionOfTheDead" ability is not defined. 
  • raceconfig_centaur.xml - line 75, 80 - abilities "CentaurEmpireTactical" and "Plainsrunners" are not defined (they are commented out in basetraits_centaur.xml)
  • drota_specialimprovements.xml - lines 31/48 (kennels) and 60/77 (stables) - the amount of food specified in the description does not match the number specified in the gamemodifier (off by 10 in each case.)
  • raceconfig_drota.xml - line 80 - "DrotaEmpireTactical5" is not defined (commented in basetraits_drota.xml)
  • basetraits_drota.xml - lines 189-234 - "Drota_Trait_Hunter" ability defines bonuses to blunt and cutting damage types, which I believe are no longer present?
  • raceconfig_frostgiants.xml
    • line 74 - "DrotaEmpireTactical3" ability is not defined (commented in basetraits_frostgiants.xml)
    • lines 112-184 - an entire alternate raceconfig ("EmpireofFrostGiants2") is defined here.  This one is not referenced by the sovereign files, so could presumably be deleted?
  • basetraits_gnomes.xml - line 191 - the "Rude" faction ability description refers to "In addition, all income of Influence is reduced by 50%" - Influence tradeable resource is no longer in the game.
  • raceconfig_gnomes.xml - line 85, 87, 89 - faction abilities "DwarfCheapBastards", "Crossbows", and "Dwarf_NoLifeMagic" are not defined.
  • basetraits_golems.xml - lines 6/12 from "ProfoundOrder2" say "Each Golem trained requires the sacrifice of 1 local population" - there doesn't appear to be a gamemodifier for this; is this just flavor text?  If so, perhaps "Each Golem trained requires the sacrifice of a sentient being" or something to make clear it doesn't affect population size or growth directly.
  • raceconfig_golem.xml - line 68 - "GolemStrongMilitia" ability is not defined (it's commented in basetraits_golems.xml)
  • basetraits_livingstone.xml
    •  lines 241-262 - ability "LivingStoneEmpireStrategic" is defined, but not used anywhere (commented in raceconfig_livingstone.xml)
    •  lines 95-239 and 544-588 - the living stone specific fire shard buildings are defined twice; not sure if this is a problem if the effects add...but it looks a bit odd.  The upper set defines most qualities; the bottom  set specifies a preferred terrain of forest (?) and sets the "defending a shard" flag.
  • raceconfig_lizardmen.xml - line 91 - "MasterScout_Greenskin" ability is not defined (used to be defined in the Greenskin faction files; I believe it used to give quick travel in swamps.)
  • basetraits_shadows.xml
    • line 29/30 - the "MasterScoutAbility_Shadow2" has a malformed GameModifier tag; the node is not closed, which causes problems for some XML parsers.  It also does not appear to define an effect.
    • lines 36-58 - the "Shadow_ShardDuality" - this isn't broken, per se.  I'm just not sure what it actually does now that shadows can't recruit Empire champions...does having death shard power do anything without death magic?
    • line 88 - the "BetrayersAbilityShadow" ability is not defined (commented in basetraits_shadows.xml)
  • basetraits_elves.xml - lines 233-269 - the "Elves_MasterofArms" ability - this is not broken, but is there some reason that this should not also include damage from counterattack (to round out the melee weapon types?)
Thanks again!