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 #351 Top

jeffqytz2 while I appreciate you going through the XML, but you'll find a huge amount of issues like those. The only ones I care about are the ones that actually affect the gameplay. In your post that would be these

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.)

 

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?

 Thank you for those.

Reply #352 Top

No problem; I was going through the XML for my own reasons.  I'm one of those people who compulsively edits as I read :-)

Reply #353 Top

Shadow's shadow injury (Nightsister) is no longer relevant in LH (-1 Prestige)

 

Yes, my heroes get injured a lot...

Reply #354 Top

Ummm... isn't prestige also known as growth, in LH. So, this would imply that this hero will give -1 growth to a city.

Reply #355 Top

Quoting parrottmath, reply 354

Ummm... isn't prestige also known as growth, in LH. So, this would imply that this hero will give -1 growth to a city.

 

The Prestige resource is global but it doesn't appear on the UI until you get that sort of injury. Then it appears at -1. Since it is global the growth rate is technically divided among your cities. However I think it's just disabled...

Reply #356 Top

The Pretige resource is not global resource.

<ResourceType InternalName="PrestigePointsType01">
<DisplayName>Growth</DisplayName>
<Description>Growth is the amount your population increases each season. The more surplus food you have in a city, the faster it will grow.</Description>
<Type>Prestige</Type>
<IconColor>0,0,0</IconColor>
<Icon>Gfx//Icons//Prestige_Icon.png</Icon>
<ClothIcon>gfx\\TacticalIcons\\MetalOre_1.png</ClothIcon>
<HideInHiergamenon>1</HideInHiergamenon>
<ModelColor>0,0,0</ModelColor>
<Worth>1</Worth>
<Global>0</Global>
<Rarity>0.0</Rarity>
<Shared>0</Shared>
<TradedByCaravans>0</TradedByCaravans>
<Medallions InternalName="Prestige_Res_Medallions">
<All>Res_Ores_Plains.png</All>
</Medallions>
</ResourceType>

This injury is supposed to reduce ALL your cities growth by 1. Using ability (similar to the scholars ability)

<PlayerAbilityType InternalName="A_FactionPrestige">
<DisplayName>Faction Prestige</DisplayName>
<Description>Faction Prestige acts as a growth bonus in all of your cities.</Description>
<Icon>Prestige_Icon.png</Icon>
<DefaultValue>0</DefaultValue>
</PlayerAbilityType>

Is it not working in your game? You should have a nation wide growth of -1 (for all your cities)

Reply #357 Top

I meant global as in "A bonus to city growth that is evenly distributed amongst all of your cities" which is the FE text. I used to like casting Majesty because eventually you would get a global prestige high enough to matter even if you had 30 cities.

 

The "Dishonored Injury" reduced faction prestige as well and it was changed, so that was what I was reporting.

Reply #358 Top

RE: Nightsister - she doesn't start with any injuries in 1.3c.

I did notice a couple more things...

First - most of the champions/sovs are missing their 1% chance for criticals.  The following custom champions, plus all of the pre-defined sovs, and I think all of the "generic" sovs for Stormworld factions, have this problem (I only tried a couple generics, but they had the problem, and since it seemed pervasive...

  • 1Angel_Gahad.xml
  • 1Angel_Oskaloth.xml
  • 1Centaur_Madun.xml
  • 1Centaur_Subolcathi.xml
  • 1DeathLegon_Orza.xml
  • 1DeathLegon_Zojad.xml
  • 1Drota_Ewazi.xml
  • 1Drota_Hazaz.xml
  • 1Elves_Adeamane.xml
  • 1Elves_Nadarien.xml
  • 1FrostGiant_Jamsaxa.xml
  • 1FrostGiant_Skrymir.xml
  • 1Gnome_Orkoth.xml
  • 1Gnome_Uras.xml
  • 1Golem_Cosinivatha.xml
  • 1Golem_Melailned.xml
  • 1Undead_Lanix.xml
  • 1Undead_Okraxar.xml
  • 1Undead_Zalos.xml
  • 3Shrillguard.xml
  • 3Elf_Companion.xml
  • expandedfactions_units_sovereigns.xml (pre-defined sovs)
  • COS_factions_SpecialUnits.xml (frost giant generic sovs)
  • COS_factions_CoreUnits.xml (other generic sovs)

 

Second, many of the champions are missing sound pack definitions.  This won't cause any gameplay problems other than potentially not making a sound where other units/champions would.  The following champions don't have soundpacks defined:

  • 1Golem_Cosinivatha.xml
  • 1Golem_Melailned.xml
  • 1LivingStone_Rukre.xml
  • 1Shadows_ErikHalfhand.xml
  • 1Undead_Lanix.xml
  • 1Undead_Okraxar.xml
  • 1Undead_Zalos.xml
  • 1Angel_Gahad.xml
  • 1Angel_Oskaloth.xml
  • 1Centaur_Madun.xml
  • 1Centaur_Subolcathi.xml
  • 1DeathLegon_Orza.xml
  • 1Drota_Ewazi.xml
  • 1Drota_Hazaz.xml
  • 1FrostGiant_Jamsaxa.xml
  • 1FrostGiant_Skrymir.xml
  • 3Undead_DeathKnight.xml

Finally - a suggestion on the Undead faction and soundpacks - perhaps they could use the SoundPack_Skeleton soundpack?  It sounds somewhat disconcerting to have the normal hero sounds, now that there are tons of random monster skeletons in the game that use their own sounds.

 

Reply #359 Top

is this mod compatible with lastest version of LH and  dlcs??

if i have only one or two only dlcs for example,  can i use this mod ??

 

thanks..

Reply #360 Top

Heavenfall will probably answer, but yes - it's compatible with latest LH (1.3).

You can use it with or without DLC.

 

+1 Loading…
Reply #361 Top

Quoting abob101, reply 360

Heavenfall will probably answer, but yes - it's compatible with latest LH (1.3).

You can use it with or without DLC.

 

 

 

ok thanks.. so I can buy all dlcs and play with them too...

 

why no one made a big mod in "The lord of the rings" or "Ice and fire" worlds?? it should be awesome...

Reply #362 Top

Quoting JC_LEON, reply 361
ok thanks.. so I can buy all dlcs and play with them too...

Again HF will probably drop by and correct me if i'm wrong but I believe it should work fine with all 3 DLC.  There may be a few very minor issues but we're talking stuff that you wouldn't even notice.

 

Quoting JC_LEON, reply 361
why no one made a big mod in "The lord of the rings" or "Ice and fire" worlds?? it should be awesome...

Yes, but it's a massive undertaking to do a complete overhaul like that.    :O

Personally I think the LOTR thing has been done to death.  Don't get me wrong I love a but of LOTR as much as the next fantasy nut, but there's already loads of games/mods out there where you can play LOTR.  There's an amazing LOTR for mod Medieval Total War.... I think that's about as good as LOTR can get.

Give Children of Storm a go, lots of high fantasy stuff in there   :thumbsup:

Reply #363 Top


Found an Elementium Hauberk (Reliquary #3) for the first time ever.  Dragon loot, very nice item.

Reply #364 Top

I think it's time I gave this mod a go, I am getting a bit fed up with normal play. ;)

Reply #366 Top

After a noble 5 years of service my GPU finally gave up. I'm going to postpone any future release until I can get a new one.

Reply #367 Top


Hope to see you soon.  Make sure to buy a GPU that will run GalCiv III!

Reply #368 Top

I am having a problem when playing as the undead. It says my cities  population cap is 0 due to lack of graves.  Could someone please let me know how I can get population into my city?

 

Midas

Reply #369 Top

The undead in this mod are not limited by "lack of graves". Are you playing another mod as well and perhaps confusing them?

Reply #371 Top

Yes, it will need to be changed.  Even Banshees can be damaged by Blunt and Cutting damage.  The whole system now is set up to use Pierce damage as the one and only form of physical damage, and using any of the old (what is that word that refers to code that is no longer used but still lingers around? - just remembered - deprecated) damage types just results in doing damage to all units attacked as if they had 0 armor.

Reply #372 Top

No. This is the only mod I have installed.  Does anyone else have a problem with their undead cities being able to expand because of this?  It happens for me on turn 1 so you could test it in any game. 

Reply #373 Top

I also have the lack of graves issue for the Undead faction. No other mods installed either.

 

Edit: I took a screenshot of it here.

Reply #374 Top

I can confirm also. Also, if you look at the "Growth" statistic for the capital, you'll see "Growth capped to 0 by Grave Limit".  I random sampled other races (Golems, Frost Giants) and it's not affecting them.

I believe Stardock must be planning something with undead.  There are a couple new undead model types in 1.4 (Skeleton and Banshee).  I suspect there may be a naming collision somewhere...but I tried modifying the following to no avail:

  • RaceType InternalName 
  • RaceType RaceClassification
  • RaceType DisplayName
  • Empire name (RaceConfig InternalName)
  • Default name of Capital city (longshot)

I also did a search on the game XML files for "Grave" but didn't see anything that looked like it applied, so if there is something, it's presumably tucked away in the game internals...

Reply #375 Top

In the .exe there is GrowthGravesCap which links to elemental.str

[GrowthGravesCap] Growth Capped to 0 by Grave Limit

so... future content?