[eMOD] ExpandedFactions 8.13 for After the War 1.10

By on November 20, 2010 8:10:22 AM from Elemental Forums Elemental Forums

Heavenfall

Join Date 07/2008
+436

 

This mod now REQUIRES that you first install the After the War mod

 

 

The modding community proudly presents

ExpandedFactions

"We were hunters, and foragers.
The frontier was everywhere."

 

 

 

 

Download:

http://www.wincustomize.com/explore/elemental_war_of_magic/11/

(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)

Install: Extract all folders to documents\my games\elemental\mods\

Make sure "Use Mods" is turned ON in options

 


 Note: To balance some of the race bonuses in this mod, the standard Elemental factions now gain: 2->3 extra tech research and 1->1.5 extra arcane research from their capital city (lvl 4->5)

Note - Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change <RaceClassification>something</RaceClassification> into <RaceClassification>Men</RaceClassification> for kingdoms, and <RaceClassification>Fallen</RaceClassification> for empires.

Tip: When designing new units, press the Randomize button to change your unit's appearance.


Sub-Mods are tiny mods included in the ExpandedFaction mod in their own folders. Sub-mods change a game mechanic in some manner. They are modular and voluntary, which means if you don't like what they add, simply delete the folder.

ExpandedFactions_PetLovers - Adds a starting pet to all sovereigns. The pets have 5 attack, 1 defense and 18 health. These are also available for custom sovereigns, for free.


 

 

1. Empire of Drota

 

Description: A desert-living, tribal civilization.
Sovereign: Stormlord
Race Strength: Warrior Society - The Warriors of the Drota are completely engrained in civilian society - for the Drota, being part of the military is the norm, not the exception. Drota trained units take up no "used population".
Race Strength: Forced Cooperation - The Drota are able to bend the mind of almost any creature to their will. The Drota may, from the start, build improvements on diplomacy world resources for Spiders, Shrill and Drath. Note that the Drota do not spawn these resources on the map, as a Kingdom would. Dragons are beyond the skill of the Drota to tame.
Race Strength: Little Brother - Drota units regenerate 2 health per turn in combat, and 5 extra health per season in strategic mode.
Race Mount: The Drota ride only Sandbrutes and Hellbrutes, and sometimes decorate them with bones
Capital City Bonus: Legendary Hunters - The Drota are legendary hunters, able to find prey where all others have long since given up hope. The Drota capital city will produce 0.15 wargs per turn at level 4, and 0.25 wargs per turn at level 5.

 

 

2. Empire of Goblins

 

Description: An evil scourge upon the world.
Sovereign: Gnork
Race Strength: Thrifty - Goblins do not pay upkeep for any Goblin units. Units will still desert if the empire has no Gildar.
Race Strength: Uncanny Discipline - Goblins are fiercely focused, and when they set their minds to a task it is not uncommon for them to complete it in high speed. This is doubly true for when goblins prepare to go to war. Goblin units take 2 turns less to train than default (3). This bonus is applied after additional weapon training time and group training time, but scales somewhat with veterancy training.
Race Weakness: Hollow Magic - While capable of casting magic, the Goblins and their sovereign Gnork have only a crude understanding of magic. Goblins start with -100 mana and must gain a positive balance before they can cast spells.
Race Mount: The Goblins ride only Skath.
Capital City Bonus: Thieving Bastards - Goblins are a bunch of thieving bastards, and various items that "go missing" tend to turn up in their possession. The Goblin capital city will produce 0.5 crystal per turn at level 4, and 0.75 crystal per turn at level 5.

 

 

3. Kingdom of Living Stone

 

Description: A nation of what appears to be living stone, much resembling Stone Elementals in appearance.
Sovereign: 'Ard
Race Strength: Unstoppable - Living Stone units do not suffer dodge penalties for wearing any form of armor.
Race Strength: Heart of All Things - The capital city of the Living Stone produce buildings 25% faster, and train units 25% faster. This bonus stacks.
Race Strength: Extreme Durability - All Living Stone units have 80% more hitpoints than normal units. This bonus stacks with everything, including: items, levelups, veteran training and other bonuses.
Race Weakness: All Living Stone units have default combatspeed of 1 and strategic movement of 1.5. This does not apply to the Sovereign, or the caravans.
Race Mount: Living Stone ride only Umberdroths to war.
Capital City Bonus: Earthfriends - The Living Stone are bound to the earth in unimaginable ways, and as a result they are able to sense previously hidden sources of metal. The Living Stone capital city will produce 2 metal per turn at level 4, and 3 metal per turn at level 5.

 

 

4. Empire of the Golem King


 

Description: In the ever-winter empire of the Golem King, the White Wizard creates mighty golems from the blood of innocents.
Sovereign: White Wizard
Race Strength: Alloy of Sacrifice - Golems pay half the normal amount of metal for all its armour. This value is rounded up (5/2=3). Weapons and other items cost the normal amount.
Race Strength: Shard Mechanics - Golems are made using an infinitesimal amount of dust ground from the very elemental shards themselves. Golems have 10 magic resistance by default.
Race Strength: Mechanical Precision - Golems have an innate ability to react instantly to the slightest change in their environment. This is most obvious when Golems are seen in combat - Golem attacks are nearly impossible to dodge. Golems have 100% higher accuracy than normal units.
Race Weakness: Reborn Souls - For each golem warrior trained, 3 additional citizens are consumed.
Race Mount: Only the brutal Primal bears are strong - and insane - enough to be ridden by the Golems.
Capital City Bonus: Full Metal Alchemy  - In the deeps of the city, the personal servants of the White Wizard toil away endlessly in disgusting experiments involving human sacrifice. The capital city of the Golem king will produce 0.15 Elementium per turn at level 4, and 0.25 Elementium per turn at level 5.

 

5. Kingdom of Elves

Elves is a community project, many people worked on completing this faction. Elves use unique building designs, and have some re-skinned weapons. For more information, visit http://forums.elementalgame.com/398661


Description: Elves are sworn to protect the forests and prevent another Cataclysm.
Sovereign: Ardhor
 Race Strength: Native Archers - Elves have access to Crude Bows from the start.
Race Strength: Alien Philosophy - The Elves have a preternatural understanding of magic and how it is connected to the world. Elves start the game with +50 mana. In addition, Arcane laboratories will produce 0.1 Tech Knowledge per season, and Studies and Libraries will produce 0.1 Arcane Knowledge.
Race Strength: Dextrious - Elven units gain +1 Combat speed and +5 dodge.
Race Weakness: Hope Abandoned - When the forests of the world died in the Cataclysm, most elves suffered from depression and melancholy. This has since become a fundamental part in Elven culture. Elves may not build the Beacon of Hope starting improvement.
Race Weakness: Few Children - Elves are notoriously slow to breed, and suffer -25% prestige in all cities.
 Race Mount: In addition to riding horses Elves also ride drakes and deers.
Capital City Bonus: Nature's Spirit - Heeding the call to war, various forest spirits join the Elven cause once the elves are strong enough. The Elven capital city will produce 2 mana per turn at level 4, and 3 mana per turn at level 5.

 

6. Empire of the Death Legion

Description: Mutated demons from another dimension ruling a fanatic slave population.
Sovereign: Sar the Returner
Race Strength: Mutated - The Death Legion are horribly mutated by unknown forces. Death Legion units receive random bonuses effective in combat. These bonuses are saved for each unit design (training the same design twice gives the same power). Bonuses are listed here.
Race Strength: Exported Cattle - Wherever the Death Legion came from, they brought along mounts. The Death Legion starts with 18 wargs, useable for the Slag mounts. They still need to research Mounted Warfare to train or purchase mounts.
Race Weakness: Religious Insanity - Death Legion warriors are considered holy crusaders by their slaves. When Death Legion warriors are trained, slaves will become permanentaly overwhelmed with religious fervor and be unable to work. Each Death Legion unit costs 2 times the normal amount of "used population".
 Race Mount: The Death Legion rides slags.
Capital City Bonus: Chaos Strain - The mutations of the Death Legion are ever-spreading, constantly reshaping future generations. The Death Legion capital city will provide ALL controlled units with +3% health when the city reaches level 4. The bonus increases to 5% at city level 5.

 

7. Empire of Lost Souls

Description: A long-since dead kingdom of traitors; prevented from reaching the afterlife, they now roam the wastelands as incorporeal ghosts.
Sovereign: Riser
Race Strength: Nightfall - The Lost Souls are known to appear and disappear with the break of night. The faction has instant access to a copy of the Return spell, allowing channelers to return to the capital city.
Race Strength: Incorporeal - The Lost Souls are ghosts of dead warriors. They can shrug off blows that would have maimed or killed a mortal man (+7 dodge). In addition, they move extremely quickly when they need to. Movement for Lost Souls take only 1 Action Point per tile in tactical combat, instead of 2.
Race Strength: Doomriders - Glorious knights from before the Cataclysm rise again as ghosts. As a traitor-kingdom, the empire of Lost Souls may build both Warg Kennels and Horse Stables. In addition, they may build the kingdom improvenent Inn.
Race Weakness: Fear of Fire - Although they take no extra damage from fire spells, the Lost Souls will go to great lengths to avoid fire. The Lost Souls have forbidden all research into fire spells, and may not learn the Spellbook of Fire.
 Race Mount: The Lost Souls rides Ghost horses.
Capital City Bonus: Dominion of the Dead - The brightest and best of the Lost Souls argued that if they cannot break the curse holding them in this world, then maybe they can make this world more like them. The capital city of the Lost Souls will emit an extra large zone of influence at level 3 and above. In addition, the capital city will produce diplomatic capital as propaganda is spread over the borders of their enemies, slowly but surely influencing them to accept this new reality. At level 4, the capital city will produce 1 diplomatic capital per turn, and at level 5 the amount is 2.0.

 

8. Kingdom of Angels

The Kingdom of Angels use the building designs from the community project Elves. For more information, visit http://forums.elementalgame.com/398661

Description: A race of Angels, descended from the Mountain of the Gods, seeking a remedy for their God who has slept since the Cataclysm.
Sovereign: Colopatiron
Race Strength: Glamour - Angels attract followers faster than any other kingdom or empire in the world. All cities controlled by Angels gain 20% prestige.
Race Strength: Winged - Angels are blessed with Wings, and may pass obstacles that no other can. Angels can travel across mountains, cliffs and seas. This lends the Angels great strategical advantage, allowing them to avoid confrontation by hiding where their enemies cannot reach. Strangely, however, angels do not utilize this advantage to flee combat once they take to the field. They still suffer normal movement penalties when passing woods and hills.
Race Strength: Boon of Resurrection - Once every 100 seasons, the Angels are rumored to craft a likeness of one of their greatest champions. If the champion should fall in combat, the champion will be resurrected from death. This works like the spell Death Ward, allowing the target to resurrect upon death. It costs 100 materials to cast, and uses 1 mana in upkeep per turn, and may only be cast by the Sovereign. Available from start.
Race Weakness: Persistently Individual - The Angels look with scorn on any who ride creatures to war or for transportation. They believe fiercely that their god-given wings will carry them to the bitter end. Angels may not ride mounts. They may still build Stables, to sell Horses.
Race Weakness: Air Space - The wings of Angels require significant space to be effective in combat. Angels may not train Companies (12-man units) for any unit.
 Race Mount: The Angels will not ride mounts.
Capital City Bonus: Divine Providence - As the quantity of faith and prayer reach unnatural proportions, the sleeping god stirs from his slumber. Small miracles become an every day thing in the capital city of the Angels - many half-assed jobs turn out flawless produce. At capital city level 4, units may be trained in the capital city for 10% less resources. This bonus increases to 15% at level 5.

 

 

Modders please be aware that the LIBracemod is used for this mod. http://forums.elementalgame.com/397668

 

 

Race Weakness:
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November 20, 2010 8:57:47 AM from Elemental Forums Elemental Forums

 

Credits. If you feel that your name is missing from this list, let me know.

 

Various

Polistes (did some awesome tiles that ended up not being used because I decided on a different mechanic)
Smfrench3333 (fixed some elven skins that were one pixel off)
sholland (ideas for unique units)
oddrheia (provided a fix for elven/angel treaty technology being broken)
M. Agrippa (helped maintain compability with a mod between Updated Weapons and ExpandedFactions until we could solve the underlying issue)

 

From the tiles expansion

ArcElement2002
Winnihym
cptcasey
crystlshake
John_Hughes
kronik83
oddrheia

 

From the Elf community project

3DGrunge (weapon models)
crystlshake (tiles)
Djohaal (tiles)
fairwater (tiles)
Heavenfall (moderator, XML framework, tiles)
HooblaDan (tiles)
Jharii (tiles)
John_Hughes (tiles)
jshores (tiles)
Kalin (diplomacy unit, tiles)
Novaburst (tiles)
oddrheia (diplomacy unit, tiles)
Raven X (model skins)
Wintersong (XML framework)

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November 20, 2010 2:42:25 PM from Elemental Forums Elemental Forums

Hehe great smiles on those little buggers. Looks like happy goblins.

Nice work btw.

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November 21, 2010 3:30:47 PM from Elemental Forums Elemental Forums

Uploaded 2.0 which adds the empire of goblins. Fixed the colour of the metal on drota armor. Also, I'll be merging the ExpandedMounts mod into this mod and give each race a unique race mount (see first post)

Edit: Uploaded 2.01 with more appropriate stats for the Goblin sovereign Gnork

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November 21, 2010 10:59:57 PM from Elemental Forums Elemental Forums

Great Job Heavenfall.  Going to try this out. !!

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November 21, 2010 11:14:34 PM from Elemental Forums Elemental Forums

Once they get the beta a bit more stable for me, ill be trying this out.  As is, since I usually can only play for about 30 turns Im waiting for some updates and hoping.

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November 22, 2010 6:30:14 AM from Elemental Forums Elemental Forums

Quoting Magog_AoW,
Hehe great smiles on those little buggers. Looks like happy goblins.

Nice work btw.

 

They're constipated.

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November 22, 2010 6:31:06 AM from Elemental Forums Elemental Forums

Are the elves converted to 1.1?

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November 22, 2010 6:56:49 AM from Elemental Forums Elemental Forums

Not yet. When they are, I'll put them in this mod.

Edit: The reason that I haven't is because elves require a much more significant effort than these factions. Essentially, for these factions, I just need to copy armor values. For the Elves, I need to copy armor, weapons, mounts, clothes, buildings and 10 other things. I'm almost certain a lot of those things will change between 1.09n and 1.1. So, I'm holding off on updating elves until they release 1.1.

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November 22, 2010 11:37:45 AM from Elemental Forums Elemental Forums

Uploaded 3.0 introducing the Kingdom of Living Stone.

Edit: Forgot to change building colours for living stone. Will do that in 4.0.

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November 22, 2010 4:00:54 PM from Elemental Forums Elemental Forums

I think you forgot the sovereigns. And there are absolute paths (C:\Users\Heavenfall\Documents\My Games\Elemental\units\icons\Awrikatr_0_1423337085-810.png) in the baseunits.xml.

The factions wont show up for me, but that's probably my fault and I "just" need to reinstall.

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November 22, 2010 4:00:56 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,
Not yet. When they are, I'll put them in this mod.

Edit: The reason that I haven't is because elves require a much more significant effort than these factions. Essentially, for these factions, I just need to copy armor values. For the Elves, I need to copy armor, weapons, mounts, clothes, buildings and 10 other things. I'm almost certain a lot of those things will change between 1.09n and 1.1. So, I'm holding off on updating elves until they release 1.1.

Makes perfect sense to me.

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November 22, 2010 4:43:57 PM from Elemental Forums Elemental Forums

Quoting Magog_AoW,
I think you forgot the sovereigns. And there are absolute paths (C:\Users\Heavenfall\Documents\My Games\Elemental\units\icons\Awrikatr_0_1423337085-810.png) in the baseunits.xml.

The factions wont show up for me, but that's probably my fault and I "just" need to reinstall.

If neither the sovereigns nor the factions show up for you, I think you aren't loading the mods at all.

The absolute paths have no consequence, the tag is no longer in use. Edit: Actually the tag is used, but if you direct it to a picture that doesn't exist, it generates a new one and uses that instead.

 

 

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November 22, 2010 5:00:30 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,

Quoting Magog_AoW, reply 10I think you forgot the sovereigns. And there are absolute paths (C:\Users\Heavenfall\Documents\My Games\Elemental\units\icons\Awrikatr_0_1423337085-810.png) in the baseunits.xml.

The factions wont show up for me, but that's probably my fault and I "just" need to reinstall.
If neither the sovereigns nor the factions show up for you, I think you aren't loading the mods at all.

The absolute paths have no consequence, the tag is no longer in use. Edit: Actually the tag is used, but if you direct it to a picture that doesn't exist, it generates a new one and uses that instead.

 

 

Oh I thought sovs were always separate files... Nevermind then. Reinstall coming up... *sigh*

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November 22, 2010 6:44:18 PM from Elemental Forums Elemental Forums

Nice job!  I particularly like the weakness of the Kingdom of Living Stone that they spread the Empire land type.  Very unique and interesting.

-Matt

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November 23, 2010 10:29:27 AM from Elemental Forums Elemental Forums

Very nice Heavenfall. Will be dnld'ing asap.

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November 23, 2010 11:04:24 AM from Elemental Forums Elemental Forums

Released 4.01 which introduces the Empire of the Golem King, aka the Mad Wizard

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November 23, 2010 1:42:57 PM from Elemental Forums Elemental Forums

Wow.   This is great!  Downloading the latest now.

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November 23, 2010 8:01:06 PM from Elemental Forums Elemental Forums

I'm thinking about making Skath the race mount for goblins instead, and moving over the drakes as the standard, but not forced, mount for elves. Comments?

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November 24, 2010 1:20:13 PM from Elemental Forums Elemental Forums

Heavenfall, I noticed a couple of errors:

in the expandedfactions_goblins_baseunits.xml file.   The last line should be </unitTypes>   but is missing the s at the end.  

Also,  the expandedfactions_goblins_GenericBaseUnit_Female  was missing the closing </UnitType> tag.   

in the expandedfactions_goblins_abilitybonuses.xml  Mising es on the closing tag of the </AbilityBonuses>  last line

Also missing closing </AbilityBonusOption> tag on the expandedfactions_goblins_galitarian Ability bonus (should that be galitarian or Egalitarian?)

 

PS - Definitely like the skath idea for the Goblins.    Not sure about the drake, they are just so big, it makes the scale "wonky" for me.

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November 24, 2010 1:36:59 PM from Elemental Forums Elemental Forums

I'm sure there are a lot of errors like that. The engine is very forgiving when parsing, and as long as it works, I really don't care.

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November 25, 2010 4:57:19 PM from Elemental Forums Elemental Forums

This is the kind of stuff that gets me excited about Elemental.  This is awesome work, Heavenfall.  I think the community is going to make this game amazing.

 

(I'm still waiting on the official 1.1 release to give these mods a true play, but once that is out, these mods will be good fun)

 

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November 27, 2010 7:06:24 PM from Elemental Forums Elemental Forums

I'm thinking about making a "veiled darkling" (kingdom) faction with this as a starting-point

http://img222.imageshack.us/img222/5539/elemental1290900329.jpg

I would break up the mask like I did with the drota/goblin masks (however this would look more cloth-y).

The question I have is do you guys think this would give the new faction a sufficiently unique look? (like the drota, very little of the helm graphic would be shown, the mask would cover most of it)

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November 29, 2010 7:09:03 AM from Elemental Forums Elemental Forums

Uploaded 4.02

Reduced the size of goblin/drota female "brahs"
Fixed an issue with drota units appearing to hover above their brute mounts
Drota "little brother" ability now regens 5 health per turn in strategic mode
Goblins now have skath instead of drakes
Golem king warriors no longer require 2 specialists each
Golem king: white wizard now has 3 movement on strategic map like other sovereigns

Edit: Also, removed the chance of mask-less heads appearing at random for drota/goblins

Edit2: Also, I fixed an issue with Living Stone skins.

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December 3, 2010 10:58:29 PM from Elemental Forums Elemental Forums

Uploaded 4.03

Added backstory for Golem king and Living Stone (and their sovereigns)
Removed reference to "Toll of Days" for golems - this was never active
Removed Masters of Construction (free city walls) bonus for Living Stone
Moved Heart of All things bonus from Golem King to Living Stone
Added new bonus to Golems: Mechanical Precision - 100% more accuracy
Added new bonus to Drota: Warrior Society - Trained units require NO specialists
Changed Goblin "Hollow Magic" to Goblins starting with -100 mana
Reduced starting defense on Gnork to 5, attack to 12
Players may now use their own custom sovereigns for all expandedfactions
Reduced the prestige upkeep of Elementium Grinders from 4 to 1 to be in balance with new prestige mechanics

Updated other things to 1.09p standard

edit: oh yeah, drive-by fix of Gnorks sons and daughters inheriting his disability for magic, creating an ever-increasing spiral of mana drains.

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December 4, 2010 12:33:49 AM from Elemental Forums Elemental Forums

This is pretty much the first mod that I've felt any inclination to use. The factions are interesting, while staying in line with the feel and fluff of Elemental.

 

EDIT: Unfortunately, it turns out I have no idea how to install this. The instructions provided seem to not work.

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