[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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sirEyeball
RomanGuy
GavinHawk
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Gwizz41
December 4, 2010 2:33:50 AM from Elemental Forums Elemental Forums

Quoting Cruxador,
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.

Actually, you need turn on "Use Mods" in the Options screen in-game.

Best regards,
Steven.

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December 4, 2010 2:42:35 AM from Elemental Forums Elemental Forums

Quoting StevenAus,
Actually, you need to put them in Mods subdirectory in the install directory of Elemental, and turn on "Use Mods" in the Options screen in-game.  Hope this works.

Best regards,
Steven.
Ah. Mods need to be manually enabled from options; that's what I was missing. Thanks! I would likely have never guessed.

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December 4, 2010 11:20:47 AM from Elemental Forums Elemental Forums

Quoting Cruxador,
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.

Added that to the first post, and thanks for your kind words.

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December 5, 2010 12:15:01 PM from Elemental Forums Elemental Forums

Uploaded 5.0 re-introducing the community project Elves.

From the previous Elves mod:

Fixed issue with recruited champions not being able to buy armor
Removed shitty ground decal from several buildings
Updated Sovereign
Removed the special diplomacy units, Elves now recruit normal diplomacy units
Elves can now ride wargs
Introduced new bonuses and flaws for the elves
Updated everything to 1.09p standard

From 4.03 of ExpandedFactions:

Fixed an issue with Living Stone being unable to build level 5 capital cities.

Edit: Also, LIBracemod will be used from this point forward.

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December 5, 2010 1:02:23 PM from Elemental Forums Elemental Forums

Wow this looks awesome.  Will DL and try it out right away.  I think what you have done  here is really make the races different and it gives a great new feeling to the game!  thanks much for the hard work.

 

One other question, and perhaps it should be in the other forum, but what exactly do the Elementium Grinders, do?  Do the produce a unique metal to use in magical uber weaspons, or do they just produce alot more iron ore?  Was this something you came up with as well, or something that just didnt get added to Elemental.  Kinda reminds me of Admantium from MoM, though it also had mithril as well. 

 

Ok, one other question, will you be adding other typical fantasy type races like Dwarves, Halflings(hobbits if you will), Gnools, etc? 

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December 5, 2010 1:26:44 PM from Elemental Forums Elemental Forums

The elementium grinder creates the resource Elementium, which is already in-game as a very rare find from adventure locations. It can be used to design units with "legendary" gear. The Grinder costs 250 gildar and 25 materials to build, upkeep of 7 gildar per turn and reduces the prestige of the city by 1. It creates 1 elementium every 4 turns.

The resource and the armor was already in-game, I just added another way to find and produce the resource. It is also featured in the Elementium Churners mod, which also works with the Elementium resource.

I'll add what I can, it is not just about creating something but creating as much as possible with the least effort. For example, for the Living Stone and the Golem King factions, I didn't do any 3d modelling, I just used something that was already in-game in a different way and it worked out really well. The Drota/Goblins needed a bit more tuning, but again, I'd say 99% was already completed and I just did the last 1%.

I don't have any plans for dwarves, halflings, gnools or anything like that. The next planned faction is the Death Legion, consisting of twisted demons.

 

 

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December 5, 2010 2:06:43 PM from Elemental Forums Elemental Forums

yes the Elves are back!

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December 5, 2010 2:39:38 PM from Elemental Forums Elemental Forums

Im using the  Living Stone right now and they sure are interesting.  I made a pioneer to come get some Elementium Ive found...and I waited...and waited...finally went looking for the them.  LOL didnt know they had a movement of 1 haha.  I had forgotten they were made out of stone and would move slower, so I enjoyed that(well...not really enjoyed, but you know...)

 

Thanks for the explanation on the grinders.  Ive never been able to play a game long enough(crashes) to see that resource, so being able to find these is way nice.   Again, im enjoying your work and look forward to your next faction, though I may not play them, it will be fun to play against them.

 

One question, in terms of alignment, how do you see your factions typically?  This is just flavor for me and helps me to choose and to play them as they should be.  Does Ard the living stone, hate flesh beings?  Also, there was no in game description of the goblins, so im curious about them as well.  Hope you dont mind me pestering you with questions.  I prolly drive you and Proc in Civ 5 crazy with them haha.

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December 5, 2010 2:49:27 PM from Elemental Forums Elemental Forums

'Ard doesn't mind living things, quite the contrary. In his backstory it says one of his primary goals is to make his own people more alive. The only people the Living Stone hate are those that seek to destroy magic, which would be the Golem King and his golems (the golem king uses destroyed shards to make golems).

Right now I think of Empire as Evil and Kingdom as Good, if you want to compare to how races usually align in high fantasy. Of course it's not as black and white as that, and ultimately, each faction is trying to gain world domination. The Drota think of other races as prey, the goblins are just evil buggers, living stone is trying to conquer all the magic in the world to reinvigorate the people, and the elves want to protect the forests and prevent another cataclysm.

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December 5, 2010 3:05:36 PM from Elemental Forums Elemental Forums

Any chance you can update the undead mod too?

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December 5, 2010 4:23:16 PM from Elemental Forums Elemental Forums

Awesome work Heavenfall. This is great.

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December 5, 2010 4:37:04 PM from Elemental Forums Elemental Forums

The undead mod isn't mine.

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December 5, 2010 5:39:00 PM from Elemental Forums Elemental Forums

KK thanks for the back story Heavenfall!

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December 5, 2010 10:58:22 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,
The undead mod isn't mine.

I won't tell.

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December 6, 2010 7:32:34 AM from Elemental Forums Elemental Forums

Obviously I can't just start updating other people's mods. I'm sure the guys doing the undead mod will release something soon-ish.

I'd much rather work on adding something new than stealing someone elses work.

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December 7, 2010 3:47:40 AM from Elemental Forums Elemental Forums

 

I want to thank you Heavenfall for this mod (and the other mods you made). I hope you will continue your excellent work...

 

I really like the new factions, playing the elves against "nature-hating" factions is fun and the rp immersion is very good.

 

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December 7, 2010 4:52:55 PM from Elemental Forums Elemental Forums

Uploaded 6.0, introducing the Empire of the Death Legion. Be sure to check out the back-story for Sar the Returner.

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December 8, 2010 2:59:57 AM from Elemental Forums Elemental Forums

The Death Legion looks great man!

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December 8, 2010 4:43:11 AM from Elemental Forums Elemental Forums

Thanks. I wanted to do something with tentacles, but I'm no 3d modeller and I couldn't get it right.

I'll post a visual guide to the death legion later today along with an update to 1.09q.

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December 8, 2010 8:47:45 AM from Elemental Forums Elemental Forums

Uploaded 6.01

All pre-designed Sovereigns now start with the Staff instead of the Warstaff (except Gnork, who has a shortsword)
All pre-designed Sovereigns now have the Naturalist talent
Removed some abilities from Stormlord
Updated to 1.09q standard
Fixed issue with Elves' walls not upgrading properly

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December 8, 2010 9:00:56 AM from Elemental Forums Elemental Forums

Guide to Death Legion mutations

+1 combat speed

+10 dodge

+2 hitpoints


+100 magic resist


+5 accuracy, +3 dodge, +1 combat health regeneration

10% chance on attacks to ignore armor

+15 accuracy


Counter-attacks deal 30% extra damage

+4 tactical health regen

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December 8, 2010 4:58:27 PM from Elemental Forums Elemental Forums

This mod makes vanilla Elemental really boring... Playing as Death legion right now and it's great fun to design units when you also have to match the right head with the rest of the stuff!

I love this guy:

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December 8, 2010 5:34:20 PM from Elemental Forums Elemental Forums

Originally I wanted the Death Legion to be an AI only faction, that way I could put a lot of fun things on the random mutations (that the AI would use, but not know how to exploit, but the player could exploit). However, I decided it was too much work for something the player couldn't use, so I went with this instead.

6.02 will see some re-balancing of the mutations, I'll release that tomorrow.

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December 8, 2010 7:40:10 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,
Originally I wanted the Death Legion to be an AI only faction, that way I could put a lot of fun things on the random mutations (that the AI would use, but not know how to exploit, but the player could exploit). However, I decided it was too much work for something the player couldn't use, so I went with this instead.

6.02 will see some re-balancing of the mutations, I'll release that tomorrow.

you'll also have to update it for patch R!

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