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[eMOD] Stormworld 1.5x for FE 1.32

[eMOD] Stormworld 1.5x for FE 1.32

 

 

 

Stormworld

a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.

(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)

Download

Wiki with installation instructions

 

 

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

End of quote

 

 

 

Kingdoms

   

   

 

Empires

   

   


   

Rivers


 

Reliquary

   

 

Champions (no Wiki pages)

 

Monsters

 

 

 


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/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/

2,452,310 views 1,118 replies | Pinned +3 Loading…
Reply #726 Top

I'm still trying to figure out how the monsters move and spawn. Each lair should always have a guardian, but most lairs (including fae) are capable of spawning new groups of monsters.

Reply #727 Top

Electroalg, Vampignon and Kami's cloth map models are broken.

Also, Demonhound in cloth map is really small. It is not broken, but the model is hella slow.

Reply #728 Top

Actually  Vampignon seems ok (if that's the right model, that is) but definitely others are broken.

Reply #729 Top

Cloth mode! XO

I'll look into it.

Reply #730 Top

I don't know how you managed to not use cloth mode at all. It should automatically turn into cloth mode when you zoom out far. For my game, it does (it goes cloth mode as soon as I zoom out far.)

Reply #731 Top

You can turn that off though. I don't care for the cloth mode - if the game wasn't 3d I wouldn't be playing it. To each their own. It just means cloth mode gets forgotten when I play.

Reply #732 Top

Quoting crimsongekko, reply 726
is it indended for faeries to leave their lairs unprotected? also they probably still spawn too close to starting locations for a "strong" monster, I had them about 5 tiles away on a medium sized map ( or was it large? can't remember )
End of crimsongekko's quote

Thanks for this, the XML was wrong. Instead of two different "encounters" (one guardian party, one patrol party) the faerie lair was set to only one large patrol party).

Quoting kwm1800, reply 727
Electroalg, Vampignon and Kami's cloth map models are broken.

Also, Demonhound in cloth map is really small. It is not broken, but the model is hella slow.
End of kwm1800's quote

Fixed Electroalg and Kami, increased size of demonhound in next release.

Reply #733 Top

that's why those faeries are kicking my butt then :D

Reply #734 Top

second thought: is it intended that the faeries have both spitfire and some longranged poison ability? they're pretty damn brutal right now

 

also, is it intended for shadows to get "warrior" unit design at glyph stones? I think others get it at weaponry ( they have the runner at weaponry )

Reply #735 Top

Yes, faeries have a ranged attack and a spitfire ability.

There are probably multiple units with the "warrior" name.

Reply #736 Top

Electroalg: the wandering group is a bit bigger than the defending one.  also, they seem stronger than their ratings would suggest. not sure if they need some tweaking.

Reply #737 Top

Stormworld 1.5L have an error in configurstion.femm:

<ModVersion>1.5k</ModVersion>
<ModHumanName>Stormworld 1.5k</ModHumanName>

Only comsetic, but confusing |-)

Reply #738 Top

HF:

 

 I'm working on the faction creator part of my editor, and wondered if you could update the abilities for your factions. For faction traits, I need some way to read them in. In the core files, I search for the AbilityBonusType of Player. This won't work in the Stormworld case, becasue none of them have that tag.

 

Would you perhaps mind adding a tag, so that I can scan for it? Something like <ModAbility>Faction</ModAbility> (And use Weakness for faction weaknesses).

 

Let me know what you think.

Reply #739 Top

I can add it for the faction abilities it will work for, but it won't work for most. It'll be in 1.5m.

Quoting ev4debug, reply 738
Stormworld 1.5L have an error in configurstion.femm:

1.5k
Stormworld 1.5k

Only comsetic, but confusing
End of ev4debug's quote

Yes, I noticed as well. New procedure, forgot it.

,

Quoting crimsongekko, reply 737
Electroalg: the wandering group is a bit bigger than the defending one.  also, they seem stronger than their ratings would suggest. not sure if they need some tweaking.
End of crimsongekko's quote

You coward!

Reply #740 Top
now that your terraintypes.xml can be placed inside of Mods folder, will it still work correctly alongside with Ecomental?
 
also it'd be great if you could provide an "ecomental compatible" version of terraintypes.xml , currently it's weird to have deserts near the new rivers cost half as much MP as deserts elsewhere on the map. you could also add jam3's tweaks to GEM to the new terrains :)
Reply #741 Top

It already works with Ecomental as far as I know.

When the modded exe Frogboy released goes official, and if the change is still there, the changes in rivermod will only be those necessary for rivermod. I don't intend to cannibalize other mods.

Reply #742 Top

it's compatible now and it will still be compatible, good :D

my wish for an alternate version of terraintypes.xml for better consistency with it still stands ;)

 

Reply #743 Top

If the change to the exe goes live, my terraintypes will only be my own, they won't modify anything with the normal ones. So it should be completely compatible with other terrain mods.

Running Frogboy's modded exe this is what it looks like

<?xml version="1.0" encoding="iso-8859-1"?>
<TerrainTypes>
  <DataChecksum NoParse="1">
    <Ignore>DisplayName</Ignore>
    <Translate>DisplayName,TerrainName</Translate>
  </DataChecksum>
  <!-- Lands -->
 
  <TerrainType InternalName="Magmariver">
    <TerrainMovementNote>Blocked</TerrainMovementNote>
    <DisplayName>Magma River</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>1</IsTerrainFeature>
    <IsBaseTerrain>0</IsBaseTerrain>
    <PassableByLandUnits>0</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>0</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>10</PlacementOrder>
    <SupportsSubTerrain>true</SupportsSubTerrain>
    <IsBorderTerrain>1</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <GameModifier InternalName="CityTileYield_Forest">
      <ModType>Resource</ModType>
      <Attribute>TileYieldMaterials</Attribute>
      <Value>3</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <GameModifier InternalName="CityTileYield_River_Grain">
      <ModType>Resource</ModType>
      <Attribute>TileYieldGrain</Attribute>
      <Value>1.5</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <TerrainTypeEnvData>
      <ClothMapColor>255,128,0</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <DistanceFogColor>94,89,76</DistanceFogColor>
      <TacticalMap>T_Magmariver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>255,128,0</ClothMapColor>
      <Environment>Dead</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>255,128,0</ClothMapColor>
      <Environment>Grassland</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Kingdom</TacticalMap>
      <DistanceFogColor>200,220,228</DistanceFogColor>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Poisonriver">
    <TerrainMovementNote>Blocked</TerrainMovementNote>
    <DisplayName>Poisoned River</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>0</IsTerrainFeature>
    <IsBaseTerrain>1</IsBaseTerrain>
    <PassableByLandUnits>0</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>0</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>1</PlacementOrder>
    <SupportsSubTerrain>false</SupportsSubTerrain>
    <IsBorderTerrain>0</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <GameModifier InternalName="CityTileYield_Fertile">
      <ModType>Resource</ModType>
      <Attribute>TileYieldGrain</Attribute>
      <Value>1.5</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <TerrainTypeEnvData>
      <ClothMapColor>80,156,38</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/swamp.dds</Texture>
      <TextureWeight>1.0000</TextureWeight>
      <TacticalMap>T_Poisonriver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>80,156,38</ClothMapColor>
      <Environment>Dead</Environment>
      <Texture>gfx/terrain/swamp.dds</Texture>
      <TextureWeight>1.0000</TextureWeight>
      <TacticalMap>T_Poisonriver_Fallen</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>80,156,38</ClothMapColor>
      <Environment>Grassland</Environment>
      <Texture>gfx/terrain/swamp.dds</Texture>
      <TextureWeight>1.0000</TextureWeight>
      <TacticalMap>T_Poisonriver_Kingdom</TacticalMap>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Bloodriver">
    <TerrainMovementNote>Blocked</TerrainMovementNote>
    <DisplayName>River of Blood</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>0</IsTerrainFeature>
    <IsBaseTerrain>1</IsBaseTerrain>
    <PassableByLandUnits>0</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>0</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>1</PlacementOrder>
    <SupportsSubTerrain>false</SupportsSubTerrain>
    <IsBorderTerrain>0</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <GameModifier InternalName="CityTileYield_River_Grain">
      <ModType>Resource</ModType>
      <Attribute>TileYieldGrain</Attribute>
      <Value>3</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <TerrainTypeEnvData>
      <ClothMapColor>150,0,0</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/barren_ground_fertile.dds</Texture>
      <TextureWeight>0.3000</TextureWeight>
      <TacticalMap>T_Bloodriver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,0,0</ClothMapColor>
      <Environment>Dead</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
      <TextureWeight>0.5000</TextureWeight>
      <TacticalMap>T_Bloodriver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,0,0</ClothMapColor>
      <Environment>Grassland</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/light_grass_fertile.dds</Texture>
      <TacticalMap>T_Bloodriver_Kingdom</TacticalMap>
      <TextureWeight>0.3000</TextureWeight>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Deathriver">
    <TerrainMovementNote>Blocked</TerrainMovementNote>
    <DisplayName>Corrupted river</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>1</IsTerrainFeature>
    <IsBaseTerrain>0</IsBaseTerrain>
    <PassableByLandUnits>0</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>0</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <GameModifier InternalName="CityTileYield_Fertile">
      <ModType>Resource</ModType>
      <Attribute>TileYieldEssence</Attribute>
      <Value>1.5</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <GameModifier InternalName="CityTileYield_River_Grain">
      <ModType>Resource</ModType>
      <Attribute>TileYieldGrain</Attribute>
      <Value>1.5</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <PlacementOrder>10</PlacementOrder>
    <SupportsSubTerrain>true</SupportsSubTerrain>
    <IsBorderTerrain>1</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <TerrainTypeEnvData>
      <ClothMapColor>20,20,20</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <DistanceFogColor>94,89,76</DistanceFogColor>
      <TacticalMap>T_deathriver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>20,20,20</ClothMapColor>
      <Environment>Dead</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_deathriver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>20,20,20</ClothMapColor>
      <Environment>Grassland</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_deathriver_Kingdom</TacticalMap>
      <DistanceFogColor>200,220,228</DistanceFogColor>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Magmariverbridge">
    <TerrainMovementNote>1x Movement</TerrainMovementNote>
    <DisplayName>Bridge</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>1</IsTerrainFeature>
    <IsBaseTerrain>0</IsBaseTerrain>
    <PassableByLandUnits>1</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>1</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>10</PlacementOrder>
    <SupportsSubTerrain>true</SupportsSubTerrain>
    <IsBorderTerrain>1</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <GameModifier InternalName="CityTileYield_Forest">
      <ModType>Resource</ModType>
      <Attribute>TileYieldMaterials</Attribute>
      <Value>3</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <DistanceFogColor>94,89,76</DistanceFogColor>
      <TacticalMap>T_Magmariver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Dead</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Grassland</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Kingdom</TacticalMap>
      <DistanceFogColor>200,220,228</DistanceFogColor>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Bloodriverbridge">
    <TerrainMovementNote>1x Movement</TerrainMovementNote>
    <DisplayName>Bridge</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>1</IsTerrainFeature>
    <IsBaseTerrain>0</IsBaseTerrain>
    <PassableByLandUnits>1</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>1</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>10</PlacementOrder>
    <SupportsSubTerrain>true</SupportsSubTerrain>
    <IsBorderTerrain>1</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <GameModifier InternalName="CityTileYield_River_Grain">
      <ModType>Resource</ModType>
      <Attribute>TileYieldGrain</Attribute>
      <Value>3</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <DistanceFogColor>94,89,76</DistanceFogColor>
      <TacticalMap>T_Magmariver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Dead</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Grassland</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Kingdom</TacticalMap>
      <DistanceFogColor>200,220,228</DistanceFogColor>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Deathriverbridge">
    <TerrainMovementNote>1x Movement</TerrainMovementNote>
    <DisplayName>Bridge</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>1</IsTerrainFeature>
    <IsBaseTerrain>0</IsBaseTerrain>
    <PassableByLandUnits>1</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>1</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>10</PlacementOrder>
    <SupportsSubTerrain>true</SupportsSubTerrain>
    <IsBorderTerrain>1</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <GameModifier InternalName="CityTileYield_Fertile">
      <ModType>Resource</ModType>
      <Attribute>TileYieldEssence</Attribute>
      <Value>1.5</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <DistanceFogColor>94,89,76</DistanceFogColor>
      <TacticalMap>T_Magmariver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Dead</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Grassland</Environment>
      <GrantsTileYields>1</GrantsTileYields>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Kingdom</TacticalMap>
      <DistanceFogColor>200,220,228</DistanceFogColor>
    </TerrainTypeEnvData>
  </TerrainType>
  <TerrainType InternalName="Poisonriverbridge">
    <TerrainMovementNote>1x Movement</TerrainMovementNote>
    <DisplayName>Bridge</DisplayName>
    <MaxHeight>50</MaxHeight>
    <MinHeight>50</MinHeight>
    <MovementCost>10</MovementCost>
    <Category>City</Category>
    <IsTerrainFeature>1</IsTerrainFeature>
    <IsBaseTerrain>0</IsBaseTerrain>
    <PassableByLandUnits>1</PassableByLandUnits>
    <PassableByWaterUnits>0</PassableByWaterUnits>
    <PassableByAirUnits>1</PassableByAirUnits>
    <SuitableForStartingLocation>1</SuitableForStartingLocation>
    <Indestructable>0</Indestructable>
    <MinTilesPerSplat>0</MinTilesPerSplat>
    <MaxTilesPerSplat>0</MaxTilesPerSplat>
    <MinBrushRadius>3</MinBrushRadius>
    <MaxBrushRadius>4</MaxBrushRadius>
    <GenMethod>Radial</GenMethod>
    <PlacementOrder>10</PlacementOrder>
    <SupportsSubTerrain>true</SupportsSubTerrain>
    <IsBorderTerrain>1</IsBorderTerrain>
    <CannotBorder>Category:Water</CannotBorder>
    <MapGenPlaceChance>0</MapGenPlaceChance>
    <TerrainObjectType>ChasmEdge</TerrainObjectType>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Barren</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <DistanceFogColor>94,89,76</DistanceFogColor>
      <TacticalMap>T_Magmariver_Barren</TacticalMap>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Dead</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Fallen</TacticalMap>
      <DistanceFogColor>94,89,76</DistanceFogColor>
    </TerrainTypeEnvData>
    <TerrainTypeEnvData>
      <ClothMapColor>150,165,170</ClothMapColor>
      <Environment>Grassland</Environment>
      <Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
      <TextureWeight>0.8000</TextureWeight>
      <TacticalMap>T_Magmariver_Kingdom</TacticalMap>
      <DistanceFogColor>200,220,228</DistanceFogColor>
    </TerrainTypeEnvData>
  </TerrainType>
</TerrainTypes>
End of quote


Reply #744 Top
well, I'm not sure how this stuff works but:
 
1) I've always been running Ecomental and SW together
 
2) Ecomental changes deserts to cost 2 MP ( via terraintypes.xml )
 
3) I noticed desert tiles next to a corrupted river cost 1 MP instead of 2 MP they cost elsewhere on the map.
 
see what I mean? it'd be nice to have a version of SW terraintypes.xml where deserts cost 2 MP, for consistency. Ecomental also tweaks GEM values, so that's another thing that would need adjusting for the new SW terrain to "blend in" better with the rest of the map.
 
hope I was able to explain myself well enough :D
Reply #745 Top

Let me know if the problem persists after the next release. I understand what you mean but I don't understand what would cause such a strange movementcost next to my rivers.

Reply #747 Top

Out of curiousity heavenfall why is your magma river using the city category?

<category>city</category>

Reply #748 Top

The city category has the characteristic of maintaining a specific height for the central location, height 50. if I recall correctly. This means several tiles can be positioned nex to each other and be guaranteed to have that height. This prevents clipping between the tile graphics I used for the rivers.

Reply #749 Top

in your undead wiki page, under bloodline, it says: "Lizardmen count as" which should be "Undead count as" :)

Reply #750 Top

Quoting Heavenfall, reply 746
Let me know if the problem persists after the next release. I understand what you mean but I don't understand what would cause such a strange movementcost next to my rivers.
End of Heavenfall's quote

 

I've figured out the problem. it's caused by having terraintypes.xml loose in the StormWorld_Rivermod folder.