Conquest of Elysium 5

Conquest of Elysium 5

68 个评价
Midget Mania - An overhaul for both varieties of Stupid Fat Hobbitses™
3
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
1.277 MB
2021 年 9 月 7 日 下午 2:36
2021 年 10 月 6 日 上午 10:18
10 项改动说明 ( 查看 )

订阅以下载
Midget Mania - An overhaul for both varieties of Stupid Fat Hobbitses™

描述
Summary
Are you fond of wee folk who eat entirely too much? Do you like the comforting thrum of industry mixed with the wails of the damned and rattling of bones? Do you think that undeath is a preferable alternative to communism? Then look no further!

While perhaps a bit lighter on content so far than I'd have liked for a release, this pack mostly centers around making both Hoburg factions more likely to survive into the later stages of the game and give each an appropriately themed gimmick that's been mentioned in lore for as long as CoE has existed, but has never been pursued by the devs. As such, the use of factories to produce a constant stream of units is the focus of this particular mod.

Feature List
Burgmeister
  • Actually expand with some degree of success with a new starting army.
  • Various unit (and commander, in particular) improvements designed to improve survivability and make the AP economy less of an issue past early-game.
  • Enjoy the standard suite of empire building rituals, now tailored for those short of stature and large of gut.
  • Introduce the world to the wonders of capitalism by mass producing B1 Battle Droids Clockwork Soldiers and Horrors. This is achieved with 8 new factory units that are rather hard to destroy but cannot defend themselves.
Markgraf
  • Access phenomenal necromantic powers in an itty bitty package. Nekromants can now achieve Vampiredom and Lichdom.
  • Revamped starting army and a few nonsensical unit stats were changed to make more sense.
  • Build an undead parody of the Burgmeister's empire with new rituals.
  • Add extra capitalism to your unlife and become the eternal robber baron you were always meant to be.*

Disclaimer: Author not responsible for industrial accidents related to self-replicating skeletons.
Compatibility

No compatibility issues should exist.

Suspected/Known Issues

All factory sprites are low effort placeholders. This will be corrected Soon™.

I currently suspect (and rather strongly so) that the overall balance between factions' factories swings heavily in the favor of the Burgmeister. However, the Markgraf is more likely to get a Manufactory up and running first, preventing the Burgmeister from building factories. This will be monitored and corrected as needed.

Credits
All glory to Emperor Herb for the various factory sprites.

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

It improves mod visibility
热门讨论 查看全部(1)
8
2021 年 10 月 6 日 上午 10:16
→→→ Suggestion Box/Balance Complaints Box ←←←
Commisar Jon Fuklaw
54 条留言
WalrusJones 2022 年 4 月 14 日 下午 12:31 
I think a slower version of this where the movement point values required are higher, and the best rituals (Gold, silver, fortification,) are behind the ritual of mastery would be cool.

Similarly, while the farm creation ritual requires you to have no nearby farms, it allows hoburg villages to be nearby which kinda allows for infinite farm density anyhow.

My logic for this is two fold:

- The super fast development feels a little off. I get other much more fantastic races which are stated to be low population get empire building rituals.Still, these feel a little too early game.

- These are lazy hobbits, land development projects being painfully slow makes so much sense.
Commisar Jon Fuklaw  [作者] 2021 年 9 月 27 日 上午 10:58 
That is indeed an oversight and will be corrected.
ThePlayer112 2021 年 9 月 27 日 上午 10:38 
Hi, first of all thank you for your amazing mod. Second I played markgraf and I noticed that you can't build a Hoburg village more than 5 tiles away from your fortified Hoburg, but you can't upgrade a Hoburg village if it is within 5 tiles from a fortified Hoburg. So you can never build a fortified Hoburg as Markgraf, unless there is a Burgmeister present from whom you can steal Hoburg villages. In the discription of the spell fortify Hoburg it reads "Must be at least 5 tiles from other fortified Hoburgs". This implies that on that 5th tile you could upgrade a hoburg village, but when I tried this it didn't work. Is this on purpose? Do I miss something?
Commisar Jon Fuklaw  [作者] 2021 年 9 月 21 日 下午 5:21 
The exclusion zone is a 11x11 square centered on each and every fortified hoburg.
RoyalCommander 2021 年 9 月 21 日 下午 2:37 
How the actuall hell do you build a fortified Hoburg?
I tryed 6 Tiles away i Tryed 5 and 4....nothing seems to work, is it bugged or did i miss something?
Commisar Jon Fuklaw  [作者] 2021 年 9 月 17 日 下午 5:34 
Now that I'm awake, enjoy the broken saves.

Update:

Rituals:
Eased the restrictions on both versions of Build Manufactory.
Updated incorrect usage pointer text.

Recruitment:
Fixed soulless defender reclimiter.
Nameless King Faraam 2021 年 9 月 17 日 上午 11:25 
good to know, just doing my part to make the mod as good as can be!
Commisar Jon Fuklaw  [作者] 2021 年 9 月 17 日 上午 1:56 
First thing is a + where an = should be, the other is intended, but a text error.
Nameless King Faraam 2021 年 9 月 17 日 上午 12:14 
it also seems that for the markgraft fortify hoberg village doesn't want to work, despite meeting conditions
Nameless King Faraam 2021 年 9 月 16 日 下午 11:29 
not sure if intended, but i can recruit little soulless defenders in mass for only iron without bodies to upgrade