Conquest of Elysium 5

Conquest of Elysium 5

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Autonomous Vassals + RTL Compatibility
   
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6 月 13 日 上午 7:09
9 月 3 日 上午 9:49
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Autonomous Vassals + RTL Compatibility

在 HSmasher 的 1 个合集中
HSmasher's Conquest of Elysium 5 Mods
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描述
About The Mod
This version of Autonomous Vassals has been made compatible with my other Baron mod Raise the Levies!. It requires Raise the Levies to be used - if you do not want to use Raise the Levies please use the normal version of Autonomous Vassals instead.



Main differences in this version:

- The 'Appoint Vassal' and 'Raise the Levies!' rituals cannot be used in the same Motte & Bailey, you must choose one or the other. Raising Levies will provide a greater immediate bonus to your economy but Vassals will heavily outpace this in the long term. Choose wisely.

- When appointed the Vassal will raise his own groups of levies whenever none are present in his home.

- Siege Spikes cannot be placed by a Marshal in a fort belonging to a Vassal, they must be constructed by the Vassal's Siege Master retainer instead.

- A conflicting Yeoman Archers spawn event has been removed.


Unlike the normal version of Autonomous Vassals I have not extensively tested this version. If you encounter any bugs please report them here.


Content

Summary

45+ Units
- Noble retainers, each of which enhances the defenses of the fort as well as offering special bonuses
- Bailifs, who wander around the surrounding area, taxing the peasants and improving the local infrastructure
- Men-At-Arms & defensive siege equipment
- Local patrol forces
- Vassals can now be placed in Castles
- Several small features from Raise the Levies! such as buffed Unicorn Knights
- Numerous Easter Egg units


Vassal Retainers
Each retainer a Vassal hires will have an effect upon the fortress. Whether its the Master-At-Arms organizing new groups of defenders, Blacksmiths to improve the armaments of the Vassal's army, personal Court Mages, Plague Doctors to heal diseases - and numerous other retainers are available to these fledgling lords. Via Retainers, with enough time Vassals will eventually generate well over 1500+ gold worth of defenders for their fort, given they don't run off and suicide charge the local magic library of course.

Realm Management
Your Vassals will now send out Bailiffs, whose duties consist of shaking down the local peasantry for more taxes, stationing garrison forces in valuable locations, and converting underutilized land into productive farms, villages and mines.

Castellans
Vassals can now be given Castles to govern, and may even convert their Motte & Bailey into a Castle given sufficient time to improve their demesne. Vassals who are lords of their own Castle will send out patrols to defend the surrounding land and have access to a greater number of Retainers than their poorer backwater Bailey counterparts.

Unicorn Vassals
Unicorn Vassal Knights and normal Vassal Knights have access to a number of different Retainers and are prone to developing their surrounding areas differently from one another. Give both a try, different locations may benefit more from one or the other.

Mod Compatibility
As stated above, this mod is NOT compatible with my other baron mod, Raise the Levies. Aside from that however it should be compatible with pretty much any other mod, as it alters very little of the base game.

If there is a compatibility issue it is probably related to conflicting numbers being used, if that is the case simply find the conflicting numbers and alter them in the c5m of this or the other mod. The following are the relevant numbers used in the mod:

Custom Terrains N/A
Terrain Groups -1055 & -1081
Variables N/A


Support Me

Join My Discord[discord.gg] - I've set up a discord where you can get info & updates on my current & upcoming projects, this is also the easiest way to get in touch with me. I plan on expanding into modding Dominions & other games in the future, I hope you'll look forward to playing those as I am.

If you like what I do and want to throw a few bucks my way I've opened a ko-fi account: https://ko-fi.com/hsmasher.

I take mod commissions - if you've got a mod you'd like me to make for you, or you'd like an extra pair of hands for your own, get in touch, if I like it and feel it's something within my ability to make I'd be happy to do so.
33 条留言
HSmasher  [作者] 9 月 24 日 下午 3:39 
I don't currently have any plans to make a mod for the King, I may in the future but I'm busy with other projects at the moment.
gravekeeperzero 9 月 24 日 下午 3:29 
might I ask what your plans are for the king in later (hopefully soon) updates since he does little in the way of things right now. also here are some ideas for updates have a princess that has the chance to spawn a dragon (or something along those lines). then a pope like figure that has the chance to spawn the knights of el. (more passive not like the voice of el crusade maybe?)
HSmasher  [作者] 9 月 11 日 下午 4:32 
Always glad to hear someone's enjoyed their time with my mods.

Giving the baron guild masters doesn't really fall within the scope of either AV or RTL but it is simple enough to do, if you'd like me to quickly whip that up for you as a small separate mod.
Danny the Deranged 9 月 11 日 下午 4:13 
Just found your mods a couple days ago, absolutely amazing work. Especially this mod. The whole thing from early to late game just flows so well with the unit progression and rituals. I also enjoy how all the minor NPC units make the barony and world feel very alive.

I really have nothing but good things to say about the work you've done on this.

My only wish would be the ability to recruit guild masters and make guilds.
HSmasher  [作者] 7 月 18 日 上午 10:37 
DEUS VULT!
Struggler 7 月 18 日 上午 10:14 
Ah thats prolly my bad then w conflicting mods i ran this, RTL, Loot Miscellany, Ghoul Lord, More Kobolds, and More Kobolds addon on Count Diff. The great animal Bakeneko turning into Tanuki monk form (old man) made me chuckle regardless and having a great time. We have a great kingdom but are surrounded and the High Preistess comes from the south and eats my cities, vassals, and villages with mainly giant necromancer lvl 3 Maliks that tear through our brothers but fear not for the Army of El's Knights are being mass produced to crusade south! Thank you so much again for all your hard work, to battle! DEUS VULT!
HSmasher  [作者] 7 月 17 日 上午 7:12 
I'm glad you enjoy it; do let me know if you run into any other problems with this one as I still haven't played it much with RTL.

Are you playing with any other mods that might be editing the base game's Bakeneko? RTL just uses copystats on the base Bakeneko rather than properly recreating it, so that could be the cause of the issue.

It shouldn't shapechange at all when it dies, it should just be dead.
Struggler 7 月 17 日 上午 6:48 
Thank you so much for such an amazing mod, prolly gonna put like 100 hours or so into this one+RTL. Noticed one small bug or maybe its intended idk but when the great animal with the Bakeneko Sprite gets killed it swaps forms into an old man with forest magic 2 and a dagger but the forest magic doesnt work it just lists it and no usuable spells pm me if u need screenshots <3
Commander Tahren 6 月 27 日 上午 8:16 
Ahh gotcha yeah most like ty
HSmasher  [作者] 6 月 27 日 上午 7:00 
Overhaul mods that add tons of rituals are of course the most likely culprits of causing this to occur.