Conquest of Elysium 5

Conquest of Elysium 5

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Emir
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896.686 KB
11 月 4 日 下午 8:01
11 月 7 日 下午 1:53
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描述
This mod adds a new class the Emir.

Capture slaves and train them into formidable warriors. Take and fortify hamlets and desert oasis. Outfit your loyal slave soldiers with primitive, but powerful gunpowder weapons. Summon and bind elusive desert spirits to turn them on your enemies.

This class was originally supposed to be a more Arabic take on the Baron class, though I feel it may have strayed somewhat from that idea. This is my first attempt at a mod and it is still not fully finished, so I am certain there are things that need to be changed, fixed or rebalanced. I would appreciate any feedback from anyone who does play it.

Big thanks to all the people on the discord for handholding me through the entire process.
40 条留言
Kalrotix 刚才 
Very original and interesting mod.
Vacuousbard 11 月 9 日 上午 5:29 
Thanks
Bloodyusernames1  [作者] 11 月 8 日 上午 7:16 
I'd like to ammend that last post to say you would have to change the addterr number and the corresponding selectterr number.
Bloodyusernames1  [作者] 11 月 8 日 上午 6:42 
I had a quick look there with regards to incompatible mods. Both this mod, the mind flayer mod and the goblin lord mod use the number 801 for a terrain tile, which is causing the overlap. I use the addterr numbers 800, 801 and 802, so if there is as a problem with with terrain overlap I would recommended you edit the file so that the number is different to all the other mods you use that have custom terrain, and I believe that is applicable if you face the same issue with other mods as well. I'll change it when I get the chance but unfortunately there isn't a way to be 100% sure I don't use the same numbers as anyone else without manually checking every other mod.
Vacuousbard 11 月 8 日 上午 4:56 
Head up: As of this post this mod might be somewhat incompatible with some other mod. From what I saw building a trading post will create garrean city instead if you have goblin faction mod on, that or mind flayer colony if you play it with mindflayer mod. honestly avoid any modded factions that allow you to build stuff if you enable this one
Bloodyusernames1  [作者] 11 月 7 日 下午 1:49 
In fact library mastery is kind of pointless for them anyway since they can just use their own ritual. I wouldn't have caught that on my own.
Bloodyusernames1  [作者] 11 月 7 日 下午 1:46 
Ahh, I think I know what happend there. The high magi shouldn't have library mastery because they are already max level for them. I bet the types of spells he had in battle changed as well because he technically was "promoted" to the next guy in the list, who was a regular magi with a different spell set. I'll fix that there now.
TesloStep 11 月 7 日 下午 1:18 
library mastery seems coded incorrectly - my high magi gets downgraded to level 1 when did ritual of mastery in the library (it was 1 book library though)
⚔️Niclaus35⚔ 11 月 6 日 上午 10:58 
That seems interesting.
Bloodyusernames1  [作者] 11 月 6 日 上午 1:11 
The naphta thrower was originally supposed to be a defensive unit for sieges but I decided to make it movable since it seemed like a lot of investment otherwise. Moving it to a mid unit might be smarter overall though.