Conquest of Elysium 5

Conquest of Elysium 5

Citadel Garrison Mod
31 条留言
Люда Секс 9 月 21 日 上午 10:51 
yes, that's what i needed, not imba ballistas. ty so much!
oort object  [作者] 8 月 15 日 上午 7:20 
well, total incompetency mitigated, for at least a little while
oort object  [作者] 8 月 15 日 上午 7:15 
i'd say the moral of the story here is don't work on mods while sleep deprived but that's never not the case
oort object  [作者] 8 月 15 日 上午 7:14 
ah hell. well, it'll be fixed shortly. too much on the mind i guess
dfnskjl 8 月 15 日 上午 5:20 
Can't edit comments here: You can see that this is the Citadel Garrison Mod by looking at the change notes.
dfnskjl 8 月 15 日 上午 5:17 
It says "Battle Loot Mod", but this is the Citadel Garrison Mod I'm pretty sure. Maybe caching? But I see it in a web browser as well.
oort object  [作者] 8 月 14 日 下午 3:30 
it looks okay on my end, can you elaborate?
dfnskjl 8 月 14 日 下午 3:29 
Uh, the name, screenshots and description are still wrong I think
oort object  [作者] 8 月 12 日 下午 4:59 
shoutout to TechnologicNick on github for the Steam Change Preview tool. what a lifesaver
oort object  [作者] 8 月 12 日 下午 4:43 
how tf do i make the preview image go back to normal lmfao
oort object  [作者] 8 月 12 日 下午 4:37 
well, that upload didn't go properly at all. reverting
oort object  [作者] 8 月 12 日 上午 2:08 
thanks for the heads up
dfnskjl 8 月 11 日 下午 1:36 
There is a missing quotation mark (") at the end of the White Kobold Garrison descr, by the way. Don't know if it causes any actual bugs, but it is very noticable when looking at the file with any sort of syntax highlighting for .c5m files.

Also, not that it matters or would be easy to fix necessarily, but the Guildmaster can't technically recruit Archers outside of mercenary offers and has to rely on Crossbowmen instead. This could be reflected in the class' garrison units, or not. I guess adding a "Garrison Crossbowman" ritual to Admirals/Cartographers/Navigators???? Problem is they get standard Captains too...
oort object  [作者] 8 月 8 日 下午 1:49 
tried to fix that and some other stuff. i did put some garrison rituals in existing ritpows but i think that a couple other mods ive developed and use have taken up all the slots in the nekromant ritpow so, i added a new commander that can be recruited by the markgraf (the markschultheize). cant lead units though

the other stuff: i didn't realize high cultist doesnt get captain recruit offers. one of life's little jokes. so i incorporated your advice into their ritpow and also the heirodule's ritpow and the war priest ritpow.

for reasons somewhat outside my knowledge, some starting commanders dont get the ritual (e.g. noticed this recently while playing troll king with my starting goblin chief). don't know what to do about this happening
dfnskjl 8 月 7 日 上午 10:59 
It seems the rituals for the Markmann and Markmeister break them when they are upgraded to Ghoul Barons (both) or Malefic Markmeisters (Markmeisters, obviously), neither of them get their Nekromant rituals once upgraded and neither of them can use mastery rituals to reach tier 2.

You might just have to give the ritual to the Nekromant school instead (ritpow 39, which would also give it to upgraded Markmen, Markmeisters and the Markgraf's vampire form) and maybe make it a default so no one has to spend 10 hands to get it.

Looking in the comments I see you removed it from the Markgraf himself after a bug report a million years ago, so this is the same bug but for the lesser commanders.

There might be other commanders for other classes that have the same problem, I have not checked, but anything that transforms from one unit to another and gains access to rituals would be a prime suspect.
Tanaka 6 月 13 日 下午 8:22 
Ah cheers thanks!
oort object  [作者] 6 月 13 日 下午 8:11 
no, wait, im a double idiot, this was already properly updated for guildmaster
oort object  [作者] 6 月 13 日 下午 8:07 
oh hell. i forgot a very important line lol
Tanaka 6 月 13 日 下午 6:05 
Update for Guild?
Tanaka 6 月 13 日 下午 6:05 
Agreed I like this mod the best of the garrison mods. Just enough to prevent stupidity but not OP.
PsiBorg 2 月 28 日 下午 9:46 
Thanks. Tested this and it works a treat for all the races. I find the Avatar solution in other mods, just too OP. This is a simple fix to the early AI deaths, with a small stationary ranged garrison and stationary ranged commander. Eat my points!
oort object  [作者] 2022 年 8 月 6 日 下午 4:07 
yes
Tanaka 2022 年 7 月 19 日 下午 1:33 
Update for the new races?
oort object  [作者] 2021 年 9 月 8 日 下午 9:09 
i have replaced the ai weighting attempts with a much more satisfying approach to limiting spamming it
oort object  [作者] 2021 年 8 月 25 日 下午 6:11 
thanks for the positive comment wolf

@skay24 this can probably be added midgame but the defenders received at game start will continue to not exist. i do not know if this conflicts with Extra Rituals, and i recommend using either this or SFD but probably not both as they appear to serve roughly the same purpose
SteppenWolf 2021 年 8 月 25 日 下午 3:55 
Hey Oort, nice seeing you here, loved your mods for CoE 4. I'm kinda surprised that we already have some sort of modding community for this one
Skay24 2021 年 8 月 25 日 下午 12:55 
Hi, question can mod be added in mid game? Or need to start new?. Can this mod be with "Static Faction Defense" and: Extra Rituals".
oort object  [作者] 2021 年 8 月 23 日 下午 3:41 
it should work now. does updating a mod wipe the workshop description lol
oort object  [作者] 2021 年 8 月 23 日 下午 2:57 
alarming. ill try to fix that
nemid 2021 年 8 月 23 日 下午 12:41 
This is a nice mod. I think that it bugs the Markgraf however, as upon promoting to a Malefic Markgraf it has no rituals.
Arvay6 2021 年 8 月 20 日 下午 5:29 
I like the idea of having a ritual to add reinforcements to fortified locations. Makes defense easier as long as you have the cash. Good mod