Conquest of Elysium 5

Conquest of Elysium 5

Baron Enhanced
28 条留言
Iron knight Fe 1 月 30 日 下午 11:41 
I'm assuming This wold need a some kind of compatibility patch to work with raise the levies? the amount of stuff you could do with both would be cool tho if not probably a little out of balance.
[Mi.Sa]Skullduggery 2024 年 11 月 8 日 上午 3:22 
Are Blind Soldiers only supposed to have bad sight as their flavour text sort of implies they should have spirit sight or are they just supposed to be super tanky infantrymen?
Jurgman Chinguz 2024 年 8 月 26 日 上午 7:33 
is it compatible with raise the levies?
[Mi.Sa]Skullduggery 2022 年 7 月 15 日 下午 12:33 
Found a spelling mistake, the barbarian recruitment option is called a solider I assume its supposed to say soldier.

Other than that i look forward to seeing what the monkey class might provide, perhaps some kind of heavily armoured bandar melee combatants with some kind of two handed weapon or perhaps a large shield and and a melee weapon as some kind of high health shock troops though some kind of hybrid longbow/well armed ones similar to the heavy archers the bakemono get
Juz  [作者] 2022 年 5 月 17 日 下午 9:07 
Thanks! This reminds me I need to add something for the new Monkey Class.
labowski1 2022 年 5 月 17 日 下午 8:49 
I love this mod, the recruitment and promotion system is great. I love capturing new locations and finding unique recruitables.
Juz  [作者] 2022 年 1 月 22 日 下午 12:30 
Uuhhh, yeah I could probably do that. They're a bit easier to manage while they're separate and anyone using them can select ones they like and not ones they don't. It'll be a down the road thing.
Sooner535{UFIP} 2022 年 1 月 22 日 上午 9:37 
Have you though about putting your mods into a collection so we can get all of them in 1 click and find them easily?
Juz  [作者] 2022 年 1 月 19 日 下午 1:51 
That's not part of my mod, Vassaling knights is a standard game ritual.
Nogi Everfree 2022 年 1 月 19 日 上午 3:29 
Not sure if intentional, but Vassal Unicorn Knights are not stupid.
Juz  [作者] 2021 年 11 月 25 日 下午 3:44 
fixed
Erlkönig 2021 年 11 月 25 日 下午 3:14 
The acid thrower infantry has their 2nd sprite glitched (the one they show during an attack). That was the only flaw I noticed thus far, and I'd be happy if you looked into it.
Juz  [作者] 2021 年 11 月 23 日 下午 1:48 
Nah not intentional, will fix, have a few little fixes to put in.
silentlynx 2021 年 11 月 23 日 上午 7:39 
I realized that for the Enchanted Knights the Enchanted Lance attack has an initiative of 2, whereas all lance attacks usually have initiative of 5. Is that intentional?
silentlynx 2021 年 11 月 21 日 下午 3:25 
I suppose, that would still make high lords viable units long term, and limits the use of the legendary knights.

I just expected that they would function the same.
Juz  [作者] 2021 年 11 月 21 日 下午 1:48 
I didn't think so, they're meant to be used for their combat abilities or special qualities and immunities.
silentlynx 2021 年 11 月 21 日 上午 10:24 
Shouldn't the Legendary Knights have the same rituals as the High Lord?
Stain 2021 年 11 月 13 日 上午 8:06 
that would work 2 but i dont see it as an early game option at all because you need to find a temple and sometimes that just doesnt happen for awhile
Juz  [作者] 2021 年 11 月 12 日 下午 12:26 
So, the blessing system is a result of not being able to do incremental increases to the cost like the El class. I couldn't find a mechanic to do that.

I was thinking of changing it to 10 separate rituals, with 4 tiers and the ritual with different resource costs that are then forgotten after use except for the last ritual which would be much or expensive and repeatable. This would guarantee some early blessings with the lower tier cheaper rituals but make it not too spamable later on.
Stain 2021 年 11 月 12 日 上午 3:20 
i like it alot particularly the tithe warrior monk system not the best early game but gives a great option going into late late on a big map
KriFry 2021 年 11 月 9 日 下午 11:20 
Juz, Thank you!:D
Juz  [作者] 2021 年 11 月 9 日 下午 11:00 
I fixed that issue btw, you should be able to run both.
KriFry 2021 年 11 月 9 日 下午 10:38 
I turned off the CoExp and yes, the artifacts stopped spawning at the watchmans, but the CoExp is also cool (
Things like Levyes from the Monk (extended rituals) are not so critical... i think. Lack of flamethrowers from heavy infantry by Alchemic too. The variety of units presented here is more interesting.
Juz  [作者] 2021 年 11 月 9 日 下午 9:48 
I have an idea which mod btw, it's the CoExpansion mod, I can make a fix for the watchmen as I know why that artifact interaction occurs but that mod does change things for the Baron and I don't intend to make this compatible with everyone else who has made a mod for the Baron.
Juz  [作者] 2021 年 11 月 9 日 下午 9:44 
I should have said, this is a bit beta, I'll put descriptions in eventually.
Juz  [作者] 2021 年 11 月 9 日 下午 9:43 
My watchmen don't get any artifacts, you're likely mixing mods.
KriFry 2021 年 11 月 9 日 下午 9:28 
Greate mod! But I have a problem with balance. A bunch of artifacts will spawn on the Watchmans. They all are Heroes in the past)
A bit not playable yet.
jdr196 2021 年 11 月 9 日 下午 8:20 
Nice mod. Wish the new units had some descriptions. And the recruit screen seems a bit cluttered.