Conquest of Elysium 5

Conquest of Elysium 5

Raise the Levies! - Baron Class Mod
106 条留言
Tea Time 10 月 14 日 上午 3:30 
Reading it my guess is that you can appoint knights of other races? Like death knight, cloud, fire, maybe even cobold etc.
But that seems like a stretch, that's way too much work.

Maybe you can appoint in other types of castles, like ruined one or smth.
HSmasher  [作者] 10 月 13 日 下午 3:54 
I'm glad you enjoyed the mods. Raise the Levies was the first mod I ever made so it's definitely rough around the edges, maybe I'll spruce it up some day.

I'll give you a small hint to enjoy Autonomous Vassals a bit more - there's easter eggs hidden in the mod, and the clue to finding them is in the Appoint Vassal ritual's description.

;)
Tea Time 10 月 13 日 下午 12:51 
1/3
Fun mod! Played it together with your other mod "autonomous vassals", so I'll give my thoughts to both here.

I loved the ranger progression from some rando dude to Aragorn\Faramir tier super ranger, very fun. Forest outposts were cool too. Really good for area control. And I liked the incentive of free spawn in exchange for ranger sitting in the outpost. Good use of mechanics to push the player towards thematic play.
But I didn't like the animal boxes cuz they require you to pick them up and then open one by one, too much micro.
Tea Time 10 月 13 日 下午 12:51 
2/3
My land crawling with patrols and surveyors, infrastructure expanding, vassals defending made my realm feel alive, well defended and selfhealing.

Made me feel like a real medieval ruler.

The normal and unicorn vassals being pretty different was super cool too! Just a dude and his bros, or magical animal friends. Them suiciding themselves forced the baron to travel his lands to restore the control, which, while a little annoying, felt like an appropriate price for the level of power and wealth the vassals brought.
Tea Time 10 月 13 日 下午 12:51 
3/3
When I got a dwarf that crafts you free items, I was super excited to make some thugs. But then I got two more of them and I couldn't not collect the gear from all 3, which added a lot more micro (pretty hard to find your guys to give gear to in the sea of vassal’s levees, then transport it etc.). It slowed the game down so much I had to abandon the game (I can't not optimize to save my life).

If you want to give gear, maybe instead make the armorer be able to craft gear for hefty price or smth, so you have more control over where and how you do it.
Sadystyczny Maniakalny Bojownik 10 月 4 日 上午 4:22 
Nah, its just those two.
Besides, I got one just after I wrote that comment - I just had the shittiest luck possible. So, no problem.
HSmasher  [作者] 10 月 3 日 上午 6:17 
That's odd, neither of these mods should affect that. The High Lord is just a normal commander recruitment without any requirements.

Are you using any other mods that might affect the baron in some way?
Sadystyczny Maniakalny Bojownik 10 月 3 日 上午 5:05 
Played along with Auto Vassals. Both make one of my favourite classes pretty freaking great, just drowning the world in knights and footsoldiers.
Just one issue - when my baron got crowned, I stopped being able to recruit High Lords. Is this a bug or a feature?
HSmasher  [作者] 9 月 12 日 下午 4:44 
The Monk/Abott gets them using a ritual.
acv55555 9 月 12 日 下午 4:34 
Playing this rather than against for the first time, how do I recruit Angry Rabble?
HSmasher  [作者] 9 月 5 日 下午 12:34 
That would be funny. I planned to include something similar in one of my upcoming mods.
acv55555 9 月 5 日 下午 12:03 
Ah, gotcha.

Btw would love to see a funny mod like "revolution"/"peasant's revolt" that's just a faction geared to mass producing and buffing Angry Rabble. Or even as an occasional negative event. Like those monsters that spawn on gold mines.
HSmasher  [作者] 9 月 5 日 上午 10:14 
It does very rarely but generally no it doesn't know how to use this mod very well overall.
acv55555 9 月 5 日 上午 10:08 
Does the AI know how to make use of this mod? I notice they don't build ranger outposts or woodland forts
Lord Tillion 9 月 3 日 下午 10:02 
i love a mod that combines baron and guildmaster
acv55555 8 月 31 日 下午 1:29 
Angry Rabble is BEST unit
HSmasher  [作者] 8 月 10 日 上午 9:23 
Yeah that would do it, units can't have more than one ritual school so it messes them up when they transform into units with other ones.
Malware Mal 8 月 10 日 上午 7:59 
Found it. Garrison Mod updated with the new version. Grants a ritual power to the captain unit. I don't know enough about modding to know why that power breaks the Marshal promotion, something about rituals occupying the same slot I would guess, I don't know?

I do know enough that simply deleting the power for for the Captain from the mod removes any conflicts and allowed RTL to function with no problems.
HSmasher  [作者] 8 月 10 日 上午 6:24 
I think its more likely that it's not any particular mod conflicting with it, you might just have too many mods in general, so cutting a few out should solve the issue.

Removing them one by one and seeing if it is one in particular never hurts though, good luck.
Malware Mal 8 月 10 日 上午 3:28 
Thanks for the advice. Did that. Turned off every mod except RTL and it works soo.... something is conflicting with it now and I just need to find out what?
HSmasher  [作者] 8 月 9 日 下午 9:50 
Just tested and it works fine for me, no one else has reported this happening.

Try removing one of the larger mods from your mod list and see if that changes anything - in cases like these its often caused by hitting modding limits without realizing it; even if you didn't change anything perhaps the updates messed with something unknown to us or another mod you were using was possibly updated and added/changed things.

For a quick test just go into the .c5m file for RTL, search 'selectclass', then under that line put:

addstartcom "Marshal"

Then start a new game and you should automatically start with a marshal to test it.
Malware Mal 8 月 9 日 下午 6:55 
Hi, long time user of your mod here. Saw your new vassals mod and jumped back into the game to try it out. Noticed that the Marshal, despite still having the ritual caster tag, can't use rituals anymore. Removed the Vassal mod and reinstalled this one and noticed Marshal still can't use their rituals.

I have not changed my mod load out since before the Guide Master update and that's the only other thing that has changed. Has anyone else noticed this or have told you?
mystery.spartan25 7 月 16 日 下午 1:25 
Hi, I've been playing with this mod for a long time and it's one of my favourites.
HSmasher  [作者] 6 月 17 日 上午 6:51 
Yeah he is a quite strong AI, if I'm not playing the Baron myself and I want a less intense game I often turn off the mod. Granted I mostly play intense games.
igotsmeakabob11 6 月 16 日 下午 10:37 
Love everything about this mod, except it seems like the Baron AI will dominate everything in the game :'D
Even if the other AI are baron difficulty and he's the step below knight, he's riding around dominating the map :'D
HSmasher  [作者] 5 月 26 日 下午 11:46 
They increase your global iron income by +1, not the iron income of their square. The game doesn't display this accurately anywhere other than in that your total iron income is accurate.
genessee 5 月 26 日 下午 11:00 
It looks like the Blacksmith community pillars are supposed to increase iron production on their respective tile, but as far as I can tell they don't. Might only improve iron production on tiles that already make iron, but I don't think there's any levy-able settlements that produce iron?
HSmasher  [作者] 5 月 4 日 上午 11:32 
There is no way unfortunately to direct wandering units to want to go to specific terrains beyond the general ones set by the hardcoded wander objectives. If I remember correctly the knight errants use the one that makes them want to visit human settlements.

The latter half of that is possible if they happen to find themselves standing on a hamlet, but not something I would want to add to this particular mod.
catfoodbob 5 月 4 日 上午 10:43 
Wonder if it would be possible to get the knightly quest to just almost exclusively look for hamlets. and have an event when they are on one to just "Upgrade to Motte and baily" while also just promoting themselves into a vassal knight
TheHaluzer Official™ 5 月 4 日 上午 10:07 
That would be very appreciated!
And thank you for making this amazing mod!
Super appreciated!
HSmasher  [作者] 5 月 4 日 上午 5:27 
My power's been out all week but I can try to look into that too when I get a chance.
TheHaluzer Official™ 5 月 3 日 下午 2:37 
HSmasher  [作者] 4 月 29 日 上午 8:28 
I can look into it. :steamthumbsup:
Green Ghost 4 月 29 日 上午 8:25 
Hey HSmasher, would you consider making a small compatibility patch for Emperor Herb's Royal Druidism mod? Your mods work fine together but his dryadic high lords and captains still use the vanilla levy ability.
TheHaluzer Official™ 4 月 3 日 上午 2:33 
Can you make levis or some units spawn in castles to as i only see a few lesser nobles spawn there?
Maybe some simple levis on mines and such as well?
HSmasher  [作者] 3 月 28 日 上午 8:20 
Not to give anything away but I have a new class I'm almost finished working on.

Stay tuned. ;)
ahilger1 3 月 28 日 上午 7:38 
are you planning on making more faction mods?
HSmasher  [作者] 3 月 8 日 上午 7:59 
I've actually been considering for a while making their second shot into a 50 or 25 % chance attack; this being my first mod, looking back I can see how I went a bit overboard on some things.

I have several other projects I'm focusing on at the moment but I will probably revisit Raise the Levies at some point.
catfoodbob 3 月 7 日 上午 11:36 
The woodland rangers, straight up feel powerful enought that they could probably just be thier own class.
Also would suggest instead of Two longbow shots which is absolutley oppressive. just 1 prebattle shot would work as well.
HSmasher  [作者] 1 月 31 日 上午 8:00 
A simple enough fix, I've updated the mod. Let me know if there are any issues.
Feraa 1 月 31 日 上午 7:02 
I believe trade posts were added after this mod was last updated, thus it's not included?
Iron knight Fe 1 月 31 日 上午 12:48 
trade posts are not used for recruiting Levis when you can in base is there a particular reason for this or is it just a bug
/!X\Space\\^//Badger/X!\ 1 月 12 日 上午 6:49 
Yeah, well We all know what Led Zeppelin had to say about the abuses of the Monarchial/Feudal System!
To be clear, It was Memphis Minnie and Kansas Joe McCoy who first recorded this song in 1929, and it is supposedly about the great Mississippi Flood of 1927

https://www.youtube.com/watch?v=uwiTs60VoTM
Boka 2024 年 10 月 3 日 上午 9:00 
Great idea! Great mod!
HSmasher  [作者] 2024 年 8 月 26 日 下午 1:30 
I've never tried so I don't know for certain, but in theory it should be. I've seen people use it with other baron mods before.
Jurgman Chinguz 2024 年 8 月 26 日 上午 8:49 
this compatible with jon fuklaws east and west baron mod?
catfoodbob 2024 年 4 月 10 日 上午 9:17 
If knightly quest is from this pack, the one where you send out a knight with group of people. would be nice if they mostly just path to hamlets, to then stop there, turn themselves into a vassal knight, then make mottenbaily.
Beefus Primus 2024 年 3 月 2 日 上午 3:27 
Baron is my favourite class. Just like Vanilla is my favourite flavour :D Thanks for this mod!
Green Ghost 2023 年 11 月 29 日 上午 8:09 
I think I found the culprit, the 'Special Commanders (At Academy)' mod, once I deactivated it I got an armourer offer almost immedietly.
HSmasher  [作者] 2023 年 11 月 29 日 上午 7:05 
The Armourer is a random mercenary like the monk and court mage; I tested it just now and I got a recruitment offer for one in the first year of the game. I'm not sure what could be causing you to not receive the recruitment offer other than extremely unlucky rng.