Conquest of Elysium 5

Conquest of Elysium 5

QoL_Overhaul
14 条留言
khjgames  [作者] 9 月 17 日 下午 5:04 
It'd be interesting if you could have items or many other effects contribute to things like your AP values but that's just not possible yet in CoE5. I hope they expand modding support for CoE6.
khjgames  [作者] 9 月 17 日 下午 5:03 
Unfortunately we are very restricted in what we can and cannot adjust in modding,
You can't adjust base AP values beyond making specific units, like a factions commanders fast which gives 4 AP or slow which gives 2 AP, but that would devalue proper fast units (like mounted commanders).
You can adjust the AP movement cost of individual terrain numbers / tile types which is what this mod does, aside from that the only other way you can interact with AP is changing ritual costs, which is also full of scuffed limitations.
But yeah stuff like refunding AP or charging none on ritual casts can be done, and is used in the PVE High Cultists Eldritch Vigor ritual to allow their commanders to restore AP for a gold & sac cost.
Another thing worth noting is there is a slow version of this mod that doesn't touch movement costs if you just want the other adjustments.
Yucon2550 9 月 16 日 下午 7:35 
I know nothing about modding but I think having a mod that makes the base AP 4 would eliminate the need for this mod. the statagy of how the terain effects you would still be there but make the game "feel" faster. using rituals would feel like less of a waist of time if you get bad RNG. this would also debuff snow and movment modifires like "slow, mountan walk etc.
Yucon2550 9 月 16 日 下午 7:32 
I have played some with this mod and my fears are confirm, its fun. I also saw that it made the game go by much faster per turn and I was thinking less peraction. My biggist downside is that it makes the map tile veriaty meaningless forests and hills mean nothing but set dressing. I like how easy it is to move over mountains and swamps. If i could make changes I would keep the changes but if posible add a set chance a extra AP is used when crossing in hills and forests(33%?). I would also like to know if there is a way for myself to change the values on my own Id like to configure it to my liking.
khjgames  [作者] 5 月 30 日 上午 8:56 
Added ports to capital tile changes (they now have an 1 iron income and farsight) for the guildmaster.
Hierophant Green 5 月 30 日 上午 6:14 
My biggest turn-off of the game was how late into a match every turn was basically "auto-move all units 1 or 2 squares because the map is 90% high cost terrain, resolve the battles, repeat until I find that last damn city".
This helps immensely.
khjgames  [作者] 5 月 27 日 下午 5:14 
Lowered forest movement is an intended feature, part of the lowered movement costs.
You can use the Slow QoL Overhaul mod that doesn't change move costs if that's your thing.
Tanaka 5 月 21 日 下午 8:32 
Is forest supposed to have the same movement as a plain? Seems off
Tanaka 5 月 21 日 下午 1:22 
Needs update for new patch I think
khjgames  [作者] 3 月 17 日 下午 1:09 
Can't believe we're at almost 400 subs here, hope everyone interested noticed the Slow QOL overhaul. linked in the desc / comments.
Satan-Sama 2 月 24 日 下午 5:43 
Thank you very much!
khjgames  [作者] 2 月 23 日 下午 1:38 
@Satan-Sama, there is now a "Slow QoL Overhaul" mod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3433193823
khjgames  [作者] 2 月 22 日 下午 11:13 
Ok, at your request, I'll create a separate QOL overhaul mod that doesn't change movement costs, but keeps the other changes. I'll get around to that sometime soon.
Satan-Sama 2 月 22 日 上午 5:13 
Is there some way to alter this so the movement changes aren't applied? I ask because I love the rest of this, but the movements make people with X move [swamp, forest, etc] moot. And I do get why you have it, but I do enjoy the defensive abilities of terrain costs.