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Rapporter et oversættelsesproblem
Thank you to everyone who supported!
And for those who enjoy the mod, don't forget to like and favorite!
Yes this mod requires The Conquest of Elysium 5 Total Overhaul in order to work
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2619598766
It is in "ElysiumContentPack.c5m" line 1436
Error: "No ritual called:'Grave Robbing' with offs 0"
Is there something I need to add/remove for it to work?
I have no mods enable. This is the first mod I have tried in CoE5.
Thanks :)
lol good one!
@Lu Cai
Hmm other than generic updates, nothing else was touched for the voice of el class in this mod. I can't remember if the total overhaul mod this one builds upon has that behavior you mentioned.
Try disabling this mod and see if you can pinpoint what is giving that behavior
Thanks again for playing with the mod! Don't forget to like and favorite if you enjoy it =)
Interesting, yeah that isn't the behavior I observed. Though if that is the case that would be completely welcome. At any rate when I get back to the game this or next weekend (studying for a test so may not be this weekend), I'll be sure to review =)
"What??"
"Yeah, they're of the oath of throwing it back though I am beginning to suspect it is not of the buttox but of the bag"
Glad to see it, I'm working on some incoming updates, I'll be sure to test the runesmith once again with another class to make sure the recruitment option is there (it should be but if not, I'll fix that bug). Enjoy! =)
Yes the 20% chance means that every turn, you have that percent chance of the unit appearing as a recruitment option
I actually just learned something new yesterday as I was looking at it.
Turns out that when a new recruitment option (like Runesmith) is added, the game loads in these recruitment options at the initial world creation.
So if you have a save that's older than the introduction of the new recruitable unit, you may not see it as an option =(
When I created a new game to test if the unit was recruitable, I saw that it was, which makes sense since the new game loaded the recruitment at the world creation
I appreciate the feedback, and glad to hear you're enjoying the mod
I'll take a look at the archers when I get the chance, don't forget to like and favorite =)
That's actually not from the mod, that's the vanilla game lol, that said it's not my first time hearing complaints about the archers, I'll take a look, thanks for the feedback
I've confirmed the runesmith recruitment option for crystal tower works
@pepemattos17
bug fixed, thanks for bringing it to my attention
Yes, all classes, including the necromancer can get the runesmith. I dropped the recruitment chance from 100% to 20% chance of recruitment.
I'll revisit it (to confirm it's working) when I go back to the game this weekend to debug the issue @pepemattos17 brought up
don't forget to like and favorite the mod if you enjoy it =)
could have sworn I did that, thanks will take a look sometime this week
Medium update released. It shouldn't ruin any saves (I have a major update I'm working on that might, sorry in advance)
More information in the Patch Notes and Fixes Thread - https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3137887227/4516632899769106943/
@Alkill1000, @wilsteir
The Upgrade Citadel issue has been resolved. The problem was caused by the original ritual which came from "The Conquest of Elysium 5 Total Overhaul" Mod. I fixed the issue by removing the original ritual, and creating a new working one. This new level 3 ritual called "Upgrade Necro Citadel" is free and should be available to you. If it isn't, try researching a new ritual and the list should refresh. Thanks
Don't forget to Like and Favorite the Mod! =)
There is a max cast of 2 for the "Upgrade Citadel" ritual
You can cast it in hades if you control a lich or greater
Are you sure you havn't already cast the spell twice?
btw while we're on the topic and out of curiosity, what do you love best about this mod?
If you want you can list some of the most game breaking bugs you see. No promise that they'll be fixed or implemented since, once again this mod points towards the total overhaul not the remaster, but if there's wiggle room, I might visit an issue. Or at least know what to watch out for as I play this mod and the remaster together
You can add it under the General Disussion and Suggestions Forum
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3137887227/4140563711248614598/
I'm not just enjoy thus mod myself, I also pull other people in the game to play with your mods]
And yes, of course I don't expect them to work in symbiosis, and I'm fine with some problem like doubled rituaps, or some units doubling/mismatchung inside faction.
I'm just mostly asking to fix most roughest incompats and game breaking ones, if that's possible.
I actually recently started trying out that popular mod to see what it brought to the table.
It'll be difficult to make the two mods compatible especially from this mod's point of view since the main focus of this mod is bringing value to "The Conquest of Elysium Total Overhaul" mod and even fixing some of the issues with the main total overhaul mod by itself is a challenge.
Adding another mod to that mix would only exponentially increase the complexity since all 3 mods which are loaded by the game in a certain priority, would have to be in symbiosis with each other (not easy) but easier if you are coding the main mod, not a dependent one like this one (this mod depends on The Conquest of Elysium Total Overhaul)
Thank you for speaking up and thank you for using my creation as a way to better enjoy the game, honestly seeing people use my mod is a joy. Originally when I created it, it was only meant to be used by myself as a way to make "The Conquest of Elysium Total Overhaul" a bit more complete. I later decided to upload it and the feedback has been insane! So thank you once again for enjoying the creation =)
And I know that this is my fault for trying to use two overhauls together, but otherwise everything works even on big modlist, only this two create problems when turned on together.
Such as senator having every plain and forest as a citadel, or dwarf workers maturing into paladins.
Both mods are great and have cool things that I have problems playing without, so I'll try to ask, is there any chance that it can be made compatible? I'll ask on both sides in hope of it.
Does anyone have any suggestions? No promises but suggestions will let me know what the playerbase currently thinks of the class and how it behaves with the overhaul mod
Thank you fellow Isekia enthusiast!
Liked it... yes-yes
lol