Conquest of Elysium 5

Conquest of Elysium 5

Heroes3
51 条留言
Captain Tofu 10 月 4 日 上午 1:43 
Great idea for a mod and well executed, congrats!
I would have solved the challenges differently. Maybe you can get some inspiration from my approach, maybe not :)
o) The towns can only recruit dwellings, mercenaries and commanders.
o) Dwellings have the recruitment ability, that makes their respective creature recruitable (like vanilla amazons for barbarian class).
o) Dwellings have a ritual to upgrade themselves. Their upgraded version has a ritual to upgrade their respective units. That way you can only locally upgrade and not recruit upgraded versions in other towns without that Dwelling.
o) Only un-upgraded creatures are recruitable. o) Dwellings have regenerate, so that if they are killed in a battle you win, you hopefully retain them. Or if possible the twiceborn mechanic, so they always respawn after victourious battle.
o) You can recruit the un-upgraded creatures from world map dwellings in low numbers. No income form those sites.
forrestomintero 3 月 15 日 下午 4:16 
last random idea, but as a thematic replacement for commanders leveling up in homm, you could throw in a blessing mechanic (the regular el type blessing, not the dark blessing, that would be op) and then make the blessing cost either an outrageous amount of faction resource, a bunch of iron (since iron is the only existing resource that cant be infinitely bootstrapped so you have to choose between more spawners or more blessing) or some additional resource not currently used by any of the races. And if you think that would be too broken, you could make it so the blessing isn't native to the units, and instead is only given to units via spell by the non-mage commanders. (so as they increase their tier, they get increasingly stronger versions of the priest spell that adds temporary blessing to units but only that spell so that their value in combat becomes spamming that spell)
Piggy-no-legs  [作者] 3 月 15 日 上午 1:10 
These are some neat ideas. Thanks. No not annoying at all this is good constructive feedback :steamhappy: I don't know why the basic spawn idea did not cross my mind as it makes alot of sense!
forrestomintero 3 月 14 日 下午 5:46 
sorry, not to keep being annoying, but I was thinking about it, and I think every race should at least be able to build their most basic unit spawner on "plains-like terrain." these are supposed to be their most numerous unit but the requirement to build on farms makes them actually less common than other unit types that require features that are everywhere like forests. (by the time infernos end-game rolls around most of my army is demons, not imps) Additionally it would allow them to ramp up their gold income slowly over time without ruining the weak early game that balances these races. And that ramping gold income never gets too out of hand because all of these spawners are still gated behind iron. Plus the only units you can buy are the first couple unit types anyway, so excess gold doesn't have that much power regardless
forrestomintero 3 月 14 日 下午 4:28 
I appreciate it :) not looking to be overly critical, only provide feedback :) As a last bit of personal preference, it would be really cool to have some kind of unique planar access for each race as an endgame t3 ritual. demons could open a gate to inferno, castle could open a gate to the celestial plane, the elves could open a gate to the primal plane, and the mages could maybe get flying on some of their units to eventually take over the sky, maybe with the ability to make cloud castles thrown in. (or open gates to the elemental planes if you think that's more thematic)
Piggy-no-legs  [作者] 3 月 14 日 上午 8:32 
Thanks for the feedback ! I have rituals in store for the magic commanders which should help with things like resources, But have not got round to putting them in yet. Because its just me working on this and its just a hobby I don't know when I'm going to work on it. It's when I feel like it :popular::cleanhourglass:
forrestomintero 3 月 13 日 下午 11:57 
The lack of meaningful commander upgrades also doesn't help. I'm perfectly fine with one of the commander types being dedicated to creating spawners, but I feel like that should be the non-magical commander type's job, and the mage commander should have access to more utility rituals, and the ability to summon things directly. (which would be plenty thematic with the divide between magical and non-magical homm commanders) The need to ramp up is rough when it's so hard to actually pull together enough resources to survive long enough to ramp up. Plus some races need some real upgrades to their early game units. Especially the ones that require rarer locations like farms (compared to inferno who can just spam the hell out of spawners in forests)
Tonsar 3 月 13 日 上午 6:51 
Does anyone else feel like the early game units are painfully weak? I struggle even to survive until I get to the point I can acquire more units. Also I feel like upgrading the units have little to no change in their strength.
forrestomintero 1 月 19 日 上午 4:15 
master genies dont get spells when they upgrade
forrestomintero 1 月 19 日 上午 3:05 
thank you :)
Piggy-no-legs  [作者] 1 月 19 日 上午 2:10 
Oh well that's a silly oversight. Sorry I'll do that right now for you
forrestomintero 1 月 18 日 下午 10:28 
whenever you start up again please give devils fire immunity. their scythe attacks cause an aoe fire burst, which is fine, but the fire burst hits them too, causing self-inflicted damage and can even cause them to start burning. It's genuinely problematic since my biggest baddest units regularly kill themselves fighting random groups of 6 humans
Piggy-no-legs  [作者] 2024 年 12 月 17 日 上午 9:23 
Only 4 atm. Hopefully will be working on the mod again soon:winterpresent2023:
Junkerz 2024 年 11 月 17 日 上午 3:11 
been wanting to use this mod for multiplayer, but sadly the file is too big to use.
is there any way to trim it down vastly to be more in line with other mod sizes?
Dave1974 2024 年 11 月 13 日 上午 6:15 
I have to say this is an excellent Mod. Thanks for doing this - Looking forward to the other classes.
Piggy-no-legs  [作者] 2024 年 10 月 12 日 下午 1:55 
Ok. That's annoying! I'll look at that soon. Thanks :cleanhourglass:
Junkerz 2024 年 10 月 12 日 上午 8:52 
i have encountered a problem with upgrading normal angels to archangels. they do get prayer lvl 2, but they do not get new spells
Medium Bot 2024 年 10 月 3 日 上午 12:47 
hey man Absolutely love heroes, I think you are a legend for working on this mod, I totally didnt even think to clash the worlds but oh my god it looks beautiful
Bannoobs 2024 年 9 月 28 日 下午 2:36 
The construction of a workshop at the Tower requires 50gold of 5iron and 10gems!, and at the same Castle it takes 50gold and 10iron. Isn't it a lot of gems for first-rank units?
Bannoobs 2024 年 9 月 28 日 上午 11:59 
Is it possible to make the map contain units from heroes 3 only?
Piggy-no-legs  [作者] 2024 年 9 月 15 日 上午 11:04 
Ok.
Bannoobs 2024 年 9 月 14 日 下午 2:19 
Tower Castle has no iron at start, it is bad ....
Piggy-no-legs  [作者] 2024 年 9 月 12 日 下午 12:20 
Weird. I've not had this happen to me. I will run a few games to check.
morkelebdwyer 2024 年 9 月 12 日 上午 6:43 
the 2 classes seem to auto die after a year or so, like either the base or the heroes despawn causing the side to suicide
Piggy-no-legs  [作者] 2024 年 9 月 8 日 上午 2:27 
Thanks! I'll have a look at that for the next update. Probably something silly happening. I think eventually there will be more for the magic people to do summoning wise. But i may sway the costs more towards herbs than money for rampart that is a good idea. Thanks for feedback :steamhappy:
Doppelganger 2024 年 9 月 7 日 下午 5:17 
great mod. :)
two things I noticed:
1. ritual of experct druidism doesnt work for me. its always inactive eventhough I am in the Rampart
2. its a druid class that relies on herbs but all units/rituals also cost gold. it would be nice if there were a few druid related rituals that only cost herbs. could be summon some weak roaming units, guardian trees or whatever.
Piggy-no-legs  [作者] 2024 年 9 月 5 日 上午 11:12 
Thanks :popular:

As far as i can see so far after playing around a bit is that you cannot use terrain as a means to unlock new recruitment opportunities. But i will keep playing around with ideas until one works.
AZ|Dwight 2024 年 8 月 31 日 上午 4:03 
What you've already achieved with the mod is really impressive and I had alot of fun with the new factons in the early game.

I think the yearly recruitment is a great idea, mirroring the weekly Heroes recruitment. If the baron system can't be used, maybe the following idea has some merit:
- You build a recruitment building on the map to unlock a yearly guaranteed mercenary offer at a good price. This is similar to Heroes, where you click buy buy buy at the start of every week. So if you have guardhouse, archer tower and griffin lair you get 3 discounted mercenary offers yearly on the same day. With this system, only one dwelling would be necessary per creature type, prevening the player from turning every single mountain into a portal of glory which would be quite silly.
Piggy-no-legs  [作者] 2024 年 8 月 30 日 上午 5:22 
Firstly thanks for the feedback.
I still haven't learned everything that you can do regarding modding this game. I'm finding that it is impossible to fully replicate the baron system which makes everything go to you home citadel. It took a lot of time to even get it so that everything spawned on every square that was owned! Do you have any suggestions? One would be to have more commanders available just to move troops but this could be even more tedious? Any suggestions would be appreciated, the foundations of the mod are pretty much done it's just the game mechanics of conquest which provides obstacles to fully replicate heroes.
AZ|Dwight 2024 年 8 月 30 日 上午 1:49 
I think the mod has potential to be very cool, the sprites from heroes of might and magic 3 fit in well and the stats on the creatures are well balanced. Super impressive stuff.

I haven't been able to finish a single game with castle or rampart though despite trying for hours. This is because the recruiting mechanics are super tedious and also have little to do with heroes of might and magic. You have to:
1. convert terrains
2. wait a year
3. collect the troops every single year
4. bring them to capital
5. upgrade slowly
6. move troops to where you actually need them
What happened? In heroes 3 you simply recruit the troops you want in your city, fully upgraded and where you want them.
Hebrux 2024 年 8 月 29 日 下午 7:09 
I'll have to try this mod out
Piggy-no-legs  [作者] 2024 年 8 月 27 日 上午 5:13 
Because I plan to add all classes, this is done on purpose for population days. Agreed on citadel purchasing this was just overlooked. Ill look at chances for clerics and knights and maybe increase them. Maybe you were just unlucky. Will decrease the upgrading costs, i did not change the cost down after changing them from chance to upgrade, my mistake. Upgrading will stay as taking a turn as other classes already in game use this. But will change chance recruitment to mercenary so that it enables you to take advantage of all the offers. Good ideas r.e rogues and angels will look at this. I was going to update arch angels with a resurrect sort of move too. Thanks for playing and your feedback !
Junkerz 2024 年 8 月 27 日 上午 3:20 
i like the population event - don't know if it is on purpose or not, but controlling dwellings of other classes does not yield units on population days. i feel like it should since the options for buying units on other citadels is very limited. i would suggest allowing pikemen/archer recruits as well as the random on turns recruit but not give the option to upgrade except at the castle.

also i lost my knight commander fairly early and have not been able to get another for 50+ turns. maybe set it so that they are always available if you do not have one - same with the cleric.
i also feel like upgrading units seems very expensive for the amount of stats and it feels sad that it blocks recruitment for the turn.

i would also suggest giving the rogues a throwing knife instead of one of their daggers so they don't rush the front.
maybe give angels prayer 1 as a magic path and archangels prayer 2 and i also feel like they should be charm immune, being higher beings and all xD
DarkGlam 2024 年 8 月 26 日 下午 8:13 
is not just a map, it has fixed starting locations (24)
Piggy-no-legs  [作者] 2024 年 8 月 22 日 上午 8:12 
I assume it would be compatible - as it's just a map and i think my mod would change it randomly when you start the game.

I'm trying to make it so its not overpowering and can be played alongside the normal game :)
DarkGlam 2024 年 8 月 22 日 上午 7:27 
Thank you for this homage to HOM 3, seems very epic!
Just 2 things:

1)Is this compatible with modded map Gigantea?
2)I would like a toned down version of your mod as I prefer vainilla things than I am familiar with to not be changed too much. I would like a lighter version of your mod with more underpowered or less powerful weapons and artifacts. I would like the variety but not the overpowering of new additions. I hope you understand my point.

Thank you for your hard work in this amazing mod!
Piggy-no-legs  [作者] 2024 年 8 月 12 日 上午 11:38 
Next update will fix witch bug. :lunar2019piginablanket:
precipiss 2024 年 8 月 2 日 下午 3:40 
I tried your mod, and it definitely has potential. Thanks for making it. First impression was a lack of any attack from the fortress. Maybe add a 3 range like the kobold dragon's have? Also, didn't notice any spells which seems odd. Anyhow, I'm sure all this is in the worx!
Piggy-no-legs  [作者] 2024 年 8 月 1 日 上午 11:40 
Nothing wrong, I am hoping to add classes. Currently it just adds independents and terrains.
Dave1974 2024 年 8 月 1 日 上午 11:07 
Looks like a really interesting Mod. I have subscribed, however when i start the game i cannot chose any of the nations - Am i doing something wrong?
mrcoolize 2024 年 7 月 31 日 上午 7:20 
i was really really REALLY surprised when switching the production on an ironwork transformed it into a CASTLE
Omega 2024 年 7 月 29 日 下午 8:07 
"5500 power liches"
Please tell me they're implemented.
Ілля 2024 年 7 月 28 日 下午 3:28 
:steamthumbsup:will you add factory or pirate faction (i forgot its name)
LordMaes530 2024 年 7 月 27 日 下午 4:50 
Dude. This is sick! What a callback! I'm stoked to play this. Thanks Piggy! :)
Kratzramanis 2024 年 7 月 26 日 下午 10:47 
nice
GiantSorry 2024 年 7 月 26 日 上午 11:15 
"This is my first Conquest of Elysium mod"
MFer made the greatest mod of all time on their first try!
BMar10 2024 年 7 月 24 日 下午 8:52 
omg no way trying now
Piggy-no-legs  [作者] 2024 年 7 月 24 日 下午 2:14 
Yes, I plan to add at least Conflux. Dwellings also on the cards. :steamthumbsup:
Junkerz 2024 年 7 月 23 日 上午 7:50 
any thoughts on implementing Forge and Conflux as well?:D but looks dope:D
Put em in a bahdybag 2024 年 7 月 23 日 上午 12:29 
Devils and angels should be casters, Use the in game arch devils and arch angels as a power marker