Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
403 条留言
Ragnar Sfinx  [作者] 15 小时以前 
@ Lain: sure, description can be clarified. The ritual is pretty janky, very tricky to make it work. Will see if i can do something about the placeholders.

@catfoodbob: ah yes, exactly the kind of constructive feedback I am looking for xD.

I did not kill the Scourge Lord. That said, I am reworking some things. Will be in next update.
NullPointer 10 月 2 日 上午 4:19 
> addendum, you killed scourge lord in the modpack.

That's what my friend thought initially. Then after a couple of games together we both think it's one of the strongest classes right now.
Also keep in mind that the majority of OP races from vanilla were toned down, so even if they feel weaker they are still on par with other races.
Lain Coulbert 10 月 2 日 上午 2:21 
A complaint and a bug for the Nimbus Conclave ritual, maybe make it clear the one casting the ritual will be one of the sacrifices. The bug is the placeholders that keep command of the sacrificed casters' troops can stay around for multiple turns with no way to take them with another commander.
catfoodbob 10 月 1 日 下午 4:42 
addendum, you killed scourge lord in the modpack.
catfoodbob 10 月 1 日 下午 3:21 
Why does alot of shit have shields on thier sprite but they dont actually got one. like the scourge lord slaver has 1, shield 2, armor, on their sprite, they have niether.
The brass man aint got a shield either.,
Yogmond 9 月 29 日 下午 5:51 
Ty, I saw in patch notes you made sabath more obviously it's own seasonal thing with it's own units, should be fun next time I try witch.
Ragnar Sfinx  [作者] 9 月 29 日 下午 3:05 
@ yogmond:

1) yes, that is intended. Balance considerations, and also somewhat a coding necessity. Bog witch gets her own ritual set. Think of it as alternate lategame paths.

2) it adds a whole bunch of things. dragon included. Sabbath specific summons, a night hag with her own ritual tree etc. But not specifically a tier 4 summoning spell, no.

3) huh. Yeah i never tried canceling it actually. Dont know if that is fixable.
Yogmond 9 月 29 日 下午 2:37 
Great mod, I'd just like to ask a few things.

1) When a Witch who has completed the 4th tier level up ritual dies with swamp soul, is losing 4th tier rituals intended?

2) I've played Witch endgame in base, what does this add? I've turned one of my witches into a dragon, but there doesn't seem to be any new summoning spells for endgame specifically.

3) I cast Dancing Tower, but cancelled because I realised I can't teleport to a jungle, and my Tower just disappeared.
Ragnar Sfinx  [作者] 9 月 29 日 上午 8:24 
😄
NullPointer 9 月 29 日 上午 3:44 
UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUPDATE!!!!!!!!!!!

Weeks of refreshing the page are over!
Ragnar Sfinx  [作者] 9 月 28 日 下午 8:53 
@bthoward: I think I made it sound overly complicated. It works the same as before, but instead of consuming corpses on spawn, the thrall leaves a corpse behind when it dies.
bthoward1990 9 月 28 日 下午 5:50 
Sweet, nice to see the Hoburg Construct healing.

Though I don't quite understand the Witch Deathcap Mushroom and Yellow Musk Creeper. Are the animals it kills actual animals or just a roll behind the scenes? how do they interact with each other?
Master Necro 9 月 28 日 下午 4:49 
A beautiful update, can't wait to play
Ragnar Sfinx  [作者] 9 月 28 日 下午 12:53 
New update out. Many changes to Markgraf, some for Witch and a lot of miscellaneous tweaks and fixes. See change notes for full log.

This update will break saves. Apologies in advance. If you have a game you want to finish, you still can. The previous mod file is accessible from the backup folder (navigate to your mod folder). Copy the relevant .c5m to the main mod folder, and it should appear in the ingame modlist.
Ragnar Sfinx  [作者] 9 月 21 日 上午 5:51 
You start by signing a soul contract, which unlocks a ritual chain. Next steps are available once Demonologist reaches level 2 and 3. Should be pretty clear once you get going.
yuriski1st 9 月 21 日 上午 4:31 
I feel stupid...how exactly does the "becoming a demon" path work with Demonologist?
Grail Knight 9 月 17 日 下午 7:59 
Yeah, I'll probably have to look into it myself.
Problem with senator terrain was from this two, but dwarfs maturing into paladins, it seems, still happens even when only comissar Total Overhaul and this one are enabled.
So it's incompat with Total Overhaul, errrr.
Ragnar Sfinx  [作者] 9 月 16 日 上午 11:29 
If you are ok with some degree of jank, you could simply make your own edits. Find the .c5m file for each and open in a text editor. Notepad will work. Delete sections that seem to make problems and test it. The dwarf growth changes are from Total Overhaul i think- go to dwarf section and look for things with 'growtime' or 'growoffs' in it. save as a new .c5m and keep in same folder. Run from ingame mod screen and see what happens :-)
Grail Knight 9 月 16 日 上午 8:29 
Aw, shoot.
Agin, as I answered to him, I'm not asking for ideal compatibility of everything, only for removing most game breaking things.

It's really hard to make a choice, as each excels at their own part, and we currently play multiplayer with both, trying to not touch broken factions like senator.
But I still play dwarfs, and them maturing into paladins is just silly, at the very least.

Thank you for your time and answer anyway, your mod is very great, and I enjoy many design and flavor choices very much!
Ragnar Sfinx  [作者] 9 月 16 日 上午 8:10 
Hey hey, great that you enjoy the things here on the workshop! I see Hebrux already replied, and unfortunately I am going to say much the same. Its a huge ordeal to make two (or essentially three) very big mods compatible, and would likely require a lot of restructuring. I think you will have to make a choice.
Grail Knight 9 月 16 日 上午 5:49 
Hi. Sorry to bother you, it's a very great mod, especially because now I like to play on dwarfs very much.
But it seems that it have very hard incompatibilities with The CoE 5 Content Pack.
And I know that this is mostly my fault for trying to use two overhauls at the same time, but both mods are very great and have a lot of very cool stuff that I have problems to play without.
So I just ask on both sides, is it possible to make them more compatible? Currently it have problems like senator having every plain and forest as a citadel when both mods enabled, or dwarf workers maturing into paladins.
I can deal with both of them not working together perfectly, but I'll try to ask, to please make it so they will not have so hard of incompat.
Ragnar Sfinx  [作者] 9 月 15 日 下午 11:12 
Goblin king is a bit stronger. Beholder and archmage are indirectly affected by various class modifications, but no direct changes for now. Ideas are welcome.
nateeneeg 9 月 15 日 下午 7:35 
Does this also update the AI only factions, archmage, beholder king, and goblin king?
Captain Smooth 9 月 15 日 上午 5:14 
Much appreciated!
Ragnar Sfinx  [作者] 9 月 14 日 下午 12:19 
You will eventually get a recruitment offer for a New Troll King. Same for Old Troll, but requires having a Troll King or New Troll King. Low probability per turn, so not advised to lose the original.
Captain Smooth 9 月 14 日 上午 10:04 
Question about Troll King. How do i replace a dead Troll King or Old Troll? Thanks.
Ragnar Sfinx  [作者] 9 月 13 日 上午 7:14 
Glad you like it!
Zilenan 9 月 12 日 下午 10:51 
Great mod, you've done a lot of good changes here.
Miku Elysium 9 月 12 日 上午 9:03 
thanks!
Ragnar Sfinx  [作者] 9 月 12 日 上午 4:30 
Ah i get your question now. There are different corpse types. Human, animal, giant, small. Mostly not relevant except giving different results of raise dead ritual. But abomination can be built from any corpse (animal icon) and pyramid only from humanoid (skulle icon).
Miku Elysium 9 月 12 日 上午 1:41 
just corpses, got it
Miku Elysium 9 月 11 日 下午 10:00 
sorry about taking so long to get back to you chief, but the confusion came from the fact that the necessary items for Abomination looked like a dear carcass, while the Pyramid of skulls is, well... a skull. speaking of, does pyramid of skulls take skeletons? or is that also another resource I need?
Ragnar Sfinx  [作者] 9 月 11 日 上午 8:03 
Heh, not super intuitive either. But yes, they do appear to read books.
Skyhawk 9 月 11 日 上午 7:47 
Ahhhhh I actually didn't even think to try this for some reason. Thanks boss, really enjoy the mod!
Ragnar Sfinx  [作者] 9 月 11 日 上午 7:40 
Hey there! Elder beholder is not summonable directly, at least in this mod. In vanilla you can get lucky. But beholders can level up in magic libraries for a price. Level 2 = elder beholder, level 3 = eye tyrant.
Skyhawk 9 月 11 日 上午 6:31 
Should also mention that i'm a big idiot and only really barely understand whats going on in there lol
Skyhawk 9 月 11 日 上午 6:30 
Howdy! I was curious about the Elder Beholder being mentioned under the druid in the changelog google doc, but haven't noticed him show up in any of the summoning pools. I've only seen them show up in the event where one takes over a gold mine.

Took a glance in the mod file (line 10454) and he and the "Eye Tyrant" are listed among the druid's monsters (specifically under the "Druid Monster Edits" section), but only have the sprites associated with them there, with no stats or traits.

After messing around trying to get either of them to be summoned with an inf resources mod for a bit, decided just to ask; Are these meant to be summonable/recruitable units?

Thanks!
Ragnar Sfinx  [作者] 9 月 10 日 下午 1:20 
@ MadJingoism: Thanks! Next update not far off, and should be a fairly big one. Can´t be more specific on the timeline though, real life needs my full attention for a few weeks.

@ Tanaka: Hope you like it!
MadJingoism 9 月 10 日 上午 8:32 
Absolute gem of a mod. Next update when?
Tanaka 9 月 9 日 下午 7:34 
Woah this looks very cool will give it a try thanks for making!
Ragnar Sfinx  [作者] 9 月 9 日 下午 2:08 
Thats honestly incredible. I figured it would be a huge mess.
Commander Tahren 9 月 9 日 上午 11:52 
@Ragnar: Too true lol

It doesn't seem to have any problems with large overhaul so far fyi.
Ragnar Sfinx  [作者] 9 月 9 日 上午 11:22 
@ Commander Tahren: Doesn´t sound ideal, but a lot less problematic than I thought. Might finally make Dwarves competetive though xD
Princess Celestia 9 月 9 日 上午 7:22 
@ Ragnar Sfinx

Ah thanks for answer. Makes sense. I was just quite surprised how ai was afraid of attacking me. I was playing guildmaster, ai was senator with like 60-70 legionares and a lvl2 mage, and I ended in a town with like 30 troops (pikes, spears and crossbows, maybe few adventurers). He could have easily taken me down anytime he wanted but he kinda kept me there :P
Commander Tahren 9 月 8 日 下午 9:11 
@ragnar sfinx the only bug I've seen between total overhaul and your mod is for the dwarves it promotes the workers automatically from workers to dwarfs in the total overhaul mod. With your mod on it instead turns them into paladins.
Ragnar Sfinx  [作者] 9 月 8 日 下午 1:58 
@ Celestia: The AI runs a quick-and-dirty power calculation before engaging. HP. strength and special abilities like Fear plays a big role, but other things like weapons or spell selections do not. It is not super smart. In practice a big rock on your lawn will keep the AI away for a long time.
Ragnar Sfinx  [作者] 9 月 8 日 下午 1:50 
@ Saturn (& Nullpointer): Thanks for feedback.

On a relative power spectrum the Scourge Lord is still very strong. Now it is just Anti-Life Orbs all over the place instead of Heralds. Not much of an improvement you could argue, but... hindsight is 20/20.

Still, when the orbs mechanics are changed (which they will be), I agree the Herald cap might need a revisit. It is pretty limiting on bigger maps at least.
Ragnar Sfinx  [作者] 9 月 8 日 下午 1:31 
@ Miku: AFAIK the abomination can be created from any type of corpse (the really dead ones, on the ground). As for the rest: any in particular you wonder about? They all require a set of resources (gold, iron, hands or corpses), and/or a particular location for them to be cast. I think the descriptions are pretty clear, but of course I wrote them, so who is to say...

It would be entirely possible to make gallows spawn corpses, yes. Many fun options with dynamic terrain (could also make dead forests regrow etc), but all require running background event checks that will slow down turn calculations. Its a tradeoff, fun stuf vs performance. I mostly opted to keep the mod running as smoothly as possible.

@ Warspite: For most classes there is not much point going to Hades. Necromancer is the main exception, he now has lots of things to do there. Senator going for the dark side has reason to visit as well.
Princess Celestia 9 月 8 日 下午 1:21 
Question about ai. I know you rewrote it slightly so maybe you know something more about it. Why the ai is so relucant to finish me off? I mean, I have like 20 units in my capitol, ai has 60 units outside of it, he can crush me easily. But he will not attack me to eliminate me.
Warspite "sips tea" 9 月 8 日 下午 12:05 
Question about the hades plane. Is there anything added for that plane or is it still similar to vanilla? Vanilla wise, its useless to interact with besides using it as a travel space. Are the cities there more worthwhile to actually take?