Conquest of Elysium 5

Conquest of Elysium 5

Asphodel, Carrion Wood
58 条留言
Vorochi  [作者] 8 月 31 日 上午 8:41 
I can mark the description, sure. Freespawn being in the wrong place is likely mod incompatibility causing problems.
Ivelios 8 月 31 日 上午 3:40 
Also would you consider putting the required distance for a new grove in the description of Create Vengeful Grove (New)?

I'm currently about to try to find out, but wasting several turns to just find out the requirements of a Ritual sorta sucks. One of the things I wish this game did better in general is descriptions.

Also: good mod, fun faction. I always enjoy what you create.
Ivelios 8 月 31 日 上午 2:13 
There are several locations in my current run *nearby* Ancient Forests where I have continually gotten freespawn over the course of the campaign despite no battles being fought there *ever*. Harpy Manikins, Satyr Manikins, I think a Minotaur Manikin one time... it *seems* like the Ancient Forests' freespawn are spawning elsewhere nearby? I admit I haven't kept a careful eye over whether or not the Ancient Forest tile *itself* has gotten more freespawn.

I'm halfway through year 7, and I'm using several mods.
Nukular Power 8 月 11 日 下午 8:31 
cool idea
Vorochi  [作者] 8 月 10 日 上午 12:00 
Major balance changes, specifically to freespawn. Also fixed the kelp forest thing.
Nilo 7 月 24 日 上午 3:24 
It clutters the end turn screen, but apart from that it doesn't matter.
Vorochi  [作者] 7 月 22 日 上午 10:49 
I will probably deactivate it with the next wider update I do. But, since it drowns instantly, it’s functionally doing nothing and doesn’t matter.
Nilo 7 月 22 日 上午 4:47 
So can you deactivate spawns in kelpforests or give them the amphibian trait?
Vorochi  [作者] 7 月 21 日 上午 9:31 
I probably could eventually, but don’t currently plan to. Part of the point of this project was to take a break from sprite work.
Nilo 7 月 20 日 下午 9:59 
I noticed the kelpforests also spawn manikins which instantly drown the next rond.
Is it possible to add some kind of undead fish?
Vorochi  [作者] 7 月 18 日 下午 8:28 
I’m fairly sure that ‘setupship failed’ is a vanilla bug with boats? Either way, this mod doesn’t interact with boats in any way.
无名 7 月 18 日 下午 8:04 
setupship failed (Archer)-9988
Vorochi  [作者] 7 月 17 日 下午 5:40 
Some of the half-men- Satyrs and such- favor the Old Ways and the Forest over the new civilization of the Dryad Queen, and so side with Asphodel.
Vorochi  [作者] 7 月 17 日 下午 5:25 
The black-pelted Dryads are those anointed by the forest to bring revenge against the other Dryads for abandoning the old ways, and against civilization as a whole for harming nature. The Carrion are simple puppets animated by the vines of the forest itself, whereas the commander Carrions still contain the corpse’s original soul.
Doppelganger 7 月 17 日 下午 5:08 
Im curious about the Dryads and why Carrions are allied with them?
Vorochi  [作者] 7 月 17 日 下午 3:14 
I might limit the spawn rate a lot more for the corpse-independent ones, but keep the grove and corpse spawns as-is.
Sizykk 7 月 17 日 下午 3:13 
I'm also in favor of the passive spawn, it's my favorite kind of factions. Great mod.
Vorochi  [作者] 7 月 17 日 下午 3:12 
Yeah, the forest limitation is very intended
Leonapp 7 月 17 日 下午 2:57 
Yeah noticed that, but thats limited to forests (which I guess is the point of this faction) but would be cool with some other kind of spawners too. But fair enough if thats how the faction is intended
Vorochi  [作者] 7 月 17 日 下午 12:57 
‘Spawning rituals similar to troll’ are already present! The groves work very similarly to troll forests, in that they consume corpses to make wandering Carrion, in addition to the normal Asphodel freespawn.
Vorochi  [作者] 7 月 17 日 下午 12:56 
@Bob Bobson
That was likely caused by a mod update corrupting your save. A small number of new units were added, which shifted the IDs that the game was looking for in the save file, resulting in one of the god units being selected instead of a manikin.
Leonapp 7 月 17 日 上午 11:23 
I personally like the passive spawning and it's one of the main reasons I downloaded this mod. But adding rituals to create spawners similar to troll forests would also be cool
Bob Bobson 7 月 17 日 上午 6:29 
Okay i don't exactly know what did this, but at some point in the midgame a bunch of my forests spawned two mandrake titans. And even more of those goat-looking monsters that also spawn units each turn.
Basically, at any point i could just walk one of my commanders into a forest with nothing, recruit 300+ units instantly and leave again. I think the asphodel grove ritual may have done that? I'm unsure. If this is intentional, i think it should be nerfed ^^*
Besides the 1 million unit jumpscare, i think this is a really fun faction to play!
Vorochi  [作者] 7 月 17 日 上午 3:43 
I don’t plan to do that. I might reduce the frequency of the spawning at some point, but I’m hesitant to nerf them off the advice of only one commenter- no offense, of course.
Master Necro 7 月 17 日 上午 3:30 
I do understand the Dominons theme but as it stands they are head and shoulders above all other factions.I know there are rituals to make them already I was just suggesting limiting the passive spawn in forests and swamps by putting it behind a ritual. Risen Woods and Risen Mires for example.
Vorochi  [作者] 7 月 17 日 上午 3:12 
The theme isn’t strictly ‘undead plants’, it’s ’the forest is seeking vengeance’. The black-pelted half-men are those who have been anointed by the forest to mete out that vengeance, while some cohorts of the normal half-men have willingly joined Asphodel.
Vorochi  [作者] 7 月 17 日 上午 3:11 
The recruitment list is identical to what they have access to in Dominions 6. As far as the passive spawn goes- they do also have rituals to make those units, but the free spawning is pretty integral to their specific theme in Dominions.
Master Necro 7 月 17 日 上午 12:51 
The passive spawn is very strong, perhaps a bit too much, maybe make a lesser ritual that needs to be cast on a forest/swamp in order to spawn plant zombies to balance it out?

The recruitment units also clash with the theme a bit I am guessing that's WIP?

Other than that I love the theme of the mod a lot, love me some plant undead.
megamanedo 7 月 16 日 下午 9:03 
Noice!
Vorochi  [作者] 7 月 16 日 下午 4:05 
Fixed both bugs
Vorochi  [作者] 7 月 16 日 下午 1:53 
Ah, yeah- Draken is correct. Fixed the error, will upload with some other changes later tonight.
megamanedo 7 月 16 日 下午 1:47 
nope.
tried just asphodel mod, no ohers, still ddin't work.
oh well.
thanks again dude.
Draken 7 月 16 日 下午 1:34 
Pretty sure the Enchantment does work on all terrain.
During my Enchantment test, I didn't notice anything in that regard.
And the Prince of Thieves uses it as well.

Though you might need to adjust the enchreqterr setting.
That could cause the Enchantment to autodispell if you just copied the ritual and didn't make your own.
megamanedo 7 月 16 日 下午 1:31 
yeah, so i tried a few things and here's what i found:

-1. bramble forts can be casted in ancient forests, and seem to stay.
i didn't wait twenty turns or whatever to see how long, but it lasted more than the one turn of the
vengeful type groves

-2. i tried the various groves, the original grove, the newly created groves (vengeful grove, made in forest)
and the ancient forest, turned into a vengeful grove, as well as the asphodel grove.
none held the bramble fort past the turn it was casted, i.e. one turn, then it disappears.

my conclusion is, i don't know XP

one question actually: do you use any other mods alongside this one when playing?
i realized that it's possible it's a strange conflict between the mods and the base code, possibly?
i'll try it out alone sometime and post to let you know, otherwise, thanks for the help,
hopefully we'll figure it out at some point.
Vorochi  [作者] 7 月 16 日 下午 1:12 
I suspect the enchantment itself is hardcoded to only work on ancient forests and vanilla sacred groves. I didn’t use the vanilla groves, as they turn back into ancient forests after a few turns if not owned by vanilla Dryad.
megamanedo 7 月 16 日 下午 12:55 
i'm gonna try testing if it's related to me casting it in vengeful groves, and groves made in forests VS groves made on ancient forests.
if that shows nothing different, could it be related to what is says about being castable only in
asphodel? as well as sacred and ancient forests?

Edit: just found an ancient forest with another dryad hag player,
and they have a bramble fort on it.
the thot pickens (jk)
megamanedo 7 月 16 日 下午 12:53 
i'm gonna try testing if it's related to me casting it in vengeful groves, and groves made in forests VS groves made on ancient forests.
if that shows nothing different, could it be related to what is says about being castable only in
asphodel? as well as sacred and ancient forests?
Vorochi  [作者] 7 月 16 日 下午 12:47 
As far as bramble forts, test away, I have no idea what’s breaking them.
Vorochi  [作者] 7 月 16 日 下午 12:42 
Oh, I already know the cause- I simply forgot to initialize them as commanders in the event that spawns them. Being a commander or a troop is determined by how it spawns, it’s not inherent to the unit.
megamanedo 7 月 16 日 下午 12:34 
huh, i'll try a couple things, (since i do have a carrion commander there)
and let you know what i find
Vorochi  [作者] 7 月 16 日 下午 12:30 
No idea about the bramble fort thing, probably a vanilla bug. The ritual is identical to the vanilla ritual.
Vorochi  [作者] 7 月 16 日 下午 12:30 
The carrion commander thing is a bug. I was gonna fix it last night, but fell asleep early- going to be fixing it in a bit.
megamanedo 7 月 16 日 上午 11:17 
hey, i think i'm running into a bug?
when i cast bramble fort, it seems to work as normally, but i'm noticing when i look back,
the forts are gone?
i'll do some more testing and let you know what i find.
Edit: yup, i confirmed it. i casted bramble fort, waited a turn with the commander in the fort,
and next turn it was gone.
Doppelganger 7 月 16 日 上午 5:43 
@Vorochi, I see...so it uses corpses to sort of plant life in it and regrow them?
So if growth is the mantra of the Asphodel I would think there could be a mechanism to grow forest even more. let it overtake cities, deserts etc. through rituals and maybe make some "wild growth forest" to make it even more fun.
also you could make something really fun stuff with graveyards as we know that it uses corpses.

I like that you took away regeneration. it was too powerfull. its also a little sad though because everyone love regeneration lol
Alpaka 7 月 16 日 上午 5:25 
The Unit Named Carrion Commander is not a Commander when spawnded from the Groves is that intended?
Vorochi  [作者] 7 月 16 日 上午 5:10 
Asphodel as a whole is far more ‘wild growth’ themed than it is decay- the forest isn’t dying, it is actively seeking to kill civilization. It’s all herbs because you’re growing plants to raise the dead.
As far as wandering carrion goes- the ancient forests and groves already freespawn them occasionally.
Doppelganger 7 月 16 日 上午 4:51 
I think it could be cool if you could make a "carrion woods" like troll can make "troll forest".
maybe from this place the freespawn roaming carrions could spawn.
also Im curious why this faction dont use the black hands resource as it is very much related to death and decay.
speaking about decay wouldnt it be cool if the decaying mushrooms grew maybe in the "carrion woods".
anyways I love the concept and hope you develop it even more :)
Vorochi  [作者] 7 月 15 日 下午 10:36 
I’m glad you like it!
Valerie.City 7 月 15 日 下午 10:08 
VOROCHI YOU'VE DONE IT AGAIN. Instant favourite.
Vorochi  [作者] 7 月 15 日 下午 2:32 
Fixed