Conquest of Elysium 5

Conquest of Elysium 5

Midget Mania - An overhaul for both varieties of Stupid Fat Hobbitses™
Commisar Jon Fuklaw  [开发者] 2021 年 9 月 7 日 下午 4:33
→→→ Suggestion Box/Balance Complaints Box ←←←
As usual, I don't expect this to get much use, but putting content suggestions and balance concerns here should prevent them from getting lost in the comments.

Of note regarding content plans: I already have some ideas for low level summoning for burgmeister to help with expansion and possibly some Hades-only summoning/promotion rituals for Nekromants.

While still a couple weeks off, when I finish every class and combine everything into a single mod, Markgraf will be getting its own ritpow similar to Burgmeister.
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Lord Carson 2021 年 9 月 8 日 下午 4:18 
Burgmeister. Fortify Hoburg maybe switch nonearby1req from 18 to 1, maybe expand nearby1req 70 to 3 to Found Iron Mine, since they go to 5 for Markgraf.

Markgraf. Maybe add nonearby1req 14 to Found Iron Mine.
Commisar Jon Fuklaw  [开发者] 2021 年 9 月 8 日 下午 5:01 
Actually decided to just redo all terrain requirements safe for manufactories. There were a few errors in there, as well.
Beehe 2021 年 9 月 11 日 上午 11:27 
Can't build farms in random areas of plains.
Commisar Jon Fuklaw  [开发者] 2021 年 9 月 11 日 下午 1:20 
Not a bug. There's spacing requirements.
最后由 Commisar Jon Fuklaw 编辑于; 2021 年 9 月 11 日 下午 1:20
EverydayJoe 2021 年 9 月 17 日 下午 1:56 
One suggestion for the box: While i do love the concept of slowly transforming the land to your classes needs, i found it can add quite a bit of additional micro management. Growing forrests with the druid, building hoburg villages and such.
I don't know about the difficulties of the implementation, how important that is to others, or how it fits into your vision of your mod, but i at least would enjoy the whole transforming even more, if it could be archived with less clicking on my lazy part.
Perhaps instead of building those things individually, having rituals that create a structure which, within a radius, does it automaticially over time. Or a summoned ai controlled unit, that walks around randomly, occasionaly transforming the land as it goes. You know, something that follows the same spirit, but needs less clicking on the players part.

Entirely regardless to that, i very much appreciate your work, and will play more of it. Thanks.
Commisar Jon Fuklaw  [开发者] 2021 年 9 月 17 日 下午 5:39 
While I agree in principle, events (the only way this can be kept fairly balanced) are kind of janky, increase turn time, and are a lot of annoying work and debugging. The only other option is units automatically changing tiles, which is incredibly hard to balance, but would be doable once I wrap everything into a single mod.
Devil's Advocate 2021 年 10 月 6 日 上午 4:11 
When I cast the Wraith Factory Ritual it just says that no one answered the summoning. this is true both with and without a ghost necromancer. Any idea why?
Commisar Jon Fuklaw  [开发者] 2021 年 10 月 6 日 上午 10:16 
Fixed.
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