Conquest of Elysium 5

Conquest of Elysium 5

Imperial_Governor
Kazeck  [开发者] 2024 年 3 月 30 日 下午 7:29
Suggestions
If anyone has content suggestions, balance tweaks, what have you feel free to post them here so I can look them over and we can discuss them.
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正在显示第 1 - 15 条,共 32 条留言
Sprayer2708 2024 年 3 月 31 日 上午 10:59 
This is currently horribly op. A major nerf would be to limit mayoral officials to one per tile and that would not be enough. Those early work camps which are nearly independent of starting location are way too strong, maybe limit those to 2? Also, is it intended that those seem to produce laborers for free?
Then there is that ritual called shrine test, which might accidentally have been left in. This one also comes with a foreman and also seems to provide free laborers.
Kazeck  [开发者] 2024 年 3 月 31 日 下午 12:00 
引用自 Sprayer2708
This is currently horribly op. A major nerf would be to limit mayoral officials to one per tile and that would not be enough. Those early work camps which are nearly independent of starting location are way too strong, maybe limit those to 2? Also, is it intended that those seem to produce laborers for free?
Then there is that ritual called shrine test, which might accidentally have been left in. This one also comes with a foreman and also seems to provide free laborers.

Shrinetest was a mistake, I'll reupload to remove it, thought I did.

Edit: Additionally, I like to give things the 'ol Baron/Troll test, that is to say, is it stronger than playing a Baron economically by turn 20 on a typical map? Can it take on a mine or town like a Troll King can on turn 1-5? The answer is no to both of these for the Governor, though eventually economically it is possible, and with investment into rescuing guardsmen early on you can take a town or less defended city with guardsmen firing enmass, but you'll lose precious troops. A single guardsman is 1-3 turns of income from such a location, at a minimum, so losing more is economically undesirable and painful.

I do want to mention as I did in the description that this is balanced against ♥♥♥♥♥♥♥'s Overhaul, with or without muhbalance, and is not meant to be played seriously against Vanilla game content since well, I didn't want to make it so cut down that it was just a unit list and some rituals, I wanted to make a competitive economic and logistically sided look at the what if of 'Imperial Official lands on Elysium' since it sounded more interesting to me to make it like playing the Senator, and in the good Commissar's mods the Senator can make villages for about 3 turns and 40-50 gold, with adjacency rules.

As for the labor camps, this is meant to be balanced against Overhaul, as for the workcamps each one produces Tithed troops, much like a Barons levy, except through the stationary foreman whom boost production and give levy troops to be turned into other forms of soldier.

From a balance perspective it is important to note a priestking can levy 'troops' of almost the same quality as Tithed laborers cheaper (Tribal Kings are 40-60 gold) continuously, with an infinitely sized stack possible on a single city.

Mayors are meant to emulate this, still I will set them to limited gold and trade, so the only purpose in stacking them is to produce more levies from the same town.

I'll put a 3 tile req on the initial workcamps so they have to be somewhat close by, but other than that the free foreman is intended to assist in defense and get early unit-spawns up. It is important to note that Barons for example spawn in with multiple neighboring villages, get free guards in return for a small time investment, get +25% income to gold and iron and get levies for free from each and every one.

Tithed laborers come in groups of 1d6 with a 10% per turn, so per year they will generate ~4-5, usually 4 laborers on average in that time, laborers cost investment to turn into anything more than cheap chaff on par with slave levies, and foreman cost gold, iron, relics, and laborers to train, in total a foreman costs resources of over 20+5+(5*2)+10 laborers (Value at recruitment raw 8 gold each, since 40 gold=5 of them, 40/5=8.) So total cost of a foreman in gold? 115 gold, way more expensive than a tribal king for the priestking, and produces similar quality troops...in much lower quantities in addition to not being a commander nor mobile.

In comparison... Animate tools which is a starting ritual for Enchanters is able to make +1 gold/iron income, and act as a garrison troop for just 5 gold and 1 iron.

So basically Enchanter and Priestking have these mechanics, the IG have both but at greater cost in terms of time and resources, and do not start with any settlements, but in return can make a few cheaply.

This has in fact motivated me to make the 'assign clerks' ritual much cheaper since it is comparatively way more expensive as it stands than alternatives are.

Edit: I do appreciate the commentary however and thank you for letting me know about the shrinetest.
最后由 Kazeck 编辑于; 2024 年 3 月 31 日 下午 12:05
Kazeck  [开发者] 2024 年 3 月 31 日 下午 12:55 
引用自 Sprayer2708
This is currently horribly op. A major nerf would be to limit mayoral officials to one per tile and that would not be enough. Those early work camps which are nearly independent of starting location are way too strong, maybe limit those to 2? Also, is it intended that those seem to produce laborers for free?
Then there is that ritual called shrine test, which might accidentally have been left in. This one also comes with a foreman and also seems to provide free laborers.

Update dropped to remove the shrinebug and implement distance limit on the free camps, other than that I adjusted a few things, nonetheless I am doubling down on the free recruit and income bonuses being balanced.

Mayors were made 1 per tile, and only give limited income though.
Lanwrath  [开发者] 2024 年 4 月 9 日 下午 6:50 
I have been looking at some mods that let you rebuild the capitol and think that hive cities could work the same way a central hive administration center with secondary tiles around it, would be a cool implementation
Kazeck  [开发者] 2024 年 4 月 9 日 下午 8:23 
引用自 Lanwrath
I have been looking at some mods that let you rebuild the capitol and think that hive cities could work the same way a central hive administration center with secondary tiles around it, would be a cool implementation
Ironically that was my exact idea.

I just need to get a good tileset for it, I'm thinking a 9 tile set (1 center, plus eight surrounding) to make it an extra large version of the capitolum.
melloth_the_woodelf 2024 年 4 月 11 日 下午 7:28 
as a minor note should the peacekeepers be PDF (Planetary Defence Force) and peacekeeper captains might be better suited as Adeptus Arbites sending out judge patrols to subjugate the wasteland.

Other units that might be cool to add would be imperial assassins , even more if you could found a temple and train up adepts in a similar way as the inquisitor.

Even Fighters and bombers might be nice if locked behind the hive , might even get a rogue trader to visit
Kazeck  [开发者] 2024 年 4 月 11 日 下午 8:51 
引用自 melloth_the_woodelf
as a minor note should the peacekeepers be PDF (Planetary Defence Force) and peacekeeper captains might be better suited as Adeptus Arbites sending out judge patrols to subjugate the wasteland.

Other units that might be cool to add would be imperial assassins , even more if you could found a temple and train up adepts in a similar way as the inquisitor.

Even Fighters and bombers might be nice if locked behind the hive , might even get a rogue trader to visit


Arbites are according to the official lore more or less 'elite' imperial police, I do intend to implement Arbites though as a t3 alternative, basically beefed up peace-keepers with auto-stubbers (SMGs) and an attitude.

I used Peacekeeper because they fulfil both PDF and local police functions as an aside, they're an adhoc establishment, but I might change the names later.

I have models for valkyries and intend to implement them, as a later tier unit alongside Leman Russ tank variants, plasma and melta-gun specialists and some other fun things.

As for assassins they are sadly so extremely limited lore-wise, but I might be able to get one later as a summon from a psyker but it's honestly a super-stretch.

That said, I don't mind implementing some...similar assassins, perhaps the result of local assassin guilds coming under the Governors control and training regime.

Thank you for the feedback as an aside!
melloth_the_woodelf 2024 年 4 月 11 日 下午 9:42 
After roleplaying for a long time in the 40k setting , assassin temples are just as rare as lost forgeworlds and STC templates , in the lore impossible to find but every story seems to have a few (even more in the official modules). Assassin temples have been made a bit less rare and hard to find since certain player classes need to train or recruit there, certain parts of the ordo hereticus hunt heretics and are allied with the church and sister like you did , but the other part of the ordo hereticus |(that mostly hunts rogue inquisitors ) very much uses assassins .

Of course all this this can be seen as softening the setting so you players can play assassin adepts and inquisitors.

As for Arbites it is different from world to world , some have regular police force like us with a few judges some have legions of Arbites standing guard , just as a planet in the imperium can range from a democracy to many other forms of goverment just as long as they pay their tithe on time . But i tend to imagine to old judge dredd movie having at least a little place in the 40k universe.
And building an imperium society in elysium (world with direct contact to the warp) would probably be more militarized then cadia.

Either are more idea's for cool units that might be fun to play with .

as always discard /ignore everything you don't like or need. And thanks again for your great mod
Kazeck  [开发者] 2024 年 4 月 11 日 下午 10:40 
引用自 melloth_the_woodelf

Either are more idea's for cool units that might be fun to play with .

as always discard /ignore everything you don't like or need. And thanks again for your great mod


I appreciate the thoughts/ideas honestly, and yeah I can see where you're coming from, I'll think about it when it comes to the assassins, as for arbites, it is true that they vary a lot.

As an aside you're quite welcome, hearing words like that is what motivated me to publish the mod to begin with, I wanted all my fellow fans to have a relatively feature complete/playable 40k mod for CoE.

next update I'll look at rewriting it abit, though I suppose I've grown fond of the little peacekeepers I wrote even if they're kinda meaningless.

As for Elysium, it is most certain that any official marooned there would take one look and press the Militarize button. Ultimately one of the thoughts I had in mind when writing initially was that the Nexus effectively acts like the Webway's walls, it insulates most of Elysium from the warp, but it is more like a two-layered shell.

So the 'void' outside is both real space, and a sort of pocket of warp energy caught by the ritual that built the Nexus, thusly strange fauna, horrors, invade through the gaps and feast, and magical energy stimulates this process.

Consequently re-establishing contact will require first figuring out how the Nexus works or at least how to punch through it's barrier, then determining where in the hell this isolated world even is.

I figure after most other work is done I can look at that as a final end game, using psyker telepaths to effectively establish communications and signaling an Imperial invasion. It wouldn't take an actual guard Regiment much more than a week to do the job afterall.

but whilst locked on this small world, the Governor makes due with what he has, as literal years pass by and something resembling an Imperial world takes shape, perhaps training assassins to eliminate all these damn Necromancers and such isn't a bad idea afterall.

Edit: If the little teasing text wasn't an indication, once this mod is done I'll look at Chaos, I have an awesome sprite sheet of Bloodpact units, and a lot of other fun goodies for the future, it doesn't take many cultists hidden in the wreckage to start a brand new chaos faction afterall. These local demons have no idea what the Daemons will do when they burrow down there.
最后由 Kazeck 编辑于; 2024 年 4 月 11 日 下午 10:42
melloth_the_woodelf 2024 年 4 月 12 日 上午 1:08 
That sounds like a governer that lost most of his astropaths during the crash , did a little generic meddling to improve the odds of getting new home grown psykers in his own attempts to recreate his astropath choir and send word back. Only problem would be that astropath need to be directly marked by the big E (Soul-Bound) Meaning your surviving astropath would have to be protect till some sort direct connection on elysium would be found or created. Which would be a miracle of some sort since this usually only happens on Holy terra. Nice excuse for if you actually want to add a saint

As for some more insane idea , if you add a hive spyrer from old necromunda would be near space marine levels(atleast at max development) in power and have some neat powers/look but it might go against the guard looks of the mod. But the idea of wallclimbing malcodon's ,orrus with a heavy bolter/shield/armor that improves as he levels and a flying yeld well most of their actual powers seem to transfer well to CoE. And it fits with a noble family making the best of it own the own till the might of the imperium comes back.

Oh and can't wait for the chaos mod , thinking about doing something with Cypher and the First legion at some point, with some guest harlequins if i can manage.
Kazeck  [开发者] 2024 年 4 月 12 日 上午 9:01 
引用自 melloth_the_woodelf
Only problem would be that astropath need to be directly marked by the big E (Soul-Bound) Meaning your surviving astropath would have to be protect till some sort direct connection on elysium would be found or created. Which would be a miracle of some sort since this usually only happens on Holy terra. Nice excuse for if you actually want to add a saint

Oh and can't wait for the chaos mod , thinking about doing something with Cypher and the First legion at some point, with some guest harlequins if i can manage.

A saint is indeed planned for later, sometimes Big E does intervene afterall.
That said enough telepathic power can theoretically do the job, Magnus solo'd said job afterall though to do a similar feat might take a hundred telepaths of far lesser stature and a long time, as for the third way, well the Mechanicus does not Officially and openly use psyker-turned servitor skulls to conduct FTL communications through Binaric hymns, though perhaps a certain Cawl would have a word on that.

As for the spryer...well, ordinarily they use wargear that is unique to Necromunda, that said you have inspired me a bit both in terminology and role. I haven't actually done anything with the underground so far, and ordinarily Spryers are sent down to the underhive to deal with problems, so perhaps Spryers and their hunter lackeys could be subterranean focused units with a few ways to handle the underground, being spiritual successors to their cousins so far afield.

As for Chaos yeah, I am also excited to work on that in the future, don't wanna spoil ideas, but the inquisitor touches on some of the mechanics planned.
Lanwrath  [开发者] 2024 年 4 月 12 日 下午 12:05 
I'm not sure what units you plan on adding but I just added in an imperial knight T3 ritual and tested it in about 5 minutes, created some plasma cannons for it and its certainly a dragon slayer now. If you want any help adding in units for the sprites you already have I am more than happy to add them in for you. Also have been playing with populum and have converted over the econ to match that mod without any issues. Happy to share if your interested. Tried to put together some hive city sprites, even with AI gen it feels impossible without developing a whole new skillset.
最后由 Lanwrath 编辑于; 2024 年 4 月 12 日 下午 12:18
Lanwrath  [开发者] 2024 年 4 月 12 日 下午 1:18 
I was also looking at the capitol and if you have space for many terrain types you could create production buildings tied to hub buildings. For instance the Rally The Adeptus Mechanicus ritual could remove maxcast 1 and gains nonearby5req 904. Than you add nearby1req 904 to the plasmaturbine and foundry rituals. Than you can add the nearby1req for plasmaturbine and foundry to the level 2 vehicle rituals, and nearby1req foundry for the level 1 vehicle rituals. Could also do the same for the elite guard units and the adeptas soritas summons and buildings.

Also some sort of fortification building unit or adding rituals to enginseers that allow them to build stationary Autostubber teams that have higher armor and maybe a pillbox type sprite. The isekai mod has a pillbox sprite you could probably ask for.

I like the idea of the governor having small isolated pockets of highly fortified production facilities with workcamps or colona between them. It feels more realistic of an endgame than having plasma generators and foundries as far as the eye can see. Also would lean more into the rising conflict between Machine God and Emperor worshipers if they had seperate enclave types and couldn't really intermingle their buildings.
Kazeck  [开发者] 2024 年 4 月 12 日 下午 2:10 
引用自 Lanwrath
I was also looking at the capitol and if you have space for many terrain types you could create production buildings tied to hub buildings. For instance the Rally The Adeptus Mechanicus ritual could remove maxcast 1 and gains nonearby5req 904. Than you add nearby1req 904 to the plasmaturbine and foundry rituals. Than you can add the nearby1req for plasmaturbine and foundry to the level 2 vehicle rituals, and nearby1req foundry for the level 1 vehicle rituals. Could also do the same for the elite guard units and the adeptas soritas summons and buildings.

Also some sort of fortification building unit or adding rituals to enginseers that allow them to build stationary Autostubber teams that have higher armor and maybe a pillbox type sprite. The isekai mod has a pillbox sprite you could probably ask for.

I like the idea of the governor having small isolated pockets of highly fortified production facilities with workcamps or colona between them. It feels more realistic of an endgame than having plasma generators and foundries as far as the eye can see. Also would lean more into the rising conflict between Machine God and Emperor worshipers if they had seperate enclave types and couldn't really intermingle their buildings.


Very good and salient points, I wanted to keep the conflict to a minimum earlier on, and make it more or less a matter of who to specialize in later, but I could definitely see putting spacing requirements, I'm thinking an alternative ritual to rally the mechanicus, cheaper since it's not an unlock ritual, then have the other buildings tied to proximity would be nice. The vehicles requiring a nearby req of a factory, a shrine, and a turbine, would be an interesting requirement, could require multiple foundries to assemble larger mechs and such, but it depends.

I'm open to contributions of code and such, I'll see about opening up a discord or something, but until then I'll make a thread here for unit code snippets and such.

I've been occupied due to work for a week or so, but my job varies a lot, so when I have more time again I'll settle in to work on T3 stuff, the psykers I'll get out soon enough.
melloth_the_woodelf 2024 年 4 月 12 日 下午 3:36 
Wouldn't it be better to include that in the chaos mod as Dark Mechanicum , some chaos cultists using some scrap code to turn techpriests. who in the end turn the world into a daemonic forgeworld.

Problem with major conflicts between the major branches of the imperium is that they are way more interconnected that it seems at first glance , take for example a Magos Biologis doing the rejuvination treatments for the governer and his family is going to much closer aligned to the governer since he has been serving his family for generations. So unless the governer starts doing some major tech blasphemy (like destroying STC for example) most such "non combat" parts of the tech cult are very powerful and firmly on the imperium's faction side or failing that the local planetary faction over any chaotic cult.

Most of these imperial factions are far less monolithic and more like piles of pyramid stacked on top of each other , and most of the dogma for the lowly soldiers fades away near the top of each individual pyramid. For example the leader of house far Saar in necromunda is a small fish on a imperial scale ,but because they reign supreme in their corner of the hive they have access to technology far beyond from what imperial dogma would allow.

On a side note , don't let this mod become work for you and please take enough time to actual relax and have fun playing your own and other mods .
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