Conquest of Elysium 5

Conquest of Elysium 5

661 ratings
The Conquest of Elysium 5 Total Overhaul
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File Size
Posted
Updated
9.415 MB
4 Oct, 2021 @ 1:32pm
15 May, 2022 @ 7:06pm
43 Change Notes ( view )

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The Conquest of Elysium 5 Total Overhaul

Description
Summary
I'm convinced that I hate myself having done this, even though this is hardly the largest mod project I've done solo. That aside, this is the big one. The monster I've been threatening for two or three weeks. Everything I've done so far can be found here and there's no longer a need to subscribe to upwards of a dozen mods to play around with the utter madness I've spawned.

Feature List
All-In-One
  • All content from the individual class overhauls can be found here. This includes about 200 new units, several hundred rituals, and a complete reimagining of most of CoE 5's classes.
  • All new content added to each class - including additional ritpows - will henceforth be found here.
  • Additional balancing work is underway, as all content is in one location and much easier to track.
  • A not-small number of bugfixes not found in the individual mods.
  • For modders: Examples of large scale sorting methods for mod content, as well as a goodly portion of CoE5's new ID's are commented in at various points.
Soon™
Additional content will trickle in as I have time, inspiration, and motivation to do so. As of right now, Illusionist, Druid, and Dryad have received major content changes from their individual mod packs, while most other classes have received smaller content additions or balancing changes.

See the TO-DO section at the top of the .c5m file for further details.

Compatibility

No compatibility issues should exist. Modprio is manually set to 1 to ensure this.

Saves can still break due to updates.

Do not use this with my individual class overhauls. I will point and laugh.

Suspected/Known Issues

Look, this thing is more than a third of a million characters. If something is still broken after the month of debugging things that've been reported, say something.

Credits

All new sprites are the product of Emperor Herb, made at the behest of the depths of my madness. All existing sprites are from CoE5 or Dom 5.

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

It improves mod visibility™
Popular Discussions View All (4)
291
1
34 minutes ago
→→→ Complaints Box/Bug Reports ←←←
Commisar Jon Fuklaw
62
20 Feb @ 2:45pm
→→→ Suggestion Box ←←←
Commisar Jon Fuklaw
40
7 Oct @ 7:46am
→→→ Balance Thread ←←←
Commisar Jon Fuklaw
453 Comments
Nick 24 Oct @ 8:00am 
Yeah what dancing stormtrooper said, I kinda need to know what I'm getting before subbing and smashing that mfing like button.
Dancing Stormtrooper 14 Oct @ 9:34pm 
Where can I read all the changes this mod does?
StarGazer 5 Oct @ 6:30am 
You are correct, i would love to correct my comment but i cant for some reason. It is however very noticeable that with the mod they can regularly pump them out probably because they get so many graveyards etc. Also i thought it was a lvl 2 spell but thats the burst version i suppose they have a lvl 1 decay wich is single target. I atleast had never seen the ai have 200+ in the first 5 months before this mod wich is then probably due to the planting of sites. Still it should get looked at because any high tier stack just loses to them wich i dont feel should be the case a tier 1 unit just stomping everything. Do these balance mods work with this overhaul?
Vorochi 4 Oct @ 10:17pm 
Bane Fire Archers are a vanilla unit. As far as I know, this game doesn’t change them. They’re very well known to be OP, though, every balance mod ever nerfs them.

Also, Necromancer has a level one Decay spell
StarGazer 4 Oct @ 8:53pm 
Decay is already a super busted mechanic in the base game only negated by regeneration wich is also a busted mechanic one can argue they cancel or were ment as a cancel to each other. But to give a tier 1 unit a bloody archer boi decay on hit is too busted. Decay damage goes through armour and hits anything. I dont feel like a tier 1 unit should have that it was already limited to spellcasters tier 2 and for specific classes that lacked ranged damage. so in effect you gave them ranged AND decay, it needs a nerf and i played this mod for way too many hours now but i really want to play or play against a necromancer but that's just not fun its more fun to just disable him on anything that goes beyond count difficulty because the ai will mass them. Imagine the cost of 1 anakite a 2 month cycle and 1 unit vs 1 archer boi. Ye, fun mod but competely ruined by 1 unit.
StarGazer 4 Oct @ 8:28pm 
Using it with content pack, great mod but jezus for the love of god nerf those balefire archers from the necromancer honestly the most busted unit in the game and you can mass them. I think removing their decay might be a good option because it makes no sense that the weakness of Necro is completely negated by 1 unit that you can mass turn 1. Other than that great mod! I dont want to keep disabling the necromancer so a nerf would be nice! Unless the mod creator is a necro main wich i hope not.
GoblinZyn 29 Sep @ 12:43pm 
Is this mod Macbook compatible?
Hebrux 28 Sep @ 5:31am 
@aliasnone00
Try coupling this mod with the Content Pack. It doesn't resolve all limitations but it's a start
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3137887227&searchtext=
Feraa 17 Sep @ 3:47pm 
Agreed. The last update was sometime before the monkeys were added, though, so a lot is out of date quite a bit.
aliasnone00 16 Sep @ 6:17pm 
that sucks to hear. There are several suggestions i have for it. Dont get me wrong, I fucking love it and dont feel the game is nearly as fun without it. But the limitations can be felt by an experienced eye.