Conquest of Elysium 5

Conquest of Elysium 5

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Loverboy821s_Minor_Classes
   
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18 sep @ 0:08
23 sep @ 12:15
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Loverboy821s_Minor_Classes

I 2 samlingar av Loverboy821
The Realms of Chaos
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Loverboy821's Elysium
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Beskrivning
this is just a small just for fun mod that I made with Vanilla monsters mostly as I procrastinate mods that will take much more effort.

But this mod adds 37 classes cut into 5 catigorys

Catigory 1 - "Giants" (Giants are powerful elemental entities who rule over their elemental worlds almost uncontested. Play with a powerful elemental commander as you attempt to conquer Elysium by hiring powerful elemental entities from your home world)

Class 1: Fire Giant
Class 2: Storm Giant
Class 3: Cyclops
Class 4: Frost Giant
Class 5: Sea Giant

Catigory 2 - "Demonic Nobles" (Play as a powerful Major Demon attempting to conquer a huge portion of Elysium so that they can gain enough sacrifices to build an army of lesser demons to earnestly compete with the Demon Lords back in Inferno)

Class 6: Inferno Lord
Class 7: Kokytos Lord
Class 8: Abyss Lord
Class 9: Duke of Pandemonium

Category 3 -"Animals" ( Picking one of these classes is to admit "I'm not winning this game" This turns the game into a Survival Horror game as you play as an animal trying not to be hunted into extinction or die from habitat loss *You are able to use forest tiles as citadels to stay alive* After you get used to be constantly afraid it becomes a wave survival game as you attempt to get together enough gold to buy babies to add to your pack/family to grow your herd of animals. You will never have a true army but keeping track of your personal best longest survival is lots of fun)

Class 10: Lion
Class 11: Tiger
Class 12: Jaguar
Class 13: Bear
Class 14: Wolf
Class 15: Giant Rat

Category 4 -"Messenger of god" (You can play as a powerful Balam, an emissary of the god of war, Lead your two worshipers as you find the sacrifices you need to summon a massive army of Jaguars to overtake Elysium. Its basically playing as an Animal but with like the tiniest bit of chance to actually participate in the main game)

Class 16: Balam


Category 5 - "Suggested on the COE5 Modding Discord" I asked the Modding Discord if they had any suggestions for making classes out of vanilla monsters, just monsters they would be interested in messing around as and I used those suggestions to make some more classes, the classes are the following

Class 17: Ether Lord
Class 18: Caveman Shaman
Class 19: Firbolg Druid
Class 20: Sidhe Lord
Class 21: Lion Tribe
Class 22: Hyena Tribe
Class 23:: Spider Tribe
Class 24: Serpent Tribe
Class 25: Wolf Tribe
Class 26: Deer Tribe
Class 27: Crystal Amazons
Class 28: Garnet Amazons
Class 29: Jade Amazons
Class 30: Onyx Amazons
Class 31: Roc
Class 32: Hyena
Class 33: Zombie Virus
Class 34: Spider Queen
Class 35: Scorpion Queen
Class 36: Ghost Lord
Class 37: Naga King
Class 38: Giant Mantis
Class 39: Giant Crab
14 kommentarer
Loverboy821  [skapare] 28 sep @ 11:21 
@lordlynel yeah I did kind of understand I was making them a bit cheaper than they should be but i thought having little things like that to let the classes do anything was more than balanced by the lack of any real end game power. Like ultimately oh i got snakes early and managed to clear out some land around me but they would still get run over by like a demon lord or elder elemental or whatever without having anything to actually counter play in the late game.
Lordlynel 26 sep @ 15:25 
many animal recruitment options, especially on the tribal classes, seem too efficient (for example, all of the snake and serpent recruits available to the serpent tribe are substantially undercosted for what you get)
CKchaos 26 sep @ 8:11 
what does the Ether Lord do?
Loverboy821  [skapare] 23 sep @ 12:16 
I happened to be adding things to the demon lord classes when I looked at the comments so
@Pandemonium I fixed the ghost lord units
@Not-So-Friendly Added the Giant Crab class because you were very right
Also someone in the discord wanted the Giant Mantis class so I added that too
Not-So-Friendly 21 sep @ 14:58 
Can't believe you forgot the most important animal of all, the greatest among them: Crab.
Pandemonium 21 sep @ 8:15 
One thing I've noticed is that for the ghost lord, the ghost warriors are double the cost of the regular ghosts despite being worse in every aspect.
isiarca 20 sep @ 11:30 
:)
Loverboy821  [skapare] 20 sep @ 6:22 
@isiarca check the change notes :)
Loverboy821  [skapare] 20 sep @ 6:01 
@Islarca Actually I originally intended for the animals to cost herbs instead of gold the problem arose that none of the animals have the feature that allows them to collect herbs and this mod purposely does not change how any of the vanilla units work, Also the Cavemen were supposed to spawn in Agartha and didn't seem to work out that way so no that is not working at intended, Your idea about allowing an occasional additional commander for the animal classes is probably a good idea and I happen to be messing around with some thing in the mod now and think I can add that real quick.
isiarca 19 sep @ 17:34 
I feel like the animal classes would make more sense if they used herbs gathered from forests for recruitment instead of gold, but I suppose that'd take away the incentive to attack settlements, which seems important given how you've described these classes. Also, it'd be nice to get the occasional commander recruitment offer as an animal faction-- just once in a while, you know? Not enough to compete with "proper" factions as that's clearly not the idea, but enough that an animal faction doesn't go from thriving directly to "0% chance of any further progress but the game won't eliminate me because I still hold territory" due to a single fight in which the leader is killed.

Cavemen starting in Agartha instead of on the surface would also be nice, but again these things aren't a big deal. Speaking of Cavemen, I've noticed they start with a Pit nearby, but the Pit doesn't actually connect to the Agartha layer or anything. Is that working as intended?