Conquest of Elysium 5

Conquest of Elysium 5

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Temp Starting Guardian
   
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18 Eyl @ 17:34
8 Eki @ 18:42
4 Değişiklik Notu ( görüntüle )

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Temp Starting Guardian

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Yet another mod that adds a guardian to all players to prevent ai from getting themselves killed, but with a twist. This mod adds a guardian that counts as a commander, and has higher damage and number of attacks equivalent to the Starting Defense Only mod's ballistas. Also like SDO this mod will work with any class, modded or vanilla.

The Fading Guardians are Diseased, meaning they will have a 50% chance to lose a hitpoint every turn, and cannot heal. It has 42 health but combined with the damage it'll normally receive and it likely won't survive to mid game. This prevents you or the ai from relying on it for defending your main base.
5 Yorum
Wirlocke  [yaratıcı] 5 Eki @ 6:50 
@a.red I've never seen anything similar to that.

This mod works the same method as Starting Defense Only. On turn 0 each player (via the event player) has an event that spawns the Fading Guardian, promotes it to commander, then gives it the Diseased condition. After that the mod does nothing else.

This method should be compatible with just about every mod and class. Any incompatibilities would have to be some weird interaction with the lizard faction mod.
a.red 4 Eki @ 13:57 
not sure about this, but did anyone else got on thier playthrough an event where after statues die, every faction gets bugged immortal lizard priest ? it's either this, or lizard faction mod....
OneOfTheHomies 27 Eyl @ 19:20 
This is perfect.
Orangenextrakt 27 Eyl @ 6:43 
Exactly what I was looking for.
The only suggestion I'd make is spawning two (or more?) guardians instead of just one to pseudo normalize the random chance for disease damage.
highly recommend, just did a 20 year game to test it out and wholly prevents lone citadel turtling by the ai

weak factions that should be dead long ago with the other ballista mod actually do die to other armies or independents much quicker