Conquest of Elysium 5

Conquest of Elysium 5

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WASTRELS
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580.111 KB
12 Oct @ 3:37pm
28 Oct @ 8:40am
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WASTRELS

Description
Adds a new class and 29 new units of industrial skaven-like rat men, with a playstyle revolving around swarms of grunts supported by guns and acid-based artillery. On the world map they are focused on building industry by destroying the environment, terraforming the map and peppering the world with units and defensive buildings.

The Lord Mekanik class is built around spawning large quantities of low-quality and unreliable units through constructing buildings, and terraforming the world into an ashen waste through the Waste Plough and Total Resource Extraktor units. Very much encourages a playstyle of expansion and empire building.

The Wastrels can produce a lot of metal, but units need a lot of metal, and the endgame requires a significant investment of metal and gold to enact.

Possibly not very interesting if controlled by the AI, and potentially pretty overpowered in the hands of the player. Recommended to play on higher difficulties.

Thanks to the Oozemancer and the CoE5 Total Overhaul mods, which were reverse engineered to get me started.

KNOWN ISSUES
Saves made before the 23rd of October might not load under the new version, due to me needing to rename to .c5m file for multiplayer compatibility. A quick fix to this is to rename the "WASTRELS.c5m" file to "Wastrel Legion.c5m", but only if you want to load an old save.

COMPATIBILITY
Edits some empty terrain numbers - namely 611, 612, and 613, as well as the terrain group -1110. Will conflict if another mod also uses these numbers to add new terrain.

CONTINUED SUPPORT
30 updates later, I think the mod is in a good state, and I'm going to try to stop fiddling with it for anything but bug fixes. Thanks for all the feedback! I've learnt a lot for the next one.
Popular Discussions View All (1)
2
23 Oct @ 10:57pm
Feedback
ninjarlo
51 Comments
hugossir12 28 Oct @ 4:30pm 
anyway, i still love that faction, i think it can have more units, more way to expend there ressources and i bit precision on the stormbroud cause for the price they are not that greate
hugossir12 28 Oct @ 12:00pm 
it feel a bit underpower for it, idk if its the most popular overhaul so idk if my demande is fair or not
hugossir12 28 Oct @ 10:07am 
Draken 25 Oct @ 1:14pm 
To be fair, most classes have no ways to spot invisible units. That's a pretty rare trait. Alongside invisiblity itself.

A scout unit with acutesense on the other hand should exist.
bargain hunt  [author] 25 Oct @ 1:09pm 
@zengarden that is an oversight I’d forgotten to get around to - I’ll add the tag to the Marksrat unit.
zengarden 25 Oct @ 12:09pm 
Nice mod, though I do have a question regarding scouts as there doesn't appear to be any way to spot invisible units unless I'm missing a unit/ability interaction.
TheWALL #FixTF2 25 Oct @ 9:01am 
@bargain hunt Oh I am sorry! I first played the mod last weekend so I didnt know, glad to see you care about the feedback from players, keep up the good work
bargain hunt  [author] 25 Oct @ 8:44am 
@TheWALL I reworked the waste ploughs recently so that they no longer take damage on ash fields, but produce less metal from farming on them. Forests and villages are farmed by the Total Resource Harvester, which gives much more metal.
TheWALL #FixTF2 25 Oct @ 8:28am 
Can the waste plow turn the tile to an ash field after 1 turn? The problem is that tiles like forest are annoing because you cant get the full amount of recources from them, becuse that would mean leaving the plow in the ash field damaging it beacuse you dont have enough action points to get the most amount of recources and leave, so you either wait 1 more turn in each forest or get less stuff from a tile that arguably should have more recources than a plain tile
Draken 24 Oct @ 5:29am 
Rogue Automatons will not move onto tiles with Waste Ploughs.
Same for other stupid units, like the Ash Trawlers.

Ratkatcher often summon their rats in the far back.