Conquest of Elysium 5

Conquest of Elysium 5

Support Units
71 Comments
Hellfire  [author] 11 Sep @ 8:21am 
Can you elaborate on your suggestion?
What should be unique?
The appearance or something else?

Keep in mind that the abilities of all units must remain the same for all factions to avoid any advantage or disadvantage.

Consider support units as mercenaries who offer their services to a faction in exchange for payment.
MrSharkey 11 Sep @ 4:29am 
you should add unique support units for certain factions i think that would be cool
Hebrux 7 Sep @ 1:29pm 
Love this mod!
AlexSansNig 5 Sep @ 3:17pm 
You are the GOAT
Hellfire  [author] 5 Sep @ 12:01pm 
Pirate ports are now added with the v1.28 release. Have fun!
AlexSansNig 4 Sep @ 1:51pm 
Any way to get the builder to build a pirate port?
Hellfire  [author] 4 Sep @ 9:05am 
I can't reproduce the problem. Maybe another mod is causing the issue.

It depends on the load order. Mine is 9, the last possible number. But if another mod has the same number, there could be a conflict.

You can check for yourself by opening the Workshop folder (\Steam\SteamApps\workshop\content\1606340) and checking the .c5m file in every folder.
The load order (called "modprio") number is usually at the top of the file contents.
god_of_gaming 3 Sep @ 3:09pm 
yes it looks like coal mine is bugged it took the recources and time but doenst place it it was 4 tiles away from any other mine
Waldston SFM 21 Aug @ 10:55am 
alright thank you
Hellfire  [author] 21 Aug @ 7:41am 
Sadly not, but hey, try a new game with new possibilities...
Waldston SFM 21 Aug @ 12:14am 
Can this be added to an ongoing save?
Hellfire  [author] 25 Jun @ 6:47am 
You have to stay away at least 1 square from another coal mine.
Loverboy821 24 Jun @ 11:52pm 
hey when i tried to use the miner to make a coal mine on some hills it was saying I could do it but when I clicked the button it didn't work. Are there other requirements to building a coal mine other than being in the hills and having the resources to build it such as not being to close to certain sorts of structures?
Hellfire  [author] 22 May @ 1:28pm 
Here it is, v1.27 is now supporting the Guildmaster class. Have fun!
Phenian 21 May @ 11:44pm 
Hey, I still think this is a great mod. Please update for the new class in vanilla
Kemian 10 Jan @ 3:18am 
I think it's a great mod just one thing, I was wondering if you could make the units unable to have an army, as i feel like an unintended consequence with this mod is how many tiny armies the AI suddenly have.

Mostly a suggestion I think you do great work and the mod is an excellent idea
Commander Tahren 28 Nov, 2024 @ 11:04am 
I used the miner and builder and none of the rituals worked. If it worked for you must be a mod conflict then ty.
Hellfire  [author] 18 Nov, 2024 @ 4:32pm 
Can you be more specific?
Which unit and ritual?
Have played a short test game with a ranger and all is working here.
Commander Tahren 18 Nov, 2024 @ 12:51pm 
Not sure why but none of the rituals work anymore. They appear but nothing happens when you click them.
Hellfire  [author] 30 Oct, 2024 @ 3:54am 
@BadCub
Thanks for your report.
A new update has been released to fix the problem!
BadCub 29 Oct, 2024 @ 7:43pm 
Hello! The ranger's 'Revive Destroyed Jungle' spawns a forest instead of a jungle. Thanks, and cool mod!
Farsight 15 Oct, 2024 @ 4:26am 
Changing "SupportUnits.c5m" back to "Support Units.c5m" fixes it.
Farsight 15 Oct, 2024 @ 4:15am 
The update ruined my save. :(
Hellfire  [author] 14 Oct, 2024 @ 2:23am 
Thank you all for the feedback!
I have released an update based on the lastest suggestions.
Have fun!
Tunafish76 13 Oct, 2024 @ 10:47pm 
Could you change the name of the c5m file from "Support Units.c5m" to "SupportUnits.c5m" or "Support_Units.c5m"?

The blank character in the mod name prevents it from working properly in MP. It's an easy fix on our own, but it would be handy to have it done already.

Awesome mod otherwise
tvance52 26 May, 2024 @ 4:41pm 
I can't imagine playing without this mod. Great work.

For my own use, I added Magic Library to the Builder at Level 2 and an Academy at Level 3 to ensure they're always an option for magic factions.
Captain Tofu 2 Nov, 2023 @ 1:53am 
This mod is an absolute essential!
Hellfire  [author] 27 Aug, 2023 @ 4:13am 
Terrain requirements are either:
- River
- Frozen River
- Shallow Water
- Ford
- Lake
- Frozen Lake
- Frozen Sea

and no nearby city within a radius of 5 tiles.
[Mi.Sa]Skullduggery 26 Aug, 2023 @ 6:32pm 
How do you build ports I've tried making them both next to water and in the water adjacent to land while making sure there no ports nearby but still no luck.
god_of_gaming 2 Aug, 2023 @ 6:03am 
what u said does not work but if u put noleader under farsicht they cant lead units anymore
Hellfire  [author] 30 Jul, 2023 @ 4:52am 
Change the "addcomrec" command to "addmercrec".
With it you can only have one unit of a type.
god_of_gaming 29 Jul, 2023 @ 12:28pm 
how do i change the code so they be more like swordmasters so they can`t lead armies for myself
god_of_gaming 29 Jul, 2023 @ 11:45am 
thanks:steamhappy:
Hellfire  [author] 29 Jul, 2023 @ 10:34am 
Sure,
you have to open the corresponding .c5m file, which is located in the following folder in the Steam directory:
\Steam\SteamApps\workshop\content\1606340\2687458131
and scroll down to the end of the file.

You will see the following lines (here for the Baron):

# Class
# % gold die iron
selectclass 1 # Baron
addcomrec "Apprentice Builder" 8 100 15 0
addcomrec "Apprentice Ranger" 8 90 15 0
addcomrec "Apprentice Miner" 8 110 15 0

Change the desired numbers for all other classes as well and then save the file. I'm not entirely sure, but I think you have to start a new game for the changes to take effect.
god_of_gaming 29 Jul, 2023 @ 10:09am 
is there a way i can add it for my self
Alpharius 29 Jul, 2023 @ 6:17am 
I'd leave it as is....but that's just me.
Hellfire  [author] 29 Jul, 2023 @ 6:15am 
Hello and thank you for your feedback.
Since the units are supposed to represent something special, I would be very reluctant to take away their ability to command.
So there are two ways to reduce the number:
1. Increase the price to recruit (currently 90-110 gold).
2. Reduce the probability of spawning (currently 8%).
What would you suggest?
god_of_gaming 29 Jul, 2023 @ 2:49am 
is ther a way to make the support units not lead troops i noticed that the ai spams them and has lots of little armies everywhere
Hellfire  [author] 6 May, 2023 @ 2:03pm 
Released a new update to remove ruins for the Builder (level 1).

@Warsmith: Thanks for the suggestion!
Alpharius 6 May, 2023 @ 2:02pm 
You're a legend :D, thank you.
Alpharius 6 May, 2023 @ 12:36pm 
Can you please add remove House/City Ruins to either Ranger or Builder? That would be cool.
At the moment I'm not seeing away to clean up the rubble and build anew...
Thanks
Hellfire  [author] 2 Apr, 2023 @ 1:20am 
Are you using any other mods? Maybe there is a conflict!
mrcoolize 1 Apr, 2023 @ 7:12pm 
Sometimes on load they all transform into argonauts. On months end they sometimes lose all their ability to do anything (except the ranger who loses only half of them)
Alpharius 1 Feb, 2023 @ 12:22pm 
Thank you :)
Hellfire  [author] 1 Feb, 2023 @ 12:05pm 
Yes, the AI uses the units, but probably not to the full extent.
Alpharius 1 Feb, 2023 @ 8:44am 
Hi, does the AI make use of these units?
Hellfire  [author] 23 Jan, 2023 @ 5:26am 
I've released a new version to support now secret classes (Archmage, Beholder and Goblin King).
Phenian 22 Jan, 2023 @ 1:43pm 
I like this mod. The support units don't work for the secret classes, like the archmage.
Hellfire  [author] 22 Jan, 2023 @ 1:42am 
Yes, you have to.
Walker 21 Jan, 2023 @ 7:54pm 
just curios if you need to start a new game in order for it to work?