Conquest of Elysium 5

Conquest of Elysium 5

Imperial_Governor
173 Comments
Kazeck  [author] 7 Sep @ 12:22pm 
Very fair Hebrux, I haven't gotten back to this for a long time, so I don't mind at all. I don't believe that a 'mod' is 'mine' especially when I had others who helped me too, so feel free to make mod mods or an outright replacement if desired.
Hebrux 7 Sep @ 12:00pm 
I'm pushing up an update which should make this mod compatible with the Elysium Content Pack
acv55555 13 Aug @ 12:27pm 
Apart from the Communications Hub, Stronghpoint and Landing Pad, do the other Imperial Bastion side buildings do stuff besides generate resources? The drill pad mentions being important for making stormtroopers, but stormtroopers are upgraded via the Magos no?
lukmpor 6 Aug @ 8:02pm 
Yo Creator W Sabaton Song Dawg, Listening to steel commanders rn
gn0sis  [author] 16 Jun @ 2:47pm 
You need to Hold an Ecclesiarchy Convention. See tech tree image in the Workshop mod description. If you do not see the ritual, you may be running another mod that conflicts somehow.
iste_nex 11 Jun @ 12:20pm 
My Surviving Acolyte has no Rite to create an Imperial Sanctum, only for an Imperial Shrine,
am i missing something to create the Convention required to progress?
Lanwrath  [author] 23 May @ 2:11pm 
I reached out to the mod author to resolve the conflict, until than just avoid the content pack.
Lanwrath  [author] 23 May @ 12:32pm 
@Tungul I have started poking around at this mod again and noticed that it also is causing Colona to become water. Will look into this and get a fix put together for publishing.
DeepTooT 19 Mar @ 4:11pm 
right got you, thanks for the quick reply!
Kazeck  [author] 19 Mar @ 2:50pm 
Well, the inquisitorial acolyte is developed via his rituals, chiefly claiming the mantle of lord inquisitor, and establishing the convention.

Establishing the Sororitas and such as well, it's intended that you use them as your primary bless-centric infantry.

Plans for the future were to include a 'crusade' mechanic and freespawn fanatics upon officially siding with the faith. Alternatively the Mechanicus would provide Mavroforming and toxic warfare, and the guard consolidation other options.

I might come back to this one day but for now I'm content that it works, I want to fix bugs soon though.
DeepTooT 19 Mar @ 2:41pm 
Hey so i just found this mod and love it so far kinda got my head round the bastion, mechanicus side of things just wondering how do i develop the the acolyte? sorry if this is a stupid question just cant seem to figure it out
Kazeck  [author] 22 Jan @ 9:38am 
Likely a terrain conflict, I'd have to look into it to find it.
Tungul 22 Jan @ 8:42am 
Okay, tried the mods in sequence. Looks like the conflict is with 'The Conquest Of Elysium 5 Content Pack'. It somehow causes the terrain for Resettle Crash Survivors to be water tiles when cast.
Kazeck  [author] 22 Jan @ 8:28am 
Relics and sacrifices disappear only if you have no one left who can collect them, are you running any other mods that add or modify terrain? It could be caused by an ID conflict.
As for the voxcasters, I've been away for some time but I'll look at them, they worked in my testing but I might have broken them just before upload somehow.
Tungul 22 Jan @ 7:26am 
Resettling the survivors is bugged. Every time I establish the Colona all of the units on the tile drown on the next turn. The background for the event is water, so maybe that's the cause. The Relics and Sacrifices also disappear from the top bar afterwards.
luigiwhatif 21 Dec, 2024 @ 6:22pm 
My voxcaster air support specialists don't seem to work. The battle log says "Bad summon: Summon Firesupport Valkyrie?" with the question mark in a square. The reinforcement Valkyrie summon has a similar message. Has anyone else experienced this?
Kazeck  [author] 3 Nov, 2024 @ 3:10pm 
The governor is meant to be irreplacable, sorry.
Sigmadron 3 Nov, 2024 @ 12:48pm 
As far as I know- Alt+F4, start new game, imperial guard as faction.... That's the only way
Nutmegwand 3 Nov, 2024 @ 12:06pm 
so does anyone know a way to regain your governor if he dies
Kazeck  [author] 27 Oct, 2024 @ 7:06am 
I believe that's one I missed, I'll add it to my list and thank you Keansor!
Keansor 27 Oct, 2024 @ 12:43am 
This faction is rather OP... But it's to a degree that feels completely appropriate given who they are! I love how guardsmen are elite troops compared to how they're usually treated due to the tech level of Elysium and lack of industrial support.

Side note: is the sororitas saint potentia intentionally left without terrain movement tags? She tends to slow my army down a tad because of it.
Kazeck  [author] 15 Oct, 2024 @ 1:14pm 
I'll look into it, I have a list of things to do when I return to modding one of these days.
Vorochi 15 Oct, 2024 @ 7:36am 
My Death Guard have a terrain group for village+ settlements (including custom ones) that you could probably swipe + edit. The ports and cities are usually the most annoying part of settlement categorizing, hamlets and coastal hamlets are easier.
Kazeck  [author] 15 Oct, 2024 @ 7:15am 
No, it's likely a result of the Imperial Colona using 'human settlements' as a tag for viability, but coastal hamlets aren't in that group, I'd have to manually make a new terrain group and include them in order to make them a viable target, or make a separate ritual sadly.

Edit: Specifically it's using hamlets or above, but the coastal village is like a farm not counted in that category for some reason.
Junkerz 15 Oct, 2024 @ 2:21am 
Is it on purpose that "Imperial Colona" cannot convert coastal hamlets, but only normal hamlets?
Vorochi 10 Oct, 2024 @ 11:26pm 
Having proper internal variable names for units and such would be a massive help, so we wouldn't need to rely on potentially overlapping names and IDs to make units work. IE, assign the name of a unit, and the internal name/variable that other scripts reference.
Kazeck  [author] 10 Oct, 2024 @ 7:42pm 
Most definitely, as Terrain ID's are added by this mod, so there is zero chance under baseline conditions of that happening, I tested the mod with several others, but I've probably missed a few, unfortunately I can't really fix it because ID's are limited, I wish it was possible to have it generate dynamic terrain ID's plus be referenced via a name in the file i.e AutoTerr and on the ritual simply say 'Imperial Bastion' to have it automatically reference the terrain by name rather than ID>

Sadly that isn't really possible, part of why I burned out for awhile was simply the effort required to engineer complex rituals and events, coupled with my intense academic workload.
drnwebb 10 Oct, 2024 @ 7:38pm 
Pretty sure it'd just one if the overhaul mods or other mods I have installed I'll be troubleshooting to be sure I just noticed when casting the ritual it turns the terrain into sea during the initial ritual screen and then bam next turn all the units are drowned.
drnwebb 10 Oct, 2024 @ 6:35pm 
Ok heard on that definitely about to play around and see.
Kazeck  [author] 10 Oct, 2024 @ 5:50pm 
Definitely not, might be a terrain mod interfering or messing with the terrain code.
drnwebb 10 Oct, 2024 @ 5:03pm 
Is it just me or are the units supposed to drown after resettleing the survivor's?
gn0sis  [author] 5 Oct, 2024 @ 10:52am 
Thanks Vorochi. Love your Tyranid mod btw!
Vorochi 29 Sep, 2024 @ 9:48am 
I did notice something a while ago that probably isn't intended- the Bunker unit is a 1x1 unit, when it's probably supposed to be larger
Kazeck  [author] 15 Sep, 2024 @ 11:05am 
Whew I made a typo there, that's on me for answering late at night, but yeah none within a 3 tile radius of the listed things. Glad I was able to help!
Mr Freeze 15 Sep, 2024 @ 10:39am 
Ah it worked! I may have just been in range without realising it not sure but thank you!
Kazeck  [author] 14 Sep, 2024 @ 5:29pm 
It needs to have no within Colona's, Bastions, manufactorums, shipwrecks (starting tile) or sanctum imperialis within 3 tiles and has to be on a Plains, desert, savanna, forest or similar 'ordinary' tile.

I'll do a pass later on these restrictions when I return. But there you go
Mr Freeze 14 Sep, 2024 @ 12:06pm 
Can anyone help me? I'm really enjoying this mod so far, but I can't seem to find what an imperial build location is, so I can't build a bastion, I've been able to build everything else fine though so there's no actual problem I just feel like i'm missing something
Kazeck  [author] 13 Sep, 2024 @ 5:02am 
That was on the roadmap, as it is I'll resume work on this mod one day, but not for awhile as I am massively occupied in my day-to-day atm.
ConradAC1 13 Sep, 2024 @ 2:50am 
Could you make it so that if you go down the ecclesiarchy route there are a number of options for additional free spawn stupid units
Embarec 27 Aug, 2024 @ 4:51am 
Just noticed, dunno if anyone's reported yet but it seems the "Purge heresy: stronghold" points to the normal temples terrain group instead of the stronghold terrain group. Should be a pretty easy switch.
Kazeck  [author] 25 Aug, 2024 @ 3:57am 
They're not a fully fleshed out feature, and I've run low on steam, I'll look into actually adding the psykana scholastika when I return to CoE.

For some reason the tag that causes them to emerge in a random village favors enemy/neutral territory, and getting it to target friendly tiles was/is seemingly impossible for me to get to work despite the code making no mention of such a bias.
Embarec 24 Aug, 2024 @ 8:51pm 
I'm sorry if this is a stupid question but how do you actually make use of/make the Psykers useful? It seems... borderline self-sabotaging trying to figure out how to train the immobile things, especially since they seem to like spawning relatively far away and seem to prioritize targetting settlements owned by enemies as best I can tell to spawn in in the first place. I've yet to figure out how to actually use a single one so far in a reliable manner.
gn0sis  [author] 27 Jul, 2024 @ 12:14pm 
Good catch! Will patch.
BadCub 23 Jul, 2024 @ 9:27pm 
The Sororitas Battle Sister and Novitiate are Front+ while the Sororitas Swordwoman is just Front. Should it be the other way around? Thanks.
gn0sis  [author] 23 Jul, 2024 @ 10:21am 
jarpe new patch uploaded addressing the issues you raised plus some others we found in testing. Thanks for your feedback!
jarpe 16 Jul, 2024 @ 2:43am 
Create imperial colona and create imperial colona (coversion) is switched.
gn0sis  [author] 15 Jul, 2024 @ 10:57am 
Thanks Jarpe! We need to add `minmonreq 1` to the ritual, and we will do this in a future patch.
jarpe 15 Jul, 2024 @ 8:07am 
Disband peacekeeper patrol captain is bugged. You can use it and even though it says it failed you get resources.
Kazeck  [author] 9 Jul, 2024 @ 7:54am 
As Gn0sis linked the guide should help, I had zero experience going into this, as did Gn0sis, that said it is a lot of time spent just finding the changes you want to make, testing them, hair pulling when they don't work for some reason, hair pulling when a single name being off somehow causes the game to fail to load, finally get it to work...repeat for the next thing you want to do.

That said changing the workcamps restrictions and making it possible to destroy the mushroom circles are reasonable, I'll look into implementing them next time I do a nonhotfix patch.
gn0sis  [author] 9 Jul, 2024 @ 7:39am 
Sigmadron if the mushroom circles are causing you problems, try making this change in the code: go to line 1367 (underneath `selectterrgroup -1194`) and add this:
addterr 197 #fairy circle

That should solve your issue I think. We can incorporate it in a future patch. But so you know, fairy circles in COE5 act as unpredictable teleporters. You can use them to travel across long distances to other fairy circles (again unpredictably).

Modding guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2590582675
Modding data (where I found the terrain code for fairy circle): https://drive.google.com/drive/folders/1jgMEknfRaTUTSsx0nx3zqPl7mjCl4Bzc