Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
480 Comments
Ragnar Sfinx  [author] 28 Oct @ 12:14am 
@FestiveDesert: Thanks. That is probably the explanation, yes.
FestiveDesert 27 Oct @ 2:21am 
The "Awaken the Silent Kings" ritual can fail if you've already summoned one. ("No one answered the summoning") (It's probably able to pick a already summoned one)
Ragnar Sfinx  [author] 26 Oct @ 11:53am 
@ Nick: Yes, you are right. They should have affliction resistance. They do a lot of tanking, and it makes perfect sense. Will add that.

@ Nullpointer: :-)

@ A.red: Thanks for flagging it. Will fix.

@ Volthrar: Ah, you can code directly in the map file? Makes it much easier. Thanks for code snippet. Keep in mind that depending on how you code them, squareevents can slow down things down a lot. Add too many and the map will take a billion years to load.
Volthrar 25 Oct @ 7:59pm 
Ragnar thanks for the info. I´ve found that i can add code to the map text and i´ve being testing with the underground ruins and i make it work with a random spawn event ( random between yours spawns). It worked really nice, at least for me hehe. Now i have to do the same with the other terrain and i will have a full populating code for it. I let you here an example in case it could be helpfull in the future.

squareevent
+turnnbr -1
+player 25
+chance 10
+plane 0
+terrain 804
newunits 24 "5d5*Giant Rat"
holdit
endevent

squareevent
+turnnbr -1
+player 25
+chance 10
+plane 0
+terrain 804
-hasunithere -1
newunits 24 "1d4*Giant Spider & 1d8*Large Spider"
holdit
endevent

squareevent
+turnnbr -1
+player 25
+plane 0
+terrain 804
-hasunithere -1
newunits 24 "1d4*Giant Spider & 1d8*Large Spider & 1*Treasure"
holdit
endevent

Sorry for the long comment. Keep it up love your mod!
a.red 25 Oct @ 3:52pm 
i think scourge king has small mistake, because upgraiding second level of scourge can give second copy of memory of mask II ritual
NullPointer 25 Oct @ 9:48am 
> But Barbarians are semi-broken by me

Makes a lot if sense to fix it first ahahah
Nick 25 Oct @ 9:46am 
I feel like an intuitive change for Abomination would be either affliction immunity or, similar to an immortal creature, it could have a chance to heal an affliction every month it spends in a place with bodies it can absorb. After all how can a creature with thousands of bodies incorporated into it "Lose an eye"? It literally has thousands of them. Feels like it should be vanilla, honestly.
Ragnar Sfinx  [author] 24 Oct @ 4:13pm 
Nullpointer: Yeah, I know you want that one fixed. So do I. But Barbarians are semi-broken by me, which bothers me more than Guildmaster being semi-broken by vanilla design. So Barbarians come first, for my peace of mind. But I will probably get stuck and switch to something else while waiting for inspiration to strike. So there’s a good chance Guildmaster gets some attention soonish as well xD

Exciting with the new job and all. Must be pretty stressful though, especially with house hunting on top. Hope it goes well. Give me a ping once you’ve got your head above water again!
NullPointer 24 Oct @ 2:36pm 
@ Ragnar

In my opinion Guildmaster is the first priority at the moment because, I'm not even sure he's playable in MP (maybe I'm just bad).

Regarding the relocation: the new job is A LOT. Sometimes I have 1-2 hours of free time. And I'm mostly choosing something quick and simple like battlefield.
Maybe I will have more time after finding an apartment!
Ragnar Sfinx  [author] 24 Oct @ 12:32pm 
@ Anastasia: You eventually get a new one if you lose him, but besides that yeah. Only one Markgraf/chief vampire at a time.
Ragnar Sfinx  [author] 24 Oct @ 12:31pm 
@ Volthrar: Thanks! With the current file structure, it's unfortunately not possible to build directly into custom maps. Special locations and their inhabitants are placed as part of the same pregame event -for example, a sea tile might be converted into a Free City and then populated with defenders. A pre-placed Free City on a custom map would be skipped by the script. It could be rewritten to support custom maps, but that would double the number of pregame checks. Maybe not a huge performance hit in practice, so I’m not ruling it out - but even if feasible, it's a fair bit of extra work, so probably not happening anytime soon.
Volthrar 24 Oct @ 10:51am 
Hello. First of all, awesome mod man. Now, i´ve made a map with your mod and when i use the custom terrain from the mod like the free city it just spawn empty, no unit there. I really would love to have those terrain for the map but i can´t find the issue. Can you help me??:steamsad:
Anastasia_XO 23 Oct @ 3:36pm 
I really Like Markgraf, but do I only get 1 Markgraf per playthrough? Or is their any way to get more?
a.red 23 Oct @ 2:56pm 
Thank you wery much for your effort. this is a great mod
Ragnar Sfinx  [author] 23 Oct @ 11:52am 
Ah really, I replaced a sprite. My mistake. Hold on, I´ll fix that. Relevant file is the date closest to when you last had a working game.

Edit: Should work now. Let me know if not.
a.red 23 Oct @ 11:32am 
plus when I copy random old file it says theres and error at some line and that some sprite called "darkon1" or soemthing like that is missing
a.red 23 Oct @ 11:25am 
oh yeah, im blind sorry, but how do I know which .c5m is revelant ?
Ragnar Sfinx  [author] 23 Oct @ 10:48am 
I think your save was broken by the update three days ago. See my previous post for how to fix it.
a.red 23 Oct @ 9:50am 
I think this mod messes up save files, I had another instance where my my unit composition was heavly changed after loading, this is the mod that makes the most changes to base game that I use
Ragnar Sfinx  [author] 22 Oct @ 2:22pm 
@ Nullpointer: You´ve been missed! ah well. Life is like that, we can´t game all the time. But when you are done relocating, I´m about to start digging into the Barbarians and I am preeetty sure I´m going to need some help getting that one functional.

@ Voivode: Change Notes. Just below mod title and for clicks to the right.
Voivode Bleghingtun 22 Oct @ 2:12pm 
Where can I see the patch notes?
NullPointer 22 Oct @ 1:05pm 
Daaaamn

So many exciting patches, but I've just relocated and barely has times for games :(
Ragnar Sfinx  [author] 21 Oct @ 12:35pm 
The King spawns at the same time as the castle ruins convert to a Goblin Castle. If you have the Goblin Castle you should have had the king at some point.

Note that if there is another troll king on the map and he also owns a castle ruin, the Goblin King may ally with him instead, in which case you don´t get any.
Anastasia_XO 21 Oct @ 12:18pm 
how long does It take that a goblin king spawn? Because Im in year 25 with goblin castle, but no king.
Ragnar Sfinx  [author] 20 Oct @ 11:44pm 
No further planned changes to senator for now.
vader634 20 Oct @ 2:53pm 
is there senator revamp or do i need to wait for it to happened ? have a good day or night
Ragnar Sfinx  [author] 20 Oct @ 1:18pm 
New patch. In particular a long-promised rework of the Scourge Lord. Also a long list of bugfixes and minor stuff. Had a lot of great input, so it added up. See change notes for full log.

This will - as usual- break saves. If you have a game to finish, the previous mod version is available from the backup folder. Copy the relevant .c5m to the main mod folder and you can continue playing from that.
Ragnar Sfinx  [author] 20 Oct @ 11:47am 
@Hangfire: Good idea. It is doable for summoning rituals with only one possible result - which includes the Priest King. Also High Priestess, if you somehow forgot you already have Ba´al buried somewhere.
hangfire 19 Oct @ 8:41am 
One QOL feature that would be nice is preventing players from casting a spell if the spell would be invalid and have no result. This would primarily affect the Priest King, if the player tries to summon a god that is already on the field. Keeping track of which ones are summoned is a layer of micromanagement that punishes players for forgetting or neglecting to find one unit buried within their armies.
Ragnar Sfinx  [author] 18 Oct @ 3:05pm 
!!! I will update this mod after the weekend. This will break a lot of saves. Just a heads-up. If you have a 20-year campaign to finish, then tomorrow is a good day to do it. (I will, as usual, include backup-files, in case.)
Ragnar Sfinx  [author] 17 Oct @ 5:49am 
Smart. Very well done. Yeah, modding this is a whole lot of headscratching trial-and-error. I guess I should have learned by now to never take anything for granted xD. Thanks a lot for putting in that effort, it is very much appreciated!
Kalkara 17 Oct @ 4:57am 
I just compared it to HSmasher's Ctis corpse spawning mechanics and wondered why his worked and this one didn't.

Tried his kill event, still no corpses. Then tried base units, they worked. Item slots were the only thing left, and when removed, test subjects started spawning corpses.

I really don't get modding this game sometimes.
Ragnar Sfinx  [author] 17 Oct @ 4:53am 
What. That is such a random interaction. How did you even find that... But thanks. I will make sure to include in next update.
Kalkara 16 Oct @ 9:32pm 
In my ever weirder quest to mod CoE, humans don't create corpses on death without item slots. Adding them fixed Test subjects and the human thralls.

Animal thralls worked fine without.
Kalkara 16 Oct @ 9:04pm 
I don't think dmgonterr causes corpses to spawn. The yellow musk thralls and test subjects don't leave any behind.
Ragnar Sfinx  [author] 16 Oct @ 1:52am 
@VodkaClaus: Easy to do. Open the elysiumremastered.c5m in notepad (or other text editor). Search up and delete all references to Bog Path and associated code lines. Save as new .c5m in same folder.

Or you can go planar hopping in your tower instead. Still possible, just requires more work to get started.
Vodka Claus 16 Oct @ 12:23am 
Hey, could someone direct me to a guide on how to modify some of the files myself? I really love everything that you have done with the witch but I find it really fun to go dimension hopping with the swamp teleport move and would like to bring it back personally. Thank you in advance!
Ragnar Sfinx  [author] 15 Oct @ 12:35pm 
@Voivode: The base game is great as it is. Definitely play that first. This is more of an alternative than a straight upgrade. It stays pretty faithful to the original experience, but I’ve made some fairly radical departures here and there. Whether you’ll like it or not really comes down to taste, but without playing the base game you won’t have a frame of reference.
Ragnar Sfinx  [author] 15 Oct @ 12:25pm 
Hey hey, thanks a lot for the feedback! Really glad to hear it’s working out. As you can see, still a work in progress. Funny process, really - you think something’s done, and then later start spotting the cracks, circle back, and it’s like, “ohhh, that’s how it should’ve been!” …and then, well, the cycle continues.

On the specifics: I didn’t touch the summoning chances of demons, except for Demon Lords (stronger and harder to control). The failed-summon frustration felt like an integral part of the CoE5 experience.

Burgmeister I agree, needs something to build up to. Ranged options are a bit lacking, but constructs are still plenty strong for most purposes. The more I think about it, it’s more the feeling of having unlocked the endgame that’s missing. The Warlock needs a second layer of polish, a bit more depth here and there, etc. I’ll get to that.

There are other things too, but I’m not going to denigrate my own work more than I have to xD.
Voivode Bleghingtun 15 Oct @ 12:14pm 
I'm unsure about this mod. Should I play the base game more, or is this basically just an upgrade that improves it without changing it too much?
𝑅𝒶𝒾𝓃 15 Oct @ 10:36am 
By the way mister modmaker if I may ask, were the demon summoning odds changed at all?
I found myself seething as demonologist a lot, from failing my infernal army rolls, but I could've just had some unlucky streaks of course.
𝑅𝒶𝒾𝓃 15 Oct @ 10:29am 
And not to speam your comments or anything but I got more stuff to praise, I found how you tried balancing necromancer to be pretty cool. Access to ethereal units early is neat, base sanity recovery so you can raise dead more helps a lot to just roam around, you can't just reach endgame instantly by spawning a titan with a second level ritual, the focus on hades with the tree is really neat, just a lot of cool ideas overall. Really impressive stuff.
And you made enchanter really fun instead of frustrating to play as well, really just chefs kiss.
𝑅𝒶𝒾𝓃 15 Oct @ 10:25am 
Also I just read the comments a bit and I'm glad someone else brought up the burgmeister. I did get the feeling of "hmmm... now what" while playing it, it sort of felt like you're sort of... short on options, maybe?
I really really really like the senator in your mod and he's incredibly fun, and burgmeister sorta reminded me of it with the massing infantry angle, but it doesn't have a god emperor equivalent or strong casters like the sun and snake cults, so I dunno. I couldn't really "feel" what the backbone of my armies were, but I haven't messed around with it enough to speak on what it lacks or not, just giving my vague 2 cents.
And to reiterate, senator is cool as hell, it rocks.
𝑅𝒶𝒾𝓃 15 Oct @ 10:11am 
I love your mod dude, it's so cool. It fixes so much about the game and it's so well made. I have a few things I'm a bit disappointed by (hoburgs plant druid stuff isn't too great compared to their mechs and stuff still, warlocks are still really fire focused because you can farm a lot of rubies via volcanos but other elements don't have anything like that so they end up taking a bit of a backseat, scourge lord brass men fatigue your own troops so they're really weird to use despite being really really cool) but nothing I outright dislike at all.
Seriously, major props, for me this is a must have.
Ragnar Sfinx  [author] 13 Oct @ 1:15am 
It should work the same for Scourge King and Dark One, they are referenced simultaneously in the ritual code. If there is a bug, it is something a bit less obvious. I will upload a big update of the class one of the next few days, so that particular problem is going away.
Lemonz 12 Oct @ 2:52pm 
I noticed that when I upgraded my Scourge King to a Dark One, I couldn't get any more Scourge Lords despite having only one Scourge Lord. I think the cap is supposed to be 3? What I assume happened is that since my Scourge King was no longer a Scourge King, the cap reset to 1 Scourge Lord
Ragnar Sfinx  [author] 12 Oct @ 11:45am 
I doubt this mod does that. Other mods running alongside perhaps?
a.red 12 Oct @ 5:43am 
hello, what kind of changes this mod makes to independent dwalas and daughters of baldwin? After instaling it, more than one dwala can appear at single gold main, which quickly leads them to generate insane amount of dwarfen workers that will crash game if I click to view them, or when someone else trys to attack them.
Ragnar Sfinx  [author] 11 Oct @ 12:10pm 
Tested: Summoned Maharaja armies do decently against sapphire constructs due to high MR. Apart from that anything the monkeys can bring are rolled flat by diamond and ruby constructs, no matter the army comp. Even at twice the resource investment. This seems to the general direction in all small-midsize setups I have tried, even when including several opposing casters. Constructs are simply extremely cost-efficient.

The only weak spot I can find is that they don´t scale infinitely, due to limited range. So efficiency falls off in large engagements with many mages on the opposing side. This is of course expected, but also sort of working as intended.

That said, I will look at adding some longer-ranged options, Hoburgs do feel lacking in that regard.
catfoodbob 11 Oct @ 7:21am 
Think specifically, monkey mahajra diamond summons from a t3 or 2 one with their armored bandar archers + warriors would probably be one of the things that could definitely take them on. like, the mind burn dont work, but the twist fate, toughness, and luck spamming is heinous