Conquest of Elysium 5

Conquest of Elysium 5

Terracotta Emperor - Tien'Chi Class
34 Comments
gravekeeperzero 31 minutes ago 
love the mod but three things I have problems are these. one no reliable siege (at lease give us a balista, two there is no really anything telling us how much Tribute you send actually does anything (e.i. the 1 to 15 amount), three the great wall is very finicky. (ps sorry if this sounds mean at all)
HSmasher  [author] 12 hours ago 
@NewMars Very strange. good to know it fixed itself somehow though.

@LawDog I haven't tried it on any custom maps so afraid I can't help there.
NewMars 13 hours ago 
Hm, the sprite issue's disappeared, but I could only make the divine imperial tomb ritual work after saving and reloading.
LawDog 16 hours ago 
Is there any custom maps you would recommend for this mod? I tried using my favorite Gigantea but unfortunately it seems to incompatible.
Grail Knight 16 hours ago 
Oh yeah, I was so frustrated by lack of Tien Chi in CoE, thank you so much!
msilbey 16 hours ago 
Thanks for the great mod!
HSmasher  [author] 6 Sep @ 1:51pm 
That is precisely what I was going for, I'm glad you like it. :)
SomeGuyOnTheInternet 6 Sep @ 11:40am 
Its a great mod. I absolutely love the thrill of having to carefully manage my units, routes and ports due to lack of easy recruitment but satisfying reinforcements
HSmasher  [author] 6 Sep @ 4:12am 
Which sprites is that happening to you for? They look normal for me, and their files are all the correct dimensions the game requires [with one intentional exception.]
NewMars 5 Sep @ 11:44pm 
It's a good mod, a very fun and unique faction with a lot of content. A lot of the units seem to have sprite size issues, though, being squashed, stretched and the like.
xox 5 Sep @ 4:38pm 
TO HSmasher

Yes, if you remember the devs had some issues when they introduced the guildmasters with this same sort of bug. The Guildmasters tradetown start was not a port near the water most of the time. They fixed it. But I think it is still wonky and this is probably their bug, which you probably cannot reach directly.
Ortoblast 5 Sep @ 6:14am 
Realy fun and unique faction. Bonus points for Dominions.
Sy Snootles 4 Sep @ 9:45pm 
Thanks for bringing these Dominions factions over to CoE, really fun to play around with them.
HSmasher  [author] 4 Sep @ 4:52pm 
I tried setting it to Random like you said and had it happen to me, it appears to be a very weird interaction with how the game processes spawning the Guildmaster, it does the same thing for all classes starting with a port [TE starts with a port which events change into the colony].
HSmasher  [author] 4 Sep @ 3:50pm 
I'm glad people seem to be enjoying it, it was quite exhausting to make. :lunar2019piginablanket:
xox 4 Sep @ 3:36pm 
great mod, thank you!
xox 4 Sep @ 3:35pm 
i think the trade town start issue comes up when in starting the game i change random map settings "start position for allied players" from the default "clustered" to "random". Could be any change, I have not checked all the possibilities.
HSmasher  [author] 4 Sep @ 3:21pm 
That is very strange that its confirmed happened for two people now - I'll update the mod in a little while with the event to prevent that from happening for anyone else.
xox 4 Sep @ 3:13pm 
tries a few different settings and resets, got the initial intro screen which i have not seen before, and ... now i started in an imperial colony.
xox 4 Sep @ 3:03pm 
I keep getting my start in trade towns, not an imperial colony. no reinforcements. no other mod used.
Verro 4 Sep @ 1:08pm 
Ah, thanks. Not entirely screwed then. RNGesus has blessed me with plenty of alchemists and eunuchs, but denied me anything else so far.
Killerburner 4 Sep @ 12:55pm 
Really cool mod and very well done! I look forward to see if anything further will be added.
HSmasher  [author] 4 Sep @ 12:34pm 
You can get additional geomancers from Delegations. Either use the Request Delegation ritual or complete objectives until you get one. It is random what you get from them so you will likely need to get several.
Verro 4 Sep @ 12:03pm 
Is there any way to get another geomancer? Open tomb can only be used once per player, and I've not seen another way to replace my lost geomancer. Kinda hard to progress if I can't find more tombs.
m11kire 3 Sep @ 6:36pm 
a small suggestion; make the conquer magic library objective also count academy of higher magic, if one exists
HSmasher  [author] 3 Sep @ 4:01pm 
Nope, I tested it on the server, I'm clueless about the cause. Hopefully no one else has this issue and its a bizarre fluke.
Andrei Seryi 3 Sep @ 3:57pm 
@HSmasher

If it helps, I'm playing on the game servers, not locally hosted. But I'm struggling to think of what would cause it too.

But your fix works wonders after trying it. Simple and easy. Thanks!
HSmasher  [author] 3 Sep @ 3:44pm 
That's very strange - I started a multiplayer game and it worked fine, I can't imagine what is causing that to happen for you.

What I can suggest is try editing the .c5m (change it to a .txt and open it then back to .c5m after) file for the mod adding this at the end of the file:

squareevent
+player 29
+turnnbr 0
+terr 355 #trade town
+class -3 "Terracotta Emperor"

alterterrain 882 #imperial colonu

endevent


That event should transform the trade town into an Imperial Colony at the start of the game. Anyone you're playing multiplayer with will need to use the same .c5m as you.
Andrei Seryi 3 Sep @ 3:21pm 
After trying with a variety of combinations of mods and then just the mod itself, I was stumped. However, I quickly seemed to find out why I was having issues: for some reason, in multiplayer, the game starts you within a trade town instead of the proper Imperial Colony.

I was mostly testing in MP co-op with varying settings, tried differing settings (setting starting position to random instead of clustered or East/West did nothing), but couldn't find any rhyme or reason to the bug.

Anyway, I still would recommend this mod highly to anyone who loves Dominions, since it does seem to work flawlessly in singleplayer and is well worthy of a download for that alone. Cheers!
Wateriercrown5 3 Sep @ 12:09pm 
Ah, the good ol' forever war against the ants.
HSmasher  [author] 3 Sep @ 12:06pm 
That sounds like you have a mod conflict, your starting citadel should be an Imperial Colony.
Andrei Seryi 3 Sep @ 12:03pm 
Pretty cool to see reinterpretations of Dominions content brought to CoE.
I think I encountered a bug, though: the yearly reinforcements I assume I was supposed to receive involving the officials capable of sending tribute didn't arrive in my capital. I assume this is because the random generation put me in a trade town instead of a port, but I can only speculate as I'm not familiar with the code.
(Also, I would LOVE to see MA Ulm in CoE. Keep doing what you're doing!)
cubbywubster 3 Sep @ 4:44am 
man, this looks great. thanks for doing this crap; people like you do god's work
Lostxenomorfo 2 Sep @ 4:55pm 
Holy Shi I love your mods and it's so cool to see a new one, can't wait to try it