Conquest of Elysium 5

Conquest of Elysium 5

Loverboy821s_Minor_Classes
14 Comments
Loverboy821  [author] 28 Sep @ 11:21am 
@lordlynel yeah I did kind of understand I was making them a bit cheaper than they should be but i thought having little things like that to let the classes do anything was more than balanced by the lack of any real end game power. Like ultimately oh i got snakes early and managed to clear out some land around me but they would still get run over by like a demon lord or elder elemental or whatever without having anything to actually counter play in the late game.
Lordlynel 26 Sep @ 3:25pm 
many animal recruitment options, especially on the tribal classes, seem too efficient (for example, all of the snake and serpent recruits available to the serpent tribe are substantially undercosted for what you get)
CKchaos 26 Sep @ 8:11am 
what does the Ether Lord do?
Loverboy821  [author] 23 Sep @ 12:16pm 
I happened to be adding things to the demon lord classes when I looked at the comments so
@Pandemonium I fixed the ghost lord units
@Not-So-Friendly Added the Giant Crab class because you were very right
Also someone in the discord wanted the Giant Mantis class so I added that too
Not-So-Friendly 21 Sep @ 2:58pm 
Can't believe you forgot the most important animal of all, the greatest among them: Crab.
Pandemonium 21 Sep @ 8:15am 
One thing I've noticed is that for the ghost lord, the ghost warriors are double the cost of the regular ghosts despite being worse in every aspect.
isiarca 20 Sep @ 11:30am 
:)
Loverboy821  [author] 20 Sep @ 6:22am 
@isiarca check the change notes :)
Loverboy821  [author] 20 Sep @ 6:01am 
@Islarca Actually I originally intended for the animals to cost herbs instead of gold the problem arose that none of the animals have the feature that allows them to collect herbs and this mod purposely does not change how any of the vanilla units work, Also the Cavemen were supposed to spawn in Agartha and didn't seem to work out that way so no that is not working at intended, Your idea about allowing an occasional additional commander for the animal classes is probably a good idea and I happen to be messing around with some thing in the mod now and think I can add that real quick.
isiarca 19 Sep @ 5:34pm 
I feel like the animal classes would make more sense if they used herbs gathered from forests for recruitment instead of gold, but I suppose that'd take away the incentive to attack settlements, which seems important given how you've described these classes. Also, it'd be nice to get the occasional commander recruitment offer as an animal faction-- just once in a while, you know? Not enough to compete with "proper" factions as that's clearly not the idea, but enough that an animal faction doesn't go from thriving directly to "0% chance of any further progress but the game won't eliminate me because I still hold territory" due to a single fight in which the leader is killed.

Cavemen starting in Agartha instead of on the surface would also be nice, but again these things aren't a big deal. Speaking of Cavemen, I've noticed they start with a Pit nearby, but the Pit doesn't actually connect to the Agartha layer or anything. Is that working as intended?
Loverboy821  [author] 18 Sep @ 3:21pm 
@Devily Yeah I would generally recommend using this in addition to other mods, since this doesn't add anything outside of classes using only vanilla units it should be compatible with just about any other mods you want to use, that should make it more likely the computers will get other classes, additionally though like the devil classes and giant classes not to mention the Ether Lord and stuff should be strong enough to compete without immediately dying.
Loverboy821  [author] 18 Sep @ 3:19pm 
@Gentleman Crow Thank you so much for the kind words, The spider Tribe doesn't have rituals no, I think that the only tribe where their leader has rituals is the Deer tribe.
Gentleman Crow 18 Sep @ 6:47am 
I LOVE the idea of this mod. Though, I have a question. I played as the Spider Tribe just now does the Spider Tribe Shaman supposed to be able to do rituals or no? Cause, right now the Spider Shaman is unable to do rituals.
Devily 18 Sep @ 4:05am 
I like it but the fact it includes so many classes in a single package means the AI will often pick them, such as going as a Giant Rat, Jaguar, Devil or other class that more often than not ends up in their immediate death.