Conquest of Elysium 5

Conquest of Elysium 5

WASTRELS
52 Comments
bargain hunt  [author] 30 Oct @ 2:19pm 
@hugossir12 I’m retiring content updates on this one to focus on my next mod, but if you or anyone wants to make a version balanced for Total Overhaul, I’d say go for it as long as you credit me
hugossir12 28 Oct @ 4:30pm 
anyway, i still love that faction, i think it can have more units, more way to expend there ressources and i bit precision on the stormbroud cause for the price they are not that greate
hugossir12 28 Oct @ 12:00pm 
it feel a bit underpower for it, idk if its the most popular overhaul so idk if my demande is fair or not
hugossir12 28 Oct @ 10:07am 
Draken 25 Oct @ 1:14pm 
To be fair, most classes have no ways to spot invisible units. That's a pretty rare trait. Alongside invisiblity itself.

A scout unit with acutesense on the other hand should exist.
bargain hunt  [author] 25 Oct @ 1:09pm 
@zengarden that is an oversight I’d forgotten to get around to - I’ll add the tag to the Marksrat unit.
zengarden 25 Oct @ 12:09pm 
Nice mod, though I do have a question regarding scouts as there doesn't appear to be any way to spot invisible units unless I'm missing a unit/ability interaction.
TheWALL #FixTF2 25 Oct @ 9:01am 
@bargain hunt Oh I am sorry! I first played the mod last weekend so I didnt know, glad to see you care about the feedback from players, keep up the good work
bargain hunt  [author] 25 Oct @ 8:44am 
@TheWALL I reworked the waste ploughs recently so that they no longer take damage on ash fields, but produce less metal from farming on them. Forests and villages are farmed by the Total Resource Harvester, which gives much more metal.
TheWALL #FixTF2 25 Oct @ 8:28am 
Can the waste plow turn the tile to an ash field after 1 turn? The problem is that tiles like forest are annoing because you cant get the full amount of recources from them, becuse that would mean leaving the plow in the ash field damaging it beacuse you dont have enough action points to get the most amount of recources and leave, so you either wait 1 more turn in each forest or get less stuff from a tile that arguably should have more recources than a plain tile
Draken 24 Oct @ 5:29am 
Rogue Automatons will not move onto tiles with Waste Ploughs.
Same for other stupid units, like the Ash Trawlers.

Ratkatcher often summon their rats in the far back.
bargain hunt  [author] 24 Oct @ 1:39am 
@Sir_Dead I've just tried renaming the "WASTREL.c5m" file to "Wastrel Legion.c5m" (with space and capitals), and was able to load an old save. Might be a formatting issue.
Sir_Dead 23 Oct @ 5:29pm 
mod file being the .c5m
Sir_Dead 23 Oct @ 5:27pm 
so when i tried to boot up another save that had an older version of this mod on it, it gave me an error that said "Mod name Wastrel Legion not found" or something similar and it closed the game. i tried renaming the mod file to Wastrel Legion and WastrelLegion but i got the same error, a fix would be greatly appreciated.
bargain hunt  [author] 23 Oct @ 8:03am 
Nope, that wasn't intended. I think it's fixed now. I hope I haven't broken anything else.
CKchaos 23 Oct @ 7:58am 
you have made it so there are 2 of the factions now (WASTRELS and Wastrel Legion) was just wondering if that was intended
Frostpunk Gaming 23 Oct @ 7:36am 
@thaums thanks that seems to have worked.
@bargain hunt and thank you for making such an amazing mod
bargain hunt  [author] 23 Oct @ 7:28am 
bloody hell of course it is. I accidentally gave it fire immunity. Should be fixed now.
Devily 23 Oct @ 7:15am 
Not sure if it is only on my side but the Doomsday Mine is immune to its own explosion.
bargain hunt  [author] 23 Oct @ 12:57am 
Kommission Base ritual should work as intended now. And thanks @thaums, hopefully that fixes the multiplayer issue. I can't really test multiplayer myself.
thaums 22 Oct @ 10:10pm 
i think you need to get rid of the space in "Wastrel Legion.c5m" so its "WastrelLegion.c5m" or put an underscore there instead to get it working on illwinter servers since i believe there on linux and filenames work differently on there than windows. everything else looks fine though
Revan 22 Oct @ 8:52pm 
The Kommission Base ritual seems to not be working for me. Whenever I use it it'll only spawn one of the three options instead of all of them at once, unless I'm reading the ritual wrong, and it's supposed to randomly spawn one instead of Workshop, Oupost, and two Emplacements.
Frostpunk Gaming 22 Oct @ 6:46pm 
hey. i noticed someone else mentioned this and i wanted to ask. im trying to do this faction multiplayer with a friend and its not allowing it. it either sets me to kobold king or random.

Im not sure if im doing something wrong with it so im wanting to ask here since it works fine single player, and when going to set up at lobby it reads the mod count off correctly but once in lobby the mod is suddenly missing from the lobby list.
GarlicBread 22 Oct @ 5:37am 
I had a good game and spammed waste factories underground. Accidentally hit a moist wall and drowned all my underground freespawn except for the occasional blimp. Filled the Overworld with rogue workshops and factories instead to spam every tile of the overworld with rogue roombas with knives while turning the entire map into the ashlands. My game crashed and I didnt save 10 hours in before I could bring the rat konquest to hell and kill all my kannon fodder again.

10/10 mod would accidentally flood Agartha and depopulate Elysium with shitty muskets again.
bargain hunt  [author] 21 Oct @ 12:53am 
Much appreciated @Zerithon. Still feeling my way through the modding system.
Tank Enjoyer 21 Oct @ 12:28am 
I wonder if we'll get tiny rat tanks
Zerithon 20 Oct @ 8:06pm 
Just a quick bug report.
Building more than one waste faktory does not increase production. This is because waste faktory production is tied to a player event rather than a square event. I think an event structure more like the following would be better:

squareevent
+class -2 "Lord Mekanik"
+squareowner -2
+chance 100
+terrain 611
newunits -2 "1d3*Automaton"
endevent
bargain hunt  [author] 20 Oct @ 12:57pm 
I've changed coe5ws.txt to "public" rather than "private". That might have been what was causing issues with the multiplayer.
Clanker Spanker 19 Oct @ 8:46pm 
Hey the multiplayer doesn't work just tried it with a friend and it just skips the faction mid spawn and spawns you as the faction below it in the class list, just wanted to let you know there is an issue with it.
etherdeef 19 Oct @ 6:18pm 
nice updates, awesome mod dude, would love to see more ash field interactions, e.g maybe units that have stealth move in ash fields or a gasmask commander that can build sludge factories on ash
bargain hunt  [author] 19 Oct @ 4:51pm 
@Devily I disagree on too many units being inaccurate. Thematically, it ties in with the junky quantity-over-quality aspect of the rat boys; balance-wise, since you can get so many different ranged units for cheap or free, having them be even a little bit accurate would make everything trivial. That being said, I did just add a sniper unit to be the exception to the rule. Also, in my testing, the strip mine buildings and buff to Waste Plough yield can give you plenty of metal now. I also gave the Total Resource Extractor more AP, so it can produce more. I think just being able to buy metal would make multiple core mechanics pointless.

Feedback is very much appreciated though! I'm trying to find a better way to implement the Unstable Automatons and Landmines so they aren't quite so useless.
Devily 19 Oct @ 1:50pm 
I like the mod a lot however there's a couple of issues that I think should be tackled.
The first one, too many units have the scatter tag on their ranged weapon and it makes an army of your rats look a bit like a joke as they constantly miss the enemy, even the Pale Ones without depth perception hit more often than them, I think some of the better units should get the scatter on their ranged weapons removed.
Second, a lot of the rogue automatons that can explode and impair an enemy often can be simply outrun by a roaming enemy, which okay sure they are weaker than a spearman but they also explode on death, as such if there's a way to counter that it would be nifty.
Finally, while you can make easy gold by selling iron, how about a ritual to spend 20 gold to get 15 iron or even 10? Using the Ploughs for each tile is a bit tedious.
bargain hunt  [author] 19 Oct @ 1:34pm 
I do like the rogue automatons, but I agree the faktories need tuning down too. I might add a separate building or unit centred around spawning them. Also @Purple, "somewhat important structures" is not my description, it's CoE's. I can't change it without changing the terrain group tag altogether, unfortunately.
Purple 19 Oct @ 12:31pm 
Also i want to add that "somewhat important structures" is not a good description in the rituals. Something liek "villages" or "Kommand Faktory" would be better for getting into the faction.
Purple 19 Oct @ 12:20pm 
@mattf9876 What? I think they are way too strong. YOu can place them right next to eahch other and they are constantly producing free stuff ans just in a few rounds i got an airship, a minelayer, an underminer, two tox automatons and and quite a few automatons.
mattf9876 18 Oct @ 10:30pm 
Great mod! but the waste factorys need a spawn increase for the rogue atomintons as well as a strength increase, I have 7 right next to each other and very few are being made and most of those are single units that will die in one hit. spawn rate needs to go up a lot and they need to be in groups of 3-10 for the rogue atomintons.Still great mod and will love to see were it goes.
bargain hunt  [author] 17 Oct @ 3:49pm 
Lol, didn't expect that to happen. I've removed the unstable automatons from the endgame spawns and toned down the mine spawns too for good measure. Thanks for letting me know.
Sobrien-1 17 Oct @ 10:21am 
This is a great mod, the only issue is that when I got the age of waste flag, one of the armies that got spawned was like 40+ unstable robots, and when one of them died it blew them all up, which made the game crash

Still great, like everything else about it just felt like i should bring that up
bargain hunt  [author] 16 Oct @ 12:15pm 
@Pandemonium just removed the nocombat tag from the Waste Plough and the Minelayer - should be able to select them properly now.
Pandemonium 16 Oct @ 10:54am 
There's a bug where the waste plough can't be selected if its on a square by its self, only if there's another commander with it.
IHateTheIRS 15 Oct @ 12:11am 
I love stupid units :)
messygranthor 14 Oct @ 9:43pm 
This looks sick. Love the art you did for it and curious to see how it plays. Subscribed, next time I do a run I'll be playing this.
avoraciopoctules 14 Oct @ 9:20am 
Looks like a lot of fun! I'll probably wait on the next patch, but just looking at the page I love the concept and pixel art. Best wishes with your project!
bargain hunt  [author] 14 Oct @ 1:28am 
@fabian thanks for the feedback! I’ll definitely put a lot of that into practice.
Tank Enjoyer 13 Oct @ 11:39pm 
Finally, Industratal Revolution time
fabian 13 Oct @ 11:09pm 
Ideas:
A rocket launcher unit, 1 trooper, that helps with capturing settlements early

Either allow that multiple stacks of conscripts can be recruited per turn, give more free-spawn buildings and/ or improve the spawning rate or a special commander that can exchange gold for spawnining more Konscript stacks

Turn the “super harvester” into a regular unit (the faction really needs the resource boot)
Shoddy steampunk mechs of mid and high tier, tanky and armed with acid guns/ gatling guns, also mech upgrades for the commander

Nukes that function like fast self-destructing units that deal high damage but die after their first attacks

Mid and high tier infantry

More automatons if varying sizes and tier

Special units/ machines that solely help with transporting units (as a swarm faction the faction really needs help with logistics)

Ways to explore/exploit the ocean and Agartah
fabian 13 Oct @ 11:09pm 
I really like the existing units and the good look spirits, the concept makes really fun.

Stuff I noticed:
The faction has no useful low tier units and cannot capture anything in the early game, the conscripts come in way to low numbers to really form a swarm and die to fast / (I lost a 1 stack of both Konscripts and a commander against 6 fire ants)

The “artillery” units are for their cost and power more mid tier units, they pack a the punch they should, but the faction only gets with luck there#

The defensive buildings are really useful

The faction has no endgame
bargain hunt  [author] 13 Oct @ 2:57pm 
V Haven't tried it. I'll try it out and get round to fixing it if it doesn't
SpookyTanuki 13 Oct @ 11:41am 
does this mod not work in multiplayer?
etherdeef 13 Oct @ 11:17am 
cool mod, look forward to if you add more to it