Conquest of Elysium 4

Conquest of Elysium 4

Nurhaci 24 Oct, 2017 @ 5:34pm
Lanka Class Mod
This is my first time posting, but I wanted to share my Lanka Mod

Anyone who downloaded this in the first 48 hours of my post on Oct 24 might want to redownload the mod, as a lot of crucial balancing and bug fixes have been done.

Last Updated : November 9th 2017
https://drive.google.com/open?id=0B0zu7e1yWtB5NktKTDk2bkZGMXc

Features
- New Class, Lanka
- Almost all of Lanka's unique units and summonables from dominions
- New Rituals and summons
- The pointless inclusion of the forever useless Markata and Markata Archers
- Some rare summonable Lanka units that move and attack by themselves, much like the voice of El
- Lots of monkey business
- A new late game changer, an allpowerful Devi of Death
- Prepare to go bannanas

Lanka's main ritual is blood feast, which (like Baal) destroys minor villages and farms to summon powerful demons.

Late game, Lanka can spawn powerful titan like units and leaders and gain cheaper cost on mundane early game summons.

There are a few things I might add in the future, such as additional summons (especially the ability to summon some of demon units owned by the demonolgist class);
but, for right now, it is hard enough to balance what is already here. A few unique
sprites are replaced with generic infantry for Atavi Chieftains and Bandar leaders, so I may
add those later.

Lanka isn't scaled to its dominions 4 stats, as I had to feel around
to balance the faction out, so some summons and commanders may be weaker
or stronger than their dominions counterparts, expecially in the health department.

I imagine I will have to do a tone of balancing tweaks in the future. Lanka
may currently be a bit OP (or massively). I have never tested this for competition against
other humans.

So in summary, this mod is fully done, any future versions will add minor balancing and
extra sprites, along with some more minor Dominions 4 Lanka summonables I neglected.

If you feel Lanka is a bit too powerful after playthrough, tell me and I will gladly tweak this mod.

November 5th: Buffed a few summons this time by making them a bit cheaper.

November 7th: Added "Build Blood Fountain" Ritual. The fountain raises the dead and spawns demon apes to feed on the blood of enemies.
- Added Bandaraja
- Forgot that Dakini are supposed to know sky magic, so I traded level 2 foul magic for level 2 sky magic

btw, does anyone knows if there is a text dump or wiki for each unit in Dominions 4, as I'd like to add unit descriptions. I guess I'll do it eventually, but its going to be a lot of needless busy work to copy each paragraph by hand.
Last edited by Nurhaci; 9 Nov, 2017 @ 9:41pm
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Showing 1-8 of 8 comments
8Squirrels 24 Oct, 2017 @ 7:52pm 
OMG thank you so much, I love these guys in Dominions, can't wait to play with this.

Edit: Yay useless Markatas! Can't wait to see wave upon wave of them getting murdered by hoburgs :D
Last edited by 8Squirrels; 24 Oct, 2017 @ 8:02pm
R.K. 25 Oct, 2017 @ 2:01pm 
Oh neat! Love to see CoE4 mods. I was working on a Guru mod ala Bandar Log from Dominions and was considering a Lanka variant. Cool to see someone release one
Xelos 29 Oct, 2017 @ 1:28pm 
Good start, I wrote these comments quick so they may come off as brusque but not intended.

Rebalance units using the existing base units and their costs as templates. Use my simple arena mod to test the value of each unit (or groups of units) in combat vs. established units. For example, if your summon creates a unit(s) for X cost and you fight them vs. 5 spearmen and it/they win then you know it is worth more than the value of 5 spearmen. Increment the number of spearmen up until the unit loses and you'll have an approximate combat value. Gold and iron can be roughly converted to other resources by using the trade values although these values are not perfect by any means. Time is also another cost you can use.

Reduce number of level 3 spellweapons on units (Manushya and Dakini). If you want them to be strong casters give them some bonus level 1 or 2 spellweapons.

to gain a new spell with ritual it would be,
newspell1 11 #gain 1 level 1 blood spell

not,

newspell1 spellweapon 11 1 (although I think it works fine because it only reads the first number after the newspell command)

"Greater Demon Summoning" error @
addstring "3 Hellhound"

If you wanted you could give some demonology rituals to some units instead of creating new ones.

If you don't want to I'd consider changing the name to prevent conflicts.
Last edited by Xelos; 29 Oct, 2017 @ 1:29pm
Nurhaci 30 Oct, 2017 @ 5:06pm 
Thank you very much for showing me your arena mod! I'm having having much easier time. It really is what I needed. It's much better than doing hours long balancing playthroughs against multiple factions. It was even worse waiting hours, reaching late game to test units only to have myself or the ai wiped by inferno or hades.

Out of all the base units, only the Markata were a bit too op, but the arena quickly helped me fix this.

I'm not sure if its the arena's purpose or the best way to do this, but I'm hoping to use the arena to balance summon costs and number of summonable units.

I have reduced spell power of Dakini and Manushya, as I agree, I went overkill on Dakini. I figured most factions were at full strength at power 3, so at power 4, I may of went too far making Dakini relevant late game.

Yeah, fixed a few dumb mistakes, lol especially the spell one... whoops!

I'm a little hesitant to add noncustom demonology rituals. My biggest fear was creating a faction that makes another faction obsolete. Plus, I wanted to tweak a few things and reduce units summoned, I also wanted to punish the player for using a non "blood feast" ritual. I did rename the ritual, though. I didn't think about the risk of overwriting an existing ritual.
Last edited by Nurhaci; 30 Oct, 2017 @ 5:42pm
Xelos 31 Oct, 2017 @ 5:24pm 
Level 1 baalite and demonologist are pretty mundane but nice flavor. Really easy to add to a unit as well. Maybe some limited raise dead powers though I didn't play much Lanka in dom4.

To add ritual power to Unit,
Power <ritual power nbr> <level>
Last edited by Xelos; 31 Oct, 2017 @ 5:25pm
8Squirrels 4 Nov, 2017 @ 11:37am 
After a couple of playthroughs, I can attest this is a really fun mod. I got wrecked several times by demonologist and warlock, but of course that's to be expected. Thanks for your work!
Nurhaci 7 Nov, 2017 @ 3:41am 
Originally posted by mentatzarkon:
After a couple of playthroughs, I can attest this is a really fun mod. I got wrecked several times by demonologist and warlock, but of course that's to be expected. Thanks for your work!

Well I'm glad you had fun! I reduced the cost of a few rituals over the week, so Lanka's a little more powerful.
shin.satsuma 30 Jun, 2018 @ 7:54pm 
Only just started looking at the mod, but you have rituals where you can fail to control the summoned units, but you have no sacrifice bar :/. Also rituals could use some descriptions ;).
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