Conquest of Elysium 4

Conquest of Elysium 4

MachineZenic 23 Sep, 2019 @ 10:05pm
Conditional Recruitment with Modding?
The Voice of El get more recruitment options after a certain point and I am trying to figure out how this happens and if it is possible to replicate with modding... I haven't had any luck finding a command that could do this.

Basically I am wondering if I could make it so once I get a commander at level 3 or higher of ritual mastery it unlocks permanent recruitment options at the citadel.
Originally posted by Althaea:
If you want the commander's mere presence to unlock recruitment, that's easy. Just add the recruitment option like usual, and then, on the line below, add something like:
reclimiter "+[commander name]

If you want the recruitment to remain possible after the commander dies, that's a lot trickier and you're going to need workarounds. It's possible, though; the way I would do it would be to have the commander's existence be the requirement for an event to trigger; the event would spawn an invisible "flag" unit in the controlling player's home citadel, and you would use that flag unit as the reclimiter instead.

This only works as long as the player maintains control of their home citadel, mind. Some example modcode below:

newmonster "Flag of the [whatever]" spr1 "[path to a sprite consisting of some shadow-creating pixels]" spr2 "[same as above]" descr "[whatever]" rank -1 hp 99 # This and other stats is just to ensure that the flag doesn't accidentally get killed in combat. armor 0 mor 99 mr 5 str 4 immobile stationary poisonres 100 coldres 100 fireres 100 sleepres charmres diseaseres pierceres slashres bluntres inanimate swallowres nozoc unimportant # This means that the flag should act as a gate in combat and not e.g. keep combat going when everyone else on your side is dead. affres 100 neverturn 1 rearpos nonmaginvul noeyes 1 addunitrec "[example unit]" 100 5 50 0 0 reclimiter "+[Flag of the [whatever]]" playerevent +player -2 +hascom [commander name] # +hascom also sets target unit, so I'm adding a second event below to make sure this doesn't cause the flag to spawn in weird places. I don't know if it would, but just in case. +varequal [number] 0 setvar [number] 1 endevent playerevent +player -2 +varequal [number] 1 newunits -2 "Flag of the [whatever]" endevent
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Althaea 23 Sep, 2019 @ 11:33pm 
If you want the commander's mere presence to unlock recruitment, that's easy. Just add the recruitment option like usual, and then, on the line below, add something like:
reclimiter "+[commander name]

If you want the recruitment to remain possible after the commander dies, that's a lot trickier and you're going to need workarounds. It's possible, though; the way I would do it would be to have the commander's existence be the requirement for an event to trigger; the event would spawn an invisible "flag" unit in the controlling player's home citadel, and you would use that flag unit as the reclimiter instead.

This only works as long as the player maintains control of their home citadel, mind. Some example modcode below:

newmonster "Flag of the [whatever]" spr1 "[path to a sprite consisting of some shadow-creating pixels]" spr2 "[same as above]" descr "[whatever]" rank -1 hp 99 # This and other stats is just to ensure that the flag doesn't accidentally get killed in combat. armor 0 mor 99 mr 5 str 4 immobile stationary poisonres 100 coldres 100 fireres 100 sleepres charmres diseaseres pierceres slashres bluntres inanimate swallowres nozoc unimportant # This means that the flag should act as a gate in combat and not e.g. keep combat going when everyone else on your side is dead. affres 100 neverturn 1 rearpos nonmaginvul noeyes 1 addunitrec "[example unit]" 100 5 50 0 0 reclimiter "+[Flag of the [whatever]]" playerevent +player -2 +hascom [commander name] # +hascom also sets target unit, so I'm adding a second event below to make sure this doesn't cause the flag to spawn in weird places. I don't know if it would, but just in case. +varequal [number] 0 setvar [number] 1 endevent playerevent +player -2 +varequal [number] 1 newunits -2 "Flag of the [whatever]" endevent
Last edited by Althaea; 24 Sep, 2019 @ 1:30am
MachineZenic 25 Sep, 2019 @ 10:04pm 
Excellent thanks so much for the detailed help, that's all I needed to know
Althaea 26 Sep, 2019 @ 12:37am 
You're quite welcome!
MachineZenic 13 Oct, 2019 @ 5:25pm 
Hey again people, I've got a few more questions, my mod is almost complete and I'm trying to finish off the last of the units and rituals.

First question, can I unlearn a ritual for EVERYONE by using it? Example would be a priest of El breaking one of the 7 seals, this causes that ritual to disappear and the next seal ritual in line to become available. I don't know how I would do this or if it's even possible with modding.

Second question, somewhat related to conditional recruitment, is it possible to create a mercenary recruitment that has a chance of showing up ONLY if that unit is not already owned by you? Example: the baron himself is a perfect example, you can't recruit a new baron unless he dies and you have to wait for the option to get a new one.

Last and least important question, how does nomonworldreq work? I tried making a ritual that would work somewhat like the "send horror" rituals that starspawn have, except it would only be possible if the creature it summoned didn't exist yet. So it would be a farsummon and also be owned by player 18, I got this working easily but the mod info seemed to say if I put

nomonworldreq
addstring "-creature"

that the ritual wouldn't work if it existed anywhere in the world. However combined with a summon this addstring seemed to simply add another summon option where nothing would happen. I gave up trying to figure out why I couldn't get it to work how I wanted it which is mostly why I'm not as interested in this issue anymore.
Althaea 14 Oct, 2019 @ 1:24am 
Originally posted by Zen-Zinxe:
Hey again people, I've got a few more questions, my mod is almost complete and I'm trying to finish off the last of the units and rituals.

First question, can I unlearn a ritual for EVERYONE by using it? Example would be a priest of El breaking one of the 7 seals, this causes that ritual to disappear and the next seal ritual in line to become available. I don't know how I would do this or if it's even possible with modding.

Not as far as I know, sorry.

Originally posted by Zen-Zinxe:
Second question, somewhat related to conditional recruitment, is it possible to create a mercenary recruitment that has a chance of showing up ONLY if that unit is not already owned by you? Example: the baron himself is a perfect example, you can't recruit a new baron unless he dies and you have to wait for the option to get a new one.

This one is easy. Simply add

reclimiter "-[mercenary]"

below the [mercenary] unit's recruitment data.

Originally posted by Zen-Zinxe:
Last and least important question, how does nomonworldreq work? I tried making a ritual that would work somewhat like the "send horror" rituals that starspawn have, except it would only be possible if the creature it summoned didn't exist yet. So it would be a farsummon and also be owned by player 18, I got this working easily but the mod info seemed to say if I put

nomonworldreq
addstring "-creature"

that the ritual wouldn't work if it existed anywhere in the world. However combined with a summon this addstring seemed to simply add another summon option where nothing would happen. I gave up trying to figure out why I couldn't get it to work how I wanted it which is mostly why I'm not as interested in this issue anymore.

Strange. That should work.

Having looked around a bit, try writing it as:
addstring "(-)[creature]
Instead?
MachineZenic 20 Oct, 2019 @ 2:15pm 
It's unfortunate that there isn't a known way to create the El seal system, however I went a different direction with my rituals at any rate.

nomonworldreq
addstring "(-)creature"
You were correct, this addstring seems to work exactly how it should, seems strange that without parenthesis it reads as another summon option that is null.

My mod is basically finished now just need to test/balance. Thanks again for all your help :cthulhu:
Althaea 20 Oct, 2019 @ 3:14pm 
No problem at all!
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