Conquest of Elysium 4

Conquest of Elysium 4

Oort Object's Miscellaneous Mod Collection
Hi. I'm Oort Object, I mod this game for fun and profit.

I create and maintain a series of quality-of-life mods and mods that tweak (usually underpowered) factions in directions I find interesting. I hope you find them interesting too. All mods below are available at the link at the bottom:


Why have I made a new thread? First, I've very recently revised and restructured my existing quality-of life mod collection. I've figured out why the previous author made the clunkier decisions they did and I've cut out the core mod entirely. All mods are now wholly independent of each other. Second, I've created a new class tweak mod thats not large enough to support its own thread and didn't fit in the other two (now deprecated) threads.


The new versions of the QoL mods are not compatible with the original versions.


I will be sporadically adding new mods as I conceive of and create them/salvage them from an old computer. Here's what to look out for in the indeterminate future:
- A project to make the AI compose armies in a pseudo-competent manner.
- Troll King mod adding an intriguing new bundle of reasons to buy up those goblin shamans
- Markgraf mod that attempts to give the class a unique identity and powerful new options
- An entirely new class, currently dubbed the Horrorburgs


Updates:
- NEW! Accelerant Mod doubles most sources of income, badly. Barely tested!
- Dwarf Queen Tweak Mod created on an impulse after somebody asked a reasonable question in Discord.
- PKTM Tlaheulpuchi's assassination attack nerfed, Misc Tweaks changes Augurs to use a ritual to scry like the rest of the plebs, BHS+C Dwarf Queen bugfixed/changed slightly (functionally the same).
- Priest-King Tweak Mod bugs found and dealt with



Mods are described briefly below. Feel free to leave general and/or specific feedback in the replies. I can't tell you how much I appreciate it, even when negative.


Better Homeland Security (with Commanders) is actually two separate, very similar mods. BHS has been reworked, with the guardian forces being smaller and less of a roadblock for a concerted assault. Now they're much more clearly intended to serve as an early anti-independents garrison. BHS w/Commanders is almost identical, but each faction has a stationary commander that prevents the AI from suiciding early.

Accelerant Mod [NEW!] roughly doubles the map output on all tiles that produce non-gem resources and ties random windfall events to gem-producing terrain. All freespawn that can be is roughly doubled. There are twice as many corpses generated in the ground. Major exception: there are no modding hooks for the Dryad Queen's freespawn mechanic. It is probably a more balanced faction for it lol

Dwarf Queen Tweak Mod changes up dwarven unit progression and gives Agartha access/expensive underwater access. Workers grow into full Dwarves over time, who can tunnel but have weaker stats than vanilla. Dwarves are now the raw material for Arbalests, Guards, Warriors, Commanders, Ballistas, and new expensive scrying commander Stonetapper. New commander and Guards can be given diver armor by Runesmiths which confers no benefits save underwater access (and a new ritual for commander).

Engineer Mod gives each class recruitment of the titular Engineers, a unit that has very little value on the battlefield but allows you to build roads through difficult terrain to expedite the movement of your armies about the continent. (Someday, I'll figure out how to ascend it to its final form.)

Less Aggressive Wildlife changes independent wildlife units' behavior so that they stick to their home terrains. It also causes independent parties of more intelligent units to attempt to stay around and lord over the settlements and mines they take from you.

Militia Mod allows your more lowly commanders to appoint small parties of... well, for their sake I'll call them defenders, in your settlements. They are weaker even than levies, and won't hold out against anything more than the lone deer, but they willl slow down any enemy force that attempts to take their home. Also useful for keeping your allies from wreaking merry hell as they wander through your territory.

Priest-King Tweak Mod is the newest mod I've finished. It tweaks a handful of the class's units, with the notable addition of forest stealth on Tribal Kings to allow efficient use of Jungle Warrior forest stealth. More importantly, it also rebalances the class's minor rituals, making them slightly more competitive with each other and adding a small chance to gain new bless effects. Now you too can justify creating enormous stacks of Jaguars and Beast Bats to send to their deaths at the hands of enemy archers!

Spy Mod gives each class access to stealthy scout commanders (of sorts, they can't lead armies). They also serve as expensive assassins.

Oort's Misc Tweaks, formerly named Misc Fixes by the original author for reasons I do not know, makes small changes to the game, mostly adding terrains that must spawn somewhere in Elysium when certain classes are present and making small changes to various class units that do not warrant their own mod as of now.

Viable Pale Ones, my first of my personal creations, is a mod I developed because, let's face it, the Pale One class is underpowered and can be frustrating to play. Flesh-and-blood recruitable Pale Ones now have fast healing, preventing the loss of (often very expensive) units to eye injuries. The entire second tier of the classes' rituals have been modified to make them actually cost-effective. Stationary summons have been made a more appealing choice for garrisoning important sites. The starting citadel now counts as a temple, preventing the headdesk-inducing scenario of simply not having access to your most powerful casters at all. Altogether, the class is still no worldbreaker. At least, in your hands. The AI is Baron/Senator levels of terrifying with it now.

link to all files: https://drive.google.com/drive/folders/1mL_a_LIHBOTJ88eyRpnGcK4phsvULzNA
Last edited by oort object; 4 Jun, 2021 @ 1:30am
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Showing 1-15 of 28 comments
8Squirrels 9 Mar, 2018 @ 11:41am 
Love your viable pale one mod. Thanks for working on these! I'm stoked for some TLC on Bakemono :3
Last edited by 8Squirrels; 9 Mar, 2018 @ 11:42am
Curious 9 Mar, 2018 @ 12:03pm 
Horrorburgs... I ponder how they will be compared to cultists
oort object 9 Mar, 2018 @ 5:14pm 
they're not going to be the high cultist edition of vanilla markgraf, ill say that much :v
oort object 10 Mar, 2018 @ 4:15am 
priestking mod is broken, fix ur ♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥♥ op

(i think i know what the problem is and i think i've got an idea where to start with fixing it
oort object 11 Mar, 2018 @ 4:26am 
priest king mod is now functional
oort object 14 Mar, 2018 @ 10:38pm 
new mod, details above.

as always, if you've got any thoughts, especially regarding balance, feel free to post feedback here or at me on any of the discords
SirSpartan 27 Aug, 2018 @ 6:41pm 
Hey sorry to bother you, but Im having a little issue. Im not entirely sure how to use github, so I don't really know how to download the mods. I don't see a place to download the c4m file, and when I download the other file, the tga, I can't extract it, or make it into a usable form. I realize that this is kind of a me problem, but I'm at a loss on how to download them at the moment.
Last edited by SirSpartan; 27 Aug, 2018 @ 6:41pm
oort object 27 Aug, 2018 @ 7:27pm 
no problem

all right so i dont actually understand github too terribly well myself but i do know this much at least :v

https://i.imgur.com/TR4tP2o.png

see that green button in the corner? thats what you're looking for. im sure theres a way to download individual files too but i dont actually remember as ive been away from this game for a long break on top of my other ineptitudes
Last edited by oort object; 27 Aug, 2018 @ 7:35pm
SirSpartan 28 Aug, 2018 @ 5:24pm 
Thank you, that sorted it all out. Really great work with these mods!
oort object 10 Sep, 2018 @ 1:18pm 
updated better homeland security w commanders, mostly just a few typographical errors (still havent worked out the conflict w forge mod, bos)
oort object 15 Sep, 2018 @ 4:48pm 
somehow that update solved a problem w mod conflicts (specific case forge mod but there were other interactions) without figuring out what was causing it or what i did specifically to solve it. blade of sharpness can you verify that its solved the problems on your end?
Last edited by oort object; 15 Sep, 2018 @ 4:48pm
Ser1ph 17 Sep, 2018 @ 12:57pm 
is the Oricle of the Dead supposed to have fastheal? It seems like they should and it says they do in the code but in game none of them do.
oort object 17 Sep, 2018 @ 1:03pm 
yes. ill have to take a look at that. bit of an update, i think im almost done w the markgraf mod, i just need a couple things
oort object 17 Sep, 2018 @ 11:22pm 
i suspect its an actual bug. reported it to the devs. theres no error in the mod itself, the part giving the oracle fast healing is two short lines that are identical to any other section bestowing fast healing on a bio-unit. sorry i couldnt help, hopefully illwinter can bugfix it
Faceless 19 Oct, 2018 @ 12:21am 
These mods don't seem to work anymore they all give me errors. This forum post is the problem I'm seeing.

https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/3377008022036259698/
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