Conquest of Elysium 4

Conquest of Elysium 4

Oya 19 Apr, 2016 @ 7:47am
Agarthan Realm Mod: Final Update
https://drive.google.com/file/d/1ejx6UV6NTwgEue7kTmqhWqJdwYgE3vN2/view?usp=sharing

This is a new class, the Nibelung King, inspired by the lore of Richard Wagner's Opera Rheingold, that is based upon old Icelandic sources. So what the Nibelungs are all about?
The Nibelung tribe are a tough race, secretive, laborious, burdened with the duty of revenge upon the Dragons that they have inherited. The Ring of Power inflames the heart of the Nibelung King with a greed of gold and precious things, and he is filled with wrath and desire for vengeance.
The class plays much like the Dwarf-Queen, (except the can recruit only on citadels and not on mines), with some extra powerful summons and allies. Here is a detailed description of the monsters and rituals featured in this mod:
Recruitment list same as Dwarf-Queen. But also rune-axes (dwarf-warriors that have magical weapons, can be blessed), and Nibelung Kings.
You can also recruit 5 mountain goats for 300 gold. Mountain goats have gold income 1, and so it is like depositing money with interest. Traditional dwarven acquisitiveness and greed.
Blackest Crow. A starting commander, non combatant flying unit, can move around and survey the map. Sometimes it disappears, you can find him again with the F1 key.
Twistroot. A starting commander, an old Ent and resident of the Dwarven City. Can summon blackest crows for 300 fungi.
Valkyries and Shield-maidens, powerful units with storm magic, can be summoned from cloud castle (this is starting terrain), by the Nibelung King for 100 diamonds. Can be blessed.
The Nibelung King, can tunnel to Agartha and has access to these rituals:
"Appetite for Jewels" creates a deep earth diamond deposit for 200 gold. Can only be cast on Agartha.
"Blessing" for 40 emeralds grants permanent bless effects on holy units.
"Curse Ancient Forest" for 400 fungi, (destroys an ancient forest from a distance).
"Conspire with a Wind" for 100 diamonds and 1000 gold (create a perpetual storm enchantment on the Dwarven City).
"Transform into the Acquisitive Guardian" for 1000 gold, (stationary gold generating dragon-guardian, cannot be cast a second time if the monster is alive on the world.)
The Daughter of Dvalin, (both dwarf-queen and Nibelung King classes) has access to these level 3 rituals.
"Found Dwarven City" creates a dwarven city on a mine as long as she is 7 tiles away from other dwarven cities.
"God of the Mountain" for 200 diamonds. A unit with god-like powers attended by Shield-maidens.
"Dis of the Water" a powerful water elemental for 200 Sapphires.
Dwarf Commanders have access to enchantment rituals "Animate Sword", "Animate Bow", "Animate Tools" and "Craft Gargoyle" for double cost.
Elder Rune Smiths have access to:
"Create Iron Mine" on mountains as long as they are 7 tiles away from any other mine.
"Survey Deep Earth" has a look on Agarthan Realm.
"Discover Gold Deposit" can be cast on mines. Creates a gold deposit on Agartha guarded by a independent flame spirit.
I have also added a new class to be played by the AI. The Accursed Worm is an AI class featuring ten immortal dragons.They are very mean, and have some annoying pre-battle effects (dragon fear and curse against mr).
In previous versions there was some monster spawning on the Agarthan realm. I have removed these events because they upset the balance and slow down the game considerably, especially on multi-player. Nevertheless they are still on the mod file, you can open the file, search for the lines between "Begin Events" and "End Events" and delete the number sign (#) before each line, to activate them.
If you encounter any bugs please let me know. (There might be some compatibility issues with other mods).
Finally I would like to thank the Illwinter guys, Johan and Kristoffer, members of the community, especially Marlin and Colonel Dracula, and everyone who cares to download and try this mod. Thank you!
Last edited by Oya; 31 Jul, 2021 @ 5:40am
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Showing 1-15 of 37 comments
carn112004 19 Apr, 2016 @ 8:58am 
How do the dvalas get to use their rituals being stationary and therefore unable to reach the terrain to use the rituals?
Oya 19 Apr, 2016 @ 12:47pm 
As a modder yourself you should not make this question, at least not until you playtest it a couple of times. You can assign the rituals to a Queen's Councilor if you wish but then you should set the cost five times greater to counterbalance it.
But I think there is a deeper difference between us. You play the game to find ingenious ways to win but I play the game to find ingenious ways to lose. Remember the old adage of the Dwarf Fortress game "Losing if fun!" It means emphasizing Role-play and emergent Story-telling rather than Game Mechanics and Optimization. Both approaches are valid offcourse. So here we are!
Miguel V-DF 20 Apr, 2016 @ 10:16am 
Do you know why the terrain created by this mod don't give gems? I tested it with changes to 174, 175, 176 and 177 too, to no avail.
I didn't tested the ritual. Only the event. I don't have time now to test the ritual.
carn112004 20 Apr, 2016 @ 12:26pm 
Originally posted by Oya:
As a modder yourself you should not make this question,

Well, i did not yet know, that stationary units although they cannot enter portals can use burrow up and down.

So the dvalas with these modifications can also go to hell and void.
Oya 21 Apr, 2016 @ 2:01pm 
If you wish to prevent the Dwarves from going deeper you can give the "tunnel" command to the Runesmith. Using this Command you can tunnel downwards and find yourself usually on Rock Ground (Number 47) so you must modify the Rituals accordingly. The Tunneling Action costs 12 Action Points by the way. We are just starting to explore the possibilities of modding. Who knows what comes next?
Oya 11 May, 2016 @ 7:49am 
I have just made an update. Sorry but I have more fun modding the game than playing it!
8Squirrels 12 May, 2016 @ 10:04am 
Really enjoying this so far, thanks for making it. I haven't managed to get the mountain god yet, but I have a lot of immortal goats running around ;)
Marlin 12 May, 2016 @ 12:14pm 
With this mod in any Linux user’s mods folder, all he/she will get is the error message:
icon file './Agarthanrealm/banner.TGA' not found
and the game will shut down.

The reason, of course, is that the actual folder name is AgarthanRealm – with uppercase letters used in two places. But, in the mod file, this use of uppercase was forgotten and the name spelled as “Agarthanrealm”. (The exact same mistake was made with the sprite files, so there are three lowercase 'r's in the mod that need to be changed to uppercase before it will work.)

While Windows is forgiving regarding inconsistencies such as this, Linux is not. If you want your mods to work on Linux, consider sticking with lowercase only in file and folder names, refraining from fancy use of uppercase that you may not remember even yourself when it comes time to refer to those files and folders.
Oya 12 May, 2016 @ 1:40pm 
Originally posted by Marlin:
With this mod in any Linux user’s mods folder, all he/she will get is the error message
Thank you Marlin, your technical expertise is always appreciated! I have removed all uppercase letters and updated the link.
Originally posted by mentatzarkon:
Really enjoying this so far, thanks for making it
Glad you are enjoying this! You know this Dwarf-thing has its roots in the Silmarillion and the Eddas. It contains memories of the most archaic time —War-cries, tears, songs and curses. This is tribal history in the making and the game a huge simulator. Always role-play and don't be seduced by the numbers! Play and Read. Read and Play. Cheers!
Marlin 12 May, 2016 @ 3:46pm 
Thanks! Worked without a problem on Linux this time! 😊
Zenithir 7 Jan, 2017 @ 11:17am 
would you mind posting the link again, but spaced out so it won't get scrubbed by steam?
Here's a re-upload:

[removed]

Edit: Google broke my link, and it isn't needed anymore, anyway.
Last edited by Colonel Dracula joins the Navy; 11 Nov, 2021 @ 2:38pm
Oya 6 Feb, 2017 @ 3:16am 
Greetings, fellow elysians, and well met again! Consider this snippet of code:

selectterr 47 #Rock Ground
ownable
iron 1
fungus 1

newmonster "Primordial Serpent"
copystats "Wyrm"
hp 60
clearmove
wander 1 #move multiple squares
tunnel

squareevent #Spawn Primordial Serpents in Crystal Forests. Chance 2%
+player 16
+chance 2
+terrain 196 #Crystal Forest
message -1 " The Primordial Serpents gnaw the Roots of Middle-Earth"
newunits 16 "c*Primordial Serpent"
endevent

Initially the Agarthan Realm is solid stone and few resources exist underground. However as the game progresses Primordial Serpents open up corridors and passageways, creating a huge amount of iron and fungus resources in the process. The Serpents will appear in the Elysian plane as well, opening gates to the Agarthan Underworld, even if rarely. A Witch or a Succubus will charm a serpent sooner or later, a Demonologist open a direct passage to Inferno, the mines will flood and the Amphibian Pale Ones get a huge amount of uncontested resources in their hands. Try it for yourselves independently of this mod, it is a lot of fun!

As for the mod itself keep in mind that rituals are deliberately low-priced to allow players to explore its mechanics in a very short time. Be aware that as the game progresses there is an increased danger of subterranean flood. Furnace warriors do quite a good job against the Fiery Demons. As members of the Elysian community, you are free to use the content of this mod in any way you like. Comments and criticism are welcome, but it might take a few days for me to respond. Thank you.
Oya 7 Feb, 2017 @ 5:39am 
Initially I uploaded the file with a single typo in it. I apologize sincerely to those who bothered to download the mod and found it unplayble. Now I have corrected the file and the mod runs properly.
shin.satsuma 9 Jul, 2018 @ 7:39pm 
What's with all the treebeards, barkskins and silverleafs? They wreck the AI utterly. Is this meant to be played solo vs. the environment?
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