Conquest of Elysium 4

Conquest of Elysium 4

Morg's Dominion Mod
A mod I based on Karen Miller's Kingmaker, Kingbreaker series for Conquest of Elysium 4. Although there are a few things in this mod that bug me I'll still release it cause most of the things I want different, is something I don't know how to fix.

Google docs for suggestions:
https://docs.google.com/document/d/1h_iZUmZqmfK7Cq3L0ZSNCaWjQgUZJbEYqP1daGUVIB8/edit?usp=sharing

Mod link:
https://drive.google.com/file/d/0B3H1qYDRVyS5NE13akR2MnhlUHc/view?usp=sharing

Using the Horrorcult mod for Conquest of Elysium 3 by Juzza as a code template, I edited it to create my own mod which is Morg's Dominion which is based on Karen Miller's Kingmaker, Kingbreaker series for Conquest of Elysium 4. The credit for the sprites are from various artists including Juzza. Demon sprites are made by the developers; Johan Karlsson and Kristoffer Osterman.
Last edited by Corvid Conspiracy; 24 Dec, 2015 @ 4:22pm
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Showing 1-12 of 12 comments
Muad'Doobie 24 Dec, 2015 @ 10:05am 
Looks real cool!
Juz 24 Dec, 2015 @ 3:14pm 
Looks a lot like my old Horror Cult mod from CoE3 http://www.desura.com/games/conquest-of-elysium-3/forum/thread/mod-horror-cult

Dare I say you used it as a base, which I don't really mind, half the sprites are my creations and half from other modders or Dominions 4 sprites reused but yeah, a little, I used this person's mod as a base would be nice.
Corvid Conspiracy 24 Dec, 2015 @ 3:53pm 
Oops I forgot to add it in this topic. It's on the google doc tho under credits and within the mod description. I've now added it to this topic now. Sincerely sorry.
Last edited by Corvid Conspiracy; 24 Dec, 2015 @ 3:59pm
Juz 24 Dec, 2015 @ 5:53pm 
Oh I didn't see that, lol, well looks good anyway.
MC Bishop 24 Dec, 2015 @ 8:31pm 
Do you think you will update your horro cult mod for COE4? it was my favourite mod from COE3
Marlin 25 Dec, 2015 @ 2:38am 
If I may do some more complaining here 😛 the mod is missing a banner image (a 256×64 pixel image saved as a targa file; file name ending: .tga). On Linux (and probably on Mac too) it even causes the game to crash, as soon as you try to enter the mods menu – because it entirely misses an icon command.

A quick and dirty fix is to add just an icon command to the mod:
icon "./bogus_filename.tga"
This will prevent a crash on Linux (and Mac), i.e. make the mod behave like on Windows.

A real banner is obviously better, though (on Windows too). Since the banners of all active mods are shown to the right of the screen each time you start the game, they serve as a very nifty reminder of what mods you have active. I wouldn't want to be without that.

For CoE3, several mods were (for some reason) published without a banner – Juzza's Horror Cult mod being one – and this omission drove me nuts, until I created some simple banners of my own for them.
Juz 26 Dec, 2015 @ 5:44pm 
Originally posted by MC Bishop:
Do you think you will update your horro cult mod for COE4? it was my favourite mod from COE3

I dunno MC, it was kind of shallow mod but I'm gonna do some modding once the proper manuals are out.
MC Bishop 26 Dec, 2015 @ 9:24pm 
Ill be keeping track of your work then!
Corvid Conspiracy 27 Mar, 2016 @ 3:55pm 
Works fine with me, could be you have Linux and it doesn't like that? You can just delete the first line, it's not important. You can even just delete all the lines with a # at the beginning. They're just there to help me organize.
Corvid Conspiracy 27 Mar, 2016 @ 4:07pm 
That's odd, I deleted all my lines with the # and nothing happened when I started the game. Honestly I don't know how to help you with this as when we do the same action, we get different results. Sorry.
Marlin 27 Mar, 2016 @ 5:34pm 
Originally posted by shadowcross8:
if I delete the lines with # It just says command something on line 1 " Cannot be found.
Could it perhaps be that you use Windows Notepad, or some other Microsoft tool, to edit the mod file?

Because those are in the bad habit of polluting UTF-8 with pointless BOMs (byte order marks), whenever you save UTF-8 text from them (even if the UTF-8 originally was BOM free). Which CoE4, like a lot of other software, doesn’t much like.

I strongly recommend that you use something else, like Notepad++[notepad-plus-plus.org], for your CoE4 modding. (For more on this issue, see my guide.)
Vae 16 Jul, 2016 @ 1:41am 
Would it be ok to rework the mages of morg a bit so they use rituals similar to the rune priest of the dwarfs? You would still need to get the captives to a citadel but you wouldn't have to click each individual captive to convert them. Also looking into using a recruitment method similar to the dwarves as an alternative. I'm not sure if we can make recruitment that outputs a random creature from a list.
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