Conquest of Elysium 4

Conquest of Elysium 4

carn112004 11 Jan, 2016 @ 12:49pm
Goblin King mod or
actually Gobblin King mod to avoid overlap problems with AI class.


{LINK REMOVED}

"It is known that goblins are a pest, reproducing fast like rats and rabbits combined, but fortunately easy for civilized to keep at bay, especially as they are disorganized; but recent reports might mean this knowledge is dead wrong; a Gobblin King has risen and all Goblin Kings impressed by double b are serving him, so gobs are now organized; also the Gobblin King declared the ancient and always followed rules of goblin society - which we were never heard of - about carefully limiting having offspring by procreating only twice per year and kill any litter too numerous to count - thats is any litter of more than 2 - completely null and void and declared that goblins will rule the world if they procreate as nature has made them. The numbers of goblins swarming towards the cities indicate he might be right; fortunately our knights can still ride them down; they seem to desperately hope for some Wild Hunt to show up to save them from the biggies, but so far only some wild wolves appeared fighting for them and their wild hunt is probably not more, so easy to ride down as well. ^Gobblin King is actually a goblin king (name due to potential problem of name overlap with AI class); has goblin shamans; gets lots of cheap goblin units; gets irregularly free goblin armies from any settlement, but there also spawn stupid goblins costing money (lost income due to disease from filth) and diseasing own units in combat; all goblin kings have goblin scepters; goblin king can use fungus to summon wolf kin, wolf kin reavers and wandering wolves; and they can call the wild hunt hoping for their luck."


Don't complain about lack of strong units; thats intentional, you will get tons and tons of goblins and little else.

13012016:
MAde changes for 4.10 patch; also now a version with stationary defenders and the wolf summons grow stronger after about 1.5 years; have not yet found ou why the stupid goblins move so fast; corrected the lack of newritpow
Last edited by carn112004; 13 Jan, 2016 @ 1:21pm
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Showing 1-7 of 7 comments
nemid 11 Jan, 2016 @ 12:52pm 
Oh cool, a Goblin King mod. I just made a beholder mod so now all we need is an archmage mod.

EDIT: was about to play and noticed a bug that I don't think was your fault. If you use both this and my Beholder mod, They gain eachother's rituals. I'm not very experienced with modding, but I think this might be because both of our rituals are "power 0". I don't know how to fix it, but I guess it would involve altering the power of our rituals. I'll take a closer look at both of our c4m files later.

EDIT2: looking at your c4m file, I think the problem is that before you made your rituals, you didn't add "newritpow", so I guess it added your rituals to mine and vice-versa.
Last edited by nemid; 11 Jan, 2016 @ 1:04pm
Curious 11 Jan, 2016 @ 4:39pm 
I was surprised at how powerful the goblins are. Having 300 + Goblin Murderers tends to clean out most things ;P
carn112004 11 Jan, 2016 @ 11:14pm 
Originally posted by nemid:
EDIT2: looking at your c4m file, I think the problem is that before you made your rituals, you didn't add "newritpow", so I guess it added your rituals to mine and vice-versa.

Yes, that probably is the source of the problem.



Originally posted by -W3E- barlth:
I was surprised at how powerful the goblins are. Having 300 + Goblin Murderers tends to clean out most things ;P

I have not considered this aspect, but by making murderers reliable to recruit, one can do this. This is then an army awesome on attack, but weak on the defense, so good vs AI and bad vs humans (AI generally does not attack strong armies, hence, by having a large enough force, the murderers can always use their assasination attack).

How do the stupid goblins with disease attacks against own units play out?
Thats an element in which i tried to introduce a thematical fitting "cost" for the free unit spawns and rather cheap unit costs; its just a bit hard to estimate its effect, except by playing the class many times. They are supposed to sometimes by chance walk into a battle and infect a large part of army with disease, thereby being a threat to powerful armies; but by having goblin murderes and beiong on attack that problem can be avoided if only attacking weak forces.
Curious 12 Jan, 2016 @ 6:55am 
Originally posted by carn112004:

This is then an army awesome on attack, but weak on the defense,
I have got to agree with this 100%. On attack, they can be extremely deadly. On defence on the other hand, they are easy to dispose of.

Originally posted by carn112004:
How do the stupid goblins with disease attacks against own units play out?
The stupid goblins with the disease attacks are not very effective at all versus anything that has archers to be honest, but versus a large amount of close range only units they tend to be able to get off a hit or so. Other than that, they make for amazing scouts and will tend to be the goblins used to get new forests under your control.

Last edited by Curious; 12 Jan, 2016 @ 6:55am
carn112004 12 Jan, 2016 @ 9:07am 
Originally posted by -W3E- barlth:
The stupid goblins with the disease attacks are not very effective at all versus anything that has archers to be honest, but versus a large amount of close range only units they tend to be able to get off a hit or so. Other than that, they make for amazing scouts and will tend to be the goblins used to get new forests under your control.

Actually, they should be a disadvantage as their disease attack targets OWN units; so if there is a large battle and a stupid goblin happens to be present, he will probably disease himself and maybe 20-50 other goblins.
carn112004 13 Jan, 2016 @ 1:18pm 
made some updates for 4.10
Iggy 12 Sep, 2018 @ 7:10am 
The download link if people are looking for it (http://ww w.media fire.com/download/d3x6adiqy6ht71v/GobblinKing.zip) <-- Copy it manually and take out the spaces
Last edited by Iggy; 12 Sep, 2018 @ 7:31am
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