Conquest of Elysium 5

Conquest of Elysium 5

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Crafting Guardian
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31 Aug, 2021 @ 3:31pm
12 Dec, 2021 @ 10:36am
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Crafting Guardian

Description
There have been several mods with home defence added to the Workshop already, to prevent the AI from dying to a random deer on turn 3. My personal favorite is Klockan3's Quickstart, and this mod is a variation on that idea (without the recruitment changes).

This mod will spawn a Guardian statue in every home citadel. Been done before, I know. However, this Guardian has several item crafting rituals and can be upgraded to lvl 2 and lvl 3 the same way mages can. Each upgrade will make the Guardian a bit stronger (to keep it relevant but not overpowered in the mid to late game) and opens up more crafting options. The Guardian also provides 25 gold, 3 iron and 12 trade to help skip the dull parts of the early game and to help the AI.

Using one of the crafting rituals will spawn a chest with a random item of that type. You can then move the item to one of your units. Each ritual has its own chest type, but chests of the same type will destroy themselves at the end of the turn to prevent them from cluttering the Army Screen. This will cause unassigned items in the chest to get lost forever, so take care to remove them first. There's a "no money back" policy here.

The AI will never craft items, as it appears unable to remove the item from the chest and assign it elsewhere. It can still upgrade its Guardian though.

Compatible again with modded classes.

Special thanks to Klockan3 for his Quickstart mod, zelosdomingo for his Capital Guardian and Kilmorr for his CoE4 Item Forge mod. They basically inspired this mod, I just mixed their ideas together and added some tweaks of my own.

Anyone is free to use and abuse any part of this mod in their own creations. If you want any new rituals added, let me know and I'll consider it.
22 Comments
Malware Mal 24 Aug, 2023 @ 9:45pm 
After using this mod for most of my later gameplay it really is one of the better ones that addresses a lot of basic start up concerns while adding crafting but those guardians are way to tough at level 3.

Going through 2 of these things, plus gates, siege, and the 300-500 trash units a AI will stack can can be such a hassle unless you're running around with some t3 magic or units. That or 40 ballistas which is a hassle and drain on early to mid game economics. Considering how the game has a habit of dropping factions right next to each other even on the largest map while leaving other areas uninhabited means you end up clashing with a factions capital early on with no means to get rid of it. This results in you being constantly harassed behind your main lines. while you deal with other Ai beelineing you.

To anyone who uses this mod, personally I recommend you go into the file and tone these guys down just a bit.
god_of_gaming 7 Aug, 2023 @ 10:28am 
vannila faction get 2 craft gaurdians modded gets 1
catfoodbob 14 Feb, 2022 @ 3:05pm 
Heres a thought, Maybe make the crafting resource unique and you get it from places like "Void Gates," and can craft items with that, cause getting just gold and trade is not that great.cause it is mostly preferential to just benifit from the gold.
catfoodbob 14 Feb, 2022 @ 10:40am 
Tried making guardian in multiplayer and it did not spawn.
Nemo  [author] 9 Dec, 2021 @ 2:00pm 
Latest patch seems to have broken the event that spawned the Guardian. I now hardcoded the spawn for all vanilla classes, so at least for those it will work again.
I left the event in as well, in case a future patch fixes it again.
The Cutest Elemental~ 9 Dec, 2021 @ 1:04pm 
When I use this mod in single player it spawns a non commander Guardian statue which does not seem to have ritual crafting, is there any way to update it so it does work?
Nemo  [author] 18 Sep, 2021 @ 9:00am 
@cowboyana: Seems to be a common problem with many mods this patch. The Guardian is spawned by event for better compatibility with other mods. Unfortunately it seems this patch broke something in modded events. Let's hope they fix it for 5.07.
In the mean time you can always open the mod in a text editor and spawn the Guardian manually for each class.
cowboyana 16 Sep, 2021 @ 11:49pm 
Hey, this seems to have stopped working with the update! This is the best mod of its kind by the way.
Nemo  [author] 3 Sep, 2021 @ 3:34am 
Yeah, that stuff seems to happen to existing savegames when mods add new units. Each modded unit type is apparently dynamically assigned a unique id number when the mods are loaded. These id numbers are how unit types are tracked in savegames.

If a mod adds a new unit, all subsequently loaded mods will have their unit id's shifted by 1. The savegame won't know this and so what used to be a chest will now reference a dwarf, with some properties derived from the save and some from the now-changed unit definition in the mods.

I don't think it can be helped beyond not updating mods. If someone knows a way to solve this, please let me know.
sina-bit 3 Sep, 2021 @ 1:04am 
Well, now (starting the game) something very strange has happened. Where most chests has been bevore ending the game now strange dwarfs are standing, holding the rest of the stuff inside the chests. But all with less hp.
Some chests are named now and wandering around. But the most weird is that the ultimate guardian is no longer in the ancient forest where it was. Now he is in an library 4 squares away from the forest but nameless and so useless, i cant activate it and so also use no rituals. He also has less than half hp.
Maybe there was a fight against the chests at turn ending but now idea why he is nameless and at other location. Seems different mods dont work with others :(

Also are much ai named chests wandering around, most with 10-20 nameless units, all small units like warriors and archers.