Conquest of Elysium 5

Conquest of Elysium 5

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Magic Armory
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2 Dec, 2021 @ 3:44pm
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Magic Armory

Description
For all your pondering orb acquisition needs.

Works via a custom event that kills, then spawns a unit that generates magic items at every player's home citadel. This provides a constant stream of various magical items that you can use to thug out your units in various combinations. Two items spawn every month on the armory, and any items that aren't transferred out of it are lost forever. Sadly this is the only way to work around the issue of cursed items blocking slots. Hopefully people find it useful.

EDIT: This mod works through player events, which are known to be buggy in multiplayer. Use at your own discretion!
17 Comments
Erlkönig  [author] 9 Dec, 2021 @ 1:51pm 
Ah, you're right. I spoke with the creator of the mod though, and he says that while Crafting Guardian is bugged atm in multiplayer as well, he is going to make an MP-friendly hardcoded version soon. Hope that helps!
The Cutest Elemental~ 9 Dec, 2021 @ 1:05pm 
It currently seems like Crafting Guardian mod hasn't been updated for a couple of months. *Shrugs* But I do like the help! I am sure that there must be possibly multiple versions of it?
Erlkönig  [author] 9 Dec, 2021 @ 4:52am 
If you need a magic item mod for multiplayer, consider Crafting Guardian! The gold cost for magic items is a bit expensive though, but you can mod that easily enough. Just go to your Steam directory and take the steamapps\workshop\content\1606340\2590412259 filepath, that has all the Crafting Guardian modding files and you can open and edit those to adjust the gold cost for item crafting.

I could easily make a ritual version of Magic Armory that isn't event-based, but the issue with that is that it's not automatic and I would be plagiarizing an already existing mod. So, unless they fix event-based unit killing, you'll have to rely on the ritual-based Crafting Guardian mod for multiplayer.

Just look it up in the Steam workshop. It's a really good mod!
The Cutest Elemental~ 8 Dec, 2021 @ 8:32pm 
So there is no hope for multiplayer at the moment?
Erlkönig  [author] 8 Dec, 2021 @ 5:36am 
Yeah, the point is to not be complicated... I guess it'll have to stay SP only for the time being.
Commisar Jon Fuklaw 7 Dec, 2021 @ 8:32pm 
Oh, yeah. Multiplayer is a problem. I can't help you with multiplayer scripting because, and I quote myself: "Multiplayer is known to absolutely wreck mod functionality."

-2 for player targeting should fire for every single player, but a redundant +player -2 might help (no guarantees and it will likely slow down the script due to checking all players).

I'd personally report it to the devs, but they've known about mod issues in multiplayer for a while now, so it's likely a fruitless task. My workaround for this sort of issue was to just add a ritual that allows for the killing of item-bearing units, but that's hardly elegant and is more effort than it's worth for a lightweight mod like this.
Erlkönig  [author] 7 Dec, 2021 @ 6:46pm 
Jon:

Thank you, the event I had is similar to that, though I do wonder about adding the chance 100 and mintunnumbr for added redundant checks. Though unfortunately, it still doesn't work on multiplayer.

I see the problem- I started a co-op game and while the events worked perfectly for Player 1, with the armory restocking regularly, Player 2's unit was never killed. I'm not exactly sure why this bug is happening, as the events are definitely firing- They just don't fire on Player 2's turn.
Commisar Jon Fuklaw 7 Dec, 2021 @ 2:06pm 
Erik:

playerevent
+minturnnbr -1
+hasunit -2 "Insert Unit Name Here"
+chance 100
killunit 9999
message -2 "Optional Message"
endevent
Erlkönig  [author] 7 Dec, 2021 @ 10:35am 
Apparently they recently fixed a multiplayer bug, try and see if it works for now? I'm still looking into it though.
Erlkönig  [author] 7 Dec, 2021 @ 7:31am 
Perhaps I'm looking at this from the wrong angle. The issue with multiplayer might be in the way that the game handles events (as I use the -2 scope so that the event focuses on the current player). I know that in multiplayer, player teams take turns together. That might be the thing that's breaking the way the event can cope with this.

I'll seek out help from more experienced modders.