Conquest of Elysium 5

Conquest of Elysium 5

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PlanetsideComplete
   
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File Size
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130.966 MB
4 Dec, 2022 @ 5:09pm
7 Dec, 2022 @ 6:05pm
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PlanetsideComplete

Description
A Planetside 2 Total Conversion for Conquest of Elysium 5

Features:
Three factions
5 Infantry 'classes' (and MAX - Mobile Armored Exoskeleton) with unique weapons and abilities + alternate loadouts with different weapons and abilities for each faction
Powerful armored vehicles and fighter aircraft
Cortium Construction system - spend Rubies to set up a forward base that can be upgraded to 'pull' vehicles from, as well as support your troops with artillery, culminating in the Orbital Strike to annihilate dug-in enemy positions
Many battlefield 'terrain ojbect monsters' such as walls have had their sprite replaced to fit Planetside 2 aesthetics. Work in progress
Some strategic map tiles, such as farms and bridges have their sprite replaced with bases from the Planetside 2 map. Work in progress
Music and weapon sound effects!

Balance:
Bringing tanks and guns into a medieval fantasy setting is enough to throw things into disarray. While I have tried to keep the overall power of the added units somewhat reasonable, they can still mow down large groups of enemies. Do not get overconfident though, as they are 'glass cannons' with normal human fragility.

You can view my damage and monster/ritual costs here (avoid if you are concerned with 'spoilers'):
https://docs.google.com/spreadsheets/d/12dphvzUj7BUT9eWi7IQJzLZja2RfIItvU5-8fbj9yyM/edit?usp=sharing

The sprites are made from screenshots in-game. Construction objects are taken from the wiki, where they were conveniently presented in a neutral and transparent format. The audio effects and music are from Planetside 2.
All intellectual property is owned by Rogue Planet Games and Daybreak Games. Music made by Jeff Broadbent.

Not included:
Galaxy, Valkyrie, Liberator, Lightning, Colossus, Bastion Fleet Carrier. These are not in the mod because they don't fulfill enough of a unique role. Possible interactions between the 'land' of Elysium and the sky-plane aren't fleshed out enough for more air vehicles to do things besides shoot at the helpless medieval soldiers.
Compatibility:
This mod uses 15 newritpow groups, in the 'negative offset' format. (0 to -14)
Samples 155-170 (replaces existing music)
Samples 172-241 (new audio effects)
Terrain 701-711
8 Comments
Ding Bunkles 9 Jun @ 9:14am 
Thank you for relisting! Unbalanced or not it's fun to goof around with.
drakkarverta 4 Feb, 2023 @ 10:07pm 
playing the mod and noticed the novice troopers just dont spawn, have had multiple Sunderers and bases up for 20+ turns and no novice troopers what so ever
Baronfuming  [author] 10 Dec, 2022 @ 2:55pm 
Very interesting. Maybe giving the assassination attacks scatter so they may miss or hit another enemy sometimes? All regular infantry classes are always available, with some better than others. Limiting the recruitment chance to make things random or less spammable is probably a good thing, but being able to have a bunch of infiltrators or light assaults in an army is interesting. I'm also worried about recruiting infantry from citadels versus summoning rituals that can be cast anywhere so that one is always better than the other.

I worry that if all the regular troops respawn, that will snowball things even more though. Having the commanders and squad leaders respawn sounds cool. Maybe use the spawn tube for that as an event somehow?
Sir Loin of Cattlelot 10 Dec, 2022 @ 2:22pm 
BASED
The Cutest Elemental~ 10 Dec, 2022 @ 8:40am 
Being also to buy troops with Assassinate is probably not the best idea every turn. Any Infiltrator should be a rare recruit option that pops up some times. Since a friend and I were mowing down armies of 200 with an army of around 1/4th that or less of units with assassinate and we talking the high priest army with her big bulky units also.
catfoodbob 9 Dec, 2022 @ 10:50pm 
Something that would be pretty funny and maybe closer to planetside 2 units, is purchasing the units 1 at a time and are more expensive but all the units you have that are not vehichles are immortal and respawn in capitals.
Baronfuming  [author] 7 Dec, 2022 @ 6:11pm 
I had some audio effects for the "Capture the Facility" ritual that had led to some problems in the past. Though these were unused, the files were still included and their references were merely commented out. I went through and removed these files and all of their references from the .c5m, so hopefully this audio problem is fixed.

As for how to play these classes properly, is it clear what you should be doing? The idea is to use your ANT to spam "Detect Cortium" so you can build your construction base and get cheaper vehicles along with artillery and other perks. If it isn't clear, I should work on the descriptions for many of the units and rituals further.

I'm very interested in feedback of all sort, so anyone please provide your thoughts! :PS2:
The Cutest Elemental~ 7 Dec, 2022 @ 3:02pm 
Only glitch i found was the movement sound of vehicles would constantly playy. unsure if it is my other mods doing it.