Conquest of Elysium 5

Conquest of Elysium 5

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Guaranteed Terrain
   
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14 Feb, 2023 @ 1:14pm
16 Mar @ 9:21am
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Guaranteed Terrain

Description
This mod adds a few events that run at game start to ensure that certain terrains are always placed on the map.

Disclaimer: If important tiles are being changed to Old Battlefields, please try disabling other mods before reporting as a bug.

Added at game start if they are not already on the map:

Town
Castle
Old Castle Ruin
Temple
Academy of Higher Magic

Throughout the game any "empty" tiles with 70+ human corpses will become an Old Battlefield. Larger # of 200+ for small beings like hoburgs or kobolds.

Necromancer's "Raise Legion" ritual will change the tile into a Shadelands. This prevents an infinite loop of Old Battlefield creation.

At turn 30 a town will grow into a city if one doesn't exist.

At turn 50 a city will become the capital if one doesn't exist

At turn 100 a castle will become a King's Castle if one doesn't exist.
24 Comments
Alex the Beetrayer  [author] 17 Mar @ 9:09am 
Excellent! First learning Elysium and finding ways to explore all the planes is a great experience. "Raise Legion" is a necromancer ritual that can summon special armies at Old Battlefields. In the vanilla game, Old Battlefields might not even spawn at all, so that aspect of the mod makes them able to spawn after large battles so the ritual isn't completely useless on some maps. If they also disappeared over time or were very rare it would defeat that intention. What you described sounds like it is either very modded or is a longer drawn out game, so I would say as you get more games in you'll probably be winning well before there's that amount of Old Battlefields everywhere.
TheHaluzer Official™ 17 Mar @ 4:34am 
I'm really new to elsium so i have no idea what raise legion is xD.
Im 100% so i want to explore it all. In my gmaeplay now i have the baron cornered and he tends to save 600 units and attack my defences all around his base. So litterly his entire base is made of old battlefields which makes me not able to build villages with the PVE Arhcitect mod.
Thats actually an good idea thanks!
But i guess that means then that you have no option to make fix the old battlefields so they are not that frequent?
Alex the Beetrayer  [author] 16 Mar @ 12:03pm 
Just like in the vanilla game, Old Battlefields don't disappear on their own unless an effect such as Raise Legion is used. The adjustment to make the threshold higher for hoburgs/kobolds should reduce how plentiful they can become in games with those factions which tend to have a lot of unit deaths per battle. Otherwise I don't really experience ever hitting anywhere close to 20-50+ in my games so that might be due to other mods you are using either adding more terrains to be eligible to become Old Battlefields or making battles with tons of soldiers more common. Could also be that your preference is to play longer games on huge maps. Not being able to build on them would be based on the rituals in this other mod you're using so you could also suggest to that them that they add Old Battlefields to the terrains that can be built over as a small update.
TheHaluzer Official™ 16 Mar @ 11:35am 
Did you fix the battlefield never disappearing issue?
Alex the Beetrayer  [author] 16 Mar @ 9:42am 
Alright, just pushed out an update with a few improvements and changes the terrain group # referenced to the 2nd to last value available for modding. Hopefully that overall increases compatibility with other mods unless someone was working backwards or have some huge mod that needs 200 terrain groups. Going forward there's not really anything that can be done involving conflicts with other mods.
TheHaluzer Official™ 16 Mar @ 2:47am 
So when will old battlefield turn normal as its impossible to build on it with pve architect mod?
and just generally its quite annoying when the you start having 20-50+ old battlefields.
Syrett 7 Sep, 2024 @ 2:12pm 
this is pretty awesome.
Alex the Beetrayer  [author] 29 Aug, 2024 @ 10:17am 
Thanks! Glad to hear you're liking it. I've had this reported a lot and it's been a conflict with another mod each time. Let me know if you didn't have any other mods enabled and I can try to replicate again. Otherwise the solution is to disable other mods when using this. Trying to fix this is a bit of a goose chase because once I change the "terrain group number" for the battlefield event it potentially becomes incompatible with a different set of mods. However, clearly it's currently conflicting with a popular set of mods, so I'll try and pick a number closer to the end of the list and update sometime soon.
profetajose32 29 Aug, 2024 @ 9:07am 
ill preface this by saying i fucking love this mod. I like small and medium maps so this mod is perfect for me. That being said, in one game I had two tiles of the capitolium and two port cities turn into old battlefield. is that intended ? and if so, can you add a way to "restore" the terrain ?
Alex the Beetrayer  [author] 2 Jul, 2023 @ 5:06pm 
Dynamic Elysium has a lot more events and is focused on adding variety between games and making the map feel like it's constantly evolving. This mod is much simpler and just runs a few checks to add in key terrains when they're missing + the potential for additional old battlefields as the game goes on. I would think they'd interact weirdly if both enabled since there's a few very similar events. Go with this if you just want certain terrains to appear in all games but not too far from base game, go with Dynamic Elysium if you want a lot of variety and thematic events as well.