Conquest of Elysium 5

Conquest of Elysium 5

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Autonomous Vassals + RTL Compatibility
   
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13 Jun @ 7:09am
1 Aug @ 6:55am
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Autonomous Vassals + RTL Compatibility

In 1 collection by HSmasher
HSmasher's Conquest of Elysium 5 Mods
9 items
Description
About The Mod
This version of Autonomous Vassals has been made compatible with my other Baron mod Raise the Levies!. It requires Raise the Levies to be used - if you do not want to use Raise the Levies please use the normal version of Autonomous Vassals instead.



Main differences in this version:

- The 'Appoint Vassal' and 'Raise the Levies!' rituals cannot be used in the same Motte & Bailey, you must choose one or the other. Raising Levies will provide a greater immediate bonus to your economy but Vassals will heavily outpace this in the long term. Choose wisely.

- When appointed the Vassal will raise his own groups of levies whenever none are present in his home.

- Siege Spikes cannot be placed by a Marshal in a fort belonging to a Vassal, they must be constructed by the Vassal's Siege Master retainer instead.

- A conflicting Yeoman Archers spawn event has been removed.


Unlike the normal version of Autonomous Vassals I have not extensively tested this version. If you encounter any bugs please report them here.


Content

Summary

45+ Units
- Noble retainers, each of which enhances the defenses of the fort as well as offering special bonuses
- Bailifs, who wander around the surrounding area, taxing the peasants and improving the local infrastructure
- Men-At-Arms & defensive siege equipment
- Local patrol forces
- Vassals can now be placed in Castles
- Several small features from Raise the Levies! such as buffed Unicorn Knights
- Numerous Easter Egg units


Vassal Retainers
Each retainer a Vassal hires will have an effect upon the fortress. Whether its the Master-At-Arms organizing new groups of defenders, Blacksmiths to improve the armaments of the Vassal's army, personal Court Mages, Plague Doctors to heal diseases - and numerous other retainers are available to these fledgling lords. Via Retainers, with enough time Vassals will eventually generate well over 1500+ gold worth of defenders for their fort, given they don't run off and suicide charge the local magic library of course.

Realm Management
Your Vassals will now send out Bailiffs, whose duties consist of shaking down the local peasantry for more taxes, stationing garrison forces in valuable locations, and converting underutilized land into productive farms, villages and mines.

Castellans
Vassals can now be given Castles to govern, and may even convert their Motte & Bailey into a Castle given sufficient time to improve their demesne. Vassals who are lords of their own Castle will send out patrols to defend the surrounding land and have access to a greater number of Retainers than their poorer backwater Bailey counterparts.

Unicorn Vassals
Unicorn Vassal Knights and normal Vassal Knights have access to a number of different Retainers and are prone to developing their surrounding areas differently from one another. Give both a try, different locations may benefit more from one or the other.

Mod Compatibility
As stated above, this mod is NOT compatible with my other baron mod, Raise the Levies. Aside from that however it should be compatible with pretty much any other mod, as it alters very little of the base game.

If there is a compatibility issue it is probably related to conflicting numbers being used, if that is the case simply find the conflicting numbers and alter them in the c5m of this or the other mod. The following are the relevant numbers used in the mod:

Custom Terrains N/A
Terrain Groups -1055 & -1081
Variables N/A


Support Me

If you like what I do and want to throw a few bucks my way I've opened a ko-fi account: https://ko-fi.com/hsmasher.

I'm also now taking mod commissions - if you've got a mod you'd like me to make for you, get in touch, if I like it and feel it's something within my ability to make I'd be happy to do so.
29 Comments
HSmasher  [author] 18 Jul @ 10:37am 
DEUS VULT!
Struggler 18 Jul @ 10:14am 
Ah thats prolly my bad then w conflicting mods i ran this, RTL, Loot Miscellany, Ghoul Lord, More Kobolds, and More Kobolds addon on Count Diff. The great animal Bakeneko turning into Tanuki monk form (old man) made me chuckle regardless and having a great time. We have a great kingdom but are surrounded and the High Preistess comes from the south and eats my cities, vassals, and villages with mainly giant necromancer lvl 3 Maliks that tear through our brothers but fear not for the Army of El's Knights are being mass produced to crusade south! Thank you so much again for all your hard work, to battle! DEUS VULT!
HSmasher  [author] 17 Jul @ 7:12am 
I'm glad you enjoy it; do let me know if you run into any other problems with this one as I still haven't played it much with RTL.

Are you playing with any other mods that might be editing the base game's Bakeneko? RTL just uses copystats on the base Bakeneko rather than properly recreating it, so that could be the cause of the issue.

It shouldn't shapechange at all when it dies, it should just be dead.
Struggler 17 Jul @ 6:48am 
Thank you so much for such an amazing mod, prolly gonna put like 100 hours or so into this one+RTL. Noticed one small bug or maybe its intended idk but when the great animal with the Bakeneko Sprite gets killed it swaps forms into an old man with forest magic 2 and a dagger but the forest magic doesnt work it just lists it and no usuable spells pm me if u need screenshots <3
Commander Tahren 27 Jun @ 8:16am 
Ahh gotcha yeah most like ty
HSmasher  [author] 27 Jun @ 7:00am 
Overhaul mods that add tons of rituals are of course the most likely culprits of causing this to occur.
HSmasher  [author] 27 Jun @ 6:57am 
We resolved Lux's issue. The problem was having too many mods and going over the ritual limit. There's a limited number of rituals mods can add to the game. Raise the Levies file name changing moved it in the load order and by the time Autonomous Vassals loads the 'Raise the Levies!' ritual no longer exists to be referenced as the game has overwritten it.

Disable a larger mod or two and it should work fine. Likely your game was already removing rituals from other mods but it isn't failing to load because another mod isn't referencing one of them like this one is.
Commander Tahren 26 Jun @ 9:09pm 
I am getting the same error as Lux fyi.
HSmasher  [author] 24 Jun @ 12:07pm 
Rest assured that they do, they're just being lazy [and unlucky]. :steamthumbsup:

The only common 'open' tile they won't convert is deserts. I've checked to make sure.
Wolf Warlord 24 Jun @ 11:26am 
I think there is an issue where Bailiffs don't found new villages or farms on savana tiles.
At least they didn't after having a bunch of them for like 40+ turns on them.