Conquest of Elysium 5

Conquest of Elysium 5

QuickStart
50 Comments
Shamwow 6 May @ 3:09am 
please add all races. only half of races work with this mod. no monkey races, warlock or bakemo. haven't checked all races though probably more.
mrcoolize 17 Feb, 2024 @ 9:10am 
Sadly this mod is seriously outdated, not covering all factions and turning itself off at each game launch (even if its says it is on)
Alpharius 6 May, 2023 @ 3:20am 
Hey man, tried to contact you.
Any chance you can add The Elder Wizard to your mod, or get in touch with b r e a d the mod author. Would be cool is they were compatible. Thanks
Molay 24 Jul, 2022 @ 10:56am 
An update to include the new faction would be fantastic :))
☭ KGrushB ☭ 9 Jul, 2022 @ 2:33pm 
Great mod, a nice fix for the lacking AI tactics early game, however it doesn't work for the Raksharaja. The Avatar doesn't spawn with AI or player, so they are quickly out of the game
OznerpaG 10 Apr, 2022 @ 11:40am 
don't know if it's the mod or not, but after the last patch the mod no longer auto-loads when the game starts - it's enabled, but you have to go in and disable then re-enable it for the mod to activate
Gut 30 Sep, 2021 @ 12:26pm 
@Mollari Yeah I figured that in the mean time, anyway thanks for the info ;)
MiyabiSFG 28 Sep, 2021 @ 6:31am 
I have had a great multiplayer experience with this mod. Thank you for the amazing mod. By the way, I have one question. If I increase the difficulty of AI, will this initial bonus of "24 gold and 12 trade" also be affected and increased?
Bullet Tooth Tony 20 Sep, 2021 @ 11:17am 
@Gut: Beholder etc are secret classes only playable by selecting random faction ;)
Gut 17 Sep, 2021 @ 12:25am 
@Tewt it is very easy to modify, simply edit the .c5m file in the mod folder with a text editor. Just modify the line 24, and reduce the trade value to your taste. ;)
@Klockan3 I have noticed that there are lines about classes not implemented (goblin king, beholder, etc..), these are dead lines or it is for intended purpose?
Tewt 7 Sep, 2021 @ 2:01pm 
Could you release this with much, much less or no trade? It's nice in concept, and most of the changes allow for a pretty casual game, but the trade just makes it incredibly unbalanced and superpowers certain classes far too much.
SatanBless 31 Aug, 2021 @ 10:50am 
@????? > I activated your mod and played with wilder setting against 10 baron AI. The thing is that i got destroyed at turn 3 by a dwarf player with an ancient beholder. 0/10 i will not try this crap again.


That has nothing to do with this mod, the AI cannot recruit beholders, though it is possible they somehow managed to charm one (very unlikely and almost impossible, but plausible), however to get that on turn 3 is really practically impossible, so I'm not sure how this would happen to you on turn 3.

Wilder can spawn beholders (Dark ages are also more likely to have beholders), but I have only seen them on special locations like ancient forests or level 3 libraries as stationary guards, but if one spawns as a roaming army, it is possible what you saw was just a roaming beholder that destroyed you.

In any case, this mod has nothing to do with that and does not cause or allow the AI to recruit beholders at any point in the game.
U1tracomb0 30 Aug, 2021 @ 10:34pm 
Love the mod, it's downright essential after putting 50ish hours into the game. The statue's laser death sentence attack and 100 hp feels a little much, but it's satisfying to watch it cook a pair of trolls sneak attacking my capital in the 3rd turn.
zelosdomingo 24 Aug, 2021 @ 10:25pm 
@The Cutest Elemental @Klockan3 Hope you don't mind, but I made a mod that adds modded faction/class compatibility for QuickStart by spawning avatars for anyone that doesn't have one. It's called QuickStart Custom Class Compatibility. Requires QuickStart as a dependency.
????? 24 Aug, 2021 @ 8:01pm 
I activated your mod and played with wilder setting against 10 baron AI. The thing is that i got destroyed at turn 3 by a dwarf player with an ancient beholder. 0/10 i will not try this crap again.
zelosdomingo 24 Aug, 2021 @ 6:55pm 
open up steam/steamapps/workshop/content/1606340/
and find Quickstart, open up the .c5m text file, scroll down to the bottom, add in the line,

selectclass 28
addstartcom "Avatar"

If you have more than one custom class, than add more, changing 28 to 29, 30, and so on.

If the Quickstart mod gets updated it will remove what you added though, so you're better off copying that whole folder, pasting it in .coe5/mods/ (On linux, anyway, not sure where the mod folder in on Windows, you can open up the mod directory from the main menu though).

I would change the name of both the folder and the .c5m text file to something like "modded_Quickstart". It's important that both the folder and the .c5m file have the same name (minus the .c5m)

then, you can edit the file, enable it from the mod menu, and disable the old one, and viola.
It sounds like more of a pain than it is, I promise. This game is super easy to mod however you want.
The Cutest Elemental~ 24 Aug, 2021 @ 3:50pm 
Is there anyways to get this to spawn a avatar for any custom factions added in to the game?
nemid 22 Aug, 2021 @ 11:46pm 
Excellent mod, only thing is that I think Markgraf got a new commander, a horticulturist equivalent that focuses on swamps/bogs, but I haven't been able to find them or their name again.
Tchey 22 Aug, 2021 @ 2:01am 
I’d like the avatar with its bonus, and nothing else, too. Would be nice with the Starting Defense Only mod.
Enzymes 21 Aug, 2021 @ 6:27am 
Would it be possible to make a mod with only the avatar and nothing else of this mod?
The Cutest Elemental~ 20 Aug, 2021 @ 7:21pm 
What is required for your average human faction to defeat an Avatar? Then compare it to the Kobold King. I am unsure what I am doing wrong to break it?
Fart one one time 20 Aug, 2021 @ 7:00pm 
Thank you for responding
Klockan3  [author] 20 Aug, 2021 @ 6:37pm 
>This mod doesn't seem to work at all in multiplayer for me, it works in single player, but even by myself in a lobby I'm receiving extra resources or an avatar.

The beta server multiplayer doesn't support mods afaik. You have to do mods via direct IP play.
Fart one one time 20 Aug, 2021 @ 5:49pm 
I'm not receiving**
Fart one one time 20 Aug, 2021 @ 5:48pm 
This mod doesn't seem to work at all in multiplayer for me, it works in single player, but even by myself in a lobby I'm receiving extra resources or an avatar.
Klockan3  [author] 20 Aug, 2021 @ 11:27am 
> When I play this mod multiplayer it turns my Avatar into a Infernal Dark Emperor but my friend (Host) still sees the Avatars, something today broke it. I am unsure why, We use dynamic Elysium as a second and only other mod.

You probably have different versions of the mod installed.
The Cutest Elemental~ 20 Aug, 2021 @ 10:55am 
When I play this mod multiplayer it turns my Avatar into a Infernal Dark Emperor but my friend (Host) still sees the Avatars, something today broke it. I am unsure why, We use dynamic Elysium as a second and only other mod.
I AM MOVING AGAIN ETA 7 WK 20 Aug, 2021 @ 10:54am 
@klockan3 any time you publish an update it gets automatically pushed to your mod's subscribers. it does the same thing for collections.
Tchey 20 Aug, 2021 @ 8:41am 
I have Steam running and an update about workshop content just popep-up. I suppose it’s auto-updated when Steam sees it ? I’m on Linux PC, if it matters.
Klockan3  [author] 20 Aug, 2021 @ 8:30am 
Does anyone now how mod updating works in steam? Do you have to refresh the mod in some way? Steam has the updates, but is there something people can do to get the updated vesrion without unsubscribing and resubscribing?
Klockan3  [author] 20 Aug, 2021 @ 8:16am 
The mod now loads later than default so works with the other mods better.

The defending avatar now has amphibian so it avoids drowning.
Klockan3  [author] 20 Aug, 2021 @ 8:04am 
@RebelScum That is a great problem with an easy fix. Yeah I'll fix that.
RebelScum 20 Aug, 2021 @ 7:44am 
Can you make the avatar aquatic, or otherwise able to breathe in water? Accidentally flooded agartha as Pale ones, it keeps dying and coming back each turn but its slowly gaining afflictions. Plus i dont want to see the message each turn.
Tchey 20 Aug, 2021 @ 12:49am 
Hi, it’s quite a nice mod, but a bit too much to my taste. Could you maybe release a tuned down version ? Basically, i feel i have way too many wizards, way too soon (and i’m playing Barbarian this time). Maybe only 2x wizard recruit bonus, and no other wizard related stuff ?
Miskatonic 20 Aug, 2021 @ 12:08am 
Niche scenario but if you flood the tunnels where your capital is as Pale Ones, the statue will drown every turn. Maybe consider making it amphibian
Mohreb el Yasim 19 Aug, 2021 @ 10:28pm 
There seem to be a conflict with the Bystander mod, yesterday my bystander was working ok, and today it must have loaded in a different ordre (and both seem to use the same name). So now i have the less income and incredible power version of the bystander. Maybe you could rename the "Bystander'" like a Dutifull Watcher (so less conflict with that mode, and a hypotetical "Watcher" in a future Buffy mod )
MindCrime 19 Aug, 2021 @ 7:11pm 
@Antonix80 I copied the folder from my windows machine at C:\Program Files (x86)\Steam\steamapps\workshop\content\1606340\2577952047 to the mods directory that opens on the mac and renamed the folder from \2577952047 to \quickstart
SatanBless 19 Aug, 2021 @ 8:24am 
I really like the mod. Was watching Lucid play with it on his stream and had to get it immediately. The avatar is definitely killable, though can be quite strong and difficult to deal with if you are not prepared. However, I don't dislike the extra difficulty for taking a capital, and it also makes it easier to make a last stand, or recover from big loses, which makes the game feel more balanced and better to play.

The extra income and trade early game and being able to recruit mages and commanders regularly are significant improvements, smoothes out the whole gameplay experience for all nations (I can do stuff from the start of the game with all factions, rather than have to spend the first 50 turns doing nothing, like with a warlock in vanilla), and makes the AI a significantly greater threat (Even Butler gives a good amount of resistance)

This mod levels the playing field while not messing with the intended asymmetrical balance so much that everything feels or plays the same.
Antonix80 19 Aug, 2021 @ 1:15am 
HI,
Does anyone have an idea on how to make it run on a mac? I downloaded it but it doesn´t show in my mods folder. Thank you guys very much and great mod by the way :)
obama 19 Aug, 2021 @ 12:04am 
all i need now is a mod that makes any commander able to burn forests
Klockan3  [author] 19 Aug, 2021 @ 12:00am 
About lightning resistance. I want to have everyone be able to kill it with roughly the same amount of effort, so I focused on making it killable by normal troops and resistant/immne to special troops so that it can't easily be killed accidentally by a small AI army in multiplayer or so.

There are many spammable lightning slinging troops early in the game with so high range and armor negating, and they would murder this. That happening in multiplayer is a higher priority to me than making it marginally easier killing an AI with a specific faction.

I agree it was way to hard to kill it in a fort before,so I fixed that, but I don't want to make a fix that just makes it much easier for a few factions to kill it.

Also I don't have the time to do proper balancing work, and I have to choose between it being a bit frustrating taking a cap or people risking randomly losing their cap to a small stray AI army then I'd make the first choice every time.
Miskatonic 18 Aug, 2021 @ 10:43pm 
It's just an edit to Necromancer's army recruitment, but I'm guessing when he changed the starting units in Necromancer capital it overwrites your addition.
Klockan3  [author] 18 Aug, 2021 @ 10:39pm 
@Miskatonic I edited the nations directly for this mod, so new nations wouldn't get it. I can maybe make the avatar spawn in all caps via events, that is easy to do in dominions but not sure in this game.
Miskatonic 18 Aug, 2021 @ 10:20pm 
Hm doesn't seem to work with Pascal's Army of Darkness mod that just came out
Klockan3  [author] 18 Aug, 2021 @ 9:58pm 
Btw, uploading a new version wipes the description, not sure why, but I saved it last time so I don't have to rewrite it.
Klockan3  [author] 18 Aug, 2021 @ 9:47pm 
Ok did new version.

Changes: Avatar damage greatly reduced. Avatar hitpoints increased.

Reduced damage ensures that the Avatar doesn't kill all enemies too quickly for them to reach it when bottlenecking in a fort.

The extra hitpoints is to compensate to ensure it can still defend unforted starts.

Tests shows it now loses to 50 units without a mage and easily wins against 20 as intended. In a heavy fort it still wins against 50 units, but lost half its health.

I don't want to remove lightning immunity, since lightning is such an oppressive and easy to kill things with, would make the avatar really easy to kill for some leaders. There are many other units in the game with lightning immunity so I don't think this is a problem, everyone can get around it.
Klockan3  [author] 18 Aug, 2021 @ 9:12pm 
I'll see what I can do. It was made to be strong enough in unforted starts, should be able to make something that is still pretty strong outside forts but not that strong inside.
sotmh 18 Aug, 2021 @ 8:53pm 
Even Butler is something of a challenge with this mod, I'm guessing the resource bonus applies to the bonus gold? The AI has a lot more stacks of stuff than I do.
Covfefe 18 Aug, 2021 @ 8:29pm 
I just was watching Lucid's stream. You really need to nerf the lightning resistance of the avatar statues so it's in tune with the rest of the elemental resistances at 75%.
Mulzaro 18 Aug, 2021 @ 8:20pm 
Cool mod. I think the avatar statues are a tad too strong though. Maybe make their resistances a bit lower?