Conquest of Elysium 5

Conquest of Elysium 5

Dynamic Elysium - Events Only
64 Comments
Nyx (She/Her) 8 May @ 7:34pm 
there's...events that spawn coastal villages...in the walls down in agartha.
jarpe 3 May @ 5:00am 
Version without tribsmen would be apreciated, because it destroyed mod that was good.
jarpe 30 Mar @ 10:00pm 
The addition of spawning tribsmen in north and south was bad thing. It creates huge problem for players and AI that doesn't spawn in the middle.
Aten 12 Mar @ 9:23pm 
Love this mod, any future updates? Also, anyone else getting double messages sometimes for events?
luigiwhatif 11 Sep, 2024 @ 4:10am 
Since my last comment I've seen hostile tribesmen spawn a few times without message and at least once got friendly tribesmen without hostile ones spawning, so the behavior I saw could be a coincidence. I should also note that it hasn't really been a problem. They spawn infrequently and are few in number, so I just have a spare captain patrolling.
luigiwhatif 2 Sep, 2024 @ 7:37am 
The last few times I got the "southern roamers pledge allegiance" events it seemed like it spawned both friendly tribesmen on one of my territories and hostile tribesmen scattered around. Is this intended behavior?
Alpharius 14 Jun, 2024 @ 7:45am 
Thank you :)
Azorico  [author] 14 Jun, 2024 @ 5:18am 
Btw, the coastal hamlet bug is part of my other mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2785454517
Azorico  [author] 14 Jun, 2024 @ 5:15am 
I'll be looking into this issue shortly and bundle it with some grammar fixes. Thank you all for the kind words.
Alpharius 29 Mar, 2024 @ 1:34pm 
Yeah, I've had the coastal hamlet issue too, and coastal hamlets spawning in Hades too, where that should not happen.
Normal Paradox 4 Mar, 2024 @ 9:18am 
Hello, great mod, i enjoy it a lot, but i got my self a bug here, a costal hamlet spawing IN water between two land mass (like a bridge of some sort), and since i was careless i initiated a fight against it's defender... we all died of drowning, including my scourge lord, it was really sad to watch. :'(
U1tracomb0 8 Jan, 2023 @ 1:28am 
Fits right in to the game like it always belonged here :steamthumbsup:
Naso 6 Oct, 2022 @ 3:15pm 
Doin the lords work son
CHOO CHOO 26 Aug, 2022 @ 12:48pm 
Whoa, a grammar commie!
AFI 26 Aug, 2022 @ 9:28am 
Azorico, could u pls, fix some punctuation in the messages texts... See screen, where a fullstop is missing at the end of a clause, pls put it there.

https://imgur.com/a/ea0ipOW

Also, pls, check all other messages text for missing fullstops at the ends.
Azorico  [author] 27 Mar, 2022 @ 5:58am 
I've decided to split the mod into the events and terrains modules. Both work in conjunction or separately. The idea is to allow those who want more events but no world progression terrain-wise and vice-versa to pick and choose at will.
The only terrain changes that will remain here are the Capital/King's Castle/Academy of HM creation ones. These only trigger should they be absent from the map altogether.
Dopefisher 17 Mar, 2022 @ 5:05pm 
That would be awesome. This is one of the mods I've really been looking forward to!
Azorico  [author] 17 Mar, 2022 @ 4:44pm 
Yeah but those were developed over the course of its existence. I'm sure COE5 will go the same way.

Anyways I think the last couple game updates fixed whatever was wrong with some mod triggers so I should be able to port the remaining logic.
Dopefisher 15 Mar, 2022 @ 12:50pm 
Thanks for making this though!
Dopefisher 15 Mar, 2022 @ 12:50pm 
I've noticed COE4 has a lot more mods for it :(
Azorico  [author] 15 Mar, 2022 @ 8:59am 
The capital is the post-Empire one that occupies a single tile. In CoE4 it was the same exactly for the reasons you mentioned.

Sorry, life has kept me busy. Turns outs some of the issues were genuine CoE5 bugs. I'll give it a shot once more when I get the chance.
Dopefisher 7 Mar, 2022 @ 9:54pm 
any updates to this?
dustin1819 29 Sep, 2021 @ 11:44am 
So how does spawning the capital work? Does spawning one part of the capital spawn the other 3 for free? Because as far as I know there's no way to target adjacency in the game with events, so spawning 4 contiguous tiles seems impossible from my understanding of what is moddable. But even if it become broken in 5, I'm pretty sure this was able to spawn all 4 in CoE4 unless I'm remembering incorrectly.
Bjardok 26 Sep, 2021 @ 3:46am 
Love the concept of the mod, i hope you can make it work when you have the time, good luck.
Arvay6 23 Sep, 2021 @ 12:03pm 
Just do what you can, your health is most important and regardless thank you for what you made while you had the time.
Azorico  [author] 23 Sep, 2021 @ 6:07am 
Perhaps I should take this down for a time. These days I'm running low on time to invest in this project. I'll essentially have to check each use case one by one in order to attest to their core functionality.
Arvay6 22 Sep, 2021 @ 1:20pm 
Yeah like others have stated the mod is definitely broken and compatibility with other mods is pretty bad. When used with other mods units will change to others randomly sometimes and between players and host etc. But the events are cool and such when they work
Suspicious Wizard 10 Sep, 2021 @ 9:46am 
I like the mod, so far only the king's castle seems to spawn in correctly as I havent seen anything else happen. The chiv and dread captains sometimes bug out and just stand there freespawning forever. Plenty of folks have mentioned the infinite swamp event bug.
Sooner535{UFIP} 8 Sep, 2021 @ 11:03pm 
Does this mod work as the CoE4 version?
Desknight 1 Sep, 2021 @ 7:25pm 
Seems almost every single event that spawns some kind of unit activates several times when they do activate. And they're also extremely common.
Dovenius 31 Aug, 2021 @ 10:38am 
lmao i thought it was intentional xD
Niu 30 Aug, 2021 @ 11:49pm 
Since subscribing to this, I can't get past turn nine without some Swamp event triggering between three and nine times per turn. Seems like it's also increasing the Demon Invasions, and spawning an immortal witch and her thirteen apprentices. Love the idea of this mod, but, as is, it's unplayable.

The text for the swamp event is "An elder foul creature has been disturbed by the independent swamp dwellers, it materializes once again!" and then a few turns later, something about travelers disappearing and then being seen surrounded by bizarre snakes.
Spaceman Spiff 30 Aug, 2021 @ 4:59pm 
I would remove it until it is working as intended. Thanks for the hard work! Loved it in COE 4, will presumably love it again in 5.
CHOO CHOO 28 Aug, 2021 @ 10:37am 
Take it out until it works as intended.
Azorico  [author] 28 Aug, 2021 @ 8:47am 
I'd like some input here. Should I take the spawn logic out entirely for now and re-upload or do I leave it as is until I can understand what is happening.
Azorico  [author] 28 Aug, 2021 @ 8:35am 
I might be mistaken but I think there is something off with a couple trigger numbers. Those that are legacy seem to hold while the new ones are not working as intended. Might also be an error on my end.
Bjardok 28 Aug, 2021 @ 8:16am 
I dont know if the game is doing this or this mod, but just in case ill let you know. it seems like places that spawn mobs, endlessly do so, it makes the map very crowded. Ancient forests, brigain lairs and the ocean(whatever spawns the fish guys) seem like the ones that do it.
Alien 28 Aug, 2021 @ 7:12am 
@The Cutest Elemental~
Where can I find Commisar Jon Fuklaw's mods? I couldn't find them and I am searching for good class overhaul mods
The Cutest Elemental~ 27 Aug, 2021 @ 11:22pm 
I love this mod, I do hope that this has no issues with Commisar Jon Fuklaw's mods for class overhaul. However Chivalrous and Dreadful. captains never realll bothered me, I got 1-4 every turn myself for months on end.
Dr. Lousy Shot 26 Aug, 2021 @ 4:25pm 
same as below. sometime i get a lot of that event and other time it a lot of swamp elder god is angry event.
Desknight 26 Aug, 2021 @ 10:17am 
Getting 1-4 captain spawning events per turn that immediately come and wipe me out making the mod practically unuseable for me.
Azorico  [author] 25 Aug, 2021 @ 2:11am 
Thank you guys, found a couple more triggers that were off as well. There should only ever be one active Chivalrous and one active Dreadful at a time.
nemid 24 Aug, 2021 @ 4:40pm 
IIRC, in CoE4 it promoted captains only in the king's castle or the capital. Here, it seems to be able to promote any captain whatsoever. The check to see if there already is a chivalrous captain also doesn't seem quite right.
Jazerus 24 Aug, 2021 @ 4:34pm 
Hi, I've been seeing a ridiculous number of Chivalrous Captain events. It fired more than I liked in CoE4, too, but so far in CoE5 I have been getting 1-2 captains spawning per turn. It's pretty distracting and the captains don't add a whole lot to the game except more indies to steal your stuff.
Azorico  [author] 24 Aug, 2021 @ 7:42am 
I've updated the mod to reflect the correct values. Thank you @nemid
Azorico  [author] 24 Aug, 2021 @ 7:24am 
Yes I do hope to release CoE4 full version completely uplifted at some point.

Regarding player numbers, you hit the mark on a bug but not for that reason. Triggering on the +player will just run the checks on that player's turns. I have however incorrectly assigned some of my event outcomes to player 22 and it should be 30.

nemid 24 Aug, 2021 @ 6:40am 
Some of these events don't seem to work: I believe it's because they use +player 19 and +player 20. In coe4 these were for other forces, but in coe5 they are player numbers. Independent forces numbers start at 24 now.
CHOO CHOO 24 Aug, 2021 @ 2:27am 
I hope this mod will eventually include all the features from the CoE4 version; that would be much appreciated!
Arvay6 23 Aug, 2021 @ 10:33am 
Yeah it's probably just a base game thing then, really weird though.
Azorico  [author] 23 Aug, 2021 @ 3:11am 
That doesn't seem to be mod related since there are no interactions that change the actual senator unit. Could it be an obscure bug? I'll try to replicate the behaviour.