Conquest of Elysium 5

Conquest of Elysium 5

New Class: Hero Commander. A more party based experience.
5 Comments
Helan 13 Apr @ 6:23am 
Hi! My cyclop can't cast the king of giant ritual. Even if I have the resources the ritual appears to be gray. Can you give a look on that? thanks
Firescion 23 Sep, 2021 @ 8:47pm 
Just downloaded your mod, eager to give it a shot. Not sure if this is the vibe you're going for but there was a CoE3 Mod that the central gimmick was Dynasty Warriors style heros that slowly leveled up into more powerful versions of themselves.

They generally started as pretty solid (able to be a useful combat supplement to an army) and ended somewhere around demi-god (in some cases able to solo entire armies). Figured you might want to check it out for inspiration/idea mining.

Called 'The Dynast' and you can still find it for download here: https://www.moddb.com/games/conquest-of-elysium-3/forum/thread/newclass-dynast

I made a halfhearted attempt to update it to CoE4 but didnt get far. Best of luck!
4D  [author] 9 Sep, 2021 @ 9:46am 
Whoops lol, yeah definitely not supposed to be able to roam around with the cyclops. I've been very busy with other stuff and haven't had a chance to touch up this mod and if I do it will be a pretty big overhaul, hope it provides some fun/inspiration in the meantime :)
cowboyana 28 Aug, 2021 @ 1:13pm 
Hello! Is it possible that the Imprisoned Cyclops you start with is meant to have both immobile and stationary instead of just immobile? Immobile just stops him from moving in battle but you can still send him around the map soloing indies from turn 1, and he can easily make himself a lategame-style SC in the very early game with his artifact ritual. The immobile is basically irrelevant because he can summon elementals and has ranged attacks so he will kill basically everything in the early game. I feel like he makes sense as a stationary defender imprisoned in your starting keep who crafts artifacts but not as a free-roaming SC that is much better than the rest of your army combined.
zelosdomingo 24 Aug, 2021 @ 10:34pm 
If you're having trouble adding rituals onto a unit, one thing I really didn't understand at first (because the modding manual forgets to mention it) was that you have to include the level at the end of power.
I.E. "power 0 3"
that gives a unit whatever ritual school is define first in that same file at level 3. Hope that helps.

Honestly though, having a captive cyclops does add some interesting flavor to the class, so I think it's fine as is.