Conquest of Elysium 5

Conquest of Elysium 5

Dwarf Overhaul
154 Comments
Commisar Jon Fuklaw  [author] 5 Apr, 2024 @ 5:47am 
Dwarfs auto-upgrade after a specified time. Then you may pay for further upgrades.
geebo 5 Apr, 2024 @ 5:46am 
does it not work with the total overhaul? cant seem to upgrade dwarfs
BATTLEMODE 1 Apr, 2023 @ 5:02pm 
The only way you can make these little ****s better is to completely remove them from the game.
Nordak Balrem 3 Nov, 2022 @ 4:57am 
Does this fix the inability to upgrade dwarves in inferno? I remember counter invading inferno and settling mountains, couldn't "recruit' to upgrade the spawned dwarves.
rusty_dragon 20 Oct, 2022 @ 7:06am 
:Shouted::steamthumbsup:
Now we need a faction of knife-ears!
Commisar Jon Fuklaw  [author] 19 Aug, 2022 @ 3:54pm 
That's just fucking weird that it'd do that. I never had any problems back when I did pre-post testing. Might be something that's been added in the...oh 10-odd patches since this was released.

Whatever. I have internet again and the WH3 patch is four days off, so it's about time to start doing the rounds for all my mod updates again.
Devolops 18 Aug, 2022 @ 3:22pm 
No worries. Un-subbed and re-subbed for a fresh pull today to double check. I confirmed by rushing to a Queen's Councilor and examining the ritual "Stone Sense". The Rune Smith has it even worse. Confirmed that changing the call placement and reloading the game/save is sufficient to both fix or restore the odd behavior.

This is still a really great mod, when I feel like building a dwarven empire! It's just a minor issue at this point. Strange that it only affect this one mod. Thanks for all of your other awesome mods!
Commisar Jon Fuklaw  [author] 18 Aug, 2022 @ 2:56pm 
Yeah, that's my point.

I can maybe look at it again when I get finished with WH3 mod updates in the next few weeks, but not only do I have a fair bit on my plate, but some dumbass managed to cut the internet cables, and due to additional issues, I'm not able to upload from my work machine even if I wanted to.
Devolops 18 Aug, 2022 @ 2:48pm 
It was brand new. First time trying the mod. Only mod enabled. Not the greatest thing to have to check the c5m file for when just giving the class a try. Tweaking it locally fixed it for me. However I did later notice that this doesn't seem to matter for other mods I've used since.
Commisar Jon Fuklaw  [author] 5 Aug, 2022 @ 3:09pm 
Odd. Description call placement has never mattered previously.
Out of curiosity, is this in a loaded game or a new one?
Devolops 5 Aug, 2022 @ 12:20pm 
A bunch of the rituals have lost their in game description. This seems to be specific to the rituals where the descr ".." line is the second line in the ritual. The rituals where it is given as the final line seem to be working as expected.
Shien 2 Aug, 2022 @ 4:38am 
Oh well, gonna have to work with it then. Thanks for the response
Commisar Jon Fuklaw  [author] 1 Aug, 2022 @ 1:08pm 
Yup. May as well be considered a feature at this point, since the devs ignored my request all those months ago.
Shien 1 Aug, 2022 @ 8:58am 
Hey, out of curiosity. Are the bentarg and bentargall rituals still bugged and can only last 1 turn?
Burden of Brine 1 Feb, 2022 @ 2:09am 
I guess it makes sense for them to start as baby dwarves. Thanks for pointing this out.
Commisar Jon Fuklaw  [author] 1 Feb, 2022 @ 2:04am 
Because you have to wait for them to grow into regular Dwarfs first.
Burden of Brine 1 Feb, 2022 @ 12:18am 
Why is it that I can't seem to upgrade Dwarf Workers into anything using the recruitment menu?
Commisar Jon Fuklaw  [author] 30 Dec, 2021 @ 8:55pm 
Sounds like your CoE workshop content finally updated.
vdc.snails 30 Dec, 2021 @ 7:33pm 
Thanks for the quick response. I noticed that CoE did an update when I launched it just now and it's not just the 2 Dwarven saves that corrupted, it's every save. The new rituals added for the Priest King and Deep Ones are all gone as well. Realize this isn't your fault, want to throw it out there for anyone else that has this issue.
Commisar Jon Fuklaw  [author] 30 Dec, 2021 @ 7:24pm 
If by last few days, you mean three months? Sure. Otherwise, no.

Sounds like a corrupted save, nonetheless. You can try manually refreshing the mod data, but if it's the save that's the issue, that won't help.
vdc.snails 30 Dec, 2021 @ 7:10pm 
Have you done any updates to this in the past few days? Just booted up my Dwarf game of over 15 hours and my queen councilers can no longer make coal mines/hills out of planes and the Rune Caster can't cast Treasure Horde
Arkaethen 21 Dec, 2021 @ 10:20am 
Not really a bug but gosh is it ever frustrating that both ballistae and field guns use the same ritual, I keep getting more and more ballistae when I just want to upgrade them T_T
Commisar Jon Fuklaw  [author] 5 Nov, 2021 @ 7:35pm 
Anywhere from semi-competent to completely fucking retarded, if what I've seen/heard is to be believed.
Gentleman Crow 5 Nov, 2021 @ 5:24pm 
How well does the AI do as the Dwarf Queen with your mod?
Commisar Jon Fuklaw  [author] 4 Oct, 2021 @ 10:10am 
Neat. Guess I'll add a planereq. I also guess Pale Ones just got a new weapon.
Endovior 4 Oct, 2021 @ 4:43am 
Build Pilings is castable in Agartha (provided the caster is on Rock Ground), but terraforms the corresponding location in Elysium instead... completely disregarding whatever happens to already be there.
Endovior 4 Oct, 2021 @ 4:37am 
From the code, city distance is 7 tiles.
mauritzfredrikvonsydow 4 Oct, 2021 @ 4:24am 
You haven´t included in the tooltip how far apart Dwarven Cities need to be, any hints?

Also, thank you for all these mods, they´re great, you´re great
Commisar Jon Fuklaw  [author] 1 Oct, 2021 @ 1:32pm 
Daughters of Dvalin can make new cities, provided they arent too close to other cities.
Florence 1 Oct, 2021 @ 9:51am 
Amazing mods - the entire set, but a quick question after playing a decently long game as them and having unlocked most ritual, but how does one make a new Dwarf City? Does the mine just automatically upgrade upon a divine marriage or am I missing something very important?
Commisar Jon Fuklaw  [author] 29 Sep, 2021 @ 5:53am 
Considering I didn't even touch ballistae, no I didn't.
catfoodbob 28 Sep, 2021 @ 9:04pm 
you removed mountain move from the ballistae
Anxarcule 25 Sep, 2021 @ 11:50pm 
Oh that makes so much more sense now - thanks :)
Commisar Jon Fuklaw  [author] 25 Sep, 2021 @ 10:58pm 
A note: The buffs last 1 turn.
Anxarcule 25 Sep, 2021 @ 10:49pm 
...I would also suggest that this would need to be limited to a dwarves city or fortified location (where there are presumably forges).

The [spolier] regen [/spoiler] buff is a bit much IMO - what could make this more interesting would be to only allow this ritual to be cast if you conquer an earth plane citadel, it would add more flavour... can also have similar unique buffs for conquering citadels in each plane if you want to get crazy.

Thanks so much making this mod!
Anxarcule 25 Sep, 2021 @ 10:48pm 
Early-mid game playing with this mod and it is a ton of fun - really adds good flavour to the dwarf queen faction. In my play through I was lucky to start off at what seems to be a corner of the map so I have my front fortified position and have build up a massive amount of coal mines, and a few gold/silver/iron mines to so I have a pretty strong economy. I like the fact that you don't really need to explore and take over villages to succeed.

A few items of feedback, specifically about the lvl 3 rune master rituals that give permanent buffs - the ability to do this for your entire army is a amazing flavour wise but bit OP in my opinion. I would suggest to add a tooltip that suggests only buffing 5 units at a time for the cost (25 gems to give 100 units +2 armor permanently is pretty nuts, but doing it for 5 units at a time makes more sense)... since this buff costs 0 movement it could be this is what you had in mind.
Commisar Jon Fuklaw  [author] 24 Sep, 2021 @ 6:10am 
As expected. Other modders and I have noticed that a side effect of every mod being modprio 5 by default is that loading saves with multiple mods will break said saves, as there's no guarantee that mods will load in the same order upon loading a save or re-opening the game.
Empereur Raf 24 Sep, 2021 @ 6:08am 
Ah yes, that make sens, but two mod weren't updated yet so that wasn't that, dynamic elysium don't seem to get that updated.
Empereur Raf 24 Sep, 2021 @ 6:07am 
Okay it seem to have made it work
Commisar Jon Fuklaw  [author] 24 Sep, 2021 @ 6:06am 
Bear in mind that if manually setting modprio doesn't work, then one (or both) mods have been updated, causing the problem save to be corrupted. There is no fixing that.
Empereur Raf 24 Sep, 2021 @ 6:04am 
Alright, amma gonna try to do that
Commisar Jon Fuklaw  [author] 24 Sep, 2021 @ 6:02am 
Try 6. If that doesn't fix it, try 4.
Empereur Raf 24 Sep, 2021 @ 6:01am 
Alright i see, but which modprio i should make for the dynamic elysium ? it's the only other one i have and am not sure which order work.
Commisar Jon Fuklaw  [author] 23 Sep, 2021 @ 4:17pm 
Vanilla issue. Multiple mods enabled will break saved games. If it's only a couple of mods being used at the same time, you might be able to restore your save game by manually adding a modprio value in each enabled mod's .c5m.
Empereur Raf 23 Sep, 2021 @ 8:06am 
Hello, i have been wondering something, been playing your different mod but i notice a bug that happen with a few of them (like the dwarf am playing right now) and some other mod who change the roster, like the necromancer one i forgot the name.

when i reload a game after leaving the game, it's happen that like, a lot of unit change type or just become an another unit entirely, like having all my barbarien be turn into infernal king, or having one of my dwarf conselor being turn into an infernal emperor. I don't know if this as to do with the mod alone, or the fact i also use dynamic elysium but this can just fuck over a campaign i do because it's sometime only happen to me, or sometime, it happen to the other AI. So ya was wondering if this was normal or if there is a way around it or not.
Commisar Jon Fuklaw  [author] 22 Sep, 2021 @ 2:03pm 
I will. Just not today. I have one final vanilla class mod to put out before I do.
Fored 22 Sep, 2021 @ 11:12am 
Very cool mod, and your other overhauls are excellent as well, do you think you'll put them all in one big compilation or would I just need to download them all then tweak them so they're compatible if that's possible?
Commisar Jon Fuklaw  [author] 20 Sep, 2021 @ 12:03am 
All savegames are broken now.

Update:

Sprites:
All dwarf units now have their own sprites.

Units:
(Hopefully) finally fixed both Chosen of Dvalin's ritpows.
Fixed melee weapons of Ancient Councilor and Chosen of Dvalin.

Weapons:
Slightly nerfed musketry to bring it into line with the new mod (which is just waiting on sprites).
Fixed musket projectile visuals.
Musket sounds added (alas the sample is a bit quiet).
Commisar Jon Fuklaw  [author] 13 Sep, 2021 @ 5:53pm 
Then the city you are attempting to found is within a 7 tile radius of the nearest dwarf city.
lucky_saint 13 Sep, 2021 @ 4:59pm 
yeah i tried that but when i upgraded the mine to silver it wouldent let me make a dwarven city
it already had a dvala in it