Conquest of Elysium 5

Conquest of Elysium 5

MA Phlegra
41 Comments
Doppelganger 17 Jan @ 1:17pm 
what is this mod called in the mod list?
cold 7 Dec, 2021 @ 11:49pm 
Please make the name of the class (in the game setup) more descriptive so I remember what it is

or at least add a description
RALATHEHUNTRESS and Co 31 Oct, 2021 @ 4:37am 
Yeah it's fine to keep really, just something I notice myself which makes them not good at solo defence (which is very easy to exploit since the Ai for Tyrant normally doesn't leave any archers or anything else in the base to defend it and now I know how easy to take out their bases). Just brought it up encase it wasn't the intention for those ambushes to occur (at least with stealth it does fit in line with Dominion's version) but I don't have really any issues with it as I myself ensure there's more than just Ker normally ^^ in a base.
Nurhaci  [author] 31 Oct, 2021 @ 3:05am 
I agree ambushes at fortified locations are a bad feature. Though, the Ker should actually be invisible rather than stealthy according to the dominions mod inspector. Giving it stealth was to put it more inline with its counterpart. I could remove it people don't like it.. But I think there are some advantages to having a stealth unit guarding a location as long as you have another unit to prevent ambushes.
RALATHEHUNTRESS and Co 29 Oct, 2021 @ 8:50am 
Hey just to bring up a certain feature that makes Ker that you get from improve tower kind of bad at defending solo, with the stealth change you gave them. If they are the only unit defending an base, they will "ambush" the enemy army. Which means the fight will take place in a open space instead of the tower/keep. Allowing the Ker to get rushed down. Just bringing up encase it was a oversight on giving it stealth.
Sticky Baka 2 Oct, 2021 @ 8:41pm 
@Nurhaci I just loaded it up and I think they feel like the are in a much better place now, powerful, but not too overpowered, especially compared to some to the mages or spawns other factions can spam! Fells like a worthwhile investment to undo the curse now
Nurhaci  [author] 2 Oct, 2021 @ 7:23pm 
God slayer spears and pikes are now pierce weapons instead of dealing straight up magic damage, but are considered magical, along with the added fire damage. This is I change I have wanted to fix, because I believe only ethereal or ghostly weapons deal pure magic damage, while enchanted weapons lack the mundane tag.
Nurhaci  [author] 2 Oct, 2021 @ 7:06pm 
@Sticky Samson Since its more than one person in agreement, I raised the Gigas a bit more to 1000. I will be playing more hotseat to test this further.

As for the gigante hoplites, I agree they should of have been much better. They were some what neglected when I added armored cyclops, which were added for a request in an update. I originally wanted to give them god slayer spears. So, I reworked weapons a bit.

In this update, gigante hoplites now, have god slayer weapons that deal added fire damage as an extra effect, and are armor 3. Now you have them for 30 gold and 15 iron, but this cost should be nothing for late game. Hopefully this is a bit better. Cleanse Curse ritual is a bit pricier too, as 100 sacr was really cheap for a tier 3 caster.
Sticky Baka 2 Oct, 2021 @ 10:53am 
I agree increased cost for Gigas is probably good because I had two that basically halted the AI and gave me map control by like the 5th year or so.

I would say that maybe the Gigante Hoplite should get a slight buff, I was looking at the stats between Cyclops hoplites and Mekonese hoplite and Cyclops are slightly stronger but Gigantes were better equipped and skilled.

I think since its late game maybe giving them a better attack roll or maybe two attacks would be a good compromise? Cyclops still have the javelin and tougher which relates to dominions? I get they should be a bit weaker in some ways because they are mass producible but they are also an end game investment.

Over all i think its in a good place, but having the Cyclops being straight up better in every way feels off.
RALATHEHUNTRESS and Co 2 Oct, 2021 @ 8:17am 
The 900 blood cost is an good cost right now to see, just somewhere close to 1000 or in the 1000 range. Since they are 100% going to be under your control compare to the Demonologist who despite offering 1000 blood have only an 30-50% chance of even having an demon lord under their control (which means if it fails then alot of losts for the demonologist both in resource and troops to defend themselves against the lord). Plus Gigas can have regen through their spells and that just means they can outlive every enemy (alongside the cyclopes or other troops in the army).
RALATHEHUNTRESS and Co 2 Oct, 2021 @ 8:05am 
Yeah I get your reasoning, if you compare to Demonologist who has pretty much the strongest base game commanders then they do get them a bit cheap. Tho it's hard to balance around the comparison of them tho since they have an high chance to fail at low blood costs and still can fail the summon lieutenant spell at max blood (happen enough to me), I did open up a hole to the infernal to try out your Gigas commanders and they can pretty much solo most of the infernal force. They only have one issue against the infernal and that is the Hellbind Heart ability that greater devils can use (alongside the charm assassination ability from the succubus but this is an weakness that applies to all commanders). Tho if you back up 2 or more Gigas with a few cyclopes and you pretty much can hold the tunnel to the infernal forever. I do think they lose out to the demon lords (haven't tested it much) but that should tell you Gigas are either on par or almost on par with them.
Nurhaci  [author] 1 Oct, 2021 @ 8:28pm 
Thanks for the advice! I've changed Gigas to a 900 for now to compromise, though I am going to do a playthrough to test a bit more, because I am hesitant to go into the 1000s. I do agree they were kind of cheap for late game economy, which is really hard to balance for, especially because the tyrant does not have random rituals and more to invest in. The reason they were so cheap before was to compete with the demonologist who could pump out tier 3 mages with the summon lieutenant spell. I might tweak it a bit after future playthrough .
RALATHEHUNTRESS and Co 1 Oct, 2021 @ 2:15pm 
Besides that had alot of fun in my games as Tyrant, thank you for making an similar class to Troll King (love the play style).
RALATHEHUNTRESS and Co 1 Oct, 2021 @ 2:14pm 
Yeah don't worry about breaking saves, it happens at some point for mods and the game developers updating. Anyway just want to say that I'm really enjoying the class, my only issue with it is how cheap the ritual "free gigas" is compare to "old allies". The 500 blood cost is very cheap for those commanders as they pretty much can solo most things, also on top of that I find myself spamming them nonstop since there isn't any other reason to use the" old allies" summon while it is just 500 blood, even the Ai seems to spam free gigas nonstop without issue. I recommend increasing it's cost somewhere in the 1000 range, keep in mind that for Demonologist that baseline the summoning the demon lords (who are similar in power to the gigas) is 500 blood but has an very low chance of being under the demonologist control, even if they offer 1000-1500 blood it still is an massive risk. That's why maybe put the cost of it over 1000 but not over 2000.
Sticky Baka 29 Sep, 2021 @ 12:02pm 
Oh no the developer update! Thats normal happens all the time!
Nurhaci  [author] 29 Sep, 2021 @ 9:22am 
Ah sorry to hear that. Last update changed just one number in one line of code, but it still broke saves it seems. I'll try and update less frequently in the future.
Sticky Baka 28 Sep, 2021 @ 11:17pm 
Well I'm super excited to see more, this is the most fun class ive tried on the workshop so far and I hope more Doms comes to CoE. But im also excited to see what else you come up with!

Also the update broke saves which is Nbd, but using the mod on the new update i noticed at the very least, the unit sprite sizes are messed up haven't seen any other issues though!
Nurhaci  [author] 27 Sep, 2021 @ 3:36pm 
Thank you! I have experimented with Ind and Vanheim in private, but I am not happy with the rituals and balancing, so they are on back burner. I am playing around with several oc non dom classes right now though, but those are all in early test phase too.
Sticky Baka 26 Sep, 2021 @ 9:08pm 
Amazing mod im enjoying it immensely! Have you considered doing any other classes from Dom?
Alpharius 30 Aug, 2021 @ 1:42am 
Nice
jdr196 29 Aug, 2021 @ 6:14pm 
Pretty good mod, can use some more descriptions for flavor.
Kratzramanis 29 Aug, 2021 @ 10:06am 
good work....thx
Nurhaci  [author] 29 Aug, 2021 @ 7:50am 
@thouit Did you reload a save?I couldn't get your specific error with hellgate, but I was getting some bizarre saves with hellgate loaded, but this doesn't seem to be a compatibility issue. Phlegra and hellgate are too simple to cause issues between each other. I cant tell if this was a problem on my end though, as coe5 kept switching my mod files between the source and workshop files after games, ruining saves for some reason by swapping units around. But, that wouldnt affect you at all, just me. There was a funny short Tyrant bug though, where his sprite was squished.

After resubscribing to my mod to force an update, new saves made with the updated version in new games are not messed up for me, I deleted the old saves though. I don't think its a compatibility issue. I've heard other mod creators are having trouble with updates ruining saves. My source files for the mod couldn't recreate this issue either. Did new games with my new update fix anything?
thouit 29 Aug, 2021 @ 1:36am 
For some reason monster dogs and helote archers are spawning as large units for me (catapult size.) the only other mod i had was safe hellgate
wSlayere 27 Aug, 2021 @ 3:08pm 
thanks and you rock
Nurhaci  [author] 26 Aug, 2021 @ 3:23pm 
The cyclops chief wasn't intended to have boulder. I kind of just meant him to be a basic commander. Though, you are right about his price being bit high. I have reduced it a little because at times he could be slightly more expensive than a Hypaspist, which is clearly wrong. Also I have moved him to mid rank because all vanilla melee commanders are there.
wSlayere 26 Aug, 2021 @ 11:03am 
you rock man, keep up the great work!!
neoseh98 26 Aug, 2021 @ 9:16am 
@nurcahi, thank you very much for your answer, and you being proactive! Sorry if my last message was either disrespectful, or out of bounds.
And once again, thank you for your time!
Nurhaci  [author] 26 Aug, 2021 @ 8:44am 
@neoseh98. I liked your armored cyclops idea because the tyrant doesn't have enough things to spend iron on. I have added some new cyclops hoplites and an armored hurler. I also added a new tier 2 caster and human unit who can gather slaves. I might add a new commander who can cast tyrant rituals, but I probably need to cobble together a new sprite for such a commander. Until then, new tyrants can sometimes be summoned with the "Summon Ancient Allies" ritual. Thanks for the suggestions! Btw, yes, giants, cyclops, and are the only units who can be recruited besides humans.
Nurhaci  [author] 26 Aug, 2021 @ 6:44am 
@sina-bit I might look into this, but I can't guarantee 100 percent compatibility with other mods, unless I have played them and have listed it in my description. This class does not touch upon the senator at all, as zelosdomingo has said. So, I don't even know if this something I can fix on my end.
Nurhaci  [author] 26 Aug, 2021 @ 6:20am 
@wSlayere They should be fixed now. I think I messed them up when I was playing with their weapons inbetween updates. Thanks for tell me!
neoseh98 26 Aug, 2021 @ 5:29am 
First of all, I love the concept of this mod, and thank you for the work, but maybe a bit of the execution has left me wanting.

A few questions, and maybe a couple of suggestions:

How do you get access to anything other than Cyclopes, Ettins, and Hill giants? Or do you not?

Can you ever upgrade the cyclopes into armour wearing ones or are you stuck? Maybe in like Brass Citadels you can upgrade them? Would be pretty neat if that was a thing.

I would have loved for an access to like a "mid" caster, like the Troll King gets Troll Shamans, maybe Cyclops Shamans or something along those lines? With up to like 2nd level spells? Also, any other casters that can do rituals would be a stupendous help, as well as maybe access to more slavers, the Tyrant/Despot is a bit too important to have him parked in a settlement spamming the command to grab slaves.

Access to Elder Cyclopes as a kind of late game thing would be pretty awesome as well.
sina-bit 26 Aug, 2021 @ 1:17am 
Hm, my english is very bad, sorry
The emperor has many regular troops you can recruit every day. Regular soldiers like hastus and veles and so on. It was able to recruit thim every turn until turn .. 20-30, than they all was vanished and instead there were the regular giant troops.
Also the special troops like mages, witches, necros and so an was replaced with giants, cylclops aso.
wSlayere 25 Aug, 2021 @ 10:40pm 
Helote archers never seem to use their bows. never seen them ever get a kill and when i watch a fire they never fire. fun class so far though.
zelosdomingo 25 Aug, 2021 @ 10:33pm 
@sina-bit no it doesn't, what you're describing is what happens when whatever mods you're using add or remove units and then you try to load a save game that had more or fewer units. It screws up the unit list.

This mod doesn't touch the recruit lists of anything but it's own class.
I love to Murder! 25 Aug, 2021 @ 5:29pm 
Cool Mod need more of these dominions conversions.
sina-bit 25 Aug, 2021 @ 1:03am 
The mod overwrites the recruittable of other mods. I played emperor-mod and this one. The first about 20-30 rounds all worked fine and than i could recruit only cyclops and a few giant troops; all the veles, catapults and so one was gone, at least the mage classes.
Nurhaci  [author] 24 Aug, 2021 @ 3:06pm 
Thanks for the help! I have fixed the Gigas' weapon to spellweaponbonus, which allows him to cast while shooting. I have just tested it and he appears fixed. I have added an Iron mine to the start, but have added some iron costs to rituals that improve the tower and lowered the sacrifice cost a bit, because the tyrant doesn't have enough things in early game to spend iron on and needed it, as heavy hoplites wont arrive until late game. So I hope that helps his start a bit.
His Rotundity 24 Aug, 2021 @ 1:55pm 
A few minor notes: Firstly, you start with no income whatsoever, which is very unlike any other CoE class which at least starts with something. You have a guard tower and nothing else: no mines, hamlets, villages, or whatever. Secondly, the Gigas unit will not actually use its spells in combat because of its Boulder attack - it prefers throwing its rocks to casting any in-combat spells, so you may want to remove its boulder attack. Otherwise, an interesting and enjoyable class mod that feels fairly balanced and in-line with the general level of the other classes.
Rough 24 Aug, 2021 @ 11:06am 
anything that leads to laestrygonians is a win in my book
Dr. Uncredible 24 Aug, 2021 @ 9:35am 
Very cool concept. Trying it!