Conquest of Elysium 5

Conquest of Elysium 5

Engineer
36 Comments
marshmellowtree28 1 Dec, 2024 @ 9:29am 
This mod is an absolute game changer used it with scourge and since the pillars drain life and turns towns into ghouls I built rings of towns around a pillar and had over 100 ghouls however the towns were drained to ruins very thematic. great fun.
Feraa 30 Jun, 2023 @ 4:08pm 
On the contrary. It works for some modded classes, but not others. I've played a plethora of modded classes that can recruit Engineers. Alas, the Isekai class does not seem to be one of them.
goddragonemperor 30 Jun, 2023 @ 2:31pm 
Does not appear for modded classes. Ive been maining the isekai mod and no matter how many villages or cities I conquer I can't get one to appear in recruitment. Even Bakemono get the Engineers.
Kazeck 1 Jan, 2023 @ 1:26am 
Does this work for the maharaja?
Feraa 31 Dec, 2021 @ 10:33am 
And ignore that last bit. After scrolling through every bit individually, I found those numbers under "Monster Modding Numbers" instead of "Terrain Modding."

I dunno WHY, but I found the values. Only thing left is to test it.
Feraa 31 Dec, 2021 @ 10:31am 
Yeah, I mean, I have a bunch of others set up like ports and guard towers and the such. But I want to copy the "Clear Terrain" ritual, but to clear swamps into plains. I would assume the "terr: -#" is the required type of land, but then I ain't sure cuz both of the clearing rituals only have one value there, even though they work for both forests and jungles, and hills and mountains.

I did look at their website, but I couldn't make heads or tails of it lmao
Osmodias  [author] 31 Dec, 2021 @ 9:17am 
See comment below mine, basically you just copy an existing ritual but change the land tile numbers theres a before value that would be changed to swamp so the builder is required to be in a swamp. The afterloc would be whatever you want to be replaced with the swamp like a plain so just have to find the # for both of those in the map editor. They also have some documentation on their website that details what all the terms mean and some of the land values.
Feraa 31 Dec, 2021 @ 3:03am 
So, yeah. You're not wrong that it's pretty easy to adjust, as I've done so myself once I found out where to find building IDs. But given my newness to fucking around with this sorta stuff, can you tell me how I'd go about setting up a "ritual" to clear swamplands? I don't quite understand it well enough to tell yet.
Osmodias  [author] 30 Dec, 2021 @ 8:57am 
FYI havent updated this mod in a long time, may take a stab when i get back into COE5. Is fairly simple to use it as a base and adjust it as you see fit or copy it to make another mod.
Drochuunibyou 11 Nov, 2021 @ 7:13am 
To anyone who wants engineer to build library: navigate to Steam\steamapps\workshop\content\1606340\2585490850
open: Engineer.c5m
navigate to newritual "Build Castle"
copy it
change alterloc 22 to 13 (for level 2 library) or 88 (for academy of magic)
change ritual name and description if you want to
Enjoy.
hashed brown 18 Oct, 2021 @ 10:05am 
Cool mod but very glitchy
Suspicious Wizard 15 Oct, 2021 @ 7:38am 
Seems like kobolds turned their home base into a watch-tower. Bug?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2628532299
Biohazzard1602 4 Oct, 2021 @ 10:31am 
Seconding BLloyd's request for rituals that restore ruined sites.
Feraa 25 Sep, 2021 @ 3:47am 
I mean, it's not a NEW class that I speak of. It's the same old Demonologist. Would that still end up changing it?
Osmodias  [author] 24 Sep, 2021 @ 7:41pm 
With any custom classes they have to be manually added to the mod file (not hard just copy the same formatting at the bottom of the c5m mod file for other races and add 1 more number) but you have to find out what class # they use for the custom class. For example the normal classes use 1-25 or something past that they need to be added so if a custom mod used 40 as their mod class number you would add that + copy the formatting under one of the existing classes to determine the chance of spawn, all can be done in notepad. You likely have to open up the c5m mod file from the custom class mod to see what # they use and then use the same in this mod.
Feraa 24 Sep, 2021 @ 7:29pm 
Similar to sina-bit, I was playing a game with the WarInHeaven mod, for improved Demonologists and Voice of El. I played with two players, the Demonologist and the Tribal King. The King got MANY engineer offers. The Demonologist never got a single one. Rip?

Can't wait for more options in building with the engineer. Would like a chance to make mountains into mines instead of just tearing them down. Or, at the very least, turn them into hills instead of plains, so as to still get production from them. You've mentioned already that you're working on expanding their options, so I'm gonna throw that out there.
BLloyd 19 Sep, 2021 @ 9:40am 
Would it be possible to give engineers some 'restore ruined location' type rituals that they gain at a lower rank but which can only be used in ruins?
sina-bit 13 Sep, 2021 @ 11:11pm 
I get much recruitment offers if i play a standart class. But i like to play the emperor mod / class.
But if i use this mod i get not one offer, at least not if i use emperor mod and enhanced scout mod.
The only possibility to get an engineer is to charm it from ai players.
Both mods dont work together. Is it possible to fix that? Would be very nice :)
Suspicious Wizard 10 Sep, 2021 @ 9:50am 
I believe its the dynamic and elysium and base defence mods interfering as they update. I just had all my games go weird where all my engineers in the field turned into balista commanders and all the ballista towers turned into journeymen engineers. That said they've never directly transformed in game, just on loads.

Unrelated to bugs it seems a bit silly how tough the engineers are considering they are old nerds. Why does the grandmaster engineer need triple the base health of a mage and 2 armor? They make decent thug chassis once they grow into big boys and they generate absurd wealth over time to boot.
Niu 9 Sep, 2021 @ 11:53am 
Does this work for custom classes?
Osmodias  [author] 9 Sep, 2021 @ 9:55am 
Eventually if i have the time i would like to expand the engineer to build a lot more things (at very high costs), also potentially to break it up into more faction specific versions so all forest dwelling factions would use one that has building options relevant to them for example. Also in regards to the Engineer growing into something unintended ive gone over it a few times and it shouldnt be doing that so it must be dynamic elysium since i have tested with quick start on mostly. Will likely just remove the growth aspect of the engineers and just have the buildings limited by higher costs so that it plays nicer with other mods. It should only be growing into units listed in the mod( the better engineers) so it is quite strange. Will likely fix it and update it in the next few weeks.
Sacred_Chair 6 Sep, 2021 @ 10:18am 
I know in the description you said the Engineer can build castles, but specifically, is it able to eventually build a King's Castle? While I'm at it, what about an Academy of Higher Magic and/or a Capital?
If not, is it a direction for this mod you'd be open to taking?
sausages 6 Sep, 2021 @ 6:30am 
My GM Engineer turned into Dreadful Knight after loading. Other mods enabled are Dynamic Elysium and Quick Start
Osmodias  [author] 2 Sep, 2021 @ 8:45pm 
could be clashing with other mods or a bug from the recent patch, mod is fairly simple and should only grow to better engineers. spawn chances and custom classes can be added in the c5m file under steamapps-workshop-content, class spawning is at the bottom of the file, you just need to know what class # its assigned so may have to look in the custom factions c5m file as well and then add that # and copy and paste the spawn chance info to the bottom of the c5m file. Libraries and temple construction will likely be added at very high cost among possibly some other class specific rituals. overall the costs for building are likely going to increase as it currently feels too powerful.
Suspicious Wizard 2 Sep, 2021 @ 3:37pm 
Loaded my game to find my engineer had turned into a rakshasa.
fadoodle 2 Sep, 2021 @ 3:12pm 
Anyone else have their engineer turn into an Infernal God Emperor?
Walrus Clan (Wally) 2 Sep, 2021 @ 10:27am 
What would you think about allowing them to construct libraries and temples?
Phenian 1 Sep, 2021 @ 5:12pm 
The architect sprite from Dominions would be cool for this
Rinxeris 31 Aug, 2021 @ 10:45am 
Does this mod work with other mods? Like the ones that add new factions? And i feel like the spawn rate for them should be changed somehow, opponent team as Bakemono kept getting engineer 1-2 turns after it got killed every time like wutt xD
maybe it was just my luck, but i never got one, but he got them always ;-;
Mental Motel 29 Aug, 2021 @ 5:44am 
Sounds awesome, gotta try it out now!
Osmodias  [author] 28 Aug, 2021 @ 5:30pm 
AI can use currently (not 100% sure its working though havent tested) but i added in limits so for example they can only build one castle or clear each terrain twice. all the rituals are 1-4 max for AI.
TheOneCalledWaffle 28 Aug, 2021 @ 12:43pm 
Agreed, the AI was awful with the CoE4 version. So many instances of my allied AI wiping out my starting base whenever I tried to play as dwarves...... and maybe a few times I myself hit the wrong button
Steelwin66 28 Aug, 2021 @ 7:52am 
I'm glad the AI cant use this!
Osmodias  [author] 27 Aug, 2021 @ 8:58am 
Added mines and some AI scripts, not sure if the AI is working as that is hard to test. Please comment if you notice AI using. They are limited to a couple of each ritual to prevent them going crazy with building.
Vrock 27 Aug, 2021 @ 5:22am 
Good. Nice addition. Could you make it also to build mines? Could be very useful for Enchanters.
Mental Motel 26 Aug, 2021 @ 3:36pm 
I wish the AI could use this!