Conquest of Elysium 5

Conquest of Elysium 5

Crafting Guardian
22 Comments
Malware Mal 24 Aug, 2023 @ 9:45pm 
After using this mod for most of my later gameplay it really is one of the better ones that addresses a lot of basic start up concerns while adding crafting but those guardians are way to tough at level 3.

Going through 2 of these things, plus gates, siege, and the 300-500 trash units a AI will stack can can be such a hassle unless you're running around with some t3 magic or units. That or 40 ballistas which is a hassle and drain on early to mid game economics. Considering how the game has a habit of dropping factions right next to each other even on the largest map while leaving other areas uninhabited means you end up clashing with a factions capital early on with no means to get rid of it. This results in you being constantly harassed behind your main lines. while you deal with other Ai beelineing you.

To anyone who uses this mod, personally I recommend you go into the file and tone these guys down just a bit.
god_of_gaming 7 Aug, 2023 @ 10:28am 
vannila faction get 2 craft gaurdians modded gets 1
catfoodbob 14 Feb, 2022 @ 3:05pm 
Heres a thought, Maybe make the crafting resource unique and you get it from places like "Void Gates," and can craft items with that, cause getting just gold and trade is not that great.cause it is mostly preferential to just benifit from the gold.
catfoodbob 14 Feb, 2022 @ 10:40am 
Tried making guardian in multiplayer and it did not spawn.
Nemo  [author] 9 Dec, 2021 @ 2:00pm 
Latest patch seems to have broken the event that spawned the Guardian. I now hardcoded the spawn for all vanilla classes, so at least for those it will work again.
I left the event in as well, in case a future patch fixes it again.
The Cutest Elemental~ 9 Dec, 2021 @ 1:04pm 
When I use this mod in single player it spawns a non commander Guardian statue which does not seem to have ritual crafting, is there any way to update it so it does work?
Nemo  [author] 18 Sep, 2021 @ 9:00am 
@cowboyana: Seems to be a common problem with many mods this patch. The Guardian is spawned by event for better compatibility with other mods. Unfortunately it seems this patch broke something in modded events. Let's hope they fix it for 5.07.
In the mean time you can always open the mod in a text editor and spawn the Guardian manually for each class.
cowboyana 16 Sep, 2021 @ 11:49pm 
Hey, this seems to have stopped working with the update! This is the best mod of its kind by the way.
Nemo  [author] 3 Sep, 2021 @ 3:34am 
Yeah, that stuff seems to happen to existing savegames when mods add new units. Each modded unit type is apparently dynamically assigned a unique id number when the mods are loaded. These id numbers are how unit types are tracked in savegames.

If a mod adds a new unit, all subsequently loaded mods will have their unit id's shifted by 1. The savegame won't know this and so what used to be a chest will now reference a dwarf, with some properties derived from the save and some from the now-changed unit definition in the mods.

I don't think it can be helped beyond not updating mods. If someone knows a way to solve this, please let me know.
sina-bit 3 Sep, 2021 @ 1:04am 
Well, now (starting the game) something very strange has happened. Where most chests has been bevore ending the game now strange dwarfs are standing, holding the rest of the stuff inside the chests. But all with less hp.
Some chests are named now and wandering around. But the most weird is that the ultimate guardian is no longer in the ancient forest where it was. Now he is in an library 4 squares away from the forest but nameless and so useless, i cant activate it and so also use no rituals. He also has less than half hp.
Maybe there was a fight against the chests at turn ending but now idea why he is nameless and at other location. Seems different mods dont work with others :(

Also are much ai named chests wandering around, most with 10-20 nameless units, all small units like warriors and archers.
Nemo  [author] 2 Sep, 2021 @ 10:12pm 
@sina-bit: You should never have more than 5 chests at the start of a turn, one of each type. They're basically set to kill each other when the turn ends, but each ritual has to spawn a different chest type for the crafting to work properly and different types can't kill each other right now.

I'll take a look at that CoE4 mod, maybe they have a better solution. Thanks for the suggestion.
sina-bit 2 Sep, 2021 @ 8:54pm 
A nice idea with the treasure chests. But now i have a lot of useless empty chests^^
The CoE4 mod populos (or so) also gives treasure chests but there every chest has the fuction to seltdestroy it. It would be fine if it would be possibel here too.
Releman 2 Sep, 2021 @ 3:31pm 
Fair enough, I know nothing about modding, so thanks for the explanation.
Nemo  [author] 2 Sep, 2021 @ 1:14pm 
@Releman: I took a look at that mod, and unfortunately it's a bug on their end so there's nothing I can do.

The author has hardcoded the ritual number for his newly created ritual power sets. Unfortunately the program assigns those numbers sequentially, so if my mod gets loaded before Fungal Fright the executable has already assigned that ritual power set number and so his newly defined Lake Troll rituals get assigned to the Guardian.

He needs to define a newritpow, create his rituals without manually assigned the ritpow number so they get assigned to the last created set and then immediately needs to define the units using that ritual with power 0 <lvl> (meaning last created power set) before defining the next ritual power set. Otherwise he will keep running into compatibility problems with other mods that define new ritual power sets.
Releman 2 Sep, 2021 @ 12:55pm 
Minor compatibility oddity: With the Fungal Fright mod, the starting guardian gains the Lake Troll's rituals.
Dread Sovereign 1 Sep, 2021 @ 11:07am 
Thanks, nice addition and instructions for changing values.
Nemo  [author] 1 Sep, 2021 @ 10:03am 
Not possible as far as I can find. The modding commands offer no control on the specific items being spawned, merely what type it is. And no matter what I try, the item never seems to be picked up by another unit when the chest is destroyed.

Getting a cursed item indeed sucks, but this is a RNG-heavy game after all so it somewhat fits that sometimes the ritual "fails".
Mohreb el Yasim 1 Sep, 2021 @ 9:50am 
@Kilawa, i don't think that is possible at the moment in modding of CoE5
Kilawa 1 Sep, 2021 @ 9:42am 
You might want to make something that prevents the chests from making Cursed items. If they can't transfer them then it'll just be a waste of money
Arvay6 31 Aug, 2021 @ 11:01pm 
Hmm sure thing, thank you for making the mod though
Nemo  [author] 31 Aug, 2021 @ 10:54pm 
Not really planning on releasing multiple versions, but you can easily change it yourself to whatever suits you.

Go to \steamapps\workshop\content\1606340\2590412259 and open Crafting Guardian.c5m in a text editor. There's three sections called "newmonster" which defines the three Guardian levels. In each of them there are properties called "gold", "iron" and "trade". Simply change those values or remove the lines completely.
Arvay6 31 Aug, 2021 @ 4:27pm 
the gold and trade particularly are way too high, any interest in making a version that's less OP? I like guardians but without the economic advantages