Conquest of Elysium 5

Conquest of Elysium 5

Conjunction Of Spheres - An Overhaul for Kobold King and Warlock
54 Comments
Commisar Jon Fuklaw  [author] 7 Dec, 2021 @ 3:06am 
I know. I saw.

Update:

Recruitment:
Updated recruitment table to reflect recxcost fix.
Lesser elemental gem cost reduced 20% to make early game a bit more bearable. This may or may not have been a massive mistake for mid-game balancing.
Zonk 6 Dec, 2021 @ 3:18am 
"recxcost can now be used 2 times on same recruitment offer" (and it will actually work, enabling units that cost 2 different special resources).
Thought you might appreciate the reminder; I previously reported that you were using the command twice BUT it was only one working once.
pollenuage 15 Nov, 2021 @ 2:31am 
Hi, thank you for this mod, so much fun!
Question about warlock : when I build a tower of elements (with an earth warlock) in Agartha, no recruitment available (not even occasional recruitment such as mages, artifacts etc...); when I build a tower of elements (with an Air warlock) in the skies, only cloud dwellers are recruitables. Is it intended?
Commisar Jon Fuklaw  [author] 23 Sep, 2021 @ 11:38pm 
-51 is earth citadel. It's a text issue.
[KWSN] fear the beard |_CM_| 23 Sep, 2021 @ 11:29pm 
just did a clean install of the mod and it's still the same.
Line 360
newritual "Link Citadels"
ritpow 21 # Earthlock
level 3
free
cost 10 250
terr 29
nearby1req 47
portalroom -51 # Fire Citadel
noportalreq 1
closewin
descr "The Great Warlock of Fire endeavors to connect his tower with the Citadel of Fire. Must be cast in a Tower of Elements built by a Warlock of Fire."
The rest are fine, it's just the Earthlock.
Commisar Jon Fuklaw  [author] 23 Sep, 2021 @ 4:22pm 
Old version.
[KWSN] fear the beard |_CM_| 23 Sep, 2021 @ 8:18am 
I made a frustrating and sad discovery. the Earthlocks Link citadel spell is the firelocks link spell.
Commisar Jon Fuklaw  [author] 21 Sep, 2021 @ 8:43pm 
Elaborate.
The Cutest Elemental~ 21 Sep, 2021 @ 8:19pm 
Thunderclouds are OP, not gonna lie.
Commisar Jon Fuklaw  [author] 21 Sep, 2021 @ 12:33pm 
No. Clearly their shockres is not high enough. I swear Thunder Clouds are overtuned.
finbikkifin 21 Sep, 2021 @ 10:07am 
Are Warlocks of Air meant to die while they're gemhunting?
The Cutest Elemental~ 21 Sep, 2021 @ 8:25am 
I can not wait for te next mod to be dropped!
Beardynoise 21 Sep, 2021 @ 5:34am 
The scout thing *does* give Warlocks a noticeable weakness, though I'm pretty sure they got them in vanilla. Tbh it's a good weakness (if frustrating at points) but certain summons - firebirds from Greater Fire and all Lake Trolls from Greater Water *do* have keen senses, so you can get some scouting units that way.
Devil's Advocate 20 Sep, 2021 @ 5:36pm 
Huh, I had always assumed that I just got unlucky. thanks
Commisar Jon Fuklaw  [author] 20 Sep, 2021 @ 4:43pm 
Warlocks don't have scouts. They never did.
Devil's Advocate 20 Sep, 2021 @ 4:40pm 
Do warlocks have scouts and I am just really unfortunate or do they have no scouts at all?
Commisar Jon Fuklaw  [author] 19 Sep, 2021 @ 3:11am 
Yes? No? Maybe? I don't know. Could you repeat the question?

I haven't added AI pointers to all the empire building and terraforming stuff yet (on the TO-DO list for compiling everything), so it probably has no idea where and how to use those rituals. It should be capable of using summoning and promotion rituals without issue, and should properly raise dead en masse as necromancer. Or at least I hope as much, else AI literally can't play necromancer.

Even once I do put down AI pointers, the AI will never fully understand the intricacies of empire building, especially for the more complex patterns that I've been requiring since nearby<x>req got added back in 5.04.

TL;DR: I dunno. Probably not very well, but AI play will be improved. For a lot of classes, you are probably better off subjecting yourself to the horrors of social interaction with other people.
Curious 19 Sep, 2021 @ 2:35am 
Hey Commisar, regarding all your mods together, do the AI actually use the abilities and such, or should a person fight none modded AI with higher difficulty?
Commisar Jon Fuklaw  [author] 19 Sep, 2021 @ 12:12am 
That's the result of corrupted saves.
Stalin Boy 18 Sep, 2021 @ 10:13pm 
Lake Troll King has rituals from Senator, otherwise good so far.
Thoth 18 Sep, 2021 @ 9:58pm 
I thought maybe it was on purpose after I pointed out the Link Citadel thing out and it survived this long. Glad to see it getting fixed.
Commisar Jon Fuklaw  [author] 18 Sep, 2021 @ 3:13pm 
Now how the heck did I manage that? Oh well. Easy to fix, as with all things.

As for the gem deposits: I probably shouldn't have changed how they work at the last second without thinking of the second order consequences.

Towers is a known issue that I must have forgotten to put in the description.
Escherichia Coli 18 Sep, 2021 @ 1:27pm 
apologies for imposing, but all Link Citadels rituals are broken:
Warlock of Air has the Water ritual;
Warlock of Water has the Fire ritual;
Warlock of Earth has the Air ritual;
Warlock of Fire has no ritual.
A visual/functional nitpick in that the Gemhunt rituals create desert terrain when cast regardless of prior environment. If i may suggest, perhaps a modified deep earth gem deposit would be more useful for the Warlock of Earth, as well as a thunder cloud for Warlock of Air and enchanted current/deep sea gem deposit for Warlock of Water.
Not sure whether intentional or not but constructed towers seem to generate a random gem type regardless of constructing warlock type.
Altogether i like the ideas, very nice mod and very nice work!
Commisar Jon Fuklaw  [author] 17 Sep, 2021 @ 5:51pm 
Oh look, another issue with Stone Warriors. I really should've double checked them when I got the first report of a transcription error.

As for the recxcost issue, I'm not too torn up about it. I probably wouldn't have even caught it unless I took some time to actually play CoE5, and there's a decent enough workaround available.

Update:

Recruitment:
Another fix for Stone Warriors.
All paraelementals now cost random gems.
Piggy85 17 Sep, 2021 @ 2:26pm 
This will go in the collection
Zonk 17 Sep, 2021 @ 11:31am 
PS: I put a request to allow recxcost more than once per unit, for now, you could use what I did as a work-around...add the para-elemental unit TWICE to the recruitment list (with reduced chances, and keeping in mind the second chance will only trigger if the first fails; I used 10&12% for roughly a total 20% chance, since the 12% is only checked 90% of the time), and making the unit cost 10 gems of one type only (instead of trying to make it 5-5)
Zonk 17 Sep, 2021 @ 11:29am 
Hi, someone reported a problem using both my Warlock Recruitment Mod and this one, so I went and checked things and it looks like you made Stone Warriors cost air gems (Diamonds) instead of earth (emeralds). Also you used recxcost ... ... twice for the para-lelemental warriors, but it only works once.
Dyantier 17 Sep, 2021 @ 11:21am 
My friend, you are the best.
Syrup Drunkenface 16 Sep, 2021 @ 11:57pm 
Elementalist thumbnail. You a fan of Mage Wars?
kappa 16 Sep, 2021 @ 4:53pm 
Well done Commissar, you read my mind
kappa 16 Sep, 2021 @ 4:53pm 
Dude you're a fuckin saint.
Kazeck 16 Sep, 2021 @ 10:36am 
Haha Thoth, Commisar certainly has changed the balance/style alot, I really enjoy being able to Econ, especially the Voice of El and the Senator, I can't wait to see Baron and the scourge lord, but yeah Commisar really needs to sleep.

Don't die on us, who else could finish the Great Work if you weren't here?
Thoth 16 Sep, 2021 @ 6:58am 
Is there time for sleep when you're rewriting an entire game?
Commisar Jon Fuklaw  [author] 16 Sep, 2021 @ 1:18am 
Right, no idea why I thought poison was 7. Or why I left those rituals half-finished when I just looked at them . Remember kids: Sleeping more than once every three days is generally considered a good idea.

Update:

Rituals:
Various fixes for things that I should have noticed.
Greater Drake Summoning now costs 3AP.
Text updated.
Lord Carson 16 Sep, 2021 @ 12:47am 
The Black Kobold poison javelins deal magic damage instead of poison, Gemhunt(Earthbold) ritual doesn't have the the restrictions as the other Gemhunt(Kobold) rituals, Dig For Gems(Firebold) different name then the others with a different range (5to3) then the others unless intended. Maybe put within lair range restriction in description.
Commisar Jon Fuklaw  [author] 16 Sep, 2021 @ 12:19am 
Feedback was noted and - in this case - rejected. Then you made a stink. Then you raised more of a stink when I told you to take 5 seconds to tailor it to your own desired.

Notice a pattern? Get off your high horse.
Lord Carson 16 Sep, 2021 @ 12:03am 
Another great mod to add to the pile of great mods.
Arvay6 15 Sep, 2021 @ 11:12pm 
Or you could just not be extremely pretentious and take feedback?
Commisar Jon Fuklaw  [author] 15 Sep, 2021 @ 10:47pm 
You were the one who decided to be a dick by raising a huge stink, Einstein. Don't be surprised when people don't like getting told how to do whatever it is they do.
Arvay6 15 Sep, 2021 @ 9:38pm 
No reason to be a dick about it, but alright if you want to play that way I'll just use better warlock mods.
Commisar Jon Fuklaw  [author] 15 Sep, 2021 @ 4:22pm 
Saves broken again, but the derp is fixed.

Arvay:
There is an abundance of generic human troop-reliant factions, half of which I've already greatly expanded upon and the other half I will this weekend when I have the art assets from Emperor Herb. There's zero reason for this to be an "issue". If it bugs you that much, do it yourself . You literally need only delete line 78 to restore standard troops.

My mod. My vision.
[KWSN] fear the beard |_CM_| 15 Sep, 2021 @ 3:25pm 
Sorry Commisar, found another bug to squash. Gem Hunt turns iron mines into kobold nests. (at least it does for the green kobold, haven't tested with the rest yet).
Arvay6 15 Sep, 2021 @ 2:49pm 
You could just not clear the recruitment and add on to it instead. That'd be more useful and keep a fair bit of variety for players who want it.
kequilla 15 Sep, 2021 @ 11:50am 
Ty
Kazeck 15 Sep, 2021 @ 11:38am 
Oh no, my friend's not the one bugging 'ya, I'm the one being irksome, sorry!
That said, nice fixes, thank you for the fast and efficient work!
Commisar Jon Fuklaw  [author] 15 Sep, 2021 @ 11:12am 
You have the "human" elementals and paraelementals. I'm sure you can live with that level of variety.
Arvay6 15 Sep, 2021 @ 11:03am 
Kobold changes are decent, not a fan of the Warlocks not having any human troops at all though. A roster of just elementals is a tad boring.
Commisar Jon Fuklaw  [author] 15 Sep, 2021 @ 10:42am 
I'm well aware of the person who has been bugging me for three? weeks to do kobolds.
Regardless, I'm not at all surprised that I missed a few things in the process of optimizing my workflow for this. When I return to it, I suspect I'll miss things again.

Enjoy your broken saves.

Recruitment:
Fixed a pair of reclimiters.

Rituals:
Reworked costs of kobold gem rituals.
Renamed kobold gem rituals.

Text:
Corrected several typos and a fair bit of forgotten copied text.
Kazeck 15 Sep, 2021 @ 7:23am 
One of my friends loves Kobold immensely, so I was glad to be able to tell him you'd released this.

The warlocks as others have said have some funkiness, but I'm sure it'll be resolved, I haven't seen anything they haven't already noted yet. As always thank you for all the hard work Commisar.
[KWSN] fear the beard |_CM_| 15 Sep, 2021 @ 3:18am 
two things I noticed is that Kobolds have the gem hunt spell of the Warlock and also the Air Warlocks recruitment trait includes the Stone Warriors whilst the Earth warlock only have the Earth elemental.

Haven't seen anything wonky besides that, wonderful work as always and I love that the kobolds now have a reliable way to expand and flourish.

Especially nice is that they can mass sumon drakes for a relatively low and affordable price.

Wonderful work as always.