Conquest of Elysium 5

Conquest of Elysium 5

Magic Armory
17 Comments
Erlkönig  [author] 9 Dec, 2021 @ 1:51pm 
Ah, you're right. I spoke with the creator of the mod though, and he says that while Crafting Guardian is bugged atm in multiplayer as well, he is going to make an MP-friendly hardcoded version soon. Hope that helps!
The Cutest Elemental~ 9 Dec, 2021 @ 1:05pm 
It currently seems like Crafting Guardian mod hasn't been updated for a couple of months. *Shrugs* But I do like the help! I am sure that there must be possibly multiple versions of it?
Erlkönig  [author] 9 Dec, 2021 @ 4:52am 
If you need a magic item mod for multiplayer, consider Crafting Guardian! The gold cost for magic items is a bit expensive though, but you can mod that easily enough. Just go to your Steam directory and take the steamapps\workshop\content\1606340\2590412259 filepath, that has all the Crafting Guardian modding files and you can open and edit those to adjust the gold cost for item crafting.

I could easily make a ritual version of Magic Armory that isn't event-based, but the issue with that is that it's not automatic and I would be plagiarizing an already existing mod. So, unless they fix event-based unit killing, you'll have to rely on the ritual-based Crafting Guardian mod for multiplayer.

Just look it up in the Steam workshop. It's a really good mod!
The Cutest Elemental~ 8 Dec, 2021 @ 8:32pm 
So there is no hope for multiplayer at the moment?
Erlkönig  [author] 8 Dec, 2021 @ 5:36am 
Yeah, the point is to not be complicated... I guess it'll have to stay SP only for the time being.
Commisar Jon Fuklaw 7 Dec, 2021 @ 8:32pm 
Oh, yeah. Multiplayer is a problem. I can't help you with multiplayer scripting because, and I quote myself: "Multiplayer is known to absolutely wreck mod functionality."

-2 for player targeting should fire for every single player, but a redundant +player -2 might help (no guarantees and it will likely slow down the script due to checking all players).

I'd personally report it to the devs, but they've known about mod issues in multiplayer for a while now, so it's likely a fruitless task. My workaround for this sort of issue was to just add a ritual that allows for the killing of item-bearing units, but that's hardly elegant and is more effort than it's worth for a lightweight mod like this.
Erlkönig  [author] 7 Dec, 2021 @ 6:46pm 
Jon:

Thank you, the event I had is similar to that, though I do wonder about adding the chance 100 and mintunnumbr for added redundant checks. Though unfortunately, it still doesn't work on multiplayer.

I see the problem- I started a co-op game and while the events worked perfectly for Player 1, with the armory restocking regularly, Player 2's unit was never killed. I'm not exactly sure why this bug is happening, as the events are definitely firing- They just don't fire on Player 2's turn.
Commisar Jon Fuklaw 7 Dec, 2021 @ 2:06pm 
Erik:

playerevent
+minturnnbr -1
+hasunit -2 "Insert Unit Name Here"
+chance 100
killunit 9999
message -2 "Optional Message"
endevent
Erlkönig  [author] 7 Dec, 2021 @ 10:35am 
Apparently they recently fixed a multiplayer bug, try and see if it works for now? I'm still looking into it though.
Erlkönig  [author] 7 Dec, 2021 @ 7:31am 
Perhaps I'm looking at this from the wrong angle. The issue with multiplayer might be in the way that the game handles events (as I use the -2 scope so that the event focuses on the current player). I know that in multiplayer, player teams take turns together. That might be the thing that's breaking the way the event can cope with this.

I'll seek out help from more experienced modders.
Erlkönig  [author] 7 Dec, 2021 @ 7:29am 
Hnnng... The sentry solution doesn't seem to work I'm afraid. The idea was to have the magic chests get the 'alone' tag so they'd blow themselves up steadily, but annoyingly it's the first spawned monster that lives, not the last one. Every turn I consistently get an empty chest.

One potential solution that could work for multiplayer would be to have a Magic Armory commander that spawns the chest with a 3 AP ritual. But at that point you have to click every turn to get the magic item, and we already have a mod that can do that. The idea is to make this automatic so you can enjoy it as a sort of 'game mode'.

I hate this.
Erlkönig  [author] 7 Dec, 2021 @ 7:12am 
As for removing the cursed items, there is no easy solution to that. One possibility would be to spawn the units as hostile and have them attack your citadel, but this is dangerous for obvious reasons. You would at least get the cursed items that way though.
Erlkönig  [author] 7 Dec, 2021 @ 7:09am 
I will see about adding a sentry that freespawns the unit instead.
Commisar Jon Fuklaw 7 Dec, 2021 @ 3:04am 
Elemental: Multiplayer is known to absolutely wreck mod functionality.
Marc: Chestmod lives on, as I used its codebase in one of my early mods. Cursed items are a problem, since there are desirable cursed items that cannot be removed from the chests without killing them.
Marc 6 Dec, 2021 @ 2:35pm 
Back in Coe4, there was an artificer mod that spawned chest units with items - that way cursed items haven´t been a problem as you got a new chest every time you used a forge ritual.

Anyway I´ll try this mod of yours, sounds funny to get various magic items all the time :-)
The Cutest Elemental~ 4 Dec, 2021 @ 8:57pm 
It doesn't also seem like it is dying in multipler.
The Cutest Elemental~ 4 Dec, 2021 @ 8:35pm 
Curse items still block slots and it seems like the items aren't resetting.