Conquest of Elysium 5

Conquest of Elysium 5

Support Units
60 Comments
Hellfire  [author] 25 Jun @ 6:47am 
You have to stay away at least 1 square from another coal mine.
Loverboy821 24 Jun @ 11:52pm 
hey when i tried to use the miner to make a coal mine on some hills it was saying I could do it but when I clicked the button it didn't work. Are there other requirements to building a coal mine other than being in the hills and having the resources to build it such as not being to close to certain sorts of structures?
Hellfire  [author] 22 May @ 1:28pm 
Here it is, v1.27 is now supporting the Guildmaster class. Have fun!
Phenian 21 May @ 11:44pm 
Hey, I still think this is a great mod. Please update for the new class in vanilla
Kemian 10 Jan @ 3:18am 
I think it's a great mod just one thing, I was wondering if you could make the units unable to have an army, as i feel like an unintended consequence with this mod is how many tiny armies the AI suddenly have.

Mostly a suggestion I think you do great work and the mod is an excellent idea
Commander Tahren 28 Nov, 2024 @ 11:04am 
I used the miner and builder and none of the rituals worked. If it worked for you must be a mod conflict then ty.
Hellfire  [author] 18 Nov, 2024 @ 4:32pm 
Can you be more specific?
Which unit and ritual?
Have played a short test game with a ranger and all is working here.
Commander Tahren 18 Nov, 2024 @ 12:51pm 
Not sure why but none of the rituals work anymore. They appear but nothing happens when you click them.
Hellfire  [author] 30 Oct, 2024 @ 3:54am 
@BadCub
Thanks for your report.
A new update has been released to fix the problem!
BadCub 29 Oct, 2024 @ 7:43pm 
Hello! The ranger's 'Revive Destroyed Jungle' spawns a forest instead of a jungle. Thanks, and cool mod!
Farsight 15 Oct, 2024 @ 4:26am 
Changing "SupportUnits.c5m" back to "Support Units.c5m" fixes it.
Farsight 15 Oct, 2024 @ 4:15am 
The update ruined my save. :(
Hellfire  [author] 14 Oct, 2024 @ 2:23am 
Thank you all for the feedback!
I have released an update based on the lastest suggestions.
Have fun!
Tunafish76 13 Oct, 2024 @ 10:47pm 
Could you change the name of the c5m file from "Support Units.c5m" to "SupportUnits.c5m" or "Support_Units.c5m"?

The blank character in the mod name prevents it from working properly in MP. It's an easy fix on our own, but it would be handy to have it done already.

Awesome mod otherwise
tvance52 26 May, 2024 @ 4:41pm 
I can't imagine playing without this mod. Great work.

For my own use, I added Magic Library to the Builder at Level 2 and an Academy at Level 3 to ensure they're always an option for magic factions.
Captain Tofu 2 Nov, 2023 @ 1:53am 
This mod is an absolute essential!
Hellfire  [author] 27 Aug, 2023 @ 4:13am 
Terrain requirements are either:
- River
- Frozen River
- Shallow Water
- Ford
- Lake
- Frozen Lake
- Frozen Sea

and no nearby city within a radius of 5 tiles.
[Mi.Sa]Skullduggery 26 Aug, 2023 @ 6:32pm 
How do you build ports I've tried making them both next to water and in the water adjacent to land while making sure there no ports nearby but still no luck.
god_of_gaming 2 Aug, 2023 @ 6:03am 
what u said does not work but if u put noleader under farsicht they cant lead units anymore
Hellfire  [author] 30 Jul, 2023 @ 4:52am 
Change the "addcomrec" command to "addmercrec".
With it you can only have one unit of a type.
god_of_gaming 29 Jul, 2023 @ 12:28pm 
how do i change the code so they be more like swordmasters so they can`t lead armies for myself
god_of_gaming 29 Jul, 2023 @ 11:45am 
thanks:steamhappy:
Hellfire  [author] 29 Jul, 2023 @ 10:34am 
Sure,
you have to open the corresponding .c5m file, which is located in the following folder in the Steam directory:
\Steam\SteamApps\workshop\content\1606340\2687458131
and scroll down to the end of the file.

You will see the following lines (here for the Baron):

# Class
# % gold die iron
selectclass 1 # Baron
addcomrec "Apprentice Builder" 8 100 15 0
addcomrec "Apprentice Ranger" 8 90 15 0
addcomrec "Apprentice Miner" 8 110 15 0

Change the desired numbers for all other classes as well and then save the file. I'm not entirely sure, but I think you have to start a new game for the changes to take effect.
god_of_gaming 29 Jul, 2023 @ 10:09am 
is there a way i can add it for my self
Alpharius 29 Jul, 2023 @ 6:17am 
I'd leave it as is....but that's just me.
Hellfire  [author] 29 Jul, 2023 @ 6:15am 
Hello and thank you for your feedback.
Since the units are supposed to represent something special, I would be very reluctant to take away their ability to command.
So there are two ways to reduce the number:
1. Increase the price to recruit (currently 90-110 gold).
2. Reduce the probability of spawning (currently 8%).
What would you suggest?
god_of_gaming 29 Jul, 2023 @ 2:49am 
is ther a way to make the support units not lead troops i noticed that the ai spams them and has lots of little armies everywhere
Hellfire  [author] 6 May, 2023 @ 2:03pm 
Released a new update to remove ruins for the Builder (level 1).

@Warsmith: Thanks for the suggestion!
Alpharius 6 May, 2023 @ 2:02pm 
You're a legend :D, thank you.
Alpharius 6 May, 2023 @ 12:36pm 
Can you please add remove House/City Ruins to either Ranger or Builder? That would be cool.
At the moment I'm not seeing away to clean up the rubble and build anew...
Thanks
Hellfire  [author] 2 Apr, 2023 @ 1:20am 
Are you using any other mods? Maybe there is a conflict!
mrcoolize 1 Apr, 2023 @ 7:12pm 
Sometimes on load they all transform into argonauts. On months end they sometimes lose all their ability to do anything (except the ranger who loses only half of them)
Alpharius 1 Feb, 2023 @ 12:22pm 
Thank you :)
Hellfire  [author] 1 Feb, 2023 @ 12:05pm 
Yes, the AI uses the units, but probably not to the full extent.
Alpharius 1 Feb, 2023 @ 8:44am 
Hi, does the AI make use of these units?
Hellfire  [author] 23 Jan, 2023 @ 5:26am 
I've released a new version to support now secret classes (Archmage, Beholder and Goblin King).
Phenian 22 Jan, 2023 @ 1:43pm 
I like this mod. The support units don't work for the secret classes, like the archmage.
Hellfire  [author] 22 Jan, 2023 @ 1:42am 
Yes, you have to.
Walker 21 Jan, 2023 @ 7:54pm 
just curios if you need to start a new game in order for it to work?
Hellfire  [author] 21 Jan, 2023 @ 3:25am 
I've released a new version and added a description at the end of the .c5m file of how to add support for new classes to the mod. It is not possible for me to publish a separate mod for each individual class, the variety of combinations is too large for that. Instead you can edit this mod to get the support.

The corresponding .c5m file is located in the following folder in the Steam directory:
\Steam\SteamApps\workshop\content\1606340\2687458131
Walker 20 Jan, 2023 @ 4:45pm 
don\t suppose you could make a submod or something so you could get this to work on custom races?
Pepperoncino 12 Dec, 2022 @ 11:38pm 
I assume this mod doesn't work well with total overhauls or new class mods ? Only base game ? Cause I am having issues seeing them while using Populum or Total Overhaul/using the Isekai class.
Hellfire  [author] 9 Apr, 2022 @ 5:37am 
Thanks for the hint, have released an update to fix this issue.
Waladil 8 Apr, 2022 @ 5:19pm 
Oh, it's not the long tag. Its because you coded the ranger longbow as "meleeweapon" instead of "rangedweapon"
Waladil 8 Apr, 2022 @ 5:04pm 
I think you may be using the "long" tag incorrectly on some of the weapons in this mod. I just watched a pair of Master Rangers stand around and not attack with enemies at range 3-4 while their longbows should have range 6. Vanilla bows don't have the tag and don't have that problem
Hellfire  [author] 22 Feb, 2022 @ 5:17am 
Obviously not a class of the base game that the mod is targeting.
catfoodbob 21 Feb, 2022 @ 1:34pm 
Doesn't work for matriarch mod
BladeofSharpness 16 Feb, 2022 @ 6:09am 
Most of the AI stacks are led by these units now. The added side effect is that when they build, it immobilize their army. If you can make it so the AI recruit them less than the 8% you gave to each category, that would be best.
Hellfire  [author] 7 Feb, 2022 @ 9:49am 
This mod has a great impact on changing game outcome and is recommended for single player games. The engineering mod has less impact, so it can also be used in multiplayer games.
But I recommend to use only one of both mods at the same time.
BladeofSharpness 6 Feb, 2022 @ 10:13pm 
Thanks. Given you are the author of this one and the Engineer mod, I have to wonder, how these two mods are redundant or complementary? Should I add them both or only pick one?