Conquest of Elysium 5

Conquest of Elysium 5

Dawn of Sigmar - A PAINFULLY UNFINISHED Warhammer Overhaul mod.
46 Comments
Vorochi 9 hours ago 
Let me know if you need to borrow anything, if this project gets picked up again. My own Warhammer Fantasy projects should have a lot of sprite overlap.
Teutonic_ice 13 Jul @ 2:13am 
I NEED TO HAVE THIS FINISHED PLEASEEE
Templar Praising The Sun 2 Dec, 2024 @ 11:17am 
Cant wait to see this finished by the year 40k!
Inquisitor 25 Jul, 2024 @ 8:30pm 
YES!
Possibly a Cleric 25 Jan, 2024 @ 3:08pm 
Might be better to focus down one faction first than going at all of them. What are the sprite requirements for CoE? I might be able to help with art. Mod looks awesome :)
Teirdalin  [author] 25 Jan, 2024 @ 9:21am 
A hard question, if I get back into CoE5 again I probably will continue it. This thing burned me out fast.
LaBamba 20 Jan, 2024 @ 9:26pm 
@Teirdalin any plan on working on the mod?
T/5 Marchbank [29thID] 20 Jan, 2023 @ 6:39pm 
THE RAT KING I LOVE HIM
Possibly a Cleric 21 Apr, 2022 @ 6:50pm 
Hope one day this project is almost complete, would love to see as complete as the Warhammer mod for Crusader Kings 2.
Teirdalin  [author] 5 Apr, 2022 @ 2:50am 
By slow I mean; don't get your hopes up on this making much progress for a while.
Teirdalin  [author] 1 Feb, 2022 @ 12:46pm 
Progress may be a bit slow as I'm also working on making a game in Unity as of late, as well.
Red Moff 27 Jan, 2022 @ 8:17am 
Great endeavour!
Teirdalin  [author] 23 Jan, 2022 @ 6:31pm 
May keep the Verminking sprite as that though, he's just majestic.
Teirdalin  [author] 23 Jan, 2022 @ 5:37pm 
Think I'm going to start using placeholders for some sprites just to speed things along.
Oya 17 Jan, 2022 @ 5:06am 
Hey Teirdalin thank you for doing this.
Do not waste your time with roads, the AI would never learn how to build them and how to use them. Teleportation rituals can solve the problem of fast movement for human players.
Keep in mind that the coding is easy but the play-testing is really time-consuming so if you are over-ambitious your project will take forever.
Teirdalin  [author] 16 Jan, 2022 @ 4:24pm 
It's fairly straightforward, just time consuming. Love how easy they make it in comparison to some games.

Would have been more productive as of late, but real life has been getting in the way this weekend and when I have been at home I've been mostly trying some other games.

But definitely making progress on this and have the project folders in my face.
Dark Young 16 Jan, 2022 @ 6:46am 
Waiting for the further updates. I hope all things will go well for you in terms of a development. ;D
Teirdalin  [author] 15 Jan, 2022 @ 9:06pm 
Time is subjective.
dopamine bandit 15 Jan, 2022 @ 10:10am 
don't get burnt out, this is gonna take a long time. TREAT urself
Ragnarjan 15 Jan, 2022 @ 3:34am 
Keep up the good work
Teirdalin  [author] 13 Jan, 2022 @ 6:53pm 
Well, added road building to imperial and vampires, and the ability to build gunsmiths for vampires as well as gallows. Have to recruit a sylvanian lord then upgrade them to a building company.

Imperials, because I haven't really touched on them as much yet, can just straight up buy them.

Let me know what you think of the road design, initially was doing a larger road with little details but then from the world map PoV it just didn't look right and went with single pixel lines instead with some shading differences.
Teirdalin  [author] 13 Jan, 2022 @ 2:09pm 
I found an interesting thing.

When a road has a movement cost of 0 you still use a full point when traveling over it, but during snow it only costs 1 movement point to travel the path in contrast to anywhere else, making it pretty useful. AI probably looks at that 0 for its pathing too, but havent tested how they move on it yet.
Commisar Jon Fuklaw 13 Jan, 2022 @ 4:18am 
And in yet another "Oh fuck, I'm stupid" moment, I've just now remembered that the AI can be corralled - to a certain extent - into "building" in certain locations with judicious use of AI pointers on rituals. The downside is that the available range of pointers is a bit lacking in utility and none have been added recently despite requests to add more pointers.
♔ Affable 7th Wave Teaboo ♔ 11 Jan, 2022 @ 9:55pm 
Kickass idea! Looking forward to the complete mod.
Teirdalin  [author] 11 Jan, 2022 @ 12:23pm 
Could maybe have it so that roads can only be built next to cities and towns, and then villages can only be built atop of roads, so that it can only expand outwards.

If I increase movement cost of all tiles to at least 2+ then roads would become more viable for the pathing. It's too bad that fractions don't work outside of stygian paths, as that was kinda the route I was wanting to look into.
Commisar Jon Fuklaw 11 Jan, 2022 @ 8:55am 
OP has it. If you were to somehow reduce movement cost below 1AP for a tile (or overlay tile, in the case of "roads"), the pathfinding algorithm would automatically attempt to take that tile over any other, ignoring all other considerations.

Unfortunately, unless I've forgotten something (or something's been added/a workaround found), the only means of getting "fractional" movement costs to work right is with the stygian paths bentarg, which only works on plane 5.

As for roads cluttering the map, a simple alterterrain squareevent that doesn't affect a second "tier" of roads ought to serve as an effective automatic cleanup method for extraneous roads. Just have to make sure to pair it with AI pointers so the AI doesn't circumvent you. There are also other possibilities, depending on the scope of the building aspect.
Teirdalin  [author] 10 Jan, 2022 @ 5:17pm 
They do seem to care about going on routes that cost less movement points even if it literally causes them to fall into the ocean and die on turn four or so, so they would certainly go on roads if it had a lower movement cost.
But the issue I foresee is them just building them every turn everywhere making the world into a chaotic mess of roads as they go. But then if roads are fairly unusable for NPCs then having the player be given access to them would be a bit over an advantage.
Damaï "Samfech" Bolzihtch 10 Jan, 2022 @ 4:20pm 
hello, yeah, i'm also modding this game and it think the ai would not care about roads, i'm pretty sure it would build it and then not use it. Now i'm not as proficiant as dear sir Fuklaw so I'd wait on his advise on that topic.
Teirdalin  [author] 10 Jan, 2022 @ 9:42am 
I feel like down the line I'm going to have some serious balancing issues, thinking of turning the barons spells into a general "builder" unit loadout for constructing roads, houses, towns, etc. Although, although roads are a fun idea the AI would probably do something stupid like building them over EVERYTHING, so maybe not roads unless there was a way to make that, actually work.
Quorthon 9 Jan, 2022 @ 8:29pm 
wow! cool!
Voryn Dagoth Ur 9 Jan, 2022 @ 1:27pm 
BY SIGMAR!
Sabahel-Tep 9 Jan, 2022 @ 2:06am 
Epic sh*t
Teirdalin  [author] 7 Jan, 2022 @ 4:22pm 
Thinking of going the route of troop-trees for mostly all units in the game, kinda like training up your armies in Mount & Blade except just paying to upgrade them in the cities. Thinking of making a system for expanding and upgrading towns and cities to expanding tiles at a cost but not quite at the point where I experiment with that idea yet. Working on Vampire Lords troop tree right now and I am loving that they included reclimiter, which allows upgrading existing units and hiding unit recruitments until certain requirements are met.
Sauron 7 Jan, 2022 @ 10:42am 
This seems really awesome! Really excited to see the future of this project!
Teirdalin  [author] 7 Jan, 2022 @ 8:19am 
That specific limitation is a pretty massive and annoying limitation.
Commisar Jon Fuklaw 7 Jan, 2022 @ 6:44am 
Yeah, he brought over some of Marlin's miscellaneous stuff.

I never saw a need for it, since the basic Python language definitions work well enough (they mark the class keyword incorrectly, but that's an events-only issue).

The one thing I will suggest entirely offhand is that if you are going to tackle this, now would be a good time to add your voice to the requests thread for spellweapon and spellgroup modding options to be opened up, as right now it's not possible to put together the various magic lores (Aqashy, Ghur, Shysish, etc. Oh, and Rune Magic) due to that particular limitation.
Teirdalin  [author] 7 Jan, 2022 @ 5:16am 
Awesome, he even made a language file for Notepad++ as well.
Teirdalin  [author] 7 Jan, 2022 @ 5:09am 
Oooh, thanks Commisar Jon Fuklaw.
Commisar Jon Fuklaw 7 Jan, 2022 @ 4:24am 
Fun, slap another 20-30k lines on the estimate; reused content notwithstanding.

While most CoE4 data is still accurate (~97%), Dracula did a rip of CoE5 about two months ago. Not quite everything is done, but all the important stuff is there. You can get to it from the pinned thread in the modding subforum or from the resources section of the modding compendium.
Teirdalin  [author] 7 Jan, 2022 @ 4:18am 
Will be more around 28 or 30+ counting the elves and different human factions, couple more gob factions, maybe more.

I really wish there was a dump of all the CoE5 resources to see how things work, I found CoE4 ones but a lot of their traits are obsolete.
Commisar Jon Fuklaw 7 Jan, 2022 @ 3:58am 
Eh, it's not really worth my time slamming down somewhere between 80-120k lines without art assets. Then you have the mechanical limitations of CoE compared to Dom. And so on and so forth.

Feel free to holler at me for code, lore, workarounds, or workflow improvements (24 factions from scratch is a rather large undertaking) though.
Jezevec 7 Jan, 2022 @ 3:49am 
oh shit here we go
Teirdalin  [author] 7 Jan, 2022 @ 3:25am 
Well, there can always be multiple warhammer fantasy overhauls. The more the better.
By the way, I noticed you have a Kenshi background on your profile, you should checkout my Warhammer Fantasy overhaul for it as well.
Commisar Jon Fuklaw 7 Jan, 2022 @ 1:48am 
Oh hey, someone beat me to working on a WHFB overhaul.

Really should have taken the time to find a new sprite artist.
Teirdalin  [author] 6 Jan, 2022 @ 2:44pm 
The style of the drow as well as drow culture is so different from warhammer fantasy Druchii that I doubt it'd really blend well. I'm likely just going to retexture another unit and draw the armor in pyxel over it and in general do them from scratch.

Personally haven't played much sacrifice classes yet, or really any classes outside of necromancers really. It seems possibly a little strict in what can be changed but I'll see when I get around to it. With the 'skulls' being a resource that I seen when playing necro, I imagine some skulls for the skulls throne gimmick could actually be a thing when it comes to chaos. lol
Doombot 6 Jan, 2022 @ 12:05pm 
This is a super exciting project! Would love to play as Chaos--please make sac rituals not have the suicide issue for failures, I'm happy with them just being expensive lol. There is a Drow Queen mod class that might be useful for the elves--maybe you can ask permission to include some of that content so it makes your time a bit easier?