Conquest of Elysium 5

Conquest of Elysium 5

Guaranteed Terrain
24 Comments
Alex the Beetrayer  [author] 17 Mar @ 9:09am 
Excellent! First learning Elysium and finding ways to explore all the planes is a great experience. "Raise Legion" is a necromancer ritual that can summon special armies at Old Battlefields. In the vanilla game, Old Battlefields might not even spawn at all, so that aspect of the mod makes them able to spawn after large battles so the ritual isn't completely useless on some maps. If they also disappeared over time or were very rare it would defeat that intention. What you described sounds like it is either very modded or is a longer drawn out game, so I would say as you get more games in you'll probably be winning well before there's that amount of Old Battlefields everywhere.
TheHaluzer Official™ 17 Mar @ 4:34am 
I'm really new to elsium so i have no idea what raise legion is xD.
Im 100% so i want to explore it all. In my gmaeplay now i have the baron cornered and he tends to save 600 units and attack my defences all around his base. So litterly his entire base is made of old battlefields which makes me not able to build villages with the PVE Arhcitect mod.
Thats actually an good idea thanks!
But i guess that means then that you have no option to make fix the old battlefields so they are not that frequent?
Alex the Beetrayer  [author] 16 Mar @ 12:03pm 
Just like in the vanilla game, Old Battlefields don't disappear on their own unless an effect such as Raise Legion is used. The adjustment to make the threshold higher for hoburgs/kobolds should reduce how plentiful they can become in games with those factions which tend to have a lot of unit deaths per battle. Otherwise I don't really experience ever hitting anywhere close to 20-50+ in my games so that might be due to other mods you are using either adding more terrains to be eligible to become Old Battlefields or making battles with tons of soldiers more common. Could also be that your preference is to play longer games on huge maps. Not being able to build on them would be based on the rituals in this other mod you're using so you could also suggest to that them that they add Old Battlefields to the terrains that can be built over as a small update.
TheHaluzer Official™ 16 Mar @ 11:35am 
Did you fix the battlefield never disappearing issue?
Alex the Beetrayer  [author] 16 Mar @ 9:42am 
Alright, just pushed out an update with a few improvements and changes the terrain group # referenced to the 2nd to last value available for modding. Hopefully that overall increases compatibility with other mods unless someone was working backwards or have some huge mod that needs 200 terrain groups. Going forward there's not really anything that can be done involving conflicts with other mods.
TheHaluzer Official™ 16 Mar @ 2:47am 
So when will old battlefield turn normal as its impossible to build on it with pve architect mod?
and just generally its quite annoying when the you start having 20-50+ old battlefields.
Syrett 7 Sep, 2024 @ 2:12pm 
this is pretty awesome.
Alex the Beetrayer  [author] 29 Aug, 2024 @ 10:17am 
Thanks! Glad to hear you're liking it. I've had this reported a lot and it's been a conflict with another mod each time. Let me know if you didn't have any other mods enabled and I can try to replicate again. Otherwise the solution is to disable other mods when using this. Trying to fix this is a bit of a goose chase because once I change the "terrain group number" for the battlefield event it potentially becomes incompatible with a different set of mods. However, clearly it's currently conflicting with a popular set of mods, so I'll try and pick a number closer to the end of the list and update sometime soon.
profetajose32 29 Aug, 2024 @ 9:07am 
ill preface this by saying i fucking love this mod. I like small and medium maps so this mod is perfect for me. That being said, in one game I had two tiles of the capitolium and two port cities turn into old battlefield. is that intended ? and if so, can you add a way to "restore" the terrain ?
Alex the Beetrayer  [author] 2 Jul, 2023 @ 5:06pm 
Dynamic Elysium has a lot more events and is focused on adding variety between games and making the map feel like it's constantly evolving. This mod is much simpler and just runs a few checks to add in key terrains when they're missing + the potential for additional old battlefields as the game goes on. I would think they'd interact weirdly if both enabled since there's a few very similar events. Go with this if you just want certain terrains to appear in all games but not too far from base game, go with Dynamic Elysium if you want a lot of variety and thematic events as well.
Magnnus 2 Jul, 2023 @ 8:47am 
How does this differ from Dynamic Elysium? And if it does differ, can they be used together?
Alex the Beetrayer  [author] 15 Jun, 2023 @ 12:27pm 
Do you have any other mods enabled?
Squid 28 May, 2023 @ 7:18pm 
The Old Battle field event triggers pretty much anywhere there is enough death, just had the capitolium turn into an old battlefield
Alex the Beetrayer  [author] 13 Apr, 2023 @ 7:23am 
The event that adds old battlefields will only trigger on a list of terrains that are "empty" like plains, desert, etc. Shouldn't be any instances where valuable terrain is replaced. In the near future I may be updating this to only trigger on specifically human corpses as right now I'm seeing kobolds and hoburgs triggering this pretty frequently.

Currently no plans to add a system of recurring events for lots of different terrain types, but I'll take that into consideration.
woat 12 Apr, 2023 @ 1:08pm 
Also, since the AI love destroying cities and towns, can you make the Turn feature be put on a recurring cycle? Including settlements smaller than towns (with farms the map would keep regenerating population). In the Populum mod, there is a way to produce settlements (farm, hamlets, etc.) but the AI isn't good at doing that, therefore after a bit the map is littered with destroyed settlements. It would be nice to limit and refresh settlements from being obliterated for short term gain by the AI. Oh, and then there are forests and jungles. I see the map after awhile burning up or being chopped down, and would make sense for some of these to regenerate and grown on their own in empty tiles. After awhile, I see the factions who rely on sacrifice and herbs taking a serious hit in production.
woat 12 Apr, 2023 @ 12:42pm 
Thanks for addressing the terrain issue below. I haven't fully tested the 'old battlefield' effect, but what is supposed to happen here? For example, what happens if there is no necromancer in the game and a bunch of 'old battlefields' crop up in an area? Will all the resources the battlefield cover become zeroed out until the the spell 'raise dead' is cast?! Or only open non-resource tiles become affected?
lycan.darkthrop 4 Apr, 2023 @ 10:10am 
Thanks I usually struggle a lot because of the lack of level 3 libraries
Alex the Beetrayer  [author] 4 Apr, 2023 @ 9:09am 
Definitely doable and seems like a good addition. I'll try and get that added in soon.
Baronfuming 2 Apr, 2023 @ 9:43am 
Very cool idea!
lycan.darkthrop 2 Apr, 2023 @ 4:41am 
Hello is it possible to spawn in an academy of higher magic with this mod?
Alex the Beetrayer  [author] 17 Mar, 2023 @ 10:24am 
Thanks! Looks like that's definitely the case, that mod basically has 90% of terrains in that group #. I'll push out an update later to set my terrain #s 100+ so it won't conflict with that mod.
woat 17 Mar, 2023 @ 4:22am 
I have Populum mod which does alter bonuses from terrain.
Alex the Beetrayer  [author] 16 Mar, 2023 @ 12:29pm 
Thanks for flagging but I wasn't able to replicate. Would you happen to have any other mods in use when this occurred? I'm thinking if you did, it might reference the same terrain group # and included silver mines in that.
woat 16 Mar, 2023 @ 1:54am 
An Old Battlefield replaced the Silver Mine FYI.