Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
43 Comments
상자 14 Jan @ 6:14pm 
Vanilla-friendly mod that adds more taste to the gameplay.
Best among all balance-changing mods. Thumbs up!
Bittersweet Lux 29 Dec, 2024 @ 10:10am 
Nice ! :CirnoMofumofu:
Alex the Beetrayer  [author] 29 Dec, 2024 @ 9:47am 
Yeah, I'm open to whipping up some classes/features as standalone mods when I'm done with my next big update.
Bittersweet Lux 28 Dec, 2024 @ 10:25pm 
Could we get thief and other subsequent classes as standalone mods sometime in the future ? :pogcher:
Hebrux 19 Nov, 2024 @ 6:57pm 
Thank you!
RodriguesCIA 28 Sep, 2024 @ 12:40am 
If it's like Thief, something completely new, it will be awesome. Take your time.

As I said once I'm in favor of class remixes to add more variety. But coming up with a brand new concept takes far more creativity and work, and I respect that approach.
Alex the Beetrayer  [author] 27 Sep, 2024 @ 4:29pm 
Thank you! It will take a while, but a 2nd custom class is in the cards for the near future.
RodriguesCIA 26 Sep, 2024 @ 10:50pm 
Congratulations for the update Alex. Any active modder in this game community is a treasure.
Alex the Beetrayer  [author] 14 Sep, 2024 @ 5:33pm 
Reposting here for extra visibility. Just released a big update that will break save games. In case anyone needs it here's a link to the prior version. https://drive.google.com/file/d/1B8Omzu3Mr54QOzyRaDUQHnkQSr7D7qUG/view?usp=sharing
Alex the Beetrayer  [author] 9 Sep, 2024 @ 1:21pm 
Yep! I'll add some notes there too when I have a chance
Gobby 9 Sep, 2024 @ 7:43am 
Could we get a general discussion for stuff that isn't specific to a class?
Alex the Beetrayer  [author] 15 May, 2024 @ 3:46pm 
Sure! Completely new content or a substantial change to existing stuff might be a hard sell over smaller adjustments or balance stuff, but feedback always welcome.
Gobby 15 May, 2024 @ 12:52pm 
Do you welcome content suggestions? Some people like it but others do not.
tovie 8 May, 2024 @ 12:04pm 
great to hear!
Alex the Beetrayer  [author] 8 May, 2024 @ 11:49am 
Hey thanks for flagging! I actually only recently discovered this myself and it's because of the custom music. Apparently there's a size limitation for using mods in multiplayer and the large audio files pushes it over. I'm almost done with some new content so I plan to release an update this weekend that will also remove the music and just release that as a separate mod for single player games.
tovie 8 May, 2024 @ 10:15am 
the mod no longer works in multiplayer :(
Alex the Beetrayer  [author] 27 Nov, 2023 @ 7:40am 
Thanks! Glad to hear that's a welcome change.
Gentleman Crow 27 Nov, 2023 @ 3:45am 
Hey Alex, I just wanted to give my thanks to you for making this mod. It's really really good! To all of those that have not tried this mod I highly recommend trying it out at least once. You've made a lot of really good changes to the game. My most favorite recent change is that all summoners now don't have to worry about their summons back firing on them. With that change, you've made the Demonologist so much more fun! Thank you again for making this mod! You're awesome!
RodriguesCIA 18 Oct, 2023 @ 11:51pm 
If you find it a worthwhile idea, you could make a test one for a given map size. If you feel like it actually improves gameplay, you could release multiple versions for different sizes. Not elegant, but works.
Alex the Beetrayer  [author] 18 Oct, 2023 @ 10:19pm 
I think the major obstacle to an event at game start that checks for a minimum amount of "common" terrains is that it would really only function correctly on one map size.
RodriguesCIA 17 Oct, 2023 @ 6:03pm 
Indeed the major issues was that I was playing on Dark Ages and Monarchy that have some nasty map gen and Independents (I was going to suggest a starting scout because of how many times I lost the enchanter to hidden brigands). A game on New Empire was more reasonable.

Is there a possibility of expanding your guaranteed terrain mod to ensure a more balanced map composition post gen? Like minimum number of farms, forests, mines, etc. Without "territory building" like in other overhauls, yours rely more on map gen, and I think the most balanced era is NE, so an improved post gen map tweaker could make the other eras more bearable.
Alex the Beetrayer  [author] 17 Oct, 2023 @ 11:16am 
Usually my move for Enchanter is to buy a handful of normal troops at the start so I can take over any lightly defended areas near my start, and all other gold is saved to get an animate weapon ritual on my apprentice that will be cast every turn to replace normal troop recruitment. After that gold is only spent on any additional apprentices to boost the rate animate weapons are churned out, as well as new rituals on my main enchanter to try and get animate tools so I can "build tall".

Currently brainstorming another round of new stuff so I'll keep the enchanter in mind.
RodriguesCIA 16 Oct, 2023 @ 5:25pm 
I don't think if I brought up Enchanter before, but he's feeling extremely anemic. I can't get the ball rolling because I have to spend so much gold unlocking rituals that feel basic for my apprentices. It is a blessing I can recruit normal troops, but I can't afford to if I try to gear up my apprentices to make an animated army.
Alex the Beetrayer  [author] 13 Aug, 2023 @ 7:41am 
Looks to be all city-type terrains + castles.
pikachusong989 13 Aug, 2023 @ 1:47am 
question what counts as forge location?
mohyanto 25 May, 2023 @ 2:39am 
wow, great mod, cant wait to try it
Alex the Beetrayer  [author] 6 May, 2023 @ 7:07pm 
Gotcha. I ran a few tests and I wasn't able to get any castles/citadels to flip to an old battlefield. If you want to try and pinpoint which mods in particular has this overlap it will have "selectterrgroup" and numbers 1062 - 1077 in the mod text. Total Overhaul is pretty massive so I'd expect there'd be a lot of weird issues having that enabled along with this one.
Xaro Tiamor 6 May, 2023 @ 1:22am 
Yes I had other mods enabled. The Mods from my list that could affect that were Eldritch Portals, total Overhaul, Dragon fanatic, MuhBalance, Raise the Levies or the forest Court. Sorry for the long list but I dont know how to look if any of them are affecting the same Terrain group
Alex the Beetrayer  [author] 2 May, 2023 @ 1:17pm 
Would you happen to have any other mods enabled when this happened? Common cause for that is usually multiple mods that reference the same terrain group #s.
Xaro Tiamor 2 May, 2023 @ 12:22pm 
I like this mod and think that you are doing an amazing job but I have noticed a small bug. It seems that right now Citadels can be overwriten by old battlefields. That destroyed the kings castle in my campaign and a few other castles.
Plank 27 Apr, 2023 @ 10:17am 
Tried about half of the classes so far and really dig the changes and updates. Most classes play exactly the same which makes me glad i don't have to re-learn a whole class or two and the additions feel like a small little bonus added on top and not a massive overhaul. Will keep checking out the other classes but really dig the dryad queen and warlock updates.
Alex the Beetrayer  [author] 25 Apr, 2023 @ 9:11pm 
Hopefully future updates will have less instances of compromising save games. I believe I've found a better way to update the file that interferes less with existing saved games, and I think this is approaching the point where there won't be as much reworking content as much as small balance changes, and then eventually tweaking the AI hints.
woat 25 Apr, 2023 @ 8:40pm 
I agree this is a fun Mod without too many game changes. So far at least. I question the AI ability to fully utilize big mods such as Overhaul and Populum. Plus, Overhaul hasn't been updated in a year. He updates this one all the time, however some updates mess with my other mods! Fortunately, after starting a new game, the mods I use work again (but unfortunately I cannot continue the recent epic game that was compromised). The sacrifice to keep up with the good changes he keeps making :P
Nukular Power 25 Apr, 2023 @ 12:06am 
Been hoping for an alt to Overhaul as that one is completely riiduclous in a lot of ways (such as enchanter starting with terracotta army spam, even more sutpidly op ants, etc etc). Lookign forward to trying this out!
woat 14 Apr, 2023 @ 7:39pm 
Oops! It's from Pirate Coves and Heaven's Bastions.
Alex the Beetrayer  [author] 14 Apr, 2023 @ 1:44pm 
Glad to hear you're liking the mod. I think what you're seeing might be from a different mod though, I don't have a unit called, "Battle Scholar"
woat 14 Apr, 2023 @ 11:58am 
I've been enjoying this mod. Thank you for making it. However, I have noticed stacks of Battle Scholars cruising around with the AI, and not in an effective way in my opinion. I like how the other locations offer special units without normal units. In the case of cities, it seems the AI is prioritizing the Battle Scholars over other options like missile or melee units.
RodriguesCIA 13 Apr, 2023 @ 4:26pm 
I'm personally against trivial resource building. Magic classes will be completely steered if they get access to it, like Druids in Complete Overhaul. No need to recruit anything but animals, no need to summon anything, just empower all your stuff. Restricted capability to build up, like converting non-empty terrain into something else (farms to hoburg farms, hamlets to mottes, dead forests to living forests) I am in favor of.
woat 12 Apr, 2023 @ 6:21pm 
I'm all for more forest and jungle, the more the merrier, however in Total Overhaul and Populum I have noticed the AI not focusing on replanting or planting new ones. From my experience, the AI seem to destroy all the forests fairly quickly, including any settlements (in the case of Populum, the AI do not appear to focus on building (or are able) new settlements that the player can - farms, hamlets, etc.). The problem I have with Populum and Total Overhaul is I can't play my large custom maps with high resources without having 15 minute or more turns. I'll try this one and see if it takes less time.
Alex the Beetrayer  [author] 8 Apr, 2023 @ 9:16am 
Thanks for trying out my mod and for the feedback. I'll consider that when I get a chance to play test Druid more.
RodriguesCIA 7 Apr, 2023 @ 8:24pm 
I played some druid, and compared to CoExp feels a bit bare. There's no need to go too hard with druids planting trees everywhere, animal upgrades and this kind of stuff that completely steers the class gameplay, but I think at least reviving regular forests is relevant with everyone being able to kill them, primal plane access for late game plans, and the Vine Lord and Sidhe Warlord add some color to the class.
MonroeYoBoat 5 Apr, 2023 @ 9:18pm 
Looks great. Hope my boss doesn't skip lunch so I can play on my break.
Gentleman Crow 5 Apr, 2023 @ 3:15pm 
This looks like a very awesome mod! I'm definitely going to try it out later!