Conquest of Elysium 5

Conquest of Elysium 5

Hive Fleet Leviathan (Tyranids)
55 Comments
Vorochi  [author] 29 May @ 7:19am 
I’m not going to. You can already destroy them with the digestion pools.
fabian 29 May @ 2:04am 
Could you add a ritual that allows to devour ancient / primal forests?
fabian 28 May @ 11:09am 
Ah, yes you did, just found the option. The fragiity at the the start really balances out the fast scaling off the faction
Vorochi  [author] 28 May @ 10:48am 
The early fragility of the class is deliberate. I might have already added a way to replace the first Hive Tyrant? But I don’t plan to change it any further from the current start.
fabian 28 May @ 10:10am 
First: the Carnifex sprite looks great, also the balancing is great.
But: main problem i found: should the first commander die, the faction is f***ed. Could you add an option to re-hire him?
Vorochi  [author] 21 May @ 7:22pm 
It has unique terrains similar to those used by the Scourge Lord
Raistlain 21 May @ 6:56pm 
Really excited to check this out. Does this class modify the terrain to represent the influence of the tyranid tendrils? Thinking something like the creep for the Zerg in Starcraft.
Keansor 5 Apr @ 9:00pm 
I honestly LOVE the unit descriptions being written from the perspective of the "clueless scholar". Excellent work on this mod!
Vorochi  [author] 3 Apr @ 8:24pm 
While not ideal for the unit's strength, this is intended behavior. Partially to avoid it being simply better than the foot Tyrant, partially because that's how I tend to see Flyrants used on tabletop.
artedox 3 Apr @ 6:37pm 
First of all, great mod, thanks paying attention even to unit descriptions! I've run into what I think is a unit behavior issue. The Winged Hive Tyrant is set to front row behavior and rushes into melee despite only having a venom cannon and no melee weapons. It just flies past the actual front liners, dive bombs into the enemy lines, and dies. Is there any way to change its rank to at least mid where all the archers are?
Vorochi  [author] 12 Mar @ 12:10pm 
Relatively important announcement- I’ve recently put together a discord server for my modpack, primarily for organizing multiplayer games, announcing updates and getting more consistent feedback from players.
Vorochi  [author] 8 Mar @ 7:20am 
I don’t intend to add any titans. They’re simply too large for a 3x3 unit to do them justice, and the game doesn’t allow units larger than that.
escamocho3215 8 Mar @ 6:59am 
Great mod, please tell me that you are going to add in the future the Hyerophant and the Harridan?
Vorochi  [author] 5 Mar @ 6:13pm 
Carnifexes have now been successfully added, and Lictors have been moved to being a non-leader commander
Waresky 25 Jan @ 5:20am 
Awesome Mod Dude!!
Vorochi  [author] 24 Jan @ 10:45pm 
This mod will likely be receiving the next update pass after Death Guard. For those interested in helping, I'd like to know what all units people want sooner in the Suggestions discussion thread.
Vorochi  [author] 1 Jan @ 1:01am 
The ritual panel should always be accessible to those commanders, though the settlement devouring rituals won't work if you aren't on an appropriate terrain. Same goes for the construction rituals. Harvesting biomass should always be available, though it won't do anything if there are no corpses on the tile.
Vorochi  [author] 1 Jan @ 12:58am 
I do apologize, the wording of the question has confused me
Vorochi  [author] 1 Jan @ 12:58am 
Suddenly able, or suddenly unable?
Business Gator 31 Dec, 2024 @ 11:43pm 
First time using this mod, and ive noticed that often my hive tyrants and primes will suddenly be able to use their abilities like devouring and using rituals. Not sure if this is intended and how the balancing works or not. Is this a bug or?
Vorochi  [author] 27 Dec, 2024 @ 6:18pm 
Thank you once again!
I don't doubt player abilities with the class- it's mostly that the AI tends to kill itself early. In initial versions, the Warrior you start with didn't exist- which often led to players simply losing if they spawned with more than one indie stack adjacent to their hive.
By vanilla standards, the Tyranids are absolutely quite good- though my personal standard of 'good at holding territory' for these mods tends to be the Death Guard, who are quite capable of flooding the map with freespawn lesser daemons and poxwalkers.
Venom 27 Dec, 2024 @ 5:27pm 
Alright! gonna go try the other ones after that last win, but thank you again for making this!
It's truly lovely, and I while I do giggle at seeing my adorable little ripper swarm sprite, and love them the most, there's some truly damn good artwork for the more complex units.
Venom 27 Dec, 2024 @ 5:00pm 
So.... I've been playing every single game on Wilder.

Really not sure about the struggling to hold territory thing? I uh..... feel like I can hold territory stonger than Troll king, and earlier.
Like, troll king is my favorite to do exactly that with, he's almost impossible to unseat from any forest with his stupid units.

If one focuses on consuming biomass, rather than try to raise an army with lifeforce to start... you have SO much spare lifeforce to defend with.
"Free" semi-stupids whenever and wherever I want them in any territory by any citadel, and if there wasn't a citadel there, I can make one?
one can also make a tower that freespawns rippers, which each count as a fight, preventing people from quickly moving through territory.

If it's held only in comparison to versus other self made modded class in comparison, I'm not quite sure what to suggest.
This feels like some of the stronger parts of scourge lord, necromancer, and voice of el wrapped up into one dangerous package.
Vorochi  [author] 27 Dec, 2024 @ 12:52pm 
Thematic vibes has been my main goal with these mods, rather than balance. And, at least in multiplayer, my other classes have proved fairly capable of dealing with them.
Vorochi  [author] 27 Dec, 2024 @ 12:51pm 
I’m glad you’re enjoying the mod! The sprites were quite fun to make- though they’re Leviathan, not Behemoth!

The structures were originally going to cost lifeforce, just like everything else- though it turned out to scale way too fast. As it turns out, building the thing that makes a resource with that resource causes an immediate exponent.

I’m not hugely keen on restricting them to certain citadels, mostly because the class already struggles to hold territory until the late game. Mechanically, though, it wouldn’t be very hard to implement.

On the topic of heroes, I’ve actually been planning to remove them- just haven’t gotten around to it yet, been more focused on newer classes.
Venom 27 Dec, 2024 @ 12:17pm 
I just want to follow up with though:
Absolutely adore the combo biomass/lifeform system
The upgrade from pools into tower and hives being the *ONLY* thing you can spend human resources on is incredible.
Consume biomass and almost all the other things being 3 or four movement is actually really easy to work with, I'm kinda shocked its done so well.
Also the sprites are just
13/10 work, fuck yeah it's also best hive tendril, behemoth, on top of it.
Venom 27 Dec, 2024 @ 12:13pm 
Hey hey, just trying it out!
REALLY love these nids, I'm going to keep trying them, only in my third game with them so far, just wondering if this was even possible-

-Is there anything that can be done so that tyranids can't recruit their units at ANY citadel?-

It's already a 10/10 job by making it so they can't pick up magic items as a faction outside the completely random unexpected hero, and I love that.
But on the citadel thing, if you could ONLY get bioforms at the hive, the race would feel a bit less... idk, able to immediately flood and also hold the entire map?

its very thematic to nids, but having the ability in this particular game to go:
"Oh yeah... there wasn't a commander/units on an empty citadel the entire time you've marched over (Few months to a year) to take it, huh?
"No, fuck you, hundreds of nids~"

I can start out similar to necro with none of the malus of insanity, get to any tower and then just keep churning out lifeforce tyranids, anywhere.
Vorochi  [author] 14 Dec, 2024 @ 10:42am 
If you’re in Jakalor’s Conquest of Elysium discord server, I post most of my in-progress sprites and such there, as well as periodically participating in multiplayer games.
Vorochi  [author] 14 Dec, 2024 @ 10:17am 
Eventually, I plan to get everyone. I have no interest in Ultramarines, so they’re towards the bottom of the list. Lost and the Damned are my current project.
Big-L 14 Dec, 2024 @ 9:32am 
love the mod, do you have any plans for other factions? Maybe ultramarines?
isiarca 24 Nov, 2024 @ 5:51pm 
Most of them, yeah. Not to get too off-topic in your comment section, but there's at least one of those that works fine for modded classes: Protector Statue. Anyway, I don't know much about Warhammer but your mod looks cool.
Vorochi  [author] 24 Nov, 2024 @ 5:20pm 
Most of those mods don’t work for modded classes, as they just add starting units to the vanilla classes
isiarca 24 Nov, 2024 @ 3:55pm 
There are several mods specifically for solving the "ai doesn't protect its base" issue, so personally I don't think it's necessary to implement a solution to it here, but you do you.
Vorochi  [author] 1 Nov, 2024 @ 11:05am 
Both types are able to fight back. The Mycetic spore is just a bit of a redundant unit with the Tyrannocyte, and I plan to add the latter of the two at a later date regardless.
shadow turtle yinyang 1 Nov, 2024 @ 9:02am 
not sure what i am thinking about is based on an engagement in a caiphas cain novel where they encountered a spore and it fought back
Vorochi  [author] 1 Nov, 2024 @ 7:39am 
Do you mean Tyrannocytes or Mycetic Spores?
The Tyrannocyte is an entire fully functional unit, and will probably be added instead of Mycetic spores when I get around to doing either of them.
shadow turtle yinyang 1 Nov, 2024 @ 4:46am 
pretty sure there are spore pods which can act as turrets not sure if thats just for the landing or if they have the energy to continue acting as turrets for a long time
Vorochi  [author] 15 Oct, 2024 @ 6:43am 
Problem is that Tyranids don’t really have a unit that qualifies, and I’m not planning to invent a new bioform
Junkerz 15 Oct, 2024 @ 1:54am 
an easy fix to this is giving the class some starting stationary units with ranged capabilities. often saves them from the first few attacks
Vorochi  [author] 10 Oct, 2024 @ 1:55pm 
It’s usually best to assume that at least half the AI in a given match will die early, regardless of what class they’re playing
Vorochi  [author] 10 Oct, 2024 @ 1:55pm 
@nicnac1100 the AI does that frequently, regardless of class. Likely doesn’t help that their main defensive unit initially is the starting Warrior, and the ai probably brings it with them.
nicnac1100 10 Oct, 2024 @ 1:18pm 
Hey this mod is awesome, me and my freinds tried to play against multiple hard tyranid AI but they keep killing themselves. any way to fix this?
Vorochi  [author] 1 Oct, 2024 @ 11:03am 
Tyranids almost universally don’t have hands, and I’ve never once seen one wear a fancy hat
Junkerz 1 Oct, 2024 @ 7:15am 
is it on purpose that they cannot wear any artifacts? seems kinda like they should be able to :)
Vorochi  [author] 30 Sep, 2024 @ 6:57pm 
There are more blessings available at higher tiers. Keep playing, you’ll find it!
Ivelios 30 Sep, 2024 @ 5:47pm 
Is there any other way to gain Blessing over time since Call the Fleet is one-time only? Given that Tyranid can evolve to suit their needs, this mechanic makes a LOT of sense for them.
fabian 30 Sep, 2024 @ 5:24am 
Great hybrid of necromancer and scourge lord, incredible strong, Can rush and devour everything and still get acess to elite. Incredible work. Completty in line with lore, though somewhat OP (but thats not a problem )
BadCub 29 Sep, 2024 @ 5:30pm 
Ah, I see. Thanks for the response.
Vorochi  [author] 29 Sep, 2024 @ 5:29pm 
Barblaunchers recently had to get nerfed, due to being rather oppressive.

Devour village giving less is intentional, as the ‘reduce town’ effect turns a village into a hamlet, whereas it simply destroys most other settlement types.
BadCub 29 Sep, 2024 @ 5:27pm 
Idea for the barblaunchers: Maybe add to it a net effect?