Conquest of Elysium 5

Conquest of Elysium 5

Kanto
38 Comments
LordMaes530 28 Jun @ 1:03pm 
<3 You're awesome. I love the mod by the way. :)
Ⓚⓝⓐⓨⓣ  [author] 28 Jun @ 12:11pm 
Fixed the legendary duplication possibility; fixed the missing spawnmon final stages (turned out there were about six; everything from before where I wrote my standard 2 and 3 form pokemon templates to copy over for basic traits).
LordMaes530 27 Jun @ 11:15am 
Oh my bad, I didn't know. I just thought you thought it would be too OP.
Ⓚⓝⓐⓨⓣ  [author] 27 Jun @ 11:14am 
No plans to add more shinies, but Gyarados is with Golbat in that it's a bug I need to fix.
LordMaes530 27 Jun @ 11:01am 
Knayt? Do you think you'll ever add more shiny pokemon? And if you ever do for Gyarados, do you think you'll consider giving it a monster spawning ability similar to other full evolve mons?
Draken 26 Jun @ 1:51pm 
Suggestion:
- Have the "Urban" ritual also work in Towns.
- Have the "Graveyard" ritual also work on Gallows, Mausoleums, Haunted Cities and maybe Old Castle Ruins.
Draken 26 Jun @ 1:47pm 
Bug: Golbat doesn't spawn more Zulbats like the other endforms, neither does he change into Crobat.
Draken 26 Jun @ 1:39pm 
Bug: You can currently summon an unlimited number of legendary pokemon.

You you are missing the part where you tell the ritual which monster to check for nomonworldreq 1.
If you add:
addstring "(-)Mew"

The game will actually check if the unit Mew already exist.
Draken 26 Jun @ 1:27pm 
Shock weakness does work, but you are right there is no tag.
Instead, the unit will get the default Shock Resistance tag, but if you click on it, it will show a negative number.

This definitely works and will increase the damage that unit takes from shock.
Shockres -50 will give a unit 50 Shock Vulnerability in practice.
Ⓚⓝⓐⓨⓣ  [author] 24 Jun @ 5:15am 
So, fun thing about that - CoE does not have a weakness to shock as a tag. You can make a unit weak to fire, you can make a unit weak to cold, shock weakness just doesn't work. There's a lot of Pokemon who have the fire and cold weaknesses accordingly, and a fair few who would have shock as well if that worked that way, but it doesn't.
Kain "Firact" Zanath 22 Jun @ 4:29pm 
i do see some weakness for the record, but like... most water pokemon tanking thunder as well as a grass does
Kain "Firact" Zanath 22 Jun @ 4:28pm 
i was thinking as i look at pokemon they dont have any weakness, i mean i LOVE sending any type against any thing. but the pokemon can be nerfed drastically if you gave them weakness to other types. it wouldnt make it a useless faction because we can make trainers who use mostly water pokemon to figth a fire army eca, do you think it would make it to hard? or balance out how powerful armys can be? maybe it would give need for the normal types to be used more
Kain "Firact" Zanath 22 Jun @ 3:35am 
i actively come back and check out the progress man, i think i might try a new eevee run :D
Ⓚⓝⓐⓨⓣ  [author] 21 Jun @ 2:35am 
Fixed that (Kabutops was also missing some elemental resistances, so got that as well). Poliwag is in the sea Pokemon category, Meowth in urban.
Lain Coulbert 19 Jun @ 9:42pm 
Kabutops lacks the ability to swim where Kabuto had it. The Poliwag and Meowth lines weren't actually in any of the rituals last time I played.
forrestomintero 17 Jun @ 7:07am 
Yay :)
Ⓚⓝⓐⓨⓣ  [author] 16 Jun @ 4:06am 
Decided to actually pull the trigger on adding a soft gem class side to the Eevee Republic, in the form of being able to force-evolve Eevees, so enjoy all (but especially forrestomintero, who actually came up with the idea).
forrestomintero 4 Jun @ 8:25pm 
thats how new missingnos are born
Ⓚⓝⓐⓨⓣ  [author] 4 Jun @ 8:20pm 
Pokemon evolution is on a time delay (varies by evolutionary line, there's a bit of randomness, it's basically the Dvala mechanic just applied to more and smaller creatures), and as far as the Pokeball glitch goes it appears to be a known Dominions wide mod-item glitch, though for whatever reason they activate it more often than most (might just be that there are a lot of them).
Kain "Firact" Zanath 4 Jun @ 2:47am 
...does the pokemon evolve from exp or time...?
Kain "Firact" Zanath 4 Jun @ 2:22am 
im sure you noticed this but when you exit or reload pokeballs sometimes glitch out, reloading to before it was bugged out sometimes fixes it and breaks others. checking to make sure all (important) pokeballs are good or reload and try again seems to be the way to go. do you have a work around suggestion for now to fix the balls? even if not i praise you to the heavens! this mod is awesome!

at first i was sending anything together, but now i catch and raise cool combos of pokemon and sort them around different areas that match the types. its fun to watch afew cute little guys turn into a army of charzys and other favourites. catching a few pokemon to guard towns from the ghosts was fun to! by the end the world was a poke-paradise.

thanks for making and sharing this, i cant imagine how much work this was. you are the goat
Kain "Firact" Zanath 4 Jun @ 2:22am 
alright man this mod is super cool and iv enjoyed it more than any other time on COE5, i got about a thousand hours in it.

iv beaten a set of ai with the starter squad and with the holy eevee overlords. starting a bug run now. i think its really cool, even after beating the AI in a corner, i went onto fight the other planes. just to raising armys of pokemon from farming areas. it was awesome to just raise pokemon while others held the line.

i enjoyed using the legends spam after winning to cheese some cool things. i got a dwarves as eevees, mew took over a dwarf scout and bam, dwarves and mountain pokemon everywhere. it was neat but i dont know if it was intended. i enjoyed it anyway.
Ⓚⓝⓐⓨⓣ  [author] 29 May @ 4:08am 
Sadly spell school modding is not a thing - there's a number of hard-coded spell schools that can be applied to units, and you can modify spells within them via weapon modding (all spells are technically weapons), but actual spell schools are off the table. The bug catcher line does already use custom summoning weapons though.
forrestomintero 29 May @ 12:10am 
you could switch the pokeball mechanic to being a spell school instead of item-based. It would probably work better in the long run. Just set the summon maximums per battle to one per spell, and a tier 3 trainer would have 5 per battle, which is pretty appropriate for gym leaders and elite 4 members who usually have 5 pokemon in actual pokemon games. It would also allow you to have themed spell lists like a bug trainer having bug pokemon or the sailor guy having water pokemon. (the generic trainer could have either a random assortment or a group of starter pokemon + pikachu)
Ⓚⓝⓐⓨⓣ  [author] 28 May @ 8:27pm 
I've been quiet in the comments here, but I do read them, and there are ideas percolating accordingly. I might, might, add a rare-recruit pokemon professor who uses gems to a) craft pokeballs and b) provide access to eeveelution recruitments. Procuring items with spells has historically taken some weird workarounds, and disgusting spaghetti code is a core feature now.
Pelon_MSG 24 May @ 2:47pm 
>I check the code
>Understand nothing
>Remembers that i dont know nothing about coding
LordMaes530 24 May @ 2:31pm 
Oh that sounds neat.
forrestomintero 23 May @ 11:28pm 
Oh, another suggestion: pokemarts as a terrain feature. They could have a point or two of trade value and some gold generation. They could sell pokeballs so that you don't have to recruit trainers just for the purpose of stealing their pokeballs.
LordMaes530 23 May @ 5:17pm 
Oh true. All good!
Ⓚⓝⓐⓨⓣ  [author] 23 May @ 4:19pm 
There is, and the other two classes actually have that built in. Bug catcher it didn't seem to fit as well.
LordMaes530 23 May @ 12:50pm 
Is there a way to allow you to recruit different mons at different Gyms if you conquer them? I don't seem to have the option to with the Bug Catcher. (Which might be what you wanted in the first place, so I decided to just ask.)
Ⓚⓝⓐⓨⓣ  [author] 22 May @ 8:35am 
I don't know how gems as an equivalent to the evolution stones didn't occur to me. I might just do that; at least as a way to fast force evolve eevees, as all that takes is adding gem collection and modifying the recruitment screen, Dwarf style. As for bug catcher, I was considering herb/fungus, but figured the mix of Elysian and Kanto bugs covered a lot for uniqueness.
forrestomintero 21 May @ 8:20pm 
Just to be clear I love the mod, and I'm so glad there's finally a pokemon mod. That said, purely as flavor/balance suggestions:

The eevees would be great as a gem race. Rather than have them evolve like the others, eevees could be converted via a gem ritual. (Diamond for jolteon, ruby for flareon, sapphire for vaporeon. Emeralds could summon more eevees I guess. Not sure about emeralds) This would give the player control over their eeveelutions, make up for the fact that they only have 1 extremely basic recruit type, and incur a cost for that control.

Likewise, bug trainers could be an herb race, with special bug catching rituals that cost herbs, and specifically catch caterpie/weedle. This allows them to quickly spam hordes of bugs, and adds more distinctiveness from the other classes.
Ⓚⓝⓐⓨⓣ  [author] 21 May @ 7:37pm 
Fixed capture underground Pokemon and the Pidgeot ball (it was trying to be a Pigeot ball, there is no Pigeot unit, just a straight up basic typo on that one).
Lain Coulbert 20 May @ 6:19pm 
Capture underground pokemon's not working
LordMaes530 19 May @ 3:19pm 
Heya Knayt? I don't know if this is a compatibility issue somehow with other mods or not, but any time I get a Veteran Pokemon Trainer with an ultra ball that spawns Pigeot, they never actually get spawned in. I'm not sure why as I'm not great with troubleshooting really. But this has happened twice now in my game. Just a heads up. Thanks! (P.S. LOVING the modpack otherwise, and I'm actively trying to find a void Portal or a way up to the sky to summon the legend birds.)
LordMaes530 19 May @ 9:24am 
I'm downloading it now too. I loved the pokemon mod too. I'm sure this'll be great! :)
BadCub 13 May @ 8:25am 
As a person who liked the Pokemon mod for Dominions 5,.let it be known that I am actually interested in this mod.