Conquest of Elysium 5

Conquest of Elysium 5

Lizard King - C'tis Class
43 Comments
HSmasher  [author] 11 Jul @ 2:33pm 
There it is!

27 positive rating + 1 negative rating = 4 stars
Valerie.City 8 Jul @ 2:20pm 
Ah what? That's so interesting. Sometimes I feel like Steam is put together with tape and dreams and other times like it's perfectly designed. Maybe a bit of both in this case lol.

And yes modding is so incredibly fun. Much easier than making my own game that's for sure >.<
I was lucky to have your work (and those of others) to figure out how any of this actually works. Very clean scripts in your class, very readable. Funny to see you (and everyone) fighting against load order. Makes me wish we could have separate files. Don't let my faction stop you lol. It's incredibly rough around the edges and was mostly an experiment. Feel free to "borrow" anything you like from it.
HSmasher  [author] 8 Jul @ 1:38pm 
The 3 stars is misleading. As of right now it is 26 positive ratings 1 negative. Because Steam Workshop is weird in many ways, I'm using the opportunity to see what ratio is required for it to become 4 stars.

Normally having 25 positive ratings gets you the 4 stars default; my current theory is having any negative ratings under X total ratings caps the max stars you can have to 3 (much like having a 5 star rating is impossible with less than 100 something ratings). So I'm waiting to see at what point it becomes 4 to compare. (For reference, the Ashen Emperor has 68 positive 1 negative, with 4 stars.)

On that note - modding is fun aint it? Its encouraging to see your first mod has a strong starting view-sub ratio. I actually always wanted to play a Kraken class - if you hadn't made one I would have had to eventually. xD
Valerie.City 8 Jul @ 12:36pm 
This is my favourite mod on the workshop by far and it's genuinely shocking to me that it has a rating of 3/5 at the time of writing. That's criminal. This mod is so god it inspired me to make my first ever mod. Big thank you for all of your hard work.
HSmasher  [author] 2 Jul @ 6:29am 
That's exactly what I was going for. I intentionally tried my best to make the early game fun but still a bit on the weak side because my other classes are all more on the op side from start to finish.
Casino 2 Jul @ 12:12am 
This is the best mod class I've played so far. It fits in really well, plays differently, and yet THANKFULLY manages to not be horribly overpowered like so many other class mods, even the really fun ones. If anything Lizard King can be a bit of a struggle sometimes, and that's totally fine and in keeping with the spirit of CoE. Big thumbs up.
HSmasher  [author] 1 Jul @ 12:07pm 
I'm really glad to hear that, I personally think of all my mods so far the Lizard King is the one I enjoy playing the most and it is gratifying to see many people also have enjoyed it.

Regarding changes: I think what I'm going to do is make a QoL submod that will alter the rougher parts of the class and make the early game a bit smoother. I enjoy the class as it is but this way people who don't like certain aspects of it can get those kinds of changes without having to alter the 'normal' base class.
MercerFraidknot 1 Jul @ 10:34am 
I absolutely adore this mod, skyrocketed to my top 3 factions in game easily, the unit variety and playstyle make it a joy to play. I like the swamp spread mechanic alot, early game felt kinda bad but once you get the pharroh you feel like a proper strong faction. Only thing id ask for is giving swamp move to the lizard longdead and upping the offer for the large groups of ranged units, i neeed more crossbows. awesome mod tho, better than most base game factions imo
HSmasher  [author] 26 Jun @ 5:59am 
Technically speaking once you get the Pharoah your Lizard Princes can also cut & burn but yeah having only 1 guy who can do it for most of the game is a bit of a pain.

I might do a small update for the Lizard King sometime soon, maybe I'll add something along those lines in it.
Beardynoise 26 Jun @ 5:02am 
I really like this class, it's great fun! I must say that I think they need more units with access to cut & burn for forest expanses. Just having one single unit in the entire faction, and it being your main unit, that can deal with forests? Really slows it down and weakens you pretty hard. I'd say maybe pop it on sobek generals, or give marshmasters a ritual for swampifying forests?
HSmasher  [author] 21 Jun @ 4:57pm 
Alright, I've edited the file names for this and my other mods which previously lacked proper ones.
HSmasher  [author] 21 Jun @ 6:03am 
Yeah I haven't taken the time to fix it yet, I'll do that later today when I can.
Emperor Herb 21 Jun @ 12:19am 
hey, just wanted to let you know that a friend and I were having trouble getting your mod to work on network/multiplayer. I looked at the mod and it seems to be caused by the name format for the c5m file.

For example, the file is currently named "Lizard King.c5m" if you changed the name to either "LizardKing" or "Lizard_King" it would be multiplayer compatible.
HSmasher  [author] 3 Jun @ 6:50am 
The sobek sprites are actually unused sprites in coe5's files, presumably from a class illwinter decided not to make/implement. There's a handful of them I didn't use, and they do all have attack sprites.

CoE uses attack sprites just like Dom does (at least 4/5 do, I never played 1-3).

But yes, making a C'tis mod for Dom 6 is something I would actually like to do once I get more into dom modding, need to finish some of my bigger coe projects first though.
haychy101 3 Jun @ 6:36am 
Very nice sprites. Have you considered making a corresponding mod for dom 6? I love the sobeks, maybe a LA sobek?

Also do these sprites have an attack form, or static like i believe COE5 sprites are?
HSmasher  [author] 2 Jun @ 6:22am 
I'm glad you enjoyed the class so much.

I only really edited a few of the sprites, pretty much all of them - as well as the made up words and unit descriptions - are by Illwinter ported from Dominions.
fxknight 2 Jun @ 5:57am 
An amazing and very much needed mod. Sprites are perfect. Had a lot of fun with the faction, but I felt some of the RNG elements were frustrating; I tried to convert plains to swamps 10 times and it only worked once, costing me 750 mushrooms for pretty much nothing, and would lose my taskmasters at tombs immediately. Considering the cost for such things, I'd recommend taking out the RNG failure chance... all it does is frustrate the player while costing huge amounts of resources. (Also, "empoisoning" isn't a word. Poisoner's Guild, poisoned bullets, etc. not 'empoisoned'.) But overall, amazing! Thank you so much.
HSmasher  [author] 1 Jun @ 5:07am 
Ah so that's what causes it. Good to know.
Saturn 31 May @ 6:48pm 
I uploaded a MP Fix for your mod. don't put spaces in the mod name, and use ./ infront of png file locations to specify *exactly where the image file is.
HSmasher  [author] 30 May @ 8:58am 
Good to hear.

Do you have any idea what in particular it might have been conflicting with in either of those mods?
AceuvSprays 29 May @ 7:48pm 
Ended up finding out it was some sort of mod conflict with either overworld vision or starting defenses mod. Working now, great mod!
HSmasher  [author] 29 May @ 7:33pm 
That's incredibly weird, I can't imagine what would be causing that to happen.

Are you using any other mods that it might be conflicting with?
AceuvSprays 29 May @ 7:00pm 
Managed to host a private server and play this, every 2nd turn the Lizard King disappears, no combat. Not appearing on the commanders screen either. Tried 3 separate rounds.
HSmasher  [author] 29 May @ 1:06am 
Yeah I can do water nations.

I think an Underlord mod is theoretically possible, probably a bit tricky to get right.

If you'd like to commission me to do either of those we can discuss it more, if you have discord you can dm me at 'smasher2479'.
fabian 29 May @ 12:12am 
Could you turn some of dominions water based factions into CoE factions? + Could you do that for a dungeon keeper/ dungeon core/underlord mod who builds their dungeon in Agarttha?
HSmasher  [author] 27 May @ 10:12am 
I'm glad to hear that, I'll have some more new ones soon enough for you to look forward to.
Kode-Man 26 May @ 9:16pm 
i am loving all of your mods and so far this one is another fun class to play
HSmasher  [author] 26 May @ 11:35am 
If you don't manage to get it working, an alternative option is to play hotseat 'singleplayer' with Steam Remote Play Together.
HSmasher  [author] 26 May @ 10:44am 
It's an issue with using the Illwinter Game server, I don't remember exactly how to fix it since I don't use the game server, but there is a way for you to alter your mod files in a way to get it to work - I think it has something to do with renaming files/folders but I'm not positive. For further research I suggest consulting Saturn's workshop items as I know he uploads 'multiplayer fix' versions of mods.

https://steamhost.cn/steamcommunity_com/id/blahblahinsurance4289/myworkshopfiles/
AceuvSprays 26 May @ 10:33am 
I'm having issues with this mod, anytime I try to select this faction using the IllWinter's dedicated game servers (personally creating the server) if I click on the faction it immediately unselects it. Same for my friend playing with me, the only other mod we have is Baron Expanded. Works just fine in single player.
HSmasher  [author] 26 May @ 10:08am 
I've fixed that bug, thanks for bringing it to my attention. :steamthumbsup:
melloth_the_woodelf 26 May @ 9:41am 
the obelisk was barely damaged so i guess when it heals to full and is supposed to transform back to its regular form instead it becomes a Sacred Scorpion man
melloth_the_woodelf 26 May @ 9:35am 
I encountered a strange bug , i was trying to repair and obelisk and it transformed normally to a repairing obelisk , but after the end of turn the obelisk was gone and replaced by a Sacred scorpion man , didn't even have the undead cult unlocked yet.

Tried to replicate it and it happened again , don't think it is caused by a conflict with another mod, a repairing obelisk get transformed to a sacred scorpion man at end of turn.

Love the mod and slowly spreading the swamp over the entire map
HSmasher  [author] 26 May @ 9:09am 
I'm glad people seem to be enjoying the class, I wasn't sure how well the rng it uses would be received,
Verro 23 May @ 11:52pm 
My luck also appears to be fairly atrocious. I spend an average of 7 casts to get a swamp, and I have yet to get an iron bog. I keep getting overrun before I have a chance to get more than 5 years in against knights class bots. Excellent mod though, I really like the concept, just wish my luck wasn't trash.
Master Necro 22 May @ 3:34am 
Oh I am loving this!
Hunterkiller725 21 May @ 8:04pm 
my record during playtesting got up to 40 something
HSmasher  [author] 21 May @ 5:17am 
I actually just ran the numbers and it's technically a 32.5% chance when you combine the two. So roughly 1 every 3 casts statistically.
fabian 21 May @ 5:16am 
25% feels good, as much as that faction gains from swamps, thanks for the reply
HSmasher  [author] 21 May @ 5:06am 
I had one person who tested it claim it was broken after failing the cast 25 times in a row, when I tested it I got around 8 swamps in 15-20 casts.

Just be glad you don't have his luck. xD
HSmasher  [author] 21 May @ 5:02am 
I'ts a 25% chance to turn the square into a swamp followed by a 10% chance to turn it into an iron bog. Unfortunately you've gotten improbably unlucky, which does sometimes happen. Law of averages will balance out eventually and you'll find yourself getting some on the first or second cast.
fabian 21 May @ 4:59am 
The tend swamp ritual seems to have a too low success chance, i repeated the ritual over 2-3 years and there was not a single success
BadCub 20 May @ 8:45pm 
Nice to see another mod from you. Looks cool, and I love me a defensive class!