Conquest of Elysium 5

Conquest of Elysium 5

Tomb Kings of Nehekhara
29 Comments
Vorochi  [author] 20 Jul @ 7:28pm 
You’re welcome! I hope you enjoy
ReaperX30 20 Jul @ 7:17pm 
Oooooo looks really cool! Thanks a lot!
Vorochi  [author] 7 Jul @ 4:58pm 
I don’t know what that means, but you’re welcome?
TraditionalHoney 7 Jul @ 4:07pm 
I just realized it actually going to happen! ty for this
Vorochi  [author] 20 Jun @ 10:07pm 
I will ask around to see if any others agree, given this is the only such comment I’ve received. In terms of summons sometimes giving large amounts- I literally cannot control that, it is inherent to how all random chance works in Conquest of Elysium. No summons have a maximum, it is always possible for them to crit and give very large numbers.
Processor 20 Jun @ 9:30pm 
In fact, I have to say that the mod is still "unbalanced" and the "pleasant feelings" caused in the game for this faction are precisely because it was quite easy for me.

"animate skeletons" periodically threw me an astronomical number of skeletons.

Destroying all the cities with acolytes and the general, as well as all the forest cells, etc., this simplifies the game too much, even for the "baalites" it was not so easy for me

The complexity of the AI, I understand that you can of course put the "Emperor" there and watch how he sits with 1 city and one village and has 1k units, but this feels absurd and wrong.

Tomb Kings still breaks the game.
Ambivalentwriting 14 Jun @ 4:17am 
Really fun, I like that it's fun without making me feel like the faction break the game.

One issue I noticed after a start on a island is that since the Tomb kings generals aren't amphibian (unlike their armies) but also destroy ports they stand on the faction have almost no way to access to the sea at all.
Vorochi  [author] 13 Jun @ 7:55pm 
Yeah, that’s just a vanilla game bug with the Desolator trait. Nothing I can do about it.
Processor 13 Jun @ 7:52pm 
I found a "flaw" but I'm not sure if you can fix it.

Periodically, a "desert" appears in the forest instead of a "forest of shadows", which will not allow a druid, for example, to revive the forest.
Vorochi  [author] 4 Jun @ 4:41pm 
I am glad you're enjoying it, then
Processor 4 Jun @ 12:29pm 
It's very nice to play for them, but at the same time, I didn't feel like I was some kind of "level 80, the tomb kings have come out of the tombs, and what can Illisium offer is NOTHING", I liked that they had their own problems, their own weaknesses, etc.
Processor 4 Jun @ 12:28pm 
It reminded me of the Roman gameplay, but for skeletons and "a little" more pumped up, good balance.

But not towards the "god'ness" of the emperor, but more towards the creation of beautiful armies.
Vorochi  [author] 3 Jun @ 10:07am 
Thank you, I think?
Processor 3 Jun @ 9:12am 
Tested your mod, I think it has a right to exist. Thumbs up. Didn't notice any problems with balance.
Vorochi  [author] 31 May @ 9:44am 
Fixed
Vorochi  [author] 31 May @ 9:12am 
The priesthood aren’t supposed to have shields at all. Probably an error from copying the baseline stats of the Prince.
Ortoblast 31 May @ 8:56am 
Mortuary Acolyte looks like he has no shield, but he has a trait of Large Shield.
Vorochi  [author] 30 May @ 11:25pm 
The pyramids don't have any living people in them, hence they don't produce any sacrifices. They produce relics (and hands) because, well.. it's a site of death that's full of things to steal.
forrestomintero 30 May @ 10:32pm 
This is genuinely fun, and seems pretty balanced. Terraforming is always fun, and the ability to deny resources to some enemy classes is likewise great. There are definitely classes you counter and classes you don't. Gem classes don't care about your terraforming, El is a bit mixed because youre killing all the human settlements but also pyramids give gold/relics. (But no freespawn) Everyone else suffers pretty hard once you've really gotten rolling because desert terrain slows them down while pyramids don't give any faction resources.

If you really wanted to balance things, I'd say adding a point of sacrifice production to pyramids so that less races are 100% ruined by a terraforming push could be good. The ai just doesn't understand the threat your armies pose when they're sitting on a village to wreck it.
Vorochi  [author] 30 May @ 6:26am 
Thank you! Counts shouldn’t be much longer now, just a few units to finish up. I post updates regularly both in my discord server and the general CoE discord.
drawain 30 May @ 6:18am 
Great mod, thanks for making it. Balance seemed perfectly fine to me, at least in single player, the faction is strong once you get rolling but that's true for a lot of vanilla classes as well. Looking forward to Vampire Counts!
Vorochi  [author] 29 May @ 11:51am 
Their units can also only heal on their recruitment/ritual terrains, which makes them vulnerable to attrition when far from their pyramids.
Vorochi  [author] 29 May @ 11:47am 
I’m not really sure what you’re getting at? I did fairly thorough balance testing with other CoE community members. The main weaknesses are being undead (can be banished) and their hard location limitations on their recruitment.
Processor 29 May @ 11:41am 
I understand that "100% balance" is not applicable to this game, but have you at least tried? Usually mods are very weak in this regard and you know the race "that has everything and no weaknesses".

For example, in this game the baron's weakness is that it is harder for him to reach level 3 magic, but this is compensated by annual free units, etc.

Someone has their own weakness and strength at the same time.
Vorochi  [author] 28 May @ 10:49am 
I’m glad people enjoy! More is on the way, as always. Vampire Counts are the current main project.
Kolarded 28 May @ 9:35am 
Man you're really good! Such quality!
Nukular Power 27 May @ 9:10pm 
Very cool!
Vorochi  [author] 26 May @ 9:22am 
Thank you!
Noboto 26 May @ 4:18am 
You are one of the better mod's maker