Conquest of Elysium 5

Conquest of Elysium 5

Asphodel, Carrion Wood
53 Comments
Nilo 24 Jul @ 3:24am 
It clutters the end turn screen, but apart from that it doesn't matter.
Vorochi  [author] 22 Jul @ 10:49am 
I will probably deactivate it with the next wider update I do. But, since it drowns instantly, it’s functionally doing nothing and doesn’t matter.
Nilo 22 Jul @ 4:47am 
So can you deactivate spawns in kelpforests or give them the amphibian trait?
Vorochi  [author] 21 Jul @ 9:31am 
I probably could eventually, but don’t currently plan to. Part of the point of this project was to take a break from sprite work.
Nilo 20 Jul @ 9:59pm 
I noticed the kelpforests also spawn manikins which instantly drown the next rond.
Is it possible to add some kind of undead fish?
Vorochi  [author] 18 Jul @ 8:28pm 
I’m fairly sure that ‘setupship failed’ is a vanilla bug with boats? Either way, this mod doesn’t interact with boats in any way.
无名 18 Jul @ 8:04pm 
setupship failed (Archer)-9988
Vorochi  [author] 17 Jul @ 5:40pm 
Some of the half-men- Satyrs and such- favor the Old Ways and the Forest over the new civilization of the Dryad Queen, and so side with Asphodel.
Vorochi  [author] 17 Jul @ 5:25pm 
The black-pelted Dryads are those anointed by the forest to bring revenge against the other Dryads for abandoning the old ways, and against civilization as a whole for harming nature. The Carrion are simple puppets animated by the vines of the forest itself, whereas the commander Carrions still contain the corpse’s original soul.
Doppelganger 17 Jul @ 5:08pm 
Im curious about the Dryads and why Carrions are allied with them?
Vorochi  [author] 17 Jul @ 3:14pm 
I might limit the spawn rate a lot more for the corpse-independent ones, but keep the grove and corpse spawns as-is.
Sizykk 17 Jul @ 3:13pm 
I'm also in favor of the passive spawn, it's my favorite kind of factions. Great mod.
Vorochi  [author] 17 Jul @ 3:12pm 
Yeah, the forest limitation is very intended
Leonapp 17 Jul @ 2:57pm 
Yeah noticed that, but thats limited to forests (which I guess is the point of this faction) but would be cool with some other kind of spawners too. But fair enough if thats how the faction is intended
Vorochi  [author] 17 Jul @ 12:57pm 
‘Spawning rituals similar to troll’ are already present! The groves work very similarly to troll forests, in that they consume corpses to make wandering Carrion, in addition to the normal Asphodel freespawn.
Vorochi  [author] 17 Jul @ 12:56pm 
@Bob Bobson
That was likely caused by a mod update corrupting your save. A small number of new units were added, which shifted the IDs that the game was looking for in the save file, resulting in one of the god units being selected instead of a manikin.
Leonapp 17 Jul @ 11:23am 
I personally like the passive spawning and it's one of the main reasons I downloaded this mod. But adding rituals to create spawners similar to troll forests would also be cool
Bob Bobson 17 Jul @ 6:29am 
Okay i don't exactly know what did this, but at some point in the midgame a bunch of my forests spawned two mandrake titans. And even more of those goat-looking monsters that also spawn units each turn.
Basically, at any point i could just walk one of my commanders into a forest with nothing, recruit 300+ units instantly and leave again. I think the asphodel grove ritual may have done that? I'm unsure. If this is intentional, i think it should be nerfed ^^*
Besides the 1 million unit jumpscare, i think this is a really fun faction to play!
Vorochi  [author] 17 Jul @ 3:43am 
I don’t plan to do that. I might reduce the frequency of the spawning at some point, but I’m hesitant to nerf them off the advice of only one commenter- no offense, of course.
Master Necro 17 Jul @ 3:30am 
I do understand the Dominons theme but as it stands they are head and shoulders above all other factions.I know there are rituals to make them already I was just suggesting limiting the passive spawn in forests and swamps by putting it behind a ritual. Risen Woods and Risen Mires for example.
Vorochi  [author] 17 Jul @ 3:12am 
The theme isn’t strictly ‘undead plants’, it’s ’the forest is seeking vengeance’. The black-pelted half-men are those who have been anointed by the forest to mete out that vengeance, while some cohorts of the normal half-men have willingly joined Asphodel.
Vorochi  [author] 17 Jul @ 3:11am 
The recruitment list is identical to what they have access to in Dominions 6. As far as the passive spawn goes- they do also have rituals to make those units, but the free spawning is pretty integral to their specific theme in Dominions.
Master Necro 17 Jul @ 12:51am 
The passive spawn is very strong, perhaps a bit too much, maybe make a lesser ritual that needs to be cast on a forest/swamp in order to spawn plant zombies to balance it out?

The recruitment units also clash with the theme a bit I am guessing that's WIP?

Other than that I love the theme of the mod a lot, love me some plant undead.
megamanedo 16 Jul @ 9:03pm 
Noice!
Vorochi  [author] 16 Jul @ 4:05pm 
Fixed both bugs
Vorochi  [author] 16 Jul @ 1:53pm 
Ah, yeah- Draken is correct. Fixed the error, will upload with some other changes later tonight.
megamanedo 16 Jul @ 1:47pm 
nope.
tried just asphodel mod, no ohers, still ddin't work.
oh well.
thanks again dude.
Draken 16 Jul @ 1:34pm 
Pretty sure the Enchantment does work on all terrain.
During my Enchantment test, I didn't notice anything in that regard.
And the Prince of Thieves uses it as well.

Though you might need to adjust the enchreqterr setting.
That could cause the Enchantment to autodispell if you just copied the ritual and didn't make your own.
megamanedo 16 Jul @ 1:31pm 
yeah, so i tried a few things and here's what i found:

-1. bramble forts can be casted in ancient forests, and seem to stay.
i didn't wait twenty turns or whatever to see how long, but it lasted more than the one turn of the
vengeful type groves

-2. i tried the various groves, the original grove, the newly created groves (vengeful grove, made in forest)
and the ancient forest, turned into a vengeful grove, as well as the asphodel grove.
none held the bramble fort past the turn it was casted, i.e. one turn, then it disappears.

my conclusion is, i don't know XP

one question actually: do you use any other mods alongside this one when playing?
i realized that it's possible it's a strange conflict between the mods and the base code, possibly?
i'll try it out alone sometime and post to let you know, otherwise, thanks for the help,
hopefully we'll figure it out at some point.
Vorochi  [author] 16 Jul @ 1:12pm 
I suspect the enchantment itself is hardcoded to only work on ancient forests and vanilla sacred groves. I didn’t use the vanilla groves, as they turn back into ancient forests after a few turns if not owned by vanilla Dryad.
megamanedo 16 Jul @ 12:55pm 
i'm gonna try testing if it's related to me casting it in vengeful groves, and groves made in forests VS groves made on ancient forests.
if that shows nothing different, could it be related to what is says about being castable only in
asphodel? as well as sacred and ancient forests?

Edit: just found an ancient forest with another dryad hag player,
and they have a bramble fort on it.
the thot pickens (jk)
megamanedo 16 Jul @ 12:53pm 
i'm gonna try testing if it's related to me casting it in vengeful groves, and groves made in forests VS groves made on ancient forests.
if that shows nothing different, could it be related to what is says about being castable only in
asphodel? as well as sacred and ancient forests?
Vorochi  [author] 16 Jul @ 12:47pm 
As far as bramble forts, test away, I have no idea what’s breaking them.
Vorochi  [author] 16 Jul @ 12:42pm 
Oh, I already know the cause- I simply forgot to initialize them as commanders in the event that spawns them. Being a commander or a troop is determined by how it spawns, it’s not inherent to the unit.
megamanedo 16 Jul @ 12:34pm 
huh, i'll try a couple things, (since i do have a carrion commander there)
and let you know what i find
Vorochi  [author] 16 Jul @ 12:30pm 
No idea about the bramble fort thing, probably a vanilla bug. The ritual is identical to the vanilla ritual.
Vorochi  [author] 16 Jul @ 12:30pm 
The carrion commander thing is a bug. I was gonna fix it last night, but fell asleep early- going to be fixing it in a bit.
megamanedo 16 Jul @ 11:17am 
hey, i think i'm running into a bug?
when i cast bramble fort, it seems to work as normally, but i'm noticing when i look back,
the forts are gone?
i'll do some more testing and let you know what i find.
Edit: yup, i confirmed it. i casted bramble fort, waited a turn with the commander in the fort,
and next turn it was gone.
Doppelganger 16 Jul @ 5:43am 
@Vorochi, I see...so it uses corpses to sort of plant life in it and regrow them?
So if growth is the mantra of the Asphodel I would think there could be a mechanism to grow forest even more. let it overtake cities, deserts etc. through rituals and maybe make some "wild growth forest" to make it even more fun.
also you could make something really fun stuff with graveyards as we know that it uses corpses.

I like that you took away regeneration. it was too powerfull. its also a little sad though because everyone love regeneration lol
Alpaka 16 Jul @ 5:25am 
The Unit Named Carrion Commander is not a Commander when spawnded from the Groves is that intended?
Vorochi  [author] 16 Jul @ 5:10am 
Asphodel as a whole is far more ‘wild growth’ themed than it is decay- the forest isn’t dying, it is actively seeking to kill civilization. It’s all herbs because you’re growing plants to raise the dead.
As far as wandering carrion goes- the ancient forests and groves already freespawn them occasionally.
Doppelganger 16 Jul @ 4:51am 
I think it could be cool if you could make a "carrion woods" like troll can make "troll forest".
maybe from this place the freespawn roaming carrions could spawn.
also Im curious why this faction dont use the black hands resource as it is very much related to death and decay.
speaking about decay wouldnt it be cool if the decaying mushrooms grew maybe in the "carrion woods".
anyways I love the concept and hope you develop it even more :)
Vorochi  [author] 15 Jul @ 10:36pm 
I’m glad you like it!
Valerie.City 15 Jul @ 10:08pm 
VOROCHI YOU'VE DONE IT AGAIN. Instant favourite.
Vorochi  [author] 15 Jul @ 2:32pm 
Fixed
Vorochi  [author] 15 Jul @ 1:59pm 
The library and temple bonus descriptions don’t automatically update with what units the modder gives those tags to- I have to actually manually change the temple and library descriptions for the class.
Vorochi  [author] 15 Jul @ 1:53pm 
You can recruit Black Dryads, which can promote into a Dryad Hag.
Vorochi  [author] 15 Jul @ 1:50pm 
Oh, they are boosted by temples. I just forgot to change the bonus descriptions.
tehkillakidz 15 Jul @ 1:34pm 
just found a temple and they are not boosted (hopefully that changes)
tehkillakidz 15 Jul @ 1:33pm 
Dryads should be priestess being boosted by temples not libraries (basing this on the fact that they are priestess in the regulate faction and in Dom where asphodel comes from since I have not found a temple in my game yet)