Conquest of Elysium 5

Conquest of Elysium 5

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zgrssd 28 Aug, 2021 @ 7:34am
Ant Fix Mod?
I am looking for a mod that helps with the Ant-Problem. In particular I am looking for:
- anything taht tones down Ant Queen spawning
- any way to destroy Anthills, ideally an option the AI can use

The closest I could find was: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2581367004

This one does make ant-hills burnable and gives a recruitable fire-imp (so burning for all?). But it is a mod modificaiton - so not ideal.
Last edited by zgrssd; 28 Aug, 2021 @ 7:35am
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Ants really aren't an issue, but it's not like it's hard to deal with them via modding. I mean, there's like three ways to do it.

The balanced way:
newritual "Stomp on Anthill" ritpow 13 # Spirit Guide any pitpow will work, including newritpows level 1 free cost 0 45 # 45 gold, though any resource or amount works apcost 2 terr -87 # ant terrain alterloc 0 # plain soundfx 57 descr "placeholder text."

Or either silly way:
selectmonster "anymonsterhere" terraformfrom -87 terraformto 0 terraformch 100 # 100% chance, but any 0-100 integer works

selectterr 234 # the negative terrain group might work, but terrain modding is finicky and I've #not bothered trying burnable selectterr <whatever the new ant hill ID is> burnable selectmonster "anymonsterhere" burn 1 # or chop 1 if either burnable works for chopping or we get the choppable function

Okay, I guess you could write an event, too. But having an event that looks for terrain/owned terrain every turn is going to mess with turn times.
Last edited by Commisar Jon Fuklaw; 28 Aug, 2021 @ 12:04pm
zgrssd 28 Aug, 2021 @ 12:27pm 
Originally posted by Commisar Jon Fuklaw:
Ants really aren't an issue, but it's not like it's hard to deal with them via modding. I mean, there's like three ways to do it.

The balanced way:
newritual "Stomp on Anthill" ritpow 13 # Spirit Guide any pitpow will work, including newritpows level 1 free cost 0 45 # 45 gold, though any resource or amount works apcost 2 terr -87 # ant terrain alterloc 0 # plain soundfx 57 descr "placeholder text."

Or either silly way:
selectmonster "anymonsterhere" terraformfrom -87 terraformto 0 terraformch 100 # 100% chance, but any 0-100 integer works

selectterr 234 # the negative terrain group might work, but terrain modding is finicky and I've #not bothered trying burnable selectterr <whatever the new ant hill ID is> burnable selectmonster "anymonsterhere" burn 1 # or chop 1 if either burnable works for chopping or we get the choppable function

Okay, I guess you could write an event, too. But having an event that looks for terrain/owned terrain every turn is going to mess with turn times.
Would the AI do these actions as well? Or would it be a human player only action?

Also, could you turn any of those into a mod ready for download? I have not done any modding for COE5 or the series.
Plus it is your work, I would not feel right copying it.
The AI would do the ritual, but there'd need to be at least one for every class (some classes use more than one ritpow or dont have access to their starting ritpow later in the game), but would probably need an AI pointer (simple to fix, just add aiwhere -87) to do it reliably, since it needs to be on the tile that is to be changed. Problem with doing that is that there's then very few options for ritual priorities and you can really ♥♥♥♥ the AI up by messing with pointers to that extent.

The automatic terraforming for units depends on whether the AI walks onto an ant hill with the affected unit(s).

Same goes for the burning approach, but with the caveat that the AI pointer for wanting to burn things will target any[/i] burnable tile, not specific tiles or tile types, so the end result is less than idea..
Last edited by Commisar Jon Fuklaw; 28 Aug, 2021 @ 2:18pm
zgrssd 28 Aug, 2021 @ 3:07pm 
Any chance you could turn that into a mod?
Even just the player version would be a huge step forward. That way at least one party can clean up those dozen or so nests.
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