Conquest of Elysium 5

Conquest of Elysium 5

Myconid Lord
Juz  [developer] 7 Dec, 2021 @ 1:26am
Suggestions
Feel free to make some
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Showing 1-15 of 18 comments
cold 7 Dec, 2021 @ 10:59pm 
Allow fungal forests to be grown on rock ground
cold 7 Dec, 2021 @ 11:03pm 
Allow the fungal forest only rituals to be conducted inside the fungal fortress
cold 7 Dec, 2021 @ 11:05pm 
The Heart slowly grows low level units
Juz  [developer] 7 Dec, 2021 @ 11:41pm 
Pretty sure they can grow on rock grounds it should be allowed on any 'flat' ground, just not within 3 squares of another fungus forest, sometimes there is a sneaky one out of sight underground though.

I can't allow fungal forest rituals to be used in fungal fortresses due to modding limitations. You can choose things like 'Forests and Jungles' 'Flat Ground' or 'Cities or Larger' for example but there are only certain existing presets otherwise you can only choose 1 terrain type.

Hearts slowly growing units I could do. I opted for the very cheap ritual that spawns static defenders but that's an idea too.
cold 8 Dec, 2021 @ 12:00am 
Originally posted by Juz:
Pretty sure they can grow on rock grounds it should be allowed on any 'flat' ground, just not within 3 squares of another fungus forest, sometimes there is a sneaky one out of sight underground though.

Rock group is not flat ground, just played a game and it did not consider it flat ground.

Originally posted by Juz:
I can't allow fungal forest rituals to be used in fungal fortresses due to modding limitations. You can choose things like 'Forests and Jungles' 'Flat Ground' or 'Cities or Larger' for example but there are only certain existing presets otherwise you can only choose 1 terrain type.

I saw another mod that duplicated each ritual for each terrain type it wanted. Would that be possible? I'm sure you can pick Fungal Fortress as many of the necromancer spells can only be cast in a Infernal Fortress.

Originally posted by Juz:
Hearts slowly growing units I could do. I opted for the very cheap ritual that spawns static defenders but that's an idea too.
Yeah they feel like they need to do a bit more as they're easily destroyed for their cost past round ~50.
cold 8 Dec, 2021 @ 12:04am 
Good implementation for stuff, I like the status effect damage instead of physical damage focus. To help that along, a unit with a large amount of defense would be helpful as otherwise later in the game you end up spending many many turns reviving the fodder units. Either that or the fodder units should take only 1 action to revive.
Doppelganger 8 Dec, 2021 @ 6:25pm 
Great work!
A few ideas. "Heart Mycelin" should also spread to swamps and jungles. Makes no sense that is only includes forests.
Im also missing a "stupid scout". I know that you sometimes get the fungi ants that you can opt as stupid but it would be nice to have some sort of scout roaming.
Also, I feel like a late game "God" ritual is missing. A titan Mushroom or something....a moving swamp. That would be cool :)
Juz  [developer] 8 Dec, 2021 @ 8:43pm 
I agree that the heart should spread to swamps and jungles, but it uses the Forest Heart unit tag which only spreads to forests and isn't something I can change. I might be able to do something with some events but I've yet to look into it.

I like stupid scouts as well. Will be looking to add some kind of stupid summon to help obtaining fungi income.

Agree again, needs some mega lategame ritual.
Doppelganger 8 Dec, 2021 @ 10:38pm 
Cool. Its so great that people make mods. Im trying to make a mod of my own but as Im a noob modder I strugle with many things. By the way you have some great "sprites". Did you make them yourself?
Juz  [developer] 8 Dec, 2021 @ 10:52pm 
So just a note I actually can make terrain groups so I'll be adding the ability for most fungal rituals to be cast on a Fungus Forest, Fungal Fortress, Swamp, Iron Bog, Fair Circle and Sky Fungus.

All of them except the Mycelium heart, but many of them had at least a little bit of inspiration from the base game sprites.

Also, look at other peoples mods, it's one of the best ways to learn. And start simple.
pollenuage 9 Dec, 2021 @ 3:26am 
Hi, very fun mod, just tried it yesterday! so cool :)
Few remarks:
- Iron myconids (and their giant versions) should be 'front +' instead of 'front' since they lack range attacks (and supposed to soak up attacks)
- it seems this faction lacks units with 'archer' tag, and the way that units are organized in fortified places is weird
- I never had a chance to recruit a 2nd apprentice geomancer (in about 10 years), I suppose if I had a library the chances would be higher?
Juz  [developer] 9 Dec, 2021 @ 3:33am 
Mmm my thinking with not having them front+ was that you might want to have the spore servants take the brunt of attacks. They are Front while other myconids are front-

It does lack units in the middle rank it might be better to have myconids in that rank instead of front-

Think you just got unlucky, they have a pretty standard chance of appearing which yeah libraries increase.
OptimusPrimordial 9 Jan, 2022 @ 10:34pm 
This faction feels like it needs a way to deal with vast quantities of dead that don't involve swarms of fodder. Currently you spend several turns and hundreds of mushrooms to remove the overwhelming presence of the dead by forming hundreds of fodder troops who will just die in the next battle forcing the process to repeat.
Juz  [developer] 11 Jan, 2022 @ 1:03pm 
Well first point is you don't 'have' to rely on the spore servants as fodder, the intention of the fungle summons is also to be frontline tanks. And smaller armies with a strong mid/backline behind a decent line of fodder can be very destructive for cost.

What would you suggest though, a ritual that consumes like 100 corpses and creates more spore soldiers? Or perhaps a more advanced ritual that creates a better type of tanky line holder from corpses?
OptimusPrimordial 13 Jan, 2022 @ 5:37am 
The second one preferably since it'd mean less micro when I have to dish out troops to all my commanders.
Though personally I feel like no matter what way you go with these rituals it ends with the player spending a few turns after each battle raising an army from the dead. In effect I feel like a reskinned necromancer when doing this.
If I may offer an alternative, instead of getting all the troops at once how about summoning a unit with corpse eater? Protect each battlefield from wandering independents who would eat your troops and later you can come back to a bountiful harvest.

Unrelated but assuming you made the art, it's great you've got real skill.
Last edited by OptimusPrimordial; 13 Jan, 2022 @ 5:38am
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