Conquest of Elysium 5

Conquest of Elysium 5

Matriarch
RALATHEHUNTRESS and Co  [developer] 12 Feb, 2022 @ 9:23am
Reason for Changes
No more guard spiders - one issue I had with them back in COE4 was that they often didn't allow teammates or other players to take over structures once place, also very easy to misclick and dooming you to own it forever (until an random moose decides to clear it). So I just remove them, plus the AI just seems to waste resources on them in COE4 and create mass deathpits that can't move.

Iron Costs - I thought iron was needing to be used since the faction had no purpose for it back in COE4 and it would just pile up, now you use it for the armoured spiders and the new poison range unit hire.

Random Costs for worshippers/base hire hunters - They were very cheap and easy to just spam everywhere, so I just added an random element of cost for worshippers (they are still cheap compare to other faction scouts/commanders). The hunters got an random cost per turn as well, just to ensure you don't make the map covered in spiders from the start and to focus on using the broodmothers to make them since they still got the original costs.

Spider Thickets - Thought it was an fun idea and makes sense, so I made some random spawns for the tiles and allow you to grow them. Have fun (plus it makes their starting home less defensible encouraging an aggressive playstyle.

Acid/Poison Spider reload - They were very good at just sniping all unit types and mobs, so I nerf them slightly in dmg and give an reload. Honestly the princesses and Matriarch do the job for you already, also makes it a bit harder to defend locations with them.
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Showing 1-7 of 7 comments
jnobody 13 Feb, 2022 @ 2:17am 
A slight bug is the description "Feed with Blood" it says etheral and strength+2. changing newweapon "feed with blood" dmg to 0 fixes this, (same with web toss).. also It also can't target the friendly front line no matter what I tried to do with it, and it's range functionally caps out at 12 It seems regardless of how the settings are messed but that's just a quirk with buff spells I think, the targeting issues are with the base game so it's irrelevant really.
Last edited by jnobody; 13 Feb, 2022 @ 3:31am
RALATHEHUNTRESS and Co  [developer] 13 Feb, 2022 @ 4:44am 
I messed around with that before but never tried setting it to 0, they at least seem to target allies tho within my test game and online with an friend (i just left the range to be 50 since that's what the author had it for COE4 and I didn't notice the limited range of 12). One problem I currently have encountered is the spider thicket not doing anything within online games due to an error with special value -2 event player/current player, will try to fix it but until then it will be just left disabled that feature.
Curious 7 Mar, 2022 @ 11:12am 
Hey dude, your random spawns from Spider Thickets are #commented out, so they don't actually do anything!
RALATHEHUNTRESS and Co  [developer] 10 Mar, 2022 @ 3:09am 
Yes I know, I stated that they are bugged atm due to the game itself not recognising them in the changelog and in the description for the class/race. Besides that they don't really need them right now until later when I bring more balance changes. If you wish you can turn them back on by just removing the # but if you play online with people just let you know that the function will break and one matriarch will be getting too many spider spawns (which is why it is commented out atm).
Last edited by RALATHEHUNTRESS and Co; 10 Mar, 2022 @ 3:11am
Curious 10 Mar, 2022 @ 3:25am 
You think it's alright for MP if I get everyone to comment it back in, but only 1 player is the Matriarch class?
RALATHEHUNTRESS and Co  [developer] 10 Mar, 2022 @ 9:21am 
Wasn't working for the one player in my game as Matriarch and the Ai seemed to work but depending on the player number for them, they can get too many spawns. So in the end it probably won't work and it didn't work in the games I play online when I was still testing it.

Plus sadly the command itself isn't the issue but how CoE5 most likely works with hosting since in CoE4 it worked just fine when someone was port forwarding for online games. The easily fix I can do is dupe the command for each player instead of checking current turn players but that would just bloat the file (also there is a set limit of lines allowed before the game itself crash).
Devolops 31 Jul, 2022 @ 1:03am 
Took a closer look at this mod and compared it to other mods that I know do have working square events, that behave as intended. These differences seem to explain the 'bug' behavior which was described here. Mainly in the current version of this mod the following lines are set to -1 which is a player reference of "everyone (only for messages and a few triggers)":

+squareowner -1
+class -1 "The Matriarch"

I believe that if both these lines are changes to -2 for the player reference of "event player (current player)" then these events will work as intended.

Also I will recommend an additional item that appears consistently in other mods square events:

+minturnnbr 1

This will prevent an event from occurring at game creation/start.
Last edited by Devolops; 31 Jul, 2022 @ 1:04am
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