Conquest of Elysium 5

Conquest of Elysium 5

Imperial_Governor
June 2 update
Amazing Mod!
I just noticed Munitorum Prefectus is spawning Mayoral Official
He needs some spawnoffs or Peacekeepers need moved
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gn0sis  [geliştirici] 2 Haz 2024 @ 10:21 
Can you elaborate a little? What do you mean spawning Mayoral Official? It is intended that the Prefectus is able to recruit Mayors by ritual.
>That feel when your Magos horde turns into air support guard
The Governor has a second set of rituals, I believe the Prefectus set.
Kazeck  [geliştirici] 2 Haz 2024 @ 15:12 
Found the cause, it's because the Prefectus was moved in the file, and his mon-spawn specifically spawns the next unit in the file, will be fixed shortly.
Kazeck  [geliştirici] 2 Haz 2024 @ 15:18 
İlk olarak Ragebrew tarafından gönderildi:
>That feel when your Magos horde turns into air support guard
The Governor has a second set of rituals, I believe the Prefectus set.
The governor was given the defensive constructions ritpow, hopefully. I've uploaded the fix now.
Mayoral Officials have no tithe option in cities and ports
it appears you have negative terrain groups in a greater negative terrain grouping
i wonder if that might be the reason as it seems to be the only grouping you created with an active negative group (entry without a #)

#used for Greater Tithe ritual
selectterrgroup -1196
setname "Imperial Township and towns, cities, and ports"
addterr 914 #imperial township
addterr -28 #towns and cities
addterr -93 #ports

might have to spell out individual town city and port types? not sure
Tried to Prepare Valkyrie Support Unit. Received the message "No one answered the summons." I believe the unit ID changed, because when I loaded my June 1st save, my Forge Lord had transformed into a Valkyrie, the Magos into vox casters, and the bolter sentinels into Magos.
Construct Aquila Macrocannon Strongpoint uses "Macrocannon Aquila Strongpoint" instead of "Aquila Macrocannon Strongpoint" so the summon fails

Same with Valkyrie Support Unit > Valkyrie Support Ship
gn0sis  [geliştirici] 5 Haz 2024 @ 12:50 
We will get a new version with fixes up shortly.

@Gubbins, it's odd that is happening for you. Do you have any other mods enabled? That terrain group with nested terrain groups has been working fine for me for many patches (even well before we made these updates). I still seem to be able to use Greater Tithe in ports on this patch also (as intended).
En son gn0sis tarafından düzenlendi; 5 Haz 2024 @ 13:07
i was for sure using a few others
and you are correct i never remember it being an issue before
i saw the imperial township and thought it was a newly written grouping
i will look further
gn0sis  [geliştirici] 5 Haz 2024 @ 16:03 
I think it was called something different last update, but it's the same as before (except with the new Imperial Township added to it). We made a lot of updates to descriptive text in the last wave. Now there is less redundancy and it's clearer what needs to happen to trigger things. And sounds good and let us know if you find anything.
on that same save (with dynamic elysium mods*) it is definitely broken
lesser works in hamlets
colonial works in colona
greater works in township
greater does not work in city or port (no town nearby)
Tried Again with no mods gave myself a starting city with addstartterr 9 saved for official first thing and was unable to cast greater tithe
gn0sis  [geliştirici] 6 Haz 2024 @ 8:51 
Thanks for the feedback! We will test a little more and see if we can work it out.
gn0sis  [geliştirici] 12 Haz 2024 @ 20:40 
@Gubbins latest patch has updates to that terrain group with no nested terrain groups

selectterrgroup -1196
setname "Imperial Township and towns, cities, and ports"
addterr 914 #Imperial Township
addterr 207 #Capital
addterr 243 #Capitolium
addterr 83 #Capitolium
addterr 86 #Trade District
addterr 84 #Slums
addterr 244 #Slums
addterr 85 #Temple District
addterr 79 #Port
addterr 80 #Port
addterr 81 #Port
addterr 82 #Port
addterr 316 #Pirate port
addterr 317 #Pirate port
addterr 318 #Pirate port
addterr 319 #Pirate port
addterr 17 #Town
addterr 9 #City
when i try to upgrade a Voxcaster to a Voxcaster Artillery Specialist the ritual stays greyed out , tried it without other mods and it still happends and yes i do have a Aquila Macrocannon Strongpoint at the building location. (tried at either the upgraded strong point or the Imperial bastion Is there some other requirement i'm missing ?)

Oh and minor thing is after upgrading (Claim the Mantle of Inquisitor) the inquisitor he seems to lose his level 2 ritual to recruit a priest which screwed me over 1 time i forgot to recruit a priest first (it seems to lose all level 2 rituals)

Construct Fusion Reactor Citadel doesn't seem to unlock an electro priest and you can build them next to each other (not sure if this is intended)

As for psykers , it might make more sense to start assembling (training) astropaths and after you get enough combine them into a astropath choir ( as an immobile unit) to do the scrying for psykers so the Ordinatus Psykana can be sent out to hunt them down. (Lorewise it would be a job for a agent from the black ships like a sister of silence )

Oh and the recruitment of sisters being limited seems fine but for voxcasters and air power it is a bit annoying to be restricted to 1 Munitorum able to recruit with major cooldown , which seems strange as you can keep expanding your tech priests to scale up perfectly to churn out legions of tanks and arty but you will remain limited to 1 aircraft every 4 turns .

Again i don't know if this is intended but if not it could be solved with a air/communication controller unit of some sort to do the recruiting , even if very expensive it would be very nice to have some options to scale up late game.

Oh and as a minor pet peeve , imperials nobles are rather good at combat in stats equipment and retinue and imperials governers even more so the governer himself being so weak makes little sense , atleast give the poor man a bolter and power fist or something. Maybe even some bodyguards.
En son melloth_the_woodelf tarafından düzenlendi; 13 Haz 2024 @ 11:32
gn0sis  [geliştirici] 14 Haz 2024 @ 8:21 
All of the bugs you described were addressed in the latest patch. Are you using that version?
* Issue with Voxcaster Artillery upgrade was it was keyed to citadel rather than Strong Point
* Inquisitor keeps level 2 Ecclesiarchy powers now
* Fusion Reactor Citadel and Electro-priests were worked on but ultimately not finished and not included in this update, so they're commented out in the latest code

Good suggestions on the other stuff and we will take it into consideration for sure. The next major update (not for a while) will flesh out all three upgrade paths (Adeptus Terra/Munitorum/Guard vs. Adeptus Mechanicus vs. Adeptus Ministorum/Ecclesiarchy) and include a major psyker overhaul, including planar travel with Astropaths, so there is a lot to look forward to.
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