Conquest of Elysium 5

Conquest of Elysium 5

Imperial Guard (Cadia)
Vorochi  [developer] 10 Nov, 2024 @ 6:16pm
Suggestions
Things you would like added or changed
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Showing 1-8 of 8 comments
BadCub 12 Nov, 2024 @ 3:05pm 
Hello again! Maybe have Voxcasters be front- so that they are not directly at the front?
Don't know if this counts as 'weapons teams,' but guardsmen with flamers, grenade launchers, and plasma guns?
Last edited by BadCub; 12 Nov, 2024 @ 4:57pm
Vorochi  [developer] 14 Nov, 2024 @ 10:14am 
Guardsmen special weapons are included in the weapons teams and such, yeah. Will happen eventually, but sprites are the most time-consuming part of this mod, so new units take time.
BadCub 14 Nov, 2024 @ 1:18pm 
I understand. Glad to hear it though. I look forward to them. Your sprite work is awesome, by the way.
Vorochi  [developer] 14 Nov, 2024 @ 3:22pm 
Thank you! I haven't been doing sprites, specifically, for terribly long (since about July, the Tsons are some of my first sprites), but I've been doing Warhammer painting since around the third grade, and hand drawing for about as long. I've also been getting tips from Sturm, one of the more popular Dominions modders.
BadCub 15 Nov, 2024 @ 12:18am 
In that case, it sounds like you're a fast learner, and that Sturm is teaching you well! As always, I look forward to seeing what you do next.
Gobby 1 Mar @ 10:26pm 
Take another look at unit costs? Currently, Iron bottlenecks everything. Gold is mostly good for overbuying iron, and gems are just sort of... there.

Currently, actually recruiting on a citadel is highly inefficient. Efficient access to guardsmen comes solely from sacrifice rituals. To have those in more than one place, you need to upgrade sergeants with the faction leader. Very easy to put yourself into a logistical nightmare if you send the wrong leader on an offensive push... I would say the best practice is keeping the faction leader in a central location to hand out guardsmen/promotions to new armies, which is neither intuitive nor QOL.

I'd recommend thinking about letting sergeants promote themselves, and/or altering citadel recruitment to cost more sacrifices and less iron. Unit promotions should cost gold/gems and less iron.
Vorochi  [developer] 1 Mar @ 10:40pm 
What you’ve described sounds like a very thematic way to play the Imperial Guard

Sacrifices represent humans tithed to the Imperium. When recruiting from a citadel, you send one mortal per Guardsmen, in addition to the cost of their equipment. The summons are typically more blood per guardsman, in exchange for in-field deployment and a lack of need to pay for their equipment.

Gems purely represent rare materials of value to the Mechanicum, and are primarily useful to trade to the Tech-Priests in exchange for armored vehicles. Lasguns and flak armor are cheap, mass produced war material, that would have no need for rare materials found by the Guard.

The iron costs are because, well.. it’s all metal equipment, or something equivalent. Every soldier is equipped at least as well as an Elysian swordsman or crossbowman, and the iron costs are there to match that.
Vorochi  [developer] 1 Mar @ 10:52pm 
In terms of promotions, a sergeant of the Guard simply doesn't have that authority. The traitors of the Lost and the Damned operate differently, as the hierarchy of Chaos is much looser than the strict, regimented Guard, with much more room for upwards mobility. This comes at a literal cost, however, as traitor sergeants are more expensive.
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