Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
Ragnar Sfinx  [developer] 16 Apr @ 4:24pm
2
Balance, bugs, suggestions and so on.
Feedback goes here. More specific is better.
< >
Showing 1-15 of 277 comments
MCreeper 17 Apr @ 2:31am 
Baron's barricades have 150 percent fire resistance.
Have you considered making dragons tameable for the kobolds? They are fairly weak otherwise. I've also seen a mod that allows mass production of flying kobolds through a pillar building or mass summon of wyverns for a lot of gems.

I have seen a mod that aligns fairies with dryads and that's how they solved the capturing forest issues (fairies have decent attack, bad HP, but are flying so can cap quick). Similar to the druid when you have the mod that allows summoning the undying bird x2 (I think it was from one of the overhauls).

Dwarfs could get cannon or musketeers for better power? I have seen mods that gave that to baron.

Baron - I did see a mod that allowed the rangers to place traps to capture minor animals (not moose or elephants for example) which I thought was cool.

I may mess around with some of this on my own (either editing or trying it out with mods that already do it). If you want me to update how it went lmk. Great work on this mod have greatly enjoyed it!
Royal enchantress (kings queen) have a ritual 'start expedition' without a description. It makes her dissapear
Hey, this seems like an amazing mod. However, i have been playing the burgmeister and i cant seem to use the "embrace progress" ritual. It says the only prerequisite is that you control a clockwork master crafter and that it can be cast anywhere. I own a master crafter yet i still can't use it, should i be in a specific location even though the description says this is not the case?
Ragnar Sfinx  [developer] 17 Apr @ 3:12pm 
Embrace progress now works. Queen doesn´t have the adventurer ritual anymore. Vanara soulless no longer slow. Barricades get by with the ordinary 100 fireres. Brass-beak Toucans have their brass beak back.
Ragnar Sfinx  [developer] 17 Apr @ 3:21pm 
@CommanderTahren: I like the baron trapper idea! Neat and unobtrusive. Will think on that one. No dwarf muskets though - ranged firepower not really the dwarf issue, and would overlap with ballistas and arbalests. But yeah, play around with it, I´m open to good ideas.
Originally posted by Ragnar Sfinx:
@CommanderTahren: I like the baron trapper idea! Neat and unobtrusive. Will think on that one. No dwarf muskets though - ranged firepower not really the dwarf issue, and would overlap with ballistas and arbalests. But yeah, play around with it, I´m open to good ideas.
Sounds good and yeah I'll keep shooting stuff and you can decide if you like it or not np :)!
@RagnarSfinx Dracolich has an error somewhere, because his sprite is loading incorrectly resulting in showing the default 'baron' sprite
Should baron palisades have 200 fire res? Shouldnt they be suspicible to fire?
Btw isn Baron Rangers like a total upgrade to normal crossbowmen?
Ragnar Sfinx  [developer] 19 Apr @ 12:34pm 
Originally posted by Princess Celestia:
@RagnarSfinx Dracolich has an error somewhere, because his sprite is loading incorrectly resulting in showing the default 'baron' sprite

Oops. You´ll get the sprite back shortly!

And pallisades should be ... not 200% fire resistant at least. My fix seems to have made things worse. It´s a copy of an ingame terrain, seems to behave differently to stat commands than ordinary units.

Regarding rangers - yes, they are a straight upgrade to crossbowmen. But you only get 4 for the same price. Might still be overtuned, will look at that.
Ragnar Sfinx  [developer] 19 Apr @ 12:47pm 
Originally posted by Princess Celestia:
(many comments on baron stuff)

Regarding Adventurers: The tent is a workaround to avoid event-spawning the adventurers. Too many events slow down turns. Might be too janky still.

Not sure about the balance. They are strong, but not controllable, so not sure how useful they actually are by the time you get them. Feedback welcome. Also regarding their behavior - right now they emulate dragons with unlimited wander distance. This means that they return home, and can cluster up in the castle if they can´t find a mission target. Could be set to something without a homing function - maybe simply "wander at random".
Originally posted by Ragnar Sfinx:
Originally posted by Princess Celestia:
(many comments on baron stuff)

Regarding Adventurers

I guess it will resolve itself with more testing. Few ppl will play baron, give some insight, it will sort itself out. Maybe this tent shows up a little too often? Not sure, I had it available every two turns or so. But I do not think it is game breaking or anything
Ragnar Sfinx  [developer] 19 Apr @ 1:58pm 
Originally posted by Princess Celestia:
Originally posted by Ragnar Sfinx:

Regarding Adventurers

I guess it will resolve itself with more testing. Few ppl will play baron, give some insight, it will sort itself out. Maybe this tent shows up a little too often? Not sure, I had it available every two turns or so. But I do not think it is game breaking or anything

It´s 4% rec chance. I altered the numbers a bit, so less chance of getting very large groups now (from 2d6+1 to 1d10+1).
Last edited by Ragnar Sfinx; 19 Apr @ 2:23pm
Two other suggestions:

Baron: blacksmith unit that can craft only basic armors/weapons maybe some basic ring slots. Trainers that you can buy that give xp (similar to the trainer unit event) and/or can upgrade basic units. Maybe have a unit tree footman-calvarymen-knights, spearmen-swordsmen-squires as examples.

Druid: add in primal strength and greater primal strength giving you the ability to upgrade wolves, boars, deers into moose, sacred moose, giant moose, great boars, winter wolves, etc.

Just some more thoughts.

Also I have done some modding on elysium before (and worked on RTR for Rome Total War) if you guys setup a discord or something lmk.
< >
Showing 1-15 of 277 comments
Per page: 1530 50