Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used. The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).

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Few modding questions (Games : Conquest of Elysium 3 : Forum : Modding Discussion : Few modding questions) Locked
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Nov 4 2013 Anchor

I've been working on a terraforming mod for a few days, and have run into some issues that, while not preventing it from working, do happen to remove the point of several options.

If I set a ritual to require terrain 0 for plains, it still works in swamp, savanna, any city (IIRC) plus I believe it works in hills and forests. This negates the purpose of the swamp > plains change. Additionally, it means people can go around planting forests in swamps instead of having to switch them to plains first, which is not at all what I had intended. (Admittedly, it is nice for getting both farms and both hamlets to function properly with only one ritual each)

On a somewhat related note, while I can get the terrain to change without any problems, I had intended for cutting down forests/jungles to be free and give 1-2 gold to the person cutting them down. However, negative costs remove the option to preform the ritual, and my attempt to chain another event to the ritual fails to give any gold.

ritualevent 12435 100 8 -5 -5 0
chainevent 10 -1 3

As far as the documentation shows, that should change the terrain to plains, followed by adding two gold. The terrain changes, yet the gold remains the same.

I also initially used an immobile respawning commander to create the terraforming units, but moved to using the recruitment window. However, doing that seems to limit it to one of that unit per turn, even if it is a 100% chance. Is there any way to allow it being recruited at two separate locations the same turn? If not, I can always bring back the construction manager and make them recruitable, I suppose.

Somewhat related to that, is it possible to add a unit to all factions' recruitment options, or do I have to add it to each manually and redo the mod inside of any extra class mods I get as well?

And one last one that I can think of at the moment. Can you select a creature that has mastery paths and change it without messing up the masteries that were already there?

edit: Another one I am curious about, is it possible to set a ritual to have different effects dependent on what terrain it is cast on? I didn't see any options for that, so I assume not.

edit #2: came across another question while working on a different mod. If I have a series of monsters using grow/shrink hp, can I make one or more of the middle stages turn their kills into different monsters? Reading the description, it sounds like creating that effect would break the grow effect. Additionally, if I were to try to have the monster at its highest level spawn itself at the lowest level, would it preserve the grow/shrink of the whole stack or remove it due to having to create+copy the first monster again?

edit #3: okay, everything in the above edit is pointless, as it appears to be impossible to create the lowest version of a creature. Was trying to make a sort of 'evolving ghost' that became more powerful as it leeched more life. However, as soon as I add grow/shrink, the game refuses to add it at start of game, or through an event. It has no problems with adding the highest version, but apparently the idea of using it as increasingly powerful units is not possible. Bummer.

Edited by: Kiapha

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