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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[Mod] Balance (Games : Conquest of Elysium 3 : Forum : Mods : [Mod] Balance) Locked
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Oct 6 2013 Anchor

Made some changes to all classes, reasoning can be found here:
Indiedb.com

I think i managed to make it more playable for AI, at least using the mod i seem t have a harder time beating the AI.

Still to do: hero maybe; sound and effects; make sure all casters can survive their own spells (got most i think); Dai oni, Kuro oni spectral forms do not fit yet; Dwarf Queen no good ideas

1.0:
Found some small mistakes (probability for dummy earth
reader pale one, champion of mountins attacks), upped demon lords again
slightly after recalculating their costs.
Speedy.sh

http://speedy.sh/BVbjx/balance-mod-1.0.c3m

1.01:
Oni now also changed.

Speedy.sh

http://speedy.sh/fCZBk/balance-mod-1.01.c3m

edit:
Do not combine Angelic Gift of Reason Mod with this one, the angels have been upped with uncontrollable in mind, with control they would be well beyond broken, especially seraph with additional spells learned.

Speedy.sh

http://speedy.sh/K8jZW/balance-mod-1.1.c3m

Changes compared to balance mod 1.01:
-started inserting text describing changes compared to vanilla version, reasons for and "fluff explanation"

-dummy captains, dummy spirit guides now gained upon at start/upon gaining the first respective unit and immortal instead of gained with a probability each turn and loner 50 -> game difference is that guaranteed commander now only till home citadel is conquered first time (in previous version reconquering gained again home citadel commander); only exception senator (due to mechanics for auto changing ancient forest to dryad/menad spawn places)

-instead of all classes guardian for home citadel defense, each class gains a roughly equivalent number of class specific troops, e.g. priest king has immobile sun and moon warriors instead of guardian

-barbarian: doubled immobile units hp

-enchanter : guardian stronger

-necromancer: dire wolf baying weak row attack; unfrozen mage buggy ranged attack changed in rangedweaponbonus

-demonologist: imp familiar ranged fire attack; serpent fiend armor 1

- Baron: Baying of dogs/dire wolf changed (only targeting animal does not work), Halberdier, Zweihander, Tower Guard upped slightly, Baron front line fighter with second rear form, levy spawn chance to 7

- witch: fungus spawn chance to 7, slime mold frog chance to 50 from 100 no prebatsummon for slime mold (was far too good)

-bakemono: Dai bakemono +1HP, dai bakemono archer prebat longbow attack as longbowman of baron, nushi spawns wild kappas instead of frogs

-druid: bare chested swordsman +1hp to 6, boar warrior javelin attack removed and hp to vanilla value, hornblower order of attacks changed so his fist gets bonus, spawning of great and monster boars removed

-bishop: temple guard hp+1 as halberdier

Edited by: carn11

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