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] Enchanter Reimagined | Locked | |
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May 6 2012 Anchor | ||
A(nother) critical bug in the modding API makes this mod crash your game occasionally. Don't bother until Illwinter iron out these issues - don't hold your breath. While I'm definately happy with the overall state of vanilla CoE3, I think some classes are clearly better than others, and some are thematically ... problematic. My exact changes in detail: Necrotod Stone Golem Iron Golem Onyx Golem Crystal Golem Gold Golem Wood Golem, Oak Golem, Clay Golem, Ice Golem Terracotta Warriors These are all the changes I made (for now). Feel free to give feedback, this is the first version of this mod, some balancing might very well be in order. You can download the mod here. (v1.01) Have fun. Edit: Ah well, turns out I missed some numbers when defining the Crystal Golem's weapons, and also turns out that the spawning skill both doesn't work as intended AND crashes the game. Removed that for now, and corrected the weapon numbers. Cheers Edited by: MarcoK |
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May 6 2012 Anchor | ||
Would it be ok for you, if I included the new Terracotta (maybe edit them a little) soldiers into my own mod? I like them! With the golems I tried something different and I don't want to remove the Necrotod. |
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May 6 2012 Anchor | ||
Go ahead ulius4, the new TCWs are actually slightly modified Dom3 units, so no credit for me. About the Necrotod, yeah, I love him too, but he doesn't fit to the Enchanter, and as long as he remains in the lineup, Golems are bound to take the back seat, imo. Cheers |
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May 6 2012 Anchor | ||
Thank you! Removing the necrotods now nerfes the Enchanter too much on the other hand, because he was already on the weak side. You can look at the changes I did to the golems in my mod (in the "Mod Discussions" Subforum) if you want to. I solely gave them more damage output for now. |
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May 6 2012 Anchor | ||
Don't underestimate the changes I made, though. I played only a few test games so far, but I don't think the new Enchanter is too weak. Rather the opposite, actually. Also, like I wrote, I love the concept of the Necrotod, and once modding permits, I'll definately make another class which relies on a unit like this heavily. Cheers |
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May 6 2012 Anchor | ||
Looks good to me in theory. Will give it a go. |
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May 7 2012 Anchor | ||
There seems to be a bug with this mod; when it's installed, the game seems to occasionally crash during the 'independents' phase. It then pops a dialog box titled "NÃ¥got gick fel!" containing the text "GSP: bad sprnr", which has to be one of the most cryptic error messages in ever... followed by a generic C++ runtime error, which claims that the application requested the runtime to terminate it in an unusual way. |
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May 7 2012 Anchor | ||
afaik this is fixed in the next patch You can work around that, if you want, by using only built in sprites with the "copystats" command and then overwriting any unit properties you want to change. This should make the mod stable for now. |
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May 7 2012 Anchor | ||
Hmm ... anyone still got crystal shards appear when the crystal golem attacks in 1.01? Yay, yet another error that makes the modding commands basically useless. Way to go, Illwinter. Cheers |
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May 7 2012 Anchor | ||
Do you have an example that I can show Illwinter? |
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May 7 2012 Anchor | ||
The spawnnextmon command works as intended in my mod. It does exactly, what it says it does. Johan even fixed the bug with the sprites today if you haven't noticed. So next patch will have it work. edit: and for now you can easily work around it, by using the "copystats" command. Edited by: ulius4 |
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May 7 2012 Anchor | ||
An example for what gp1628? Regarding "way to go" ... there was a critical bug in 3.06 that could have been EASILY noticed if the feature had been tested before releasing. That said, you could claim I basically made the same kind of mistake myself by only changing the damaged golems icons after my last remotely extensive test, and that claim would be very justified. Now that I know that I can't trust Illwinter's modding commands to actually work as advertised and without crashing the game, I'll try to do more extensive tests next time around, but feel free to call me names for this time, I promise not to play the "but I don't get paid for this" card, either. (The forum auto-combined those posts...)
Hmph. Thanks, then it must be a special effect of the Shard Fist? Is that documented somewhere?
Let's say basically useless as long as you want to use graphics not included in the game. Copystats also has another bug with custom graphics - a custom icon is automatically applied to all units copied from the same base unit. At least it doesn't crash the game, though.
That's nice. I'll take a look on the patch when it releases in two weeks or something, and I'm already excited which other issue will crash the game then. Cheers Edited by: MarcoK |
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May 7 2012 Anchor | ||
Doesn't matter . Edited by: ulius4 |
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May 7 2012 Anchor | ||
Awesome, fixed already! Being upset with Illwinter for not being omniscient and releasing buggy patches doesn't make sense to me. They're already impressively responsive for a company their size, so why complain? These things happen, especially early in the life of a product... also, it's been fixed already, so why gripe about it? |
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May 7 2012 Anchor | ||
... and they're making great games |
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May 7 2012 Anchor | ||
I think the current approach is best practice. Get something done, minimal testing, get it in the hands of the modders and users. See what is broken and what other things they want. Sure, it's frustrating when the doco is wrong and mods break in 'hard to know why' ways, but I think of us all as part of one team developing this stuff together. We need to, because a one man programming team shouldn't try to also be a test team, etc. |
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May 7 2012 Anchor | ||
Everything has its Pros and Cons. Edited by: gp1628 |
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May 8 2012 Anchor | ||
Maybe they should just label the patches betas? Cheers |
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May 8 2012 Anchor | ||
We have asked various expert modders from our past. |
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