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] Horror Cult (Games : Conquest of Elysium 3 : Forum : Mods : [Mod] Horror Cult) Locked
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May 14 2012 Anchor

So I was bored today and threw a mod together, It doesn't have a description yet however the name basically describes the classes theme.

Here's a download link
Mediafire.com

The class consists of some custom basic troops, they are a little tougher then regular troops but also cost more.

Cultist Swordsman
Cultist Cleaver
Cultist Cleaver
Cultist Longspear
Cultist Crossbowman
Cultist Dominator

These are the only troops recruit-able by the class at the moment and it doesn't have any mercenary troops.

The class has four commanders it can recruit.

Horror Cultist Commander lvl 1 black magic
Horror Cultist lvl 2 black magic
Great Horror Cultist lvl 3 black magic
Grandmaster of the Void lvl 3 black magic & lvl 2 deep magic. Additionally has reduced cost for summons.

The class has four powers.
1. Enslave Peasants 10 sacrifices
2. Bind Lesser Horrors 30 sacrifices
3. Bind Horrors 80 sacrifices
4. Bind Greater Horrors 250 sacrifices

Only the first power has a 100% success rate. the rest have 65% or more success rate depending on what is summoned.

The summons are quite powerful however there are varying success rates and a lot of variety in what can be summoned. There are some vanilla horror summons as well a bunch of extra custom ones. I added a bunch more of the more powerful summons in this update, fixed some problems and balanced things out more.

So, enjoy, comment if you please and feel free to give some feedback. I'll also be updating a description and possibly change some names and balance things later.

Updated

Edited by: Juzza

May 14 2012 Anchor

That download site is horrible. Couldn't figure out a way past it to actually get a download.

May 14 2012 Anchor

Sorry about that, I uploaded it to a better website.

May 14 2012 Anchor

Having lots of fun with that. Seems reasonably balanced from what I can see so far, although my first 3 '30 point' summons all turned on me, which was awkward. Will play some more. Cheers

May 14 2012 Anchor

Most of the summons have a 35% or less chance of failure but they are quite powerful.

Updated some stuff, see original post.

Edited by: Juzza

May 15 2012 Anchor

for me the mods crashes the game if present in the mod folder (on selecting the mod entry in the main menu), this was due missing icon specification.

at first glance it looks nice, will play some more, naughty reuse of dominion sprites by the way^^

May 17 2012 Anchor

I'm not sure why it would crash but I've updated a new version with a description and some more balance changes.

May 17 2012 Anchor

try adding the icon command that points to a non existing file. My mod without that command didn't crash on my windows machine, but it crashed on linux afaik.
something like
icon "./no_bannerimage.tga"

Edited by: ulius4

May 17 2012 Anchor

there is an upgrade possibility for Horror Culstist -> Great horror cultist!
Indiedb.com
i recommend making the great horror cultists stronger (more spell weapons of same type), i implemented it and i am recommending an upgrade price of ~150 Blood.
but also i toyed with the "Horror General", an improved version for the Horror Commander. He can summon at 20% discount and has dark magic lvl 2 and command magic lvl 1. But also, he comes at a price of 100 Blood offerings.
I even did modify the commander sprites -> everything is better with a cape and horned helmet.

also, it looks more like the commander has a warhammer / maul in its sprite than a battleaxe.

May 17 2012 Anchor

Ah, I wasn't sure how to do the rituals of mastery. I also can't find a complete weapons database so some of the horrors, particularly the stronger ones just have tentacles as opposed to Drain life and other more horror themed attacks.

I'm not a fan of making the Great Horror Cultists stronger but since you can add the rituals of masterys I'd be up for letting them upgrade to the currently anmed "Grandmaster of the Void " Or Prophet of the Void, not sure what is in the mod atm. For a decent price as well.

Could you upload the version you made with the changes?

May 17 2012 Anchor

for lifedrain you can do:

meleeweapon X "Life Drain"

This will give the monster a Life Drain of 1dX

edit: if you want to add horrormarks
rangedweaponbonus 1 "Astral Hooks"

is the way to go :)

You can generally try to add attacks by name. It usually works. IF there are multiple attacks with the same name, you're screwed :p

Edited by: ulius4

May 17 2012 Anchor

How on earth did you get that from the documentation? Oh well, if that works, there are a few things to try...

May 17 2012 Anchor

I assumed it would work and there we go :).
As a further hint: if you want to do something specific you can use edi's database.

Search the monsterweapon document for the effect you want for example "Horrormark". Try to add the attack by using the name of the attack that is listed (in this case it was Astral Hooks). If it is what you want you're happy ;).

And thank Edi for the great database

Edited by: ulius4

May 20 2012 Anchor

here is my slightly modified verion with mastery commands: Dropbox.com
the sha256 checksum is 5ff52e0b513ca8e213f51e0969a718db3ece71f3488179b73c81aac8ded7e387
i took the liberty of including a Horror Cultist Commander upgrade, the Horror General, for which i slightly modified the sprites. Use them at your own discretion.

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