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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[NewClass]Sylvan Queen (Games : Conquest of Elysium 3 : Forum : Mods : [NewClass]Sylvan Queen) Locked
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May 12 2012, 9:36am Anchor

Please find a link to my new class mod, the Sylvan Queen.

Updated for v3.11 (although you will need to save and load to see summoning correctly, as with everything in 3.11).
Reserves sumpow 111000 to 111999

User Posted Image

Dl.dropbox.com

These elves are fast and agile, but not very numerous. There are a variety of new leaders, and most of the troops will need to be 'summoned' by the Queen, since the elves collect no taxes and certainly won't suffer mining work.

Unzip the folder and .c3m file into your mods directory, them select the mod in game.

I would appreciate your feedback, and intend to update it as improvements are necessary (for balance, flavour or whatever) and as the modding capabilities develop.

p.s. Thanks to the original artists, GFSNL, ZEPATH and Sombre

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[Edit 17 May] Mod updated to incorporate mastery commands. Elven Princess can now become a Queen and run her own colony. Heroine upgrades to Noble Lady. Ranger upgrades to Veteran Ranger. Some slight tweaks as per suggestions (but I cannot add in 1 trade for the moment, due to the limitations of this version. If I add 1 more line to the Queen, she starts to exceed the length of special abilities allowed). Slightly greater number of basic elves summoned now. Took 'Giant' off everyone, which slows them down a lot. May make them harder overall! (but hey, we love a challenge!).

There are two basic ways to get the 'good stuff that make this race competitive'. Either get towns, cities and ports, trade for gold and iron and attract the Noldor troops, who form a good (if slow) front line for formal battle. Generally the Perelda Lord will help here as well, since he provides trade, and can train the troops up and lead them. Alternately, get a Veteran Ranger to talk to the Great Ent, and get the Great Ent to start calling his buddies. I say 'or', because both the Lord and the Ents are called using the same resource (herbs).

[Edit 16 June] Queen now as Trade 1, all summoning has the appropriate terrain dependencies. Summoning has better labels.

Edited by: TBShunter

May 12 2012, 12:53pm Anchor

Very nice.
Thematic, and not too overpowered.

May 12 2012, 2:02pm Anchor

I like the specific-mechanics: No Gold and Iron Income, only trade.
Right now they start too weak imo and their base units seem too strong compared to the rest of elysium (looks at 8 hp bowman with three attacks). Summonings are quite expensive, too -> harsh early game. I guess you made them Giant to make them move faster through forests? Looks weird, but seems reasonable to me :), although "Forest Move" would be cooler, if it existed.

I'm excited to see, what you'll do with them.

Edit: And maybe some trade from the start, would be nice, I guess.

Thanks for making this. It already feels very special.

Edited by: ulius4

May 12 2012, 6:18pm Anchor
ulius4 wrote:Right now they start too weak imo and their base units seem too strong compared to the rest of elysium (looks at 8 hp bowman with three attacks). Summonings are quite expensive, too -> harsh early game. I guess you made them Giant to make them move faster through forests? Looks weird, but seems reasonable to me :), although "Forest Move" would be cooler, if it existed.

Thanks for your comments. 

I didn't want them to be overpowered, so yeah, they need to be very humble at the start. Time playing will tell whether I need to make the summons cheaper.

Most bowmen only get one attack normally, although they can get two bowshots in if they have a front rank to hide behind. If they can organise that!

Yes, they are 'giant' to make them move fast through forests. It also helps with hills and mountains though, I guess I am basing this on Legolas ;-)  Forest move would be cooler.

I am going to play a few big games with them and see what else can be done. Is it easy enough to figure out the summons? Hopefully we can label them at some point.

May 13 2012, 3:31am Anchor
TBShunter wrote:
I didn't want them to be overpowered, so yeah, they need to be very humble at the start. Time playing will tell whether I need to make the summons cheaper.

I played 2 short games with them. In one game I started directly next to a Druid. I had an early skirmish with him and never recovered from it. In the second game, things went more smoothly and it seemed to be going well and fair (though buying a unit by trade was very unlikely (but this is intended, isn't it?)

TBShunter wrote:
Most bowmen only get one attack normally, although they can get two bowshots in if they have a front rank to hide behind. If they can organise that!

I didn't realize they're ranged50 :), my fault. What about the 8hp? They're considered to be slightly armoured at best, so 8 hp seems thematically too much (an unarmored unit usually has about 4hp, I think. So you'd need an explanation for their high hitpoints.

TBShunter wrote:
Is it easy enough to figure out the summons? Hopefully we can label them at some point.

Yes I'm waiting for that and haven't done anyhting about it in my mod, too :). We could include a simple readme for now.

Edited by: ulius4

May 13 2012, 5:56am Anchor

Buying units by trade - its only unlikely if you don't try ;-)    I just played a game where I started next to a city and 3 ports. That determined my strategy, so I saved and got a Perelda Lord, took the city first and ended buying some good Noldor troops to make my front rank. It was quite hard work though, and I ended up losing. Will try again :P

8 hp? Elves are tough :-)

I tried to cover off most of the summons in the race description, but I'm not sure people read that as thoroughly as they probably need to :-)

Cheers

May 13 2012, 9:19am Anchor

Ive played with them and find them quite enjoyable.
I would MUCH rather see more new nations modded in than efforts to "fix" old ones. Thank you.

Some ideas though... since the elves rely on trading and start so low, is there any way to give them a trade bonus in their capital? if not, maybe have them start with one town?

Also I found it disappointing that after working so hard in the beginning to get the ability to summon basic infantry and such, that the results for those started at 1.

And will we get some more description than "summoning level 1"? Maybe it can be added to the Character Class Description for now? The info is all there but doesnt lay out exactly which summons gets what.

I also have a problem with the behemoth size thing but I understand it.
However Swamps are worth more. Swamp-move would be helpful

Maybe you could use float instead of large? Its still not totally appropriate but it would be closer

May 13 2012, 11:24am Anchor

Thanks for your feedback. It is great that you enjoyed them. I just finished a long game against 2 sets of allies (2 and 3) on Knight, Large map, and I had a blast. Lots of setbacks and eventually got there.

I can give them trade to start with easily. I can give it to the Queen, or as you say, I can give them a town. Seems like people want at least Trade 1, which might help to 'get the idea' that trade can get you access to the Noldor.

Well, the results for a summons always start at 1, unless I do something fancy (which I can do). I was thinking instead of 1-8, maybe go 3-9 in a bell curve (3 x D3). I am also totally bummed out when I save up hard for the resources and summon 1 lousy bowmen.

There is a rough explanation in the character class description of what the summons are, but I could make a readme or lay it out more explicitly. Ultimately, it would be best to be able to label them in game.

The 'giant' thing makes them VERY swift. I could take it away, but they would definitely need something else, because that is what makes them winners at the moment. Floating? Hmmm, that might very well be a better way. I am also tempted to take the Giant OFF the Ents, which will slow them down considerably. 

p.s. I think that the Princess summons for commanders has slightly higher numbers than I intended. I will fix that.

---

p.p.s. The 'power curve' for the Elves seems to be extremely skewed to the middle game. That is, they start VERY weak, and then get a bit stronger mid-game. They are certainly not a super strong class at the end (compared to the big casters, witches, warlocks and the like). I might give them slightly more forces to start with.

What do you think of the awe? It seems to work OK to protect them a little against deer and so on, but I still get scouts killed all the time by bears and boars. Anything more than a couple and they can be in terrible trouble.

May 13 2012, 1:24pm Anchor

Im still looking hard at the start of the game.
It seems for now that Im forced to march out all of my units except the Queen and HOPE that she is ok by herself long enough for me to give her the ability to get more troops. Playing on a really really big map it can work.
Maybe more starting troops?
Maybe a starting Ent?
Maybe something else immobile like a big Rune Stone?

And they get nothing of gold and iron to trade? How about changing that to 1/2 or 1/3 or would that break the theme

Anyway you can grant them something special about Fairy Circles?
Ive wanted those to be more. It would be a great place to require them to cast a high level summoning. Maybe Fairy Queen from Dom3?

Or Duatha?

maybe they could collect gems for trade?

May 13 2012, 7:37pm Anchor

I cannot make summoning dependent on terrain. If I could, I definitely would. So fairy circles are out for now.

I will add a few more starting troops in the next version.

I honestly don't think the Queen needs a lot of protection. I have seen her beat off numerous animal attacks by herself (although even 1 elf helps).

I'll stick with the -100 gold and iron. I think that is essential to the theme.

--

Incidentally, there are one or two little surprises in the later game, which no one has commented on, so I assume that either they haven't got there or consider them 'meh'.

May 14 2012, 3:11am Anchor

I think your 0 Gold & Iron is great. I only played to the early midgame, so I haven't gotten to your late-game-surprises :). I was playing around with my mod mostly so I didn't play it very long. They do get herbs and funghus, so what would they need gold for anyway? :)

What lessens the experience a little for me is that the Sylvan Elves are like super-humans. They have higher damage output, are super-fast and are more durable than most races and that doesn't fit with my imagination of fragile elves. I could imagine them to all be assassins to reflect their stealthiness and quickness. Or if you want to reflect their dexterity you could give them all luck (but luck is not in the list of things possible right now, so you'd have to give them all "Faithful" for now). Or they might actually be giants like their movement suggest :). That would explain their higher durability and rareness.

I'd say luck and less hp would fit them well, but that's just my opinion.

Edited by: ulius4

May 14 2012, 3:35am Anchor

I'll see if I can do that as a trial

[edit] Nope. Luck is tricky to give a unit.

Edited by: TBShunter

May 17 2012, 5:35am Anchor

I tried to give units "Faithful", but I couldn't find it. The items seem to have been added by date, so I couldn't guess the ID. They're in random order, I think. And for some reason the game didn't find it by name. It's called "Faithful" in the database.
Does anyone know, if it is spelled differently?

Edited by: ulius4

May 17 2012, 6:08am Anchor

I am confused about how you are even trying to do that? Can you explain please.

May 17 2012, 6:36am Anchor

You can add special weapons like normal weapons.

Example:

newmonster "Fire Brand Elite"
copystats "Spearman"
clearweapons
meleeweapon 0 "Fire Brand"
name "Fire Brand Elite"

This creates a base infantry that wields a Fire Brand :). It doesn't have the artefact, it has "Fire Brand" as its base attack.

The same doesn't work with "Faithful" for some reason I don't understand. And I tried adding by ID, but there are over 400 items, I think, and I don't know the ID.

Edited by: ulius4

May 17 2012, 8:13am Anchor

Ta.

..and bump for update

May 22 2012, 9:15am Anchor

until next patch you can add something that's effectively lucky with:

prebatweapon 128 29

May 22 2012, 11:38am Anchor

Will give it a go. Don't see 29 listed anywhere?

Nice. Good sub until the next version. Lots of possibilities now that I look carefully.

----

If I could bump my own thread I would. But I can't :(

Edited by: TBShunter

Nov 2 2012, 1:55pm Anchor

I think there is a bug in the latest version. It looks in the c3m file like «Summoning of Perelda Lord» should cost 2000 herbs, but it's cost is 2 atm. The time I played this ruined the gameplay. Will try it again, now that I have corrected the file.

For those who want to correct this, change

code:
sumcost 6 2 #Summoning level 6 costs 2000

into

sumcost 6 2000 #Summoning level 6 costs 2000

Edited by: eolsnes

Nov 3 2012, 4:29am Anchor

Sorry about that! I must have changed it for testing purposes. Thanks for the pickup.

Jun 13 2013, 6:16am Anchor

was just about to point out the 2 cost lord thing to, I've just started playing your mod but already I really like the ideas - playing as elves should require rejecting stranded human thinking (eg. on the sources of wealth) like this, in to many "fantacy" games they operate no differently to humans with eleat archers

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