Thread #2353889
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I was playing as the Warlock for the first time and I learned that he can get those big Earth Elementals as just a tier 1 summon.
They go through walls and can stun in an area of effect.
Their biggest weakness is that they can't be healed.
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Ice witch hire came with a staff of the arch magi and without that fucking blizzard spell. Double win. Although she does have the full-team ice immunity spell anyway.
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>>2354298
Quiet down in there
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>>2354376
Dom is objectively the superior game but the problem is coe is far, far more fun to play. It doesn't require 3 hours of setup and homerules, and a bloodpact oath not to quit after 15 minutes in multiplayer either.
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>>2354977
Dem are fighting words
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>>2355217
Dom is a 4x multiplayer focus game where you design your character and compete to become the dominant god of the world. CoE is like D&D if it was a wargame, is developed on roguelike ideology, and features multiple planes, though only Elysium, the sky above it, and the underdark below it matter for victory. It's less like 4x and a little more like AoW type games. It does lack the world changing spells of Dom, but instead various factions can terraform a bit and activate special structures that might eventually fuck all of reality. It's also more single player focused.
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>>2355217
>>2355233
Oh yeah Dom focuses more on customization of your leader and the actions taken in battle. CoE doesn't focus on the battle at all other than your unit composition, being able to decide what spells mages use(but not how and when they use them like Dom), and being able to equip all your units with items, if you have them. Dom has larger battles but CoE has larger scale.
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soon, fellow Achrachads
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>>2355329
Way to oversimplify, there are multiple overhauls and I had good fun with them, class and map rebalances etc etc. Numerous custom classes. The game is pretty malleable and there is a lot to try. Kommisar Fuklaws complete overhaul is a totally different game. Elysium Coexpansion speeds up the pace of the game and tweaks the classes. Wasn't a big fan of Elysium Remastered but hey thats there if anyone wants to give it a shot.
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>>2355340
Are there any mods that all they do is add more creatures that can spawn or be summoned in non specific summoning rituals? I dunno if things like the summons where you get animals based on the location you're on are hardcoded or not. I might make a personal mod like that
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>>2355340
Way to oversimplify, if all you say about those was "had more cash". Elaborate a bit on them fren.
>>2355353
What exactly do you want to accomplish? Change an existing ritual to add more unit types, change it's terrain req, change what terrain counts for ants for example or add more rituals usable only on specific terrain?
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>>2355353
>>2355354
For example [terr -31] references terrain tiles tagged with [walls] and [magicwalls], you can change [sacrscale] to scale with ore or herb income instead of sacrifice and if it has [summoning] that calls to [addstring "1d5*Limitane & 1d3*Limitane Slinger & +1*Guild Ballista"] for example if you wanted [raise limitane] to always have on static ballista but you can also do negative numbers for example [1d2-1*Guild Ballista"] for 0-2 ballistas. You round that up with [addstring "(-)Limitane"] so it's not spammable, [aialways 100] or anything from 0 to 100, free or [recxcost 5 5] if you want it to cost 5 hands of glory per cast for example. And don't forget modifiers like [clearritspec] right under [selectritual] if you're changing an existing power or it will fire both the original scripts AND your new changes.
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>>2355354
>>2355360
Just wanna make new creatures and let them be summonable with existing rituals or just be wandering creatures. I don't yet know anything about modding but I'll give it a look over at some point and keep what you wrote in mind.
If these are in the modding manual, you can just say they are and I'll see them eventually:
How would you make something stay in an area, that is have preferred territory like how moose tend to stay in forests? Like if you wanted to make fairies and have them stay on or around the fairy circle tile.
How would you make something completely stay on a tile and not let things pass through like when npcs guard portals to other planes?
Is there a way to prevent things coming through portals this way when the original guard is moved? For instance by placing another neutral over it?
Is there a way to add other NPC factions like hades, celestial, empire, etc?
Do black background factions(merchants, dragons, etc) attack each other or only non black background factions?
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>>2355369
Some are but quite a few commands are not or have change since they put out that manual. Just keep in mind that if you're editing something, anything, your mod applies on top what's already in game unless otherwise specified. If you go for example [selectmonster "Frost Father"] and want to change [spellweapon 27 2] to [spellweaponbonus] so he can cast both ice and druidic in a single turn unless you add appropriate [clearweapons] he'll get both the new weapon and keep the old. That logic works for almost everything and separate things have separate commands. clearmove, clearspec etc.
>moose tend to stay in forests
Those have [forest2] which is a script with hard bias for moving into tiles tagged with [forest] under terrain tiles. You'd need to make a new script with [selectterr 197] or define a new terrain group that includes that and ancient forests or whatever and then put it under existing with [selectmonster] or define new with [newmonster]. [wandermaxdist] with [wander] defined to return to circle would work too.
>completely stay on a tile
[stationary]
>prevent things
Either making a new script behaviour and adding it to each unit so they don't move there or newevent check so a new guarding appears if one isn't present. Will cause lag if you have many of these events.
>way to add factions
[newclass] [setclassname "whatever"] [aiclass 1] and go from there. You also need to define their recruitment lists, where and when they spawn etc.
>black background factions(merchants, dragons, etc) attack each other or only non black background factions?
Depends. I have never seen monsters of a single color attack each other but ghosts can and will fight animals by default since different faction. Some usually leader units have scripts that encourage or discourage it as well. Pirate captains and brigand chiefs have [wanderattack -2] which is a modifier to prioritize attacking player including ai "players" over wandering.
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>>2355371
But they do. [terr -42] for (almost) any terrain. Then a [summoning] that calls to [addstring][whatever unit you want summonable]. Modified by +1 number or 1d2 for 1-2 and [&] if you want more units or no [&] if you want exclusive rolls. Example:
addstring "Wight"
addstring "Bane"
is one or the other
addstring "2d6*Spectral Horseman & 3d6*Spectral Archer & 4d6*Ghost Warrior"
is all of them randomized by d.
[addstring] variable by terrain you're standing on is a different can of worms to change
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Does Dryad Queen work at all in multiplayer. I already feel like there isn't much I can do about it if I get rushed at the start of the game by just AI. I can't imagine there is a single thing you can do about it against a thinking human.
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>>2355508
Dryad queen is a harassment class. You don't leave the forests ever. Problem is you can be burned out. So unless you make your groves in the permanently frozen north you're going to get wrecked. Think of it like you're a gimpy kobold king only instead of lizards you're herding goatmen. Simply put play dwarf queen or kobold king.
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>>2355516
How do you do that? The class is so RNG heavy that it's not even funny. What army you'll have by the two year mark is pretty much dependent entirely on where you start and how much the game likes you today. Even the Dryad here self embodies the gacha spirit. If you don't roll Charm or Befriend Animal as one of your starting spells, you take a MASSIVE hit in potential power.
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>>2355522
>You don't leave the forests ever.
But you have to control cities in order to upgrade your units and you also need a good amount of iron as well. It'd be nice if you could hide in the forest all day, but there is only so much you can get done by plinking 1d4 bows. Caraphracts and Steel Bulls are your main force.
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>>2355522
>Dryad queen is a harassment class. You don't leave the forests ever.
A harassment class who doesn't leave the forest with gold and iron intensive castle and city upgrade mechanics? Sounds more like too weak to function as intended
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>>2355538
You got summon animals silly. That should tie you over until you either get some bulls or forests prepped, so make or break by turn 50 on king. Emperor might be a bitch unless you don't mind restarting a couple of times and or playing on super favorable society. Also - don't sleep on entangle.
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>>2355661
>ur bad
Well, yeah. I do think you should stop bitching and whining and give it a harder try. You get astrology, forest and blood casters very easily. Entangle works on everything. Trample out the ass. Sleep, charm and confusion out the ass. Steel bulls and centaurs are insane. Hailmary lion summons are insane. Thiccbitch is hands down one of the nastiest caster boss summons in the game.
Dryad has a lot going for her if you can survive the earliest of early game.
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>>2355642
I'm not saying it's a hard class. If you live to the midgame, you'll probably win. I'm saying it's a bad class.
In retrospect, I wasn't even saying that initially. My initial point is it's really susceptible to another faction finding your grove or a particularly powerful indie wandering on to it early on, so I imagine it plays really shittily in multiplayer. But yes, now I'm saying it's shit.
>>2355581
Then you got nothing. Being able to whip out very good units very early is one of her redeeming strengths. Dryad Queen will snowball if she isn't sniped, but she's not some wildly powerful menace that will snowball out of control and crush everyone if she isn't addressed. She starts out ultra shit and then catches up to the nonshit classes once she's setup.
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>>2355675
You're selling her short. Being able to pivot to either herb or gold troops is very convenient and very bad map rng resistant. As for catching up keep in mind she can get necromancy 2 and storm 2 fairly reliably. As if entire battlefield sleep, burst 25 and burst 100 entangle with regeneration, aoe twist fate, aoe fortune and quite a bit more bullshit in a single roster that already has some really good units isn't bad enough.
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>>2355340
>Kommisar Fuklaws complete overhaul is a totally different game
I always wondered about whether any of the total conversion mods were worth a damn. Never felt bored enough with the base game to try them out. I see that the schizo bloatmod Populum guy from CoE4 made a CoE5 version too, is it any good?
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>>2355675
>freespawn faction
>where the freespawn works so long you can station a commander there
is suppose to be weak to wandering neutrals? lmao
The only annoying thing is that you don't get the T2 grove ritual listed on upgrade, and that makes digging for it very very expensive.
Or trying to summon a new T3 capable caster
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>>2355672
>try her
I have
Most other classes are stronger
>she has magic!
Everyone does
>she has summons
Worse ones than the druid you yourself said you should imitate?
>she has a god summon!
Some classes have several...
>she has strong units!!!
In the 'endgame', you said? Who doesn't? And this is past the point actual players would kill you
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>>2355719
Problem with druid is the only things you have going for you are shitty animal swarms early game and fishing for beholder afterwards. The dumb thing about him and dryad is she gets better animals with higher tier rituals while also having the option to get casters with either gold or rituals who have the magic to buff them while he gets almost no buffs and no real gold or iron sink other than selling and buying herbs. Worst thing about dryad is lack of reliable fliers until harpy queen to flag down forests you don't get to easily hold with roamers and bad rng that can cuck you out of said forests with random fires. Nuff said already honestly.
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>>2355881
Earth magic is the worst magic and worst warlock. A sizable amount of effects aren't even magic and some can't even affect flying or floating things. Earth grip spells are the only good ones. Air is trash except for long range lighting elementals or other beings who cast it as an attack. Chain lightning is the worst spell in game. Long range wind poofs only matter if you have no armor. It's defensively good though with the wind guard, haste, and wind guide. Water is the best. It's weaknesses are mostly the same ones mind, void, and necromancy have since nonliving generally don't need to breathe. When they do it has the strongest spells, being able to aoe instant kill things even with the water elementals warlocks summon let alone the actual spells. If they don't kill, they stun or do magical blunt damage. Also access to acid. Fire is okay. Ice magic is where it's at.
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>>2355941
>some can't even affect flying or floating things
Nice when you can spam earthquake and not wipe half your army like mismatched kobolds or druid does, doesn't it? Also regen, strength, combat burrow elementals and armor buffs. Emeralds the worst gem to get so that sucks.
>Air is trash
Cloud elementals, no slow spells + quicken on everything. Air shield, wind guide, 10-15 snipe spells so your warlock actually casts instead of "creating" puddles of water in the back line. Entire battlefield blunt stun. And all that on flying commander. "trash" he says.
>water is best
Too bad the range is crap 6-8, the damage peaks at 1-12 and you can't acidproof your own troops. Fire at least has meteors.
>Ice magic is where it's at.
...alright, haha, I get it. You fucking with me.
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>>2355941
>ice magic
Oh look the necromancer and his 100% immune dead are coming.
Oh and there's also the blue kobolds over there approaching
Now the dwarves are coming out their mountain
And the burgenmeister just started making clockworks
Also can someone tell the enchanter to stop sending all these flying spears?
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>>2355963
>the damage peaks at 1-12
You mean d999 x burst 100
>no slow spells
Every big lightning bolt is a slow spell as are summoning elementals in battle. Play the game.
>>2355983
You need to play the game too
Frost magic has Encase in ice/Ice prison which freezes things in a block of ice, Icicle and Ice Shards that do pierce damage, and Hail Storm that does blunt damage. 2 hailstorms would wipe out the entirety of fodder from any of those armies you listed. Most of the enchanter's stuff is not even cold immune, especially the lower level things like his version of undead and animated weapons.
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>>2355990
>d999 x burst 100
Convenient you forgot it's negated by aquatics, lifeless and requires not one, not two but three separate MR checks. One at 8 for stun, a second at easy 5 for effect and another at 5 for complete damage negation. If you want to finger someone to death there are better schools.
>Play the game.
Right back at you pissboy. Go back to shilling void. Those spells are at least great against things they work on.
>Icicle and Ice Shards that do pierce damage
That's the problem dumbass. Pierce and ice are by far the most commonly resisted damage types.
>>2355983
Yeah. And just imagine getting bullied by a cloudlord of all people or seeing frost imps and realizing you're facing an extinction level event.
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>>2355995
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>>2355997
>you forgot
No (YOU) forgot >>2355941, and the stun isn't negated by lifeless or water breathers.
>commonly resisted
Resistance is not immunity and physical damage is not cold damage, so the imp and cloud lord argument is once again retarded in the face of pierce and blunt damage while being unable to move inside a block of ice.
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>>2355997
>that asspie shilling void
He's retarded from brain freeze but don't blame that on us. From the sounds of it he jammed one to many icicles up his ass.
>>2355996
It means your army and casters will be dead after its fired off 3 or 4 times. Meanwhile a necromancer will be twice born and come right back. A kobold would just send another 100 strong army, as would dwarves.
Enchanter would see your shenanigans and just send a mud golem to tank it. Or decide your citadel is an eye sore and have a stone golem level it in 15 turns
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>>2356920
>Guardians is not a thing
He means those bird statues that shoot you with lightning. Those are called Guardians. They cannot move, so it's implied he wants to siege a location with 40 ballistae and 20 lightning bolt projectors.
>>2356905
>only get to create T3 commanders for gobbling down libraries, and don't get the same for T1 or T2.
You get a t2 commander from libraries. You need one of those special level 3 libraries for a level 3 magic golem.
>>2356908
This also assumes they didn't recruit any other mages or have multiple enchanters in the army
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>>2356606
Question asker here, should've mentioned I was playing pale ones. Olm spam doesn't work cause everything is mindless. This was a multi day long match on a large map. I had piss poor gem income because said enchanter ate all the mines. Only reason I haven't lost yet is cause I flooded my tunnel. Should I just dig a path to hell next to the enchanters citadel?
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>>2357416
Some potential solutions:
Always capture/destroy Brigand Lairs and Ancient Forests because they spawn independents
Leave a garrison of about 5 ranged units in your walled towers and settlements so that they can fight off stragglers
Try to end a front at the coastline so you no longer need to defend that front
It goes without saying that there is a lot of RNG in this game but there are always ways to tip the scales in your favour.
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>>2357417
Yeah the RNG is fucking me over big time. I really like the necromancer and cultist classes so far. With necro I try to get apprentice to do all my raising and leave the soulless behind in any settlement as fodder protectors. Am I making a mistake by not investing in any human archers/spearmen outside of the initial batch you get started with? The bane archers seem to do a great job from a range
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>>2357416
First you'll flounder and die to roamers. Why in the actual fuck am I collecting these fucking hands and how can one collect enough gems to do anything etc. Then you'll play a game or few of baron and consider him truly broken and you, yourself, El's gift to gaming. You'll have a week or few trying out different classes, wondering why someone considers necromancer broken or why is demonologist or cultist muh busted. Eventually you'll notice why something as simple as float can be gamechanging, what to look out in a spell or attack list. What items work on what. You'll discover gamebreaking things and then you'll discover they're actually very easy to counter. You'll think how the spell list sucks because it makes you pick those other spells and not just spam meteor. And then you'll figure out that you can do precisely that if you pick two fireward+ spells with that meteor. You'll transition from a brainlet that brings 9000+ troops into someone that brings a dozen and those dozen do a better job because that army setup isn't gay or schizo. The moment you realize you can charm or otherwise kinkshame a primary ritual caster of a different class and in essence multiclass you'll more than likely blackout in sheer orgasmic bliss.
In about a month, ideally, you'll casually stroke your dickhair while looking down with objective and justified disdain at some other newfag dying to roamers.
And if you're wondering what's the difference between this and dominions? The cycle takes about 30x longer and not everyone survives it without getting hard filtered.
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>forget you door dash'd a horror on the other side of the map
>10 turns later
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>>2357733
No idea then, either make it so that it's his last citadel and he can't win and kill him through attrition or try using earth magic to destroy his walls and let you get in faster while getting rid of the guardians at least.
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Still working on https://arch.b4k.dev/vst/thread/2321734/#2353014
>Horror fallen empire, 5 graveyards in my general area, 4 of which are in the sky above, a sacred spring and a stonehenge near my baron castle, both of which constantly spew horrors, open portal to inferno and a crater which hasn't announced any cube, yet.
>All the really dangerous factions died early
>Know that there's at least 2 dwarfs, and a barbarian left
>Have not gotten even one mage with soul slay
Somehow I managed to get to another continent on the bottom left with a city, 2 pirate ports, a normal port, and a bunch of swamps and farms along with an Abbot I managed to make from the temple on the main land north of it. Unfortunately demons ruined the city and port near there as I escaped.
The portal to inferno is still way at the northernmost point of the map and can't reach it. There seems to be a El faction up there that is alive and causing the Apocalypse. However, while Plague and War came, I watched War be killed by a small demon force and presume the same happened to Plague.
>War also landed on one of my monasteries when it arrived
When I went to banish/kill the remnants of the demon force, it had a gore tide horror with it. I secured another library so I can start rolling for soul slays and a bunch of alchemist turning a lot of iron into more money. I've been pushing through the barbarian territory in the south and maybe I can actually start recovering after having not had my castle for several years. I have no idea what the 5th remaining AI is.
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>>2358279
Then there's this area between my continent and the main land that has two sphinx(center and lower right near the tower) and an eerie farm (center). I had it handled until War unflagged it and now who knows what is out there. There's also a pit guarded by a wyrm. I don't have enough experience with this kind of portal to know if it goes to Agartha or Earth plane or what, but I'm considering killing the wyrm and finding out since the world is mostly fucked anyway. On the fence about killing off the El faction as well. At least for now, monkmaxxing is starting to pay off. If I ever get another chance with an old wizard(which I only ever get when I am unable to afford them) I could have a level 5 spellcaster but for now I will have to make do, if only I can get some fucking soul slay going. I did manage to get an animist who turns everything into trees, which helps a lot. When I am able to get an abbot back to my castle and the farms near it, it's over for the sky graves and the fucking ghost mage and his crew inhabiting them.
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>>2358756
Don't have a cow, man.
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What's your goto strat for playing with Emperor AI? I've been winning games without too much trouble (though I did have one hilarious game recently where I set it to max player count and a High Cultist marched right up and wiped out my citadel at the end of turn 3), but I feel like I'm relying so heavily on manipulating the AI to hold the huge armies at bay until I can deal with them that it's really bothering me.
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>>2358831
>at a certain point you're no longer winning by strategy just the random chance of the ai sabotaging itself
I'll admit to that. A lot of time was spent playing around them until they were weakened enough to engage directly.
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>>2359595
>plays in a age other than empire/fallen empire
Oh pity, looks like you're just a boy fucker in a robe. Meanwhile as a guild master, I build guaranteed success. Be sure to cry about being a god when the ballista pour down on your armies heads
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Objective tier list coming through
Eldritch God tier
High cultist
God tier
Necromancer
Scourge lord
Warlock
Cloud lord
Kobold king
Bitch of the God's tier
Senator
Witch
Druid
Voice of el
Demonologist
Tribal king
High priestess
Plebian tier
Baron
Barbarian
Burgenmeister
Dwarf queen
Guild master
Assembly line tier
Illusionist
Enchanter
Ant food tier
Dryad
monkey mahara and rashara
vampire midget
weeb orcs
Gets charmed right out of the gate tier
Troll king
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I installed the bystander mod because I wanted to have the option to explore other planes at the end of the game. I didn't know how it exactly worked and was dumbfounded when I couldn't find which class the godlike bystander statues belonged to and why their capital was producing nothing.
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I'm sure it will be fine.
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>>2361471
I'm sure it will.
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The Enchanter has mega cost-effective tier 1 rituals but they all cost either two or three action points.
The bottleneck isn't the amount of iron that you have stockpiled but the amount of actions that your Enchanters have per turn.
Additional Apprentice Enchanters are necessary to alleviate this issue.
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>>2361884
Rough start? Suddenly Tools is at the bottom of the ritual list
Then again, its a very high skill capped class, because you need to deal with being completely unable to dig into the ritual list, and always having enough eco in case more apprentices spawn in.
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>>2361978
Other classes benefit from having multiple commanders, so a skirmish do not result in losing access to your resource pile.
But most of them are capped at doing larger rituals once you get the resources for them. Its not like the Enchanter where you can say fuck it and send 2-3 Enchanters to chop down an entire forest, or try to have 2-3 lines of the Temple lesser ritual.
There is a point where you can start moving on to just Crystal Golem/Floating Ballista/Bulls, due being resource capped.
But you NEED those extra hands so you got 2 lines of floating units to make siege effective. Other classes only want more commanders to get a 2nd doomstack or reinforcement going.
I'd say the Enchanter is very opposite to Scourge Lord. Enchanter NEEDs those hands, the Scourge Lord only appoint heralds as a QOL and to save movement points.
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>>2361980
Of all the classes that have apprentices or depend on rng hire mages you picked one that can spawn their primary casters on will? lol alright.
>heralds as a QOL
Debatable. SL has some good summons but vast majority of your endgame doomstack will usually be your little gimps with items. Before that it's not a bad idea having a few as summon monkeys neither, I mean unless you want to do nothing but fish for ant queens and scourge flames for 50 turns with your king.
Point being you're fucked mid-late with almost anyone else unless you save and keep gold for mages since you usually don't have the convenience to get one on demand. Honorary mention to exceptions of el or dwarves since paladins and not really big on mages.
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>>2362025
I will agree Scourge has the option on spending resources to get a Apophis, a Myrmecoleon, or just massing T2 casters with a entire line of Sellsouls before them. Its very straight compared to fishing for Beholders, or the Aztlan attempt at massing the decent blessed units.
But they are resource bottlenecked to do that. Enchanter isn't, and has several scaling options to deal with the resource bottleneck until you can start massing the more expensive manufacture. And as a result, the Enchanter NEEDS apprentices a lot more than some other faction who can get away with burning their entire resource pool every few moves to see what the dices nets them fishing.
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Once an enchanter reaches 10 iron a turn you're on a time limit to kill him. If he goes past 5 enchanters you're a deadman walking. Only a necromancer spamming death spell and decay will counter his bullshitery. Id say maybe an illusionist might be able to kill an enchanter but that depends on the amount of guardian statues the enchanter has.
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>>2362576
Spoken like a true pissboy, turn the easy mode mods off and put a witch, necromancer, and scourge lord at knight difficulty. You'll be eating shit in 50 turns.
And if you really want your asshole blown out add a dwarf queen, baron, and high priestess at knight difficulty.
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>>2362576
As said
>If the AI didn't suicide commanders
Then, yes., the AI would be pretty scary. Instead its up to chance if they get wiped by independents because they keep forgetting to leave 2-3 archers at their keep before expansion, and sometimes their CR breaks resulting in a 150 stack being trapped by several smaller 10-15 bandits camping the villages that box in the keep.
As it is now, it really doesn't get that more scary per level, its just more likely to generate a larger and larger poorly composited doomstack.
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Yithians are the most powerful early game unit.
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>>2363064
>discount cloud lord
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>>2363271
>kappa put you in a full nelson while giving you backshots
>tengu pray n spray moneyshots on everything
>if your meatshields weren't 6 ranks deep and casters weren't eating the enemies front row
>kappa will proceed to man handle your casters
>failing that you still get shot to shit by 20+ tengu
I don't play necromancer often but the battlefield wide disease spell while being a lich is cathartic. Fuck bakemono, almost as annoying as the fucking monk/buddha monkeys
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making evil chinese ish wuxia cat faction, features:
imperial state troops, duh. Nothing exciting, gold buy chaff equivalent. All cats have evasion but less hp/morale/str than humans.
using blood sacrifices to break natural provinces and gain powerful summons, generally leaves behind terr that spawns annoying horrors if it's under independent control
martial arts sects that freespawn explorers as well as having a vassal like commander with freespawn stupid units, also used to upgrade some commanders.
Alchemy guild with gunpowder units and other shit, like hwachas and flamethrower units.
Thoughts on direction/sprites? What kind of shit would you want to see in a faction like this?
https://files.catbox.moe/kqkp89.mp4(embed)
>>2363695
it's a catbox mp4 you absolute coward. But I forgot to add at least a screenshot to my post for little babies.
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>>2363698
And here's original sizes spritesheet (so far) in glorious 384x384.
I'm like, half done at best. This shit is hard.
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>>2363698
Fuck off. I wouldn't take any nigger here at face value if they told me water is wet let alone open some seizure inducing eye shredding bullshit.
That said, too busy for a 64x64. A touch off centre as well. I'll assume pixelation is from .jpeg compression. And I don't know if you're aware but you can setup the second/attack frame larger, as in 128x64 if they attack with a giant ass polearm or something. You might also look at dom sprite rips for inspiration or spare material as well.
Otherwise? Neat. Just avoid the temptation of making them too busted.
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Are you supposed to just treat the Troll King like an awake expansion pretender? Because there is no way this fucker is going to last past the early game without being charmed, enslaved, or turned into a frog. It feels like his mother is the actual main unit. The faction doesn't even have access to charm or even confusion to attempt to steal him back.
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>>2363698
Like the other anon said, them being off center is jarring.
>What kind of shit would you want to see in a faction like this?
Leader promotions that are dependent on experience ranks and being able to use sacrifices to speed up the process with risk. Spell formations for multiple strong cultivators in the same army. Unique bonuses for type of weapon a commander uses to simulate the martial arts aspect. Being able to craft equipment with sacrifices. I'd imagine it would be a snowball heavy faction that would fuck itself over if it stalled out or started losing territory.
>>2363745
>>2363748
Only started playing the faction for the first time on my lunch break, and just lost him again on my second Emperor attempt with the faction. Haven't gotten far enough to do the Gramps ritual. I'll try to be more careful with how I use him so I don't run into more casters. I'm not used to running around with so little magic resist.
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>>2363749
Probably also the Earth Mother. She's really good at clearing out chaff and is very hard to kill. She also just shit stomps most other gods in a 1v1. I've had her amazon press Ba'al, the demon gods, the elemental lords, the horsemen, and two of the druid gods at the same time. Really wish she had 12 instead of 10 magic resist though or had charm immunity though.
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>>2363738
Yes.
The problem is that you are going to get tempted to take fights just at the edge of the CR the troll king can manage.
Or you forget that a tier 1 caster has access to confusion, or summon spirits. Or Entangle Or god forbid: Anything causing Curse and Blind
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>>2363738
Troll King is the spergy zoom zoom that can only take you so far until his mouth gets him in trouble and 5t mommy Karen is needed to bail him out. But when the shit really hits the fan you better hope Gramps served his latest pedophilia stint and can find his old rifle from Korea. And to complete the trailer trash redneck picture, for maximum effectiveness you need all your kin aka the noname trolls hopped up on meth and fecalwine aka "perform the Stygian Bath" ritual on your chaff.
It's a very straightforward class to play when you think about it.
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>>2363706
Try aligning their base with related and see how that works out for you.
>using blood sacrifices to break natural provinces
How do you feel about two exclusive paths? One that uses either gems or a new resource like reagents or some shit and the other that has that sacrifice mechanic? You make outer disciples and mortals if their roster has them, somewhat generic but inner disciples, spirit beasts and masters end up specialized in dark or light sect flavor. You end up almost doubling the content with minimal palette swaps or additional work required.
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>Hobbits
>Bad terrain start
>fuck up scouting, meaning i don't get the villages early enough to start massing animals for the scouts, or the ents for the armies
>turns out that i did need 2-3 ferris wheels
>low roll on the exotic clockwork t1 summons
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Honestly this mention of the hoburg being a lesser enchanter does beg the question. Why don't they just roll the clockworks into the enchanters cards? He's all about magical construction, why not let him have the constructs and make the hoburgs his slave labor? They really are just goblin equivalents to troll king and the bakemono
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>>2364346
it's how the game is. What you have completely stomps the enemy or gets shit on with no in-between.
>>2364334
>Why don't they just roll the clockworks into the enchanters cards? He's all about magical construction
He's about, as the game puts it, tricking inanimate things into thinking they are alive. The hobs use technology and industry. It would be nice seeing enchanter have another use for gems though, besides relying on that item crafting spell after getting into gems so late and making crystal golems out of deposits.
>make the hoburgs his slave labor?
He can, kill them and make them into flesh golems. Just like the Hobmark does.
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>>2364706
You could make armies of about 50-100 of them and use them as scouts or to fight independents.
Chaff can still be useful in major battles so long as your missile units and spellcasters still have the range to launch attacks on the enemy.
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>>2364508
Midget melty, sorry half ass you're only half as smart as you think. Those big ideas only look that way cause you're to busy on the ground beneath your mechanical dragon daddy. Now if you'll excuse, me im going to turn a silver mountain into a fist fuck machine and hunt down the earth mother
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If there's a coe6 I hope warlock gets a few more paths they can align with. Along with them getting rituals that aid in gem income. Silly how fire warlocks get 2 guaranteed multi ruby generation rituals. While air only has one, water is so redundant you're wasting them to enchant lakes, and earth is the whipping boy for fire but can't do shit for themselves.
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>>2365199
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>>2365199
Gem generating rituals are pretty redundant anyways since by the time youre considering using them youve probably already won the game and are only doing it for plane shennanigans. If anything they should remove the T3 rituals and have a T1 ritual for each gem similar to enchant lake.
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>>2365301
Thinking more along the lines of amethyst/morion for the ability to align them with dark/moon/void. The elemental planes do exist among the void so its a reasonable leap. Void elementals being giant floating cubes would be hilarious.
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>>2365301
So the T'ien Ch'i?
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>make custom map
>fill it with balanced resource terrain
>no desert tiles to prevent pyramid spawns
>a pyramid still generates
>its not even in the south
>its in the middle of the fucking forest
Im going to make a mod solely to go into the void and kill everything in it. Fuck conquering elysium im going to go fuck horrors in their extradimensional color out of space holes.
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>>2365993
Don't be obtuse with me you little float cat horror sympathizer. High cultist can effectively b line to the void everyone else has to fuck around to the nexus to get etherlords. And even as a lich necromancer will go insane. The void hits for 15+ insanity
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>>2365982
Not just pyramids, but stonehenges, fountains, and basically any sort of mystic stone formation or pyramid like object including what would otherwise be scourge lord creations if they randomly spawn at start all let horrors leak in.
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>constructs pillar of power
>summons ant queens
>become king (and taller)
>turn everything into desert and ants
Don't forget to say thank you
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Okay, I managed to find two path boosters for my lich (one taken from Orcus). Any clever way (except waiting for Scroll of Heavenly Ascension to pop up in the market) to get up to the Celestial Plane and turn the chicken into a big skelly?
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>>2366711
Yeah I'm aware, probably the worst class to attempt it. My first idea was to 9/11 the fortress with a bunch of disposable necromancers with the battlefield-wide disease spell but everybody's got fast heal. Decay might work, but they might have too many HP for that, or just mass a bunch of necros with finger of death. At least I think there's no entire battlefield banishment spell, I think.
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Are Steel Minotaurs better than Bronze Minotaurs? They lose battle fast but gain 1 armor, seems negligible for double the iron price.
I wonder if going pure Steel Centaurides would be better, they get 3 armor, good melee/ranged and cost as much as Bronze Minotaurs.
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>>2369360
I rather like it as a fuck around thing. You play knowing that there is a larger world and that all these cunts come from somewhere, but you're not distracted or forced to engage with sidequests before you can conquer elysium in conquest of elysium.
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>>2369910
I keep playing Dryad Queen on Knight. What I do to steamroll everything from the start is major animal summoning on mountains for early army, just running around with your starter dryad and spamming sacred groves everywhere. At some point your trade + herb income will be so obscene you can spam Call of Gaia on a Grove of Gaia to get great troops and casters en masse.
Dryad Queen benefits from all resource types, so it's a really adaptable class that doesn't depend on environment much.
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Can someone give me tips for high cultist?
I managed to to win against 6 bots set on Duke on medium map but on King this shit is borderline impossible.
Even with good starting position bots start flooding my position with armies of 50-80 units when I can barely scramble 40-60 if the cancerous rng allows me to summon fish people and even if I'm somehow on a good track to summon Outer God they are already running with doomstacks of powerful units.
Once I even managed to make a good army without end game stuff with few soul slay/invade mind cultists combo that managed to clear armies with more powerful units and the faced some average army of Priest King and simply refused to soul slay the cockucking parrot (which they did before) and it fucked up my run.
This faction really feels too dependant on rng without anything to compensate it with. Shuld I just start savescumming?
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>>2370007
What you need to do is amphibianmaxx. Grab everything in the water. Find and take over islands. Let the RNG and retardation weaken the AI while you leverage resources they don't have access to. You can even dip into the void to capture the easy nodes, like forests of cubes.
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>>2369960
>just running around with your starter dryad
Maybe that was my issue, I usually keep her at the initial grove for the free units. I completely forgot that the animal summoning rituals depend on location, definitely gonna take advantage of that next time.
Thank you.
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>>2370010
Thanks for the tip, I managed to win my current run even though map wasn't very amphibian friendly. It was fucking bullshit, but I managed to bait few enemy doomstacks into killing eachother while I was slowly summoning outer gods in one secluded port town. Hopefully it will be more helpful when I'll try to win vs Emperor bots tomorrow.
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Holy shit why class like Baron even exists. Yeah I'm sure the alchemical trebuchets and occasional mage will help me win against demons, eldritch abominations and other rape-you-out-of-existence creatures.
Not to mention his "ritual" requires king's castle which to my knowledge doesn't even spawn in certain scenarios.
I'm seething I was tricked into wasting my time with this abominable dogshit class with no redemtive qualities.
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Sitting in the throne summoning Outer Gods is pretty dope. Dryad Queen is trying really hard to expand into my territory but I'm doing ok so far.
I wonder where the warlock is.
>inb4 in an elemental plane assembling a rape squad
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>>2355701
Populum has weird fetishy mechanics and makes the game 1000 times more tedious, the "classes unlock other classes" system is broken, mostly because of limitations in vanilla code. Don't bother with it.
However I salvaged a few interesting, well-thought mechanics and stuff from its code, mainly from the "event modding" section, and used it for a mod that I'm almost done working on:
It will feature worldgen changes, depending on biomes, planes and age you chose before startup (monarchy, fallen empire, etc.) filling an otherwise boring vanilla map with interesting challenges and features, which in my opinion should have been included by Illwinter at launch instead of adding three meager classes, a couple dozen rituals, slapping a new number on title screen and demanding 60 €.
Right now it populates sky and elysium plane with monsters and animals, adds shipwrecks with salvageable treasures in deep seas surrounding Elysium so you can now have fun adventures with ships, and you can now find nests of chromatic dragons that have 7 stages of growth following dnd ecology.
It also adds more bastions of independent factions (bakemono strongholds, bandit fortresses, ranger outposts, villages of barbarians, gnolls and ichtyids, and more). They will either spawn aggressive roamers or stay put, but all of them can be claimed to gain treasuries and boons that can help your game, or can serve as citadels for some classes.
Furthermore, i've made Agartha not shit: tunnels are now intricately connected albeit difficult to traverse because of stalagmites, lakes and other rough terrains, and I've added more indies in there, with their own special terrains and rewards for vanquishing them.
Last but not least, I added greek and norse gods, the latter you can find chilling in the primal plane, and the former in Elysium, Sky and Agartha.
Conquering their squares is challenging but their godlike teasuries offer heaps of gold and items as reward, which win your endgame.
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>>2372012
Played two games with it, one Knight and the other Emperor. You sit around farming and playing gear gacha and then steamroll once you finish your training arc if you're undisturbed. The Succubus Queen gets a free win anything that can be charmed and loses hard against anything that can't. The one caveat is that you can't make a new succubus without an existing one, so if you lose your succubus without grinding enough to have her give birth to another one first, then you just have a dead faction. Most of the features are pretty superfluous (everything related to Corrupted Heroes for examples seems to exist purely for the MGQ reference), and the only thing that really matters at the end of the day is power/gearing up your Succubus Queen to compensate for her lack of noncharm offense and birthing new succubi. I also hate the memespeak. The mod would be vastly improved just by renaming "gooners" to something along the lines of "thralls" or "chatel."
Playing an up-and-coming Demon Lord grassroots operation is neat, but there simply isn't much thought that goes into playing the class. It doesn't come within a country mile of the effort or thought of something like: https://steamcommunity.com/sharedfiles/filedetails/?id=3430069908
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>>2373123
I don't know nor want to know about the specifics of this, but that's the inevitable fate of any moderately moderated forum: You end up with attention whores and a prissy victim class. Heavily moderated ones nuke dissention from orbit, so either all hate ends up directed at the moderation team or bias creates an echo chamber where everyone knows what thoughts are allowed and which arent. Low-moderation ones allow the necessary fights, mockery, and public shaming that allow problems to conclude on their own.
It's not worth thinking about ultimately.
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>>2373820
>the only thing that really matters at the end of the day is power/gearing up your Succubus Queen to compensate for her lack of noncharm offense and birthing new succubi
There should be a bee queen class. This game desperately lacks bees.
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>>2373001
>discord tranny drama
Ah that reminds me of when I was booted out of the coe 'cord for confused emoji reacting the transgender visibility day announcement post. Was the only thing that kept me from giving Illwinter my money.
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>>2373657
Got a workshop page yet?
>otherwise boring vanilla map with interesting challenges
Really coe's problem isn't exactly a lack of interesting features on the map, there are all of the planes after all, but that it's so rarely worthwhile to interact with anything interesting, again planes being biggest example, cool challenges for paltry income or rewards, few good special recruits or summons (imo what would be most thematic to get from them), not many useful mechanics,
Actual rewards for taking on all the actual challenges sounds good
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I'm messing with the isekai mod with addons and it throws some real bullshit at you. In fairness you are able to do some real bullshit so its balanced out. One of the enemies that shows up is just "you but *evil". Its kinda fun, a bit humorous, and you get fun OP stuff. More of a map painter without the addons, that gives you some tough shit to fight.
*you but just another guy doing the same thing so therefore he's bad
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>mod allowing me to go full Pharaoh without needing to actually deal with the cancer that is modern YGO
Rampaging all over the map with the Egyptian Gods and Exodia is pretty nice, the only thing missing is some OG vidya music from it as well like Forbidden Memories and Dark Duel Stories.
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>start game
>medium sized map
>6 bots on knight
>fast forward few rounds
>secure some breathing room and resource nodes
>burgmeister makes an appearance with fairly capable detachment
>dispatch force to remove unwanted guests
>after successful action recall my guys to main base
>next turn scourge lords loses his last commander to independents
>sigh
>next turn
>my guys haven't even reached main base and another slightly smaller burgmeister unit is attempting to raid my villages AGAIN
>turn back my unit and deal with him
>I leave my guys here this time
>literally in the next turn smallest squad of burgmeiser of like 7 guys walks into my territory AGAIN
>I crash into him
>burgmeister was eliminated
>that was underwhelming but it happens
>3 rounds pass
>cloud lord shows up but disappears in fog of war
>send my quick response squad from before in the area
>find his unit of 4 cloud folk and storm captain
>crash my squad into his
>cloud lord has been eliminated
>2 rounds after high cultist dies to dryad queen
>all in span of like 2 years
>resign
>see map
>plenty of breathing room which certainly could be claimed if the bots didn't insist on being such retarded cunts
Why is AI like this, it works fine for a time but then game after game shit like this happens and it's frustrating, I know of a mod which supposedly fixes this but I can't bring myself to install it because it would eliminate the element of the rouge-like randomness which I like.
I wish it wasn't so prevalent sometimes and AI actually utilized the "intelligence" part better. Hell, even if like 2 bots die in early game it doesn't bother me at all, but burgmeister feeding 3 of his detachments to my superior force almost simultaneously just feels absurd and lazy.
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>>2375777
>plenty of breathing room which certainly could be claimed
Did you, yourself, know it existed without seeing the whole map?
>Why is AI like this
Because it didn't know it existed. Do you want it to be able to see the whole map and plan accordingly? They don't get to peek and reload, move and reload, summon and reload, or anything else.
Also the AI won because you resigned. Doesn't matter why you did. Doesn't matter even if the AI was better, it would probably still make you resign. https://en.wikipedia.org/wiki/Reward_hacking#Examples
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>>2375924
>They don't get to peek and reload, move and reload, summon and reload, or anything else.
I don't do it either, if I fuck up or blind fate decides I have to go then I mald a little but accept it. Also if I lose few of my armies in some territory I don't push my last commander into the meatgrinder and expect it to work out. Even though I might have already lost I start looking in other directions for a chance to salvage my shitty situation.
My point is it should have some basic survival instincts, dumb scenarios should happen but not almost every game.
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My favourite classes are Dryad Queen and Dwarf Queen.
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>>2376118
>My point is it should have some basic survival instincts
By this point you install the Ballista commander mod, or the diseases guardian statue mod, so the AI do not suicide by forgetting to leave 2-3 archers to defend against deer/ichids/bandits/ants that physically struggle to go into the castle gate.
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>>2375924
>reward hacking
that is not at all how simple game AIs work, you can't "reward hack" a simple AI like coe's, it has no reward function to speak of.
There is no function that optimizes the winrate of the COE AI, it's simply a set of of static rules once set forth by illwinter.
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>>2377665
fuck off, you implied that the AI uses reward hacking and "deliberately" attempted to bring about the resignation of a player through a quirk of programming e.g. that the AI somehow knows to act this way in order to cause resignations of human players and thus win, when it is clearly not the case.
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>>2378401
>trying to ragebait people in a thread this slow
come on now