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).

Unit stats changes (weaken ranged, alter useless units, balance classes)
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ulius4 May 2 2012, 5:26am Anchor
ulius4

I'm doing a mod that changes some stats in order to improve the gameplay (for me :) ). Sadly the new version doesn't work yet (gimme patch!!!). The goals I have are:

  • weaken ranged units (done! I didn't like to buy mostly crossbows, now they are WEAK ahaha)
  • boost weak units, that are too weak to be ever bought, but by accident or when roleplaying (I don't :) ) (more options now I think)
  • boost underpowered classes (I think I forgot the balance thing, erm)
  • add some funny things (Bakemono whirlwind bombs are in yay! (with another name), you'll love your immortals now, muahaha)
  • add more funny things (Bodyguards, Light Cavalry with flanking attacks (partly realized), Dwarven upgradeable machines (not possible yet), i.e. Fire Cannons, "The Volley" :), etc, CRAZY STUFF)

Try the very old version here: download ulius' statschanges

Major changes:

  • archers, crossbows etc. all have lower damage (Dai Bakemono Archers are the exception)
  • witch minor summons improved and balanced (oh forget the balance)
  • troll king's goblins and wolf kin are regular recruits now + added a wolf kin leader for fast forest stealth evilness
  • senator's units all have slings and senator can hire groups of mages (no leaders!). BIG GROUPS (but for a price)
  • enchanter's golems all have the double number of fist attacks and the mine-destroying golems all gained an additional AoE attack
  • Pale one units deal more damage, are fast healing and you get to hire more of the big ones (also groups of them). They still fear the trolls though.

changelog included

Next on the list before release:

  • improve/balance Warlock major summons
  • balance Necro major summons, so that they are similar in power.  (screw it, they're great the way they are)
  • Include flanking units (light cavalry), that are able to strike anywhere (mid-rank+front rank would be the goal but is impossible atm, partly realized)
  • classes that need to be looked at: dwarf queen, high priestess, priest king
  • do something with necrotods (not sure what) decided I like them the way they are (I'm kind of alone with that :) ). I'll only make them more expensive in the future (not possible right now)

Edited by: ulius4

finalgenesis May 2 2012, 6:07am Anchor
finalgenesis

For constructs, it's not so much the damage but rather the AoE, most of them hit 1 unit at a time with fist, and do not heal.

If I had to make a conservative and quick fix approach:
cut gargoyle and animated armor cost by half, but use up 3 ap. This will give them a niche and actually give L1 enchanter a purpose. If possible have L1 enchanter use 3 ap, L2 2 ap, L3 1 ap.
Terracotta use 2 ap, does not use up swamp. If possible let L3 enchanter make them at 1 ap apiece.
Give Oak golem a 2nd fist attack. Or give it some branches like treant. Comparison to Hoburg weed summon treant oak makes me cringe abit.
Stone golem gain either 2nd fist attack, or change to AoE trample attack
Iron golem add +2 AoE to its poison cloud, or change its attack to an AoE trample attack.
Clay... debatable but I'd give them a 2nd fist attack.
Ice golem... might be fine where it is.

Onyx I'd give say fear, trample, 2x fist. crystal I'd give an AoE ray attack that's both melee/range. Gold... I've never gotten a gold mine nor make a gold golem, seems exotic and rare enough to just ignore.

A longer fix approach I'd revalue what the enchanter should be doing (should they be 80% about necrotod? Really?) and redesign the class.
Thematically using up whole mines to make a crap DNH golem feels off, if I redesign it I'd want to spend some time thinking about how to make it work. Preferably work in something for L3 enchanter to do.

ulius4 May 2 2012, 6:32am Anchor
ulius4
finalgenesis wrote:For constructs, it's not so much the damage but rather the AoE, most of them hit 1 unit at a time with fist, and do not heal.

I agree with that. By improving damage I meant improving killing potential, that is AoE, additional attacks or even entire line damage+stuns. By improving the golems I'd hope to make the enchanter a bit less dependent on the necros.

finalgenesis wrote:
cut gargoyle and animated armor cost by half, but use up 3 ap. This will give them a niche and actually give L1 enchanter a purpose. If possible have L1 enchanter use 3 ap, L2 2 ap, L3 1 ap.

Good idea, will try that. I think I'll generally cut the costs of the golems AND make them deal more damage + give them more effects.

finalgenesis wrote:
Terracotta use 2 ap, does not use up swamp. 

Not possible to remove swamp consumption atm, I think. Thank you for all of your suggestions! I might try them out  soon.

I must say I like necrotods a lot and I want to do mostly statfixes, so I won't remove them.
Are the necros fine the way are? What do you think? I think they're powerful enough, maybe make them more expensive? I'd also like to make them available more easily. If I could I'd lower the number of dead corpses needed to summon them AND make apprentices able to summon them. That would be a huge boost to the Enchanter, too. (but would result in even more Necrotod spam). If I did that, I'd definitely make them more expensive!

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