Conquest of Elysium 5

Conquest of Elysium 5

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Force Of Nature - Druid and Dryad Overhaul
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Aug 24, 2021 @ 1:52am
Sep 22, 2021 @ 4:01am
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Force Of Nature - Druid and Dryad Overhaul

Description
Summary

Okay, I did the dwarfen salesman bit once. I'm not doing with the hippie factions. Deal with it.

Originally, this started out as just some tweaks for the Druid class to help it out a bit in the early game and provide it with thematic terraforming, but I've gone and expanded it a fair bit further since then thanks to a bit of brainstorming. Now the mod encompasses both the Druid and Dryad and basically qualifies as an overhaul for each, even though the scope is fairly minor.

The druid section of the mod is focused on early game survival and some mid-game utility/survival boosts, whereas the Dryad section is more focused on late game boosts and planeshifting, though this is subject to change as I think of ever more insane ideas.

Feature List
Druid
  • The druid has an improved starting army to make holding at least a small patch of forests possible in most cases. Druid troops are still trash, though.
  • Vergobrets and barechested scouts have 4 AP now, with Vergobrets also having access to lvl 1 druid rituals at an increased cost. More on that below.
  • An expanded roster of rituals focused around bringing greenery back to the world, and for accessing some new units.
  • Vergobrets now serve a function past the earliest stages of the game in that they can be used to plant of revive forests and jungles.
  • Courtesy of the Allfather himself, the Druid has access to an excellent pair of scouts that double as light thugs.
  • If Treebeard was smart, he would've just smashed Saruman's tower with boulders from afar. In that vein, I present Smart Treebeard™, the newest SC available to the Druid class. While expensive, this new SC provides a giant artillery piece for the giant-themed SC roster available to Druids in the endgame.
Dryad
  • Dryads have access to a similar set of terraforming rituals as druids that cost more and terraform faster. This is to balance against the much lower ability of Dryads to have more ritual casters.
  • Dryads now have easy - though expensive - access to the primal plane and mass regeneration.
  • The Dryad starting army was improved to give Dryads a little more variety in expansion options. Though troop quality has not improved overall, the presence of a centaur commander brings with it earlier access to centaurs.
  • A new late-game summoning ritual gives Dryads access to a new, appropriately tree-y SC.

Compatibility

There shouldn't be any compatibility issues save for with Extra Rituals (the result will just be some nearly identical rituals for Druid). Just be wary about using mods that change existing features for Druid and Dryad (that's only mine for now).

Suspected/Known Issues

Thankfully, no issues that I suspect at present. Everything is relatively straightforward with these two classes as I did not feel any drastic measures were needed to improve them. Balance on the new SC's will be monitored more closely when I have some free time, but they should be middling as SC's go due to their poor accuracy.

Credits
Special thanks to Emperor Herb for the mad scientist talks that led to the development of Entillery and the Barbed Ent.

Finally, apologies to anyone who was using the Druid Tweaks mod. I had to delete it in order to change the name.

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

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Popular Discussions View All (1)
3
Dec 6, 2024 @ 1:34am
→→→ Suggestion Box/Balance Complaints Box ←←←
Commisar Jon Fuklaw
42 Comments
Undying is F U N Dec 6, 2024 @ 1:32am 
Hello,

I would like to say that I highly enjoy this mod. The Druid pack really makes it quite fun to transform the generally not great Ents into a top tier Artillery piece able to decimate entire armies solo. I will say however sadly even this great mod isn't enough to fix the just unfun parts of Dryad Queen. For example I tested with some cheat mods to get myself a dozen Apostate Pans in hopes that doing so would allow me to grow a reliable army. Instead I waited 2 years to even have a single column of Minotaurs and 5 Centaurides.
Devolops Feb 16, 2023 @ 4:54am 
Just thought I would note that the issue with the attack range of -1 on the Barbed Ent (which prevents attacking) seem to be the result of a missing value for the "range" within the "Ent Barbs" weapon for the Dryad Queen.

Presently it just feels really bad to spend to spend 1500 herbs for a useless hp sink.
Commisar Jon Fuklaw  [author] Feb 7, 2023 @ 5:38am 
Yes, I did. It takes 30-50 turns to go from the base unit to the most advanced variant, depending on the unit type. I'd have liked for a randomization variable, but the tools didn't allow for that.
Niki Feb 7, 2023 @ 3:26am 
Commisar I love your mods :) One question: Did you implement a mechanic that dryad units automatically upgrade somehow? I never purchased any upgrades but have a lot of steel units for some reason.
Elder Jan 6, 2022 @ 11:56am 
"Barbed Ent" Its range of atack -1 (Didn't test if he can fight like that but its suposed to be 1 and not -1)
Commisar Jon Fuklaw  [author] Dec 25, 2021 @ 12:43pm 
Not possible.

Never seen/heard of that before but I'll spare a minute to look after the holidays.
Elder Dec 25, 2021 @ 4:52am 
Can you make druids and Apprentice druids move faster in forest?
Many thanks if you do...
Also if you sumon mesanger of the gods you can't end turn until you select someone else.
But it dosn't mater much so its ok to ignore this.
Commisar Jon Fuklaw  [author] Nov 1, 2021 @ 3:48pm 
Revive Ancient Forest (the vanilla ritual) got nerfed to nonearby5req, so if there's an ancient forest(s) somewhere, it's surrounded by an 11x11 exclusion zone (centered on said ancient forest) wherein Revive Ancient Forest cannot be used.
erock Nov 1, 2021 @ 3:45pm 
Revive Ancient Forest for Druids seems to be non-functional, at least on a map-generated tile that was burned by event fire. I haven't tested it on a player-grown tile, and the only thing I can think of is that it spawned within 7 tiles of another Ancient Forest. No error message is noted: the ritual is just greyed out. Mod/Game versions up to date.
Doppelganger Oct 31, 2021 @ 5:32pm 
Nice mod. I really like that the terraforming options. It would be really cool if you could make a "stupid" forest/jungle seeding unit to take away some of the micromanagement of terraforming.
Thanks for this mod :)