Conquest of Elysium 5

Conquest of Elysium 5

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Pirate Lord
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Mar 6, 2022 @ 3:39pm
Sep 4, 2023 @ 12:48am
13 Change Notes ( view )

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Pirate Lord

Description
Pirate Lord

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Updates
Added Wereshark to Drowned Summoning rituals.

Melee Pirates went from 5 Hp to 6 HP
Added Ship Merc, 15% chance of getting a merc offer for 2 ships for cheaper than 2 would normally cost.

Added Ogre Pirate Merc, has 25% chance of appearing.
Added Parrot Scout Ritual
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Introducing the Pirate Lord, leading swashbuckling pirates, strange creatures of the deep and the cursed dead. Will he be able to conquer Elysium?

Class Features
50% Gold and Trade Bonus
Lots of cheap Recruits
Powerful Siege Weapons
High Sea mobility
Stupid/Wandering Pirate Raiders
Deep Sea and Undead summons from the seas.

Notes

As usual many but not all sprites are my own creation.

I will probably update this in the future as it feels a little light as a class.

Known Issues

Ship modding is VERY limited, for example I can’t add transport capacity, more capacity is added to units you can select and take to sea but if you enter sea combat the ship does not expand and units beyond 20 per ship will spawn in the water and drown.

Support

I spend a lot of time modding, if you want to check out my other mods or want to donate check out https://ko-fi.com/juzzamods

Popular Discussions View All (2)
14
Apr 15 @ 1:56pm
Bugs
Juz
10
Dec 3, 2022 @ 12:42am
Suggestions
Juz
22 Comments
Average Genestealer Apr 5 @ 4:14pm 
Yaaargh! There be treasure!
Juz  [author] Dec 2, 2022 @ 10:11pm 
There is a suggestion page dude. Please use that for posts exactly like these. I've replied to you there.
Snoozer000 Dec 2, 2022 @ 9:28pm 
Also I did the unsubscribe/resubscribe and delted the folder that belonged to pirate king (2774740302) and its still doing the issue where im several tiles away from sea. Maybe a recent update broke it?
Snoozer000 Dec 2, 2022 @ 8:52pm 
sorry comment was too long so I had to cut it up. Thanks for the mod. its nicely done I just had extra ideas.
Snoozer000 Dec 2, 2022 @ 8:50pm 
another things would be to make the pirate be able to change terrain like the complete overhaul mod does. give the pirate the ablilty to make hamlets and maybe have underwater resource tiles be summoned. like gems and ore spawns. maybe give a special that summons a sort of land roamer? im down for a damned/drowned equivalent to scourge lord antpocalypse. I like stupid units.

Also wasnt there a ghost ship that can be special and used? Im only getting the ghost ship unit. that really doesnt survive even though its nice. Maybe give it a summon damned spell that it uses through out the fight?
Snoozer000 Dec 2, 2022 @ 8:50pm 
It would also be nice if you could make it so pirate ships dont take decay. pirate fleets (the 250 special) should use pirate ships instead of normal ships so they are faster. Its imo a huge oversight of vanilla. It appears that so long is ONE tile of the ship gets decay the entire ship sinks. which shuts down your pirate fleets. or have a higher up pirate fleet that is aquatic? that would fix itself. High a bunch of damned/drowned to do the pirate raiding. Just giving you options that seem easily implementable.

perhaps also make a treasure hunter spawn? that patrols the seas for gems/coral reefs? or make pirate ships fight for those too would be great. killing sea people for their pearls sounds pirate like to me.
Snoozer000 Dec 2, 2022 @ 8:50pm 
Oh ok. Im trying to beat an El who has broke seals and im getting hit by a combo of decay,disease and poison. Its mission impossible keep units alive. we are both stuck in bases but he is getting lions. I think im gonna lose IIRC el has no limit to blessings. I respect the idea of balance in line with vanilla. But everything im about to talk about is vanilla. There are units that are minion spawners. examples being elemental lords and aztlan gods.

It would be nice to have some specials that I pay for to give voices and pirate kings abilities. quality of life stuff like aquatic,FAST ethereal, regen, etc etc. a pirate king can survive and move? I feel like hes trapped in docks because his abilities are dock restricted. Even though he is labeled mid he is constantly in the front due to siege/boat positioning so hes constantly getting chewed up. Late game power that has to be payed for not just naturally OP.

maybe even give them dark blessings? that would be sick.
Juz  [author] Dec 2, 2022 @ 6:24pm 
The Damned ghosts shouldn't be vulnerable to poison, I may have goofed up on their stats. But I generally keep units in line with vanila ones, for example if I made a new longdead I want to have the stats the define it. Ghosts and most undead are not immune to Decay. I always play with the Almost No Friendly Fire mod so spells like Death Cloud don't kill my own units.

Again spectral units in general don't not get or recover from injuries. A minion spawn isn't a bad idea.
Juz  [author] Dec 2, 2022 @ 6:24pm 
If you got this mod early on release I forgot the setting the make the port appear near the coast. Steam is notoriously bad at updating mods. I suggest you un-sub re-sub to the mod, if that doesn't fix it delete the mod files located somewhere in C:\Program Files (x86)\Steam\steamapps\workshop\content\1606340 and let steam re download it. Even with that setting to make their start position appear the near the coast I do find VERY occasionally it doesn't.

I didn't give them the wrong bonus, it was meant to be a small bonus for when they idle in ports, they do this from time to time and when there are no ports to capture they do not move out from the port they are summon in.
Snoozer000 Dec 2, 2022 @ 3:26pm 
they also dont revover from injuries I thought spectral units didnt keep injuries? great mod tho im just curious in to your response.