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November 7th, 2011, 05:12 AM
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Join Date: Sep 2003
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Re: Conquest of Elysium 3 dev log
"* Long right click on citadel to recruit there."
Cool. Any chance to add this (or other UI goodies) to a dom patch?
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November 8th, 2011, 11:55 AM
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Second Lieutenant
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Re: Conquest of Elysium 3 dev log
Latest update lists "serial codes". Does that mean we're getting close?
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November 8th, 2011, 02:38 PM
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National Security Advisor
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Re: Conquest of Elysium 3 dev log
Not yet. There is still much to do, such as testing the map editor and writing documentation for it, ironing out bugs from both editor and game etc etc. Legacy graphics also need to be replaced.
When the version numbers get to the 2.9x range then we'll see.
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November 9th, 2011, 03:37 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Conquest of Elysium 3 dev log
The comparisons of CoE3 with Dom3 are interesting.
The TEAM abilities in CoE3 are great. You can see each others explored areas, you can both attack in a shared combat, you can sit inside of each others fortresses and towers, you can exchange sites.
The AI is smarter. There are separate AIs for each nation which allows some very specific instructions in the programming instead of general ones.
The AI even makes a pretty good ally for a TEAM. And certain nations pair up with other nations very nicely in ways that allow overlapping areas and best use of individual nations abilities without competing for the same resources.
The MAP commands for CoE3 include triggers which allow creating maps for scenarios. And the maps are text based which will make them much smaller for downloads.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 9th, 2011, 04:17 PM
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Major General
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Re: Conquest of Elysium 3 dev log
I'm curious what decisions have to made when it comes to combat. For instance, with Dominions you decide the composition of your forces, the equipment for commanders, unit placement and a five turn script. The interaction of these factors makes for an interesting and challenging game - the drawback is that managing all this late game can be painful. I know that COE3 sacrifices some complexity in favor of streamlining play but if I'm about to face an opponent what are the things I need to take into account? If my units don't match up favorably with his is there something I can do to compensate for that?
And on a completely different note, is KO still involved with IW? Seems like it's been a few years since I've seen him post.
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November 10th, 2011, 01:39 AM
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National Security Advisor
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Re: Conquest of Elysium 3 dev log
Yes, KO is still very much involved. Some of the new graphics he has made for CoE3 are absolutely awesome. For example, I have NEVER seen as good a rendition of a gryphon as the new CoE3 graphic is.
As far as combat orders etc are concerned, there is no Dom3 style micromanagement. You cannot arrange troops in your army, the arrangement is automatic.
Mages cannot be scripted the same way as Dom3, but you can choose what spells they memorize from among the ones they know. From those spells, a random useful one will be cast every round. If no useful spell exists, the caster will do nothing (e.g. a pyromancer who knows the spells Flames, Fire Burst, Fireball and Incinerate and is going up against a fire elemental, which is fire immune, would cast nothing at all).
If your units don't match up favorably against an enemy, your magic can often function as an equalizer and the more types of mages or other spellcasters you have, the more chances you have.
The CoE3 manual has a fairly detailed section on combat, short though it is.
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November 10th, 2011, 04:57 AM
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General
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Join Date: Sep 2003
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Re: Conquest of Elysium 3 dev log
The MM reductions sounds awesome. For the record, if ever there would be dom IV I would absolutely love to see it streamlines as well.
Currently playing dom you need to pay a painful price in MM to enjoy the game. Late game dom is a nightmare.
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November 11th, 2011, 05:36 PM
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Second Lieutenant
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Re: Conquest of Elysium 3 dev log
What sort of modding capability is is going to have? You've mentioned map making but nothing about mods.
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November 11th, 2011, 06:37 PM
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National Security Advisor
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Re: Conquest of Elysium 3 dev log
As of the present, there is no modding capability. There may or may not be modding capability later, but we do not know yet. Other than one mention in passing, it has not been discussed because there is still so much work to do with getting all the basics done.
For example, there are still lots of legacy graphics and all of the classes don't even have a description yet.
However, knowing Johan, all hope should not be abandoned by any means. With regard to any possible future addition of modding, patience is required.
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November 11th, 2011, 07:58 PM
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Second Lieutenant
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Re: Conquest of Elysium 3 dev log
Not having moddability of at LEAST the level of Dom3 would be a huge dissapointment.
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