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Re: Conquest of Elysium 3 dev log
Protection schemes tend to come late. I think partly because whoever the distributor will be might have a say in it. Until late development those things stay simple to simplify testing
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Re: Conquest of Elysium 3 dev log
@Edi, when you write that there are some level 3 spells that you don't want to use, do your means it in the context our your spécific faction/army/situation (the spell could be useful in some other situation, like a spell doing fire damage to both armies being really useful only if you're playing with an army protected from fire or ready to sacrifice your army and the caster against a larger army) ?
It would be a shame to have are such high level spells being really useless in game. Hum, just noticed on the indiedb page that the game is listed with a release date in February ! |
Re: Conquest of Elysium 3 dev log
Some of the spells have an area effect of the entire battlefield. They are good spells, but must be used carefully.
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Re: Conquest of Elysium 3 dev log
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Re: Conquest of Elysium 3 dev log
Question regarding AI difficulty levels.
Will higher levels of AI Difficulty actually reflect smarter decisions made by the AI? Or does the AI cheat or get pre programed advantages at higher levels, like more income, etc. |
Re: Conquest of Elysium 3 dev log
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Re: Conquest of Elysium 3 dev log
However, the AI is much better than Dom3. Instead of one generic AI for all nations, these are separate and play specific to that nation. A marked improvement.
Ive been in debates in the AI forums of dev sites about smart vs cheats. Levels of smart AI are hard to envision. That would be taking the best you have, and chopping it up to make it dumber. Its going to be awhile before the upper level of that would be a better-than-human player so that the range extends below AND above the average human player. The best that has been achieved in games has been randomly chosen different AIs (aggressive, defensive, medium) which Dom3 had. Its possible with one AI (such as games with only one opponent to write the AI for). To mix different AI styles (defensive, research, turtle, expansion, aggressive, horde) within the AIs logic for each nation, would probably move a games release at least a year further IMHO But it would be nice |
Re: Conquest of Elysium 3 dev log
A good video, cheers whoever posted it :)
I noticed that towns you own have a simple border of your color, anyway to make the towns have flags or the like? Little things like that add player immersion in the game. I'm going to play some CoE2 to remember.... |
Re: Conquest of Elysium 3 dev log
Please make the ai highly moddable.
While making ai takes a lot of time; once a game is out for awhile, sometimes there's peopel who will put in the time to seriously build/tweak ai. I wish i was in the beta, got any slots? :) also, is qm in? qm should be, with all the balance work he's done. |
Re: Conquest of Elysium 3 dev log
Flags would get very cluttered. Some nations can only claim cities and mines. But others can claim swamps, and forests, and lots of other things.
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