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Re: Conquest of Elysium 3 dev log
In the usual glorious manner of Illwinter, the answer becomes "its different for each nation".
They are all nicely unique. Some have to worry about takeovers and sneak-ins more than others. the Baron nation is able to create PD in towns and cities the Witch, and the Druid, claim forests and swamps. So anyone entering them takes off the ownership. It makes it hard to sneak up on them Troll King takes the Ancient Forests. His Mum and witch doctors can change those, and normal forests, into troll forests which generate carrion creatures. So they have a wandering PD Bakemono generates continual new troops at mountain mines. Also the Dwarfs do if they have turned it into a colony by placing a Dwarf Queen there. High Cultist (Chulhu/Rlyeh) creates spawned aquatic hybrids and insane peasants automatically at any seaside town or port they take There are others but you get the idea. The ones that do not have some sort of spawned help tend to have lots of cheap commanders and cheap troops to do patrolling with. Some also have better abilities to see what is going on |
Re: Conquest of Elysium 3 dev log
The management of wandering independents is basically done so that you need to recruit cheap commanders like captains or goblin chieftains or similar, give them some troops (10 spearmen/swordsmen and 5-10 archers) and put them on snake patrol to kill anything that wanders around.
As for why any wandering stack is generally "snakes", is because they often are (swamps can randomly spawn snakes and serpents sometimes) and because the wandering stacks sneak up on you and snake all the stuff you spent so much time and blood (and consequently treasure, troops don't come cheap) conquering. |
Re: Conquest of Elysium 3 dev log
Huh, so you can set units to automatically patrol areas? Or do you mean manually patrolling?
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Re: Conquest of Elysium 3 dev log
Manually. Just station a patrol stack somewhere close enough to react to nearby important places like mines and such. There's no automatic patrolling.
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Re: Conquest of Elysium 3 dev log
Yes the "patrolling" I do is just to make sure that in each large area I at least have one commander and some troops barracked to be able to move if something takes one of my sites.
I can place the commander on "sentry" so that it is not in the "n" key rotation of active commanders. Or if the game has gone on awhile and its a large map I might leave some unsentried so the n key will at least jump there so I can see what is going on in that area. |
Re: Conquest of Elysium 3 dev log
Is there a msg for resources taken by indies?
Is there a kingdom mgmt screen? |
Re: Conquest of Elysium 3 dev log
There is the F1 screen like Dom3 has.
Also like Dom3 you dont get reports on losses unless you leave at least one unit there to give you a battle report. |
Re: Conquest of Elysium 3 dev log
Errr, why don't you guys stop asking questions and just wait & see how it is when it comes out? When you were all kids, did you cross-examine Santa/parents about every little detail of whatever present you were going to get?
:) |
Re: Conquest of Elysium 3 dev log
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Re: Conquest of Elysium 3 dev log
I'd like a simple system to draw my attention when something I own has been taken.
A message that simply says "We have lost 2 forests, 1 village and 1 farm this turn". Then on the map you could press a key and it will "ping" those locations. On that note, how functional is the map when zoomed out? At max zoom out are locations and location ownership clearly visible? |
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