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  #1  
Old December 29th, 2011, 03:53 PM
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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by samoht View Post
Edi said, "The short version is that you an always recruit from the standard list and doing so ends recruitment at that castle for that turn."


So it sounds like you can only recruit one unit, per unit-recruiting-location, per turn? In CoE2 you could essentially recruit an unlimited number of units at a citadel or tower or fort, etc., assuming you had enough gold.
Correct, one recruitment per turn per citadel plus the commanders and one-off specials of a certain kind.

Soyweiser, for the classes that have unannounced special recruitment, it really is not a problem. Most of the time the recruitment offer messages are more annoying than missing unannounced specials, because missing those is not a big deal. Playing Bakemono, missing out on 3 Dai Bakemono or 3 Dai Bakemono Archers is not going to be crucial, they come and go, likewise for the Jaguar Warriors, Moon Warriors and Sun Warriors of the Priest King and the lesser units available for the Troll King.

Missing the recruitment of a troll may be annoying, but trolls generally cost an arm and a leg and you can practically bet the next 20 turns' income that as soon as you do recruit one of them, the next turn there will be a wizard or a giant on offer, and those are always announced stuff.

Missing one turn of unannounced stuff is nowhere near as bad as forgetting to renew mercenaries in Dom3.
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Old December 29th, 2011, 03:59 PM
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Default Re: Conquest of Elysium 3 dev log

It is one unit at one location but the bulk units come in bulk sets. They might come in 5, 10, 15 so that one purchase can be buying 15 infantry with a cost high enough that you tend not to do that every turn.

@Thilock I havent seen any Dragon Lord yet but there are apparently still some nations to be added in.
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Old December 30th, 2011, 11:52 AM
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Default Re: Conquest of Elysium 3 dev log

Are combats still fought the same as CoE2? There, every unit on defense gets to attack before anyone on the offense, which means you often need an army that's twice as powerful to go on the attack. It'd be nice if the attacking ranged units could shoot before the defending melee units, at least.

Morale wasn't in CoE2. How does it work here?
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Old December 30th, 2011, 12:51 PM
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Default Re: Conquest of Elysium 3 dev log

Same as CoE2 in the order of battle.

If it was changed, it would have to be changed so that each classification of units would go separately in a turn based fashion, but you would have to include all of the steps (spellcasting/ranged/melee) in every phase (see my previous post on classifications), which would lead to a lot of repetition and possible error chances. I can ask Johan about that, but I wouldn't hold my breath.

Fear attacks target morale and if fear damage is greater than morale, the unit runs away.
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Old December 31st, 2011, 03:24 PM

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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by Edi View Post
Same as CoE2 in the order of battle.


COE2 combat was godawful, frankly.

Quote:
If it was changed, it would have to be changed so that each classification of units would go separately in a turn based fashion, but you would have to include all of the steps (spellcasting/ranged/melee) in every phase (see my previous post on classifications), which would lead to a lot of repetition and possible error chances.
That's hardly difficult. See Emperor of the Fading Suns (circa 1995), combat worked exactly like that - indirect, direct, melee and psychic phases per turn for all units possessing a particular kind of attack. That alone would improve on COE2 combat immensely.
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Old December 31st, 2011, 03:57 PM
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Default Re: Conquest of Elysium 3 dev log

Difficult doenst play into it much. That might not be difficult but it would be time consuming. The developers are still doing it as a fun hobby. We will have to see if Johan wants to.

Personally Im not seeing much problem with it. The game could be made more micromanaging but Im not really missing it even though usually like a high level of MM
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Old December 31st, 2011, 04:17 PM
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Default Re: Conquest of Elysium 3 dev log

Keeping MM to a minimum is a major selling point for me.
I'm playing dominions for years now and I'm sooooo tired with it's emphasis on MM. I'm looking fwd to playing casual CoE3 games that don't take forever to do a turn.

That said, an initiative based system for combat, resolved automatically, will only enrich CoE3.
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Old December 31st, 2011, 04:50 PM
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Default Re: Conquest of Elysium 3 dev log

Look if they are developing it for fun, that doesn't mean people cannot still comment about it. Especially if it turns out to be a bad game.

And probably it is going to be one of those shrapnel super expensive games again. Which I would not be that interested in.

At least dom3 had interesting combat mechanics. That isn't really used anywhere else.
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Old December 31st, 2011, 05:16 PM
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Default Re: Conquest of Elysium 3 dev log

Im not stopping the commenting. Suggestions and requests are fully expected and appreciated. Im just explaining so we dont get into long arguments about what should be done and why which might derail the whole project.

And again, no one has said it will be a Shrapnel game yet. If you have some reasonable suggestions feel free to post them
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Old December 31st, 2011, 05:22 PM
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Default Re: Conquest of Elysium 3 dev log

Desura could be an option to release the game through. It support both Windows and Linux.
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