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February 20th, 2012, 08:57 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Conquest of Elysium 3 dev log
There is still some discussing (everywhere) on that point. I guess so far that Desura is supposed to be the official forum but Im still trying to like it.
There is a domain www.CoE-3.com but nothing there yet (any html volunteers?)
And there is a player-made forum coe3.ProBoards.com which is looking good.
A player-made IRC channel was started at irc.gamesurge.com channel #CoE3 and has had a few MP games already.
As to your other questions....
the command switch --rename will allow you to use the n key while viewing your commanders
the --autosave= will allow you to recover from botched orders and recruiting by creating a backup save after each "END turn"
A long right-click on a site will bring up the recruiting screen already set to be recruiting AT that site which really helps avoid botched recruiting
Trade only works if you have trade points to use. They show up in your treasury next to the tiny icon of a loaded cart. You get trade points from things like controlling a Port town (altho some nations such as Burgmeister starts with some right away)
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-- 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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February 20th, 2012, 09:14 AM
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Corporal
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Join Date: Jan 2004
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Re: Conquest of Elysium 3 dev log
Thank you. Not understanding a couple of things, but maybe I will later.
The Desura forum does not seem suitable for decent discussion of this great game -- you cannot even see titles of threads!
What confuses me a bit is that after 5 hours of play, I have not seen a use for the differentiation between blunt, pierce, and slashing damage. Playing the Baron, I have yet to see any of mine own or opponent troops with any form of resistance or susceptibility vs. these. Odd, too, since it is such a great mechanic with great potential.
Similarly, as the Baron, I cannot see any difference between the Halbardiers and the Pikemen: both cost the same and have exactly the same stats, except that the halberd is superior to the pike, unless there is something hidden we cannot see. So what is the Pikeman's raison d'etre?
thank you much
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February 20th, 2012, 09:56 AM
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Corporal
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Join Date: Nov 2007
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Re: Conquest of Elysium 3 dev log
I agree, that the Desura forum is a bit too 'spartanic' for my tastes.
The player made forum coe3.proboards.com looks much better.
I'll probably post some questions there to support it a bit.
Or... couldn't we just rename the Shrapnel COE2 forum to COE3 and hope they don't see it?! 
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February 23rd, 2012, 12:33 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
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Re: Conquest of Elysium 3 dev log
Quote:
Originally Posted by onomastikon
Thank you. Not understanding a couple of things, but maybe I will later.
The Desura forum does not seem suitable for decent discussion of this great game -- you cannot even see titles of threads!
What confuses me a bit is that after 5 hours of play, I have not seen a use for the differentiation between blunt, pierce, and slashing damage. Playing the Baron, I have yet to see any of mine own or opponent troops with any form of resistance or susceptibility vs. these. Odd, too, since it is such a great mechanic with great potential.
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Squeletons-based units usually have pierce resist, and a few others units (often undeads, but I have not tested all classes yet) get it too when applicable.
From what I see currently, pierce seems to be the more common damage for basic recruited units (bows, spears, etc ...), but alos the one with the more resists out there.
I also found once a magic item giving blunt resist to the wielder.
Quote:
Similarly, as the Baron, I cannot see any difference between the Halbardiers and the Pikemen: both cost the same and have exactly the same stats, except that the halberd is superior to the pike, unless there is something hidden we cannot see. So what is the Pikeman's raison d'etre?
thank you much
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I didn't test the Baron, but the pike probably has the "long" property, allowing it to strike from the second rank.
"But the pikemen are front rank, not middle !" you will say, but note that when there are too many units in a rank, they are aligned on several ranks. This means that if you get a large (>20 I think) number of pikemen, you could get all of them to strike, while only the first haldberd would be able too.
Ideally by playing on unit id (the element wich is used to order them), you could in theory have halberds in front and pikes after them to optimize their usage.
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March 27th, 2012, 11:47 AM
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Sergeant
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Re: Conquest of Elysium 3 dev log
They released a demo today, just FYI.
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February 20th, 2012, 11:02 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conquest of Elysium 3 dev log
Note that the Desura comments section and the Desura forum are two entirely different things. The stuff on the main page is comments (much like YouTube comments), but there is a separate forum link there. That place is suitable, but a rather spartan.
The proboard version is a fairly good place, but the Desura forum is sort of the official default.
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March 27th, 2012, 11:56 AM
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Sergeant
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Join Date: Feb 2012
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Re: Conquest of Elysium 3 dev log
Question: is there a way for the baron to change where the annual levies spawn (for example, I had a start where I was stuck in the south, with a river forcing me to move through two cannibal village squares before I can get to plains, which makes levies a pain in the arse to move, while it would be infinitely more convenient for it to be raised in the city outside that damnable position).
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March 27th, 2012, 12:19 PM
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Sergeant
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Join Date: Mar 2008
Posts: 220
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Re: Conquest of Elysium 3 dev log
Quote:
Originally Posted by Legendary League
Question: is there a way for the baron to change where the annual levies spawn (for example, I had a start where I was stuck in the south, with a river forcing me to move through two cannibal village squares before I can get to plains, which makes levies a pain in the arse to move, while it would be infinitely more convenient for it to be raised in the city outside that damnable position).
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Oh my goodness I wish there was an option to do that, but I'm afraid there isn't.
The baron is one of my favorite classes to play, but the problem you described is easily one of the biggest limits on his power. The only thing I could think of doing would be hoping to get a pyromancer so you could burn down the forests surrounding your starting castle, but I don't know if that effects cannibal villages (probably not), and I know it won't help if you're stuck behind mountains or swamps.
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March 27th, 2012, 01:55 PM
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Second Lieutenant
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Join Date: Aug 2008
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Re: Conquest of Elysium 3 dev log
I'm very dissapointed. The game has very good potential, I give it that. Commanders (mainly mages and big things, but still) feel more personal than in Dom 3 due to being so much more important and I kind of like the square based map with settlements and wilderness as opposed to Dom 3's every province being a settlement. It's also kind of nice to have very varying mechanics for each "nation".
But, first of all the controls are horrible. In Dominions 3 it's tolerable that we can't queue movement (so that it automatically provided nothing major happens nearby continues next turn) because apart from very late game it isn't that big of an issue as generally you don't have to spend that many turns moving, and even if you do there aren't that many commanders. In CoE3 you have to be moving things all the time and it's very frustrating to move things 10 squares by clicking at the map every time for 10 turns in a row. Turns are so much shorter. There are also minor gripes with the UI, but in general that's the major thing bugging me.
Secondly there's far too much pointless micromanagement. You can only hire troops from those big settlements so it's a lot of micromanagement if you wish to garrison your mines and villages so that some random snake won't take over a big city alone. Alternatively you can hunt down things, but it's even more micromanagement with coms. I don't have anything against micromanagement when I feel it has interesting effects, but here it's just frustrating.
Gameplaywise the game starts fairly slow since (depending on the "nation") you might not be able to do much at all to anything near you. Especially some of the "nations" have a HUGE luck factor in with what they start near to. For some it's a lesser issue though.
I would've wished the combat to have more tactical choices as opposed to "choose list of what spells my mages can cast if they feel like it". Dominions 3 style scriptable combat would've suited this game equally well with some modifications due to smaller numbers of units in general. That said I would've wished the whole game to have somewhat more tactical and strategic choices.
In general I have to sadly say that this was pretty much a waste for my money. Illwinter, however, can fix a lot of this with patches if they wish to. Given good tools to help with the annoying micromanagement of defending your settlements from snakes and bears this might be a somewhat enjoyable game. Oh, and anyway, I've gotten enough enjoyment from Dominions 3 to not mind this being a waste of money.
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March 27th, 2012, 02:50 PM
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Sergeant
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Join Date: Jan 2010
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Re: Conquest of Elysium 3 dev log
Yeah, here's my contribution to a CoE3 thread from another forum:
Conquest of Elysium is actually pretty underwhelming. I was stoked at first but having soaked six or so evenings into it, I can say that it feels a little flat. The various factions are interesting and they really do play quite differently from one another, and trying them out has been the main thing that's been holding my interest so far. However, the game is incredibly unforgiving about going into combat without enough troops/support/mage power. That all-encompassing fact makes the early game quite slow and punishing and the mid game feel kinda the same regardless of faction.
The thing is, for almost all nations, troops are expensive and hard to come by (5 bottom of the barrel spearmen cost 50 gold and in the beginning you are generating 3-4gp/turn). You will lose 2-3 troops in a good battle and often times more than that if bad luck so much as glances at you. That means it takes a long time to build up your forces to critical mass so you can conquer without taking inordinate losses. Also, your two starting commanders are, for almost all nations, indispensable (the game is more-or-less about your head commander's rise to power and losing him is generally cause to call it quits), which is fine except that combat is always an all-or-nothing affair where both sides fight to the death and, unlike Dominions 3, there is no running away and regrouping later if you underestimated your opponent or had a run of bad luck. Therefore, the game heavily, heavily incentives conservative play which I find a little boring. Plus, it really doesn't feel like the AI knows how to play this game, so I'm often playing against indie-mobs and opponents who flail around more-or-less at random.
Since it lacks almost all commander scripting, all troop placement (and troop scripting) and nearly all research, I find combat to be mostly just getting enough dudes to overwhelm the enemy. If it had even half the tactical depth of Dom3 I could see myself enjoying it a lot more. Once the joy of discovery runs out, there doesn't seem to be much left to sustain the player's interest.
I don't know. Maybe I need to give it more time to grow on me... some games are like that. Or maybe it'll take Illwinter a few feedback cycles to get the game in it's proper form (Dom3 has certainly undergone extensive changes over it's lifespan). Regardless, I'm leaving it alone for now.
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