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February 16th, 2012, 10:51 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
Quote:
Originally Posted by Gandalf Parker
Only choosing the Society (or Era) does that.
But there are map commands which do. One in particular addfancyterrain sprinkles the specials. Using that command multiple times on the same map make it do more
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Thank you for this reply. I am not sure what map commands are -- by this do you mean modding a new map to play?
I am surprised that one cannot choose "site frequency" or "resource frequency" in game setup. Would that have been difficult to implement?
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February 16th, 2012, 12:10 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
From what I understand, at worst you should be able to make and use user created maps, so when playing in a competitive settings it should be possible to use special pre-defined maps created for this usage, or maybe use a semi-random map generator that would create maps with a balanced amount of each special terrains/features for all classes.
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February 16th, 2012, 12:25 PM
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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
Quote:
Originally Posted by onomastikon
Quote:
Originally Posted by Gandalf Parker
Only choosing the Society (or Era) does that.
But there are map commands which do. One in particular addfancyterrain sprinkles the specials. Using that command multiple times on the same map make it do more
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Thank you for this reply. I am not sure what map commands are -- by this do you mean modding a new map to play?
I am surprised that one cannot choose "site frequency" or "resource frequency" in game setup. Would that have been difficult to implement?
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We need to make a clear distinction between map and mod commands. Modding dopes not exist at this point. Modding is defined as alterations to the game itself (new units, altered units, new classes, altered classes etc) and it just isn't there now.
A map editor does exist and is in the game.
The map editor allows making user created maps. Advanced map commands allow the scripting of events that happen when that map is played, whether on timer or if special conditions are fulfilled.
The difference between map commands and modding commands for CoE3 would be the same as it is for Dominions 3.
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February 18th, 2012, 06:52 PM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
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Re: Conquest of Elysium 3 dev log
While I'm thinking of it....
Reading this on 1/4 2 3, I agree about hoping end game scoring gets worked in and also something more that just a "You win!" screen.
I remember playing beat-em-ups like Tekken or Killer Instinct and they were great because at the end you would watch a little story of what happens after winning. Some were serious, some light-hearted and some comical. I could really see the Troll-kings ending being similar to Mojukins from Tekken 3
That could be a bit ambitious so how about something simple like a story? Or even the backstory to the class, kinda like a lesson on the mythos or fiction of the class. Just be sure to include a disclaimer for the Demonologists ending saying "don't try this at home, the in game demonologists are trained professionals".
And if you could link this in with the scoring then you could offer different endings depending on the level of score. A nice incentive to play all the classes.
It would probably be a bit of work so just something to think about.
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February 18th, 2012, 07:02 PM
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Second Lieutenant
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Re: Conquest of Elysium 3 dev log
I'm pretty sure each class has a decription saying what they're all about already.
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February 18th, 2012, 08:45 PM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
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Re: Conquest of Elysium 3 dev log
No, I mean the real world history/mythos/fiction behind the class. Eg, where do the idea of trolls actually come from? I'm sure we all have some idea but probably not as much of an idea as the game designers.
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February 18th, 2012, 09:12 PM
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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
Since the one in charge of the thematic designs, descriptions, and artwork actually teaches religio/mythos for living..
yeah I would guess that is right 
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February 18th, 2012, 09:23 PM
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Private
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Join Date: May 2010
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Re: Conquest of Elysium 3 dev log
Maybe they will add unit descriptions eventually since they are in Dominions 3. I can understand why they might not have wanted to focus on that from the beginning though.
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February 18th, 2012, 11:20 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
By the way, there is endgame scoring. And even midgame scoring.
I requested it as a feature so that host servers had something to work with. They can show scores, winners, graphs, even ladders if they want.
The switch is --gamelog=scores.txt and puts everyones numbers in on every turn.
It will work for local solo games also
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February 19th, 2012, 10:03 PM
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Private
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Join Date: Jan 2011
Location: Norwich CT
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Re: Conquest of Elysium 3 dev log
I just downloaded my preordered  copy form Desura, and printed out the manual. [commence rubbing hands together with glee  ]
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