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February 8th, 2012, 04:30 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: CoE3 game variation ideas
Thanks for all the information Gandalf and Edi, your work is appreciated, and I can't wait to try the game. ^_^
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February 8th, 2012, 10:45 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: CoE3 game variation ideas
Yeah thats why the only variant I posted using emperor was "everyone attack the Emperor".
and even then I would think it would take great players and lots of coordination
__________________
-- 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 9th, 2012, 11:03 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: CoE3 game variation ideas
Tourist Game
Or maybe another tutorial to try when you first get the game. If you want to just WATCH a nation play then you can do this..
Make sure that the settings include Cluster Start and Common Cause
And then setup a "team" of you as human player, and the AI you want to watch (or another human player I guess with a server game).
Start the game, and simply march your commanders to their deaths against the nearest independents. With Common Cause turned on it means that no one loses if a team member is still active. So you can continue to just hit END (or y ) to keep the turns happening, and watch your teammate play out the game. It makes for an even FASTER game. You cant watch battles but you can view units. I can definitely see where that might be fun to do for a few times when you first get the game.
I chose Druid because it doesnt bring anything to the game. The capital is just a hut, and it gets one village. So the High Priestess didnt gain anything by my starting near her and leaving. I named my druid null so each time I hit y I got "null's turn" as my prompt
Last edited by Gandalf Parker; February 9th, 2012 at 11:24 AM..
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February 12th, 2012, 06:49 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: CoE3 game variation ideas
I just played a couple of games against one Emperor Senator, and I was allied with 6 Jester level (no pluses) AIs. It went much better than I thought it would.
I was surprised. Then I realized that the 500% bonus for Emperor and the 100% bonus for Senator doesnt do much until they get some resources. In the beginning of the game he was about equal to to us.
The AIs did pretty good. I took an Enchanter. That way I could walk thru my partners areas, create necrotods everywhere they fought, and occassinally steal one of their mines to turn into a golem.
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February 15th, 2012, 03:39 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
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Thanked 28 Times in 16 Posts
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Re: CoE3 game variation ideas
What's the society settings for?
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February 15th, 2012, 03:43 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: CoE3 game variation ideas
From what I understand, it sets the map global style : in the empire society for exemple, you should get many towns and cities, and have fewer mystical creature roaming the land and more humans.
In the society of the fallen empire, battlefields should be more numerous, as well as undeads or other dark creatures released/created during the fall of the empire, and the Empire capital can be found occupied by powerful undeads or other creepy creatures (in a AAR, the capital was occupied by creatures from the void)
In the agriculture society, you're supposed to get many famrs and small village, but few forts or cities.
And so on ...
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February 15th, 2012, 04:18 PM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
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Thanked 26 Times in 20 Posts
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Re: CoE3 game variation ideas
From a powergamer viewpoint some ages are more desirable if playing certain classes.
For example the early age that has fewer farms and towns is great for the druid when facing the baron, as the druid lives primarily off fungus from forests which will be abundant while the baron relies on money which will be harder to come by. Switch to a developed era when there are plenty of towns and less forests, then the baron has a relative advantage.
At least CoE2 was like this.
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February 15th, 2012, 04:57 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: CoE3 game variation ideas
Still holds true here. The agricultural period is fairly neutral for all classes, though it may give a bit of a comparative advantage to the sacrifice classes (Demonologist, High Priestess, Priest King, Bakemono and High Cultist).
All the others give definite advantages to certain classes.
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February 16th, 2012, 08:57 AM
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Corporal
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Join Date: Nov 2007
Posts: 78
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Thanked 0 Times in 0 Posts
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Re: CoE3 game variation ideas
Isn't it possible to compensate this a bit by giving classes with a clear disadvantage a compensation?
Something like more units or money at the start?
I guess competitive games might be restricted to certain ages otherwise, or certain classes are not played or not allowed to play.
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February 16th, 2012, 09:37 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: CoE3 game variation ideas
The map scenario commands allow giving certain nations boosts at the start.
So players will be able to do that if they wish for any imbalance they feel exists. Just to temp-fix it
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