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February 4th, 2012, 08:01 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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Re: Conquest of Elysium 3 dev log
AND we still surge forward. As soon as it was mentioned again here, Edi posted it again there.
And now on the progress page amoung other great additions is a switch to turn --rename on.
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February 5th, 2012, 08:30 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
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Re: Conquest of Elysium 3 dev log
Wish: I know that there's no unit description in CoE3 like Dom3, but when/if CoE3 get patched later so the community can mod CoE3, could the devs make it possible/open to add unit descriptions?
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February 5th, 2012, 10:45 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
Quote:
Originally Posted by Thilock_Dominus
Wish: I know that there's no unit description in CoE3 like Dom3, but when/if CoE3 get patched later so the community can mod CoE3, could the devs make it possible/open to add unit descriptions?
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Don't see why it couldn't at least be discussed. If and when modding comes up, I will raise the subject.
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February 5th, 2012, 12:56 PM
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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 hope it will also be possible to change some class names.
The 'Burgmeister' class sounds very odd. I'd have prefered something more stylish like Castellan...
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February 5th, 2012, 02:45 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
Class names, no. The Burgmeister class name comes from the leader, since the leader of a Hoburg settlement is the Burgmeister. Dom3 didn't have an official Illwinter hoburg nation, but in CoE3 they are very much a class of their own.
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February 5th, 2012, 04:07 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
This didnt work out we well as I had hoped. One day I might figure out how to do an AAR here. But here is a webby version of a Druid / Baron alliance.
http://www.dom3minions.com/~gandalf/...uid-Baron.html
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The Following 2 Users Say Thank You to Gandalf Parker For This Useful Post:
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February 5th, 2012, 04:46 PM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
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Re: Conquest of Elysium 3 dev log
Quote:
Originally Posted by Gandalf Parker
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Are you still playing the game out Gandalf? I played CoE2 yesterday and experienced how a couple of random factors can determine if you have a fast or slow start. On this note, is there an option for the map to be known but still with fog of war? Even scrying spells retain their value if they lift the fog of war to reveal defender strength. Or an option for the map to be known in an area around your home, just to make the starting game "fairer", as I just realised you would know where the enemies start. Unless you make it so their homes are hidden on a revealed map until you actually see it. Considerations for future patches.....
CoE3 does seem such a quick game, more time is spent writing and editing screen shots for the AAR than playing the game. When its released I might try do a completely youtube AAR.
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February 5th, 2012, 05:43 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
Im not sure. My health gives me only bursts of time that I can do things. I will see how I feel tomorrow.
I did convert it to JPGs instead of PNGs at a request so the images would load faster
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February 5th, 2012, 06:02 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 Doo
I played CoE2 yesterday and experienced how a couple of random factors can determine if you have a fast or slow start. On this note, is there an option for the map to be known but still with fog of war? Even scrying spells retain their value if they lift the fog of war to reveal defender strength. Or an option for the map to be known in an area around your home, just to make the starting game "fairer", as I just realised you would know where the enemies start. Unless you make it so their homes are hidden on a revealed map until you actually see it. Considerations for future patches..... 
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No way to reveal the map anymore since Johan removed the debug console. No option for a wider vision start, though that could be done through a command line switch I suppose, --vision=NBR (2, 3 or 4 squares), but any more than that would be too much. Even 2 squares (which some classes get due to their fort) is a lot on small maps.
Quote:
Originally Posted by Doo
CoE3 does seem such a quick game, more time is spent writing and editing screen shots for the AAR than playing the game. When its released I might try do a completely youtube AAR.
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Yes, much more time. The Necromancer AAR I'm writing generally requires quite a bit of time to take and edit the screenshots (mainly the editing part) so that you can squeeze all the stuff in there rather than have 1 million screenshots.
As you may have noticed, the narrative is now moving along with several turns per post after I got done with the initial exploration and destroyed the High Cultist.
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February 6th, 2012, 12:00 AM
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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
Edi and GP, both of your AARs are great. Thanks a lot. They're a good snack until the meal of CoE3 comes out, and it gives a nice peek at some of the changes made since CoE2.
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