|
|
|
 |
|

August 29th, 2011, 04:55 AM
|
 |
Brigadier General
|
|
Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
|
|
Conquest of Elysium 3 dev log
Here is the development log for Illwinter's upcoming game:
http://jaffa.illwinter.com/coe3/coe3progress.html
It is not very verbose, but with some luck you might find something interesting there. I probably should add some more screenshots and features to the CoE3 page, but that will have to be next time.
|
The Following 9 Users Say Thank You to Johan K For This Useful Post:
|
|

August 29th, 2011, 06:29 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conquest of Elysium 3 dev log
Thanks.
It doesn't need to be very verbose. That's plenty good for following progress of the development in a general sort of way and should give some idea of the situation for those who are familiar with CoE2.
|

August 29th, 2011, 09:35 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Conquest of Elysium 3 dev log
What? a programmer be verbose? Ive never known it to happen 
Not sure if posting a dev page is a good idea but we will see
|

August 30th, 2011, 04:26 AM
|
 |
General
|
|
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
|
|
Re: Conquest of Elysium 3 dev log
It's very cool. Thank you.
Doppelganger sounds real nice
"* You do not conquer allied squares if they have troops in them"
What, would alliances be supported?
"* F2 for player overview" - overview is always a good idea
When would pre-order start? 
|

August 30th, 2011, 06:44 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conquest of Elysium 3 dev log
Quote:
Originally Posted by WraithLord
"* You do not conquer allied squares if they have troops in them"
What, would alliances be supported?
|
They are, indeed...
|
The Following User Says Thank You to Edi For This Useful Post:
|
|

August 30th, 2011, 07:54 AM
|
 |
General
|
|
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
|
|
Re: Conquest of Elysium 3 dev log
OMG. One can only dream that one day dom-IV would have that...
Hey, one can only dream that one day dom-IV would be made by IW.
Here's to IW crafting many many game in the future 
|

August 30th, 2011, 10:24 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Conquest of Elysium 3 dev log
Alliances are supported by creating "teams" at the start of the game.
Your armies do not attack each other. You can share a location. Your army can hide in one of his castles (but not recruit there). You can participate together in an attack. And you can team with the AI.
On the other hand:
You cannot create a team in mid-game, and you cannot dissolve a team. No backstabbing other than maybe taking some of his resources if he didnt leave at least one unit there.
I guess you COULD do outside-the-game agreements for Dom3 style NAPs, alliances, and backstabs. But they also will have Dom3 style of non-sharing a location without your units attacking each other
|
The Following 2 Users Say Thank You to Gandalf Parker For This Useful Post:
|
|

August 30th, 2011, 10:48 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conquest of Elysium 3 dev log
The other limitations are a maximum of 8 players per map and a maximum of 6 teams. Eight players even on an enormous maps gets cramped fast.
AIs can also be teamed with each other.
|

October 30th, 2011, 12:40 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conquest of Elysium 3 dev log
There has been a ton of work done on CoE3 since this thread was last bumped.
New features, new graphics, balance fixes and we're also going to get a map editor with the game. A scriptable map editor at that, meaning that e.g. events can be scripted to happen in various ways under various conditions.
|

November 2nd, 2011, 08:16 AM
|
First Lieutenant
|
|
Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
|
|
Re: Conquest of Elysium 3 dev log
This is sound very good, I am really looking forward to it. The team aspect in particular would be a lot of fun, I think.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|