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  #531  
Old February 16th, 2012, 10:51 AM

onomastikon onomastikon is offline
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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by Gandalf Parker View Post
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
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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  #532  
Old February 16th, 2012, 12:10 PM
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Jack_Trowell Jack_Trowell is offline
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Default 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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  #533  
Old February 16th, 2012, 12:25 PM
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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by onomastikon View Post
Quote:
Originally Posted by Gandalf Parker View Post
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
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?
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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  #534  
Old February 18th, 2012, 06:52 PM

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Default 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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  #535  
Old February 18th, 2012, 07:02 PM

Admiral_Aorta Admiral_Aorta is offline
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Default 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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  #536  
Old February 18th, 2012, 08:45 PM

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Default 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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  #537  
Old February 18th, 2012, 09:12 PM
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Gandalf Parker Gandalf Parker is offline
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Default 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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  #538  
Old February 18th, 2012, 09:23 PM

CoyoteTheClever CoyoteTheClever is offline
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Default 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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  #539  
Old February 18th, 2012, 11:20 PM
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Gandalf Parker Gandalf Parker is offline
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Default 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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  #540  
Old February 19th, 2012, 10:03 PM

oldrocker99 oldrocker99 is offline
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Talking 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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