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  #1  
Old January 26th, 2012, 02:50 PM
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Default Re: Conquest of Elysium 3 dev log

Well, if it isn't you all. I would like a couple statistics from the beta testers and those who received the leaked version: if you play 10 games, how many do you usually win (based on difficulty levels if there are any.. are there? I read through other posts but may have missed a few)?

I want to know how challenging and difficult the game is in single player. I enjoy facing superhuman odds and losing (thanks Nethack and DC: Stone Soup).

Also, how long does an average game last in singleplayer (based on difficulty levels if there are any--if this is too much work, then disregard this question)?

Looking forward to playing some multiplayer with you all when the game is released. Take care of yourselves.
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Last edited by vladikus; January 26th, 2012 at 03:02 PM..
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  #2  
Old January 26th, 2012, 04:07 PM
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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by vladikus View Post
I want to know how challenging and difficult the game is in single player. I enjoy facing superhuman odds and losing (thanks Nethack and DC: Stone Soup).
I don't think you'll have any lack of challenge. There are 10 levels of opponent difficulty. I currently play level 3 (the default) and I have a hard time staying up with independents and also holding opponents at bay with most classes.

EDIT - beat me to it Edi!
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Old January 26th, 2012, 07:22 PM
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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by vladikus View Post
Well, if it isn't you all. I would like a couple statistics from the beta testers and those who received the leaked version:
I REALLY wish I could give you answers. Its not that Im not allowed to, its just that even after 6 months of playing every day I just dont know.

Quote:
if you play 10 games, how many do you usually win (based on difficulty levels if there are any.. are there? I read through other posts but may have missed a few)?
The problem with this one is that as much as I WANT to finish a game, that isnt really part of beta testing. At least, not my part. So I have to start a game, play into it just far enough to feel as if Ive seen most of what that nation gets, then start another. I have to try all of the nations, in as many game variables as I can come up with. I also have to try and test all of the server features, and should try to test the mapping things. I feel guilty when I take one of the games too far just because Im having too much fun playing it. ALSO there is the fact that Johan regularly cranks out another version which often makes the old games worthless if not completely unloadable. Some balance experts and well known veteran players were invited to be beta but I havent seen if they have any answers yet

Quote:
I want to know how challenging and difficult the game is in single player. I enjoy facing superhuman odds and losing (thanks Nethack and DC: Stone Soup).
Im having fun. I started by knocking them down one step (Jester level), graduated up to the default level (Baron), and now I play with them one step higher (Knight) altho I tend to play with one AI ally also set to Knight level. So Im playing at level 4 of 10. The last couple of levels really jump up. Also, I havent even begun the options such as teaming up the AIs and cluster locations for them.

Quote:
Also, how long does an average game last in singleplayer (based on difficulty levels if there are any--if this is too much work, then disregard this question)?
Again, Im not really supposed to be finishing games. I have played the games continuously for a full day before deciding I was at the point of just general cleanup (I had achieved pretty much all levels and now its down to fighting it out). Sometimes for 2 days straight before feeling like I could foretell the outcome. But I should mention I also play on abnormally large maps with max numbers of AIs
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Last edited by Gandalf Parker; January 26th, 2012 at 07:29 PM..
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  #4  
Old January 26th, 2012, 03:53 PM
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Default Re: Conquest of Elysium 3 dev log

Regarding the events:

There are 10 different triggers and 23 possible types of events (some of which must be used in conjunction with others because the affect the object created by the preceding event (e.g. renaming a commander), but let's take an example event that could be constructed:

A player (can be specified so that only one player, or many, or even all of them get this) arriving at a specific square (say Cloud Castle) gets a message that tells him to go to travel to the Pit of Doom to slay the Wyrm Glaurung and to bring back the Staff of the Archmagi to receive powerful allies as a reward.

Going to the Pit of Doom (a pit renamed by map commands) causes the player to fight the guards and when he conquers the square, an event gives him the Staff of the Archmagi. When he returns to the Cloud Castle, the presence of the staff with his troops triggers an event that creates a commander and number of troops who join the player's army.

And that's just scratching the surface.
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Old January 26th, 2012, 04:04 PM

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Default Re: Conquest of Elysium 3 dev log

Man, that sounds absolutely awesome!

Are there any scenarios in the game already, or is this just a framework for users to create their own?
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  #6  
Old January 26th, 2012, 04:31 PM
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Default Re: Conquest of Elysium 3 dev log

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Man, that sounds absolutely awesome!

Are there any scenarios in the game already, or is this just a framework for users to create their own?
Framework.

Creating a viable scenario is still going to be a lot of work. Comparably more so than map creation in Dominions 3. Depending on how much stuff (such as renaming squares) can be put into the map editor instead of needing manual text editing of the file, it could become easier than it is now. But the event stuff needs to be handcoded because there are too many variables for most of them.

There are a couple of map editor related requests that have been put forth to increase its user friendliness and ease of use, time will tell what will become of those.
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Old January 26th, 2012, 04:06 PM
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Default Re: Conquest of Elysium 3 dev log

Vladikus:

Single player is challenging enough. Out of 10 games, depending on how careful you are and how lucky you are, playing against Knight level AI (power level 4 on a scale of 1-10), you can expect to win maybe two or three. A lot depends on how lucky the AI gets and if it survives the early game, where random instances of bad luck have a greater chance of wiping it out.

If a Knight AI gets out of the early game, it's liable to bury you up to your ears in stuff if you didn't manage to expand quickly. Depending on what class it plays, of course.

Note that a Knight level AI only gets a 50% income boost (the bonuses affect all income, gold iron and special resources, possibly also trade points). The reference level AI is Jester (level 2), which has no bonuses or handicaps.

Crank the AI up to Emperor (level 10), which has a 500% bonus to income and you won't know what hit you. Or you will, when you realize that the massive army you just barely defeated by the skin of your teeth was the lightly armed scouting foray moving ahead of the main force.

There's plenty of challenge, since each class has a separately programmed AI, so they can make the most of what they have and the level bonuses give them more to work with. E.g. if you play a Warlock against an Emperor Warlock, on your starting gem income you can make your first summon on turn 10. The Emperor AI will be making its first summon on turn 2. The power difference starts diverging fast...
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Old January 26th, 2012, 05:21 PM
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Default Re: Conquest of Elysium 3 dev log

Is it as moddable as Dom 3 ? Cause mods are where the fun it at. Lately, basicly every stock i game i play, wether it be indie or "big name", stock content sucks donkeyballs.
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Old January 26th, 2012, 05:28 PM
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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by Ragnarok-X View Post
Is it as moddable as Dom 3 ? Cause mods are where the fun it at. Lately, basicly every stock i game i play, wether it be indie or "big name", stock content sucks donkeyballs.
The stock content here certainly does not suck donkey balls, since it is very much varied.

There is no modding support as of yet. Johan is on record here on this forum saying that there will not probably be modding capability at release, but that it may be added in a patch later. That's all we know.

But when you take the timeframe into account (release on February 20th), adding in modding capability and all the commands, syntax etc, testing that AND writing a manual on par with the game manual and map editor guide, I'm guessing you can take him at his word.

I could be wrong and if I am, you lot can forget about getting any more pre-release info from me, since I'll be too busy writing the damned modding manual to pay any attention to this place...
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  #10  
Old January 26th, 2012, 05:22 PM

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Default Re: Conquest of Elysium 3 dev log

I'm still learning the game, but I'm having a real tough time beating the Jester (no bonuses) AI.
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