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  #421  
Old February 4th, 2012, 08:01 PM
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Default 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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  #422  
Old February 5th, 2012, 08:30 AM
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Default 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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  #423  
Old February 5th, 2012, 10:45 AM
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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by Thilock_Dominus View Post
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?
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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  #424  
Old February 5th, 2012, 12:56 PM

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Default 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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  #425  
Old February 5th, 2012, 02:45 PM
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Default 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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  #426  
Old February 5th, 2012, 04:07 PM
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Default 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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  #427  
Old February 5th, 2012, 04:46 PM

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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by Gandalf Parker View Post
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
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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  #428  
Old February 5th, 2012, 05:43 PM
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Default 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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  #429  
Old February 5th, 2012, 06:02 PM
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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by Doo View Post
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.....
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 View Post
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.
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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  #430  
Old February 6th, 2012, 12:00 AM
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Default 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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