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  #51  
Old December 12th, 2011, 06:37 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by PriestyMan View Post
So does this mean illwinter ditched shrapnel? i really worry that without the broad advertising shrapnel provides the game wont ever be a big hit and will only be a niche game people want to pay $50 for.
As I understand it, it means that Illwinter has not yet CHOSEN Shrapnel to be the distributor.

But I wouldnt hold out for an advertising company with bargain bins either. Im not sure that Illwinter is prepared to chance a shelfware/advertising distributor so even if they change it is likely to be another distribute & publicize company.
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  #52  
Old December 13th, 2011, 02:08 AM

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Default Re: Conquest of Elysium 3 dev log

Putting it on steam or something similar would probably work best, since it's a much more casual game than dominions.
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  #53  
Old December 13th, 2011, 11:51 PM
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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by Johan K View Post
Here is the development log for Illwinter's upcoming game:

http://jaffa.illwinter.com/coe3/coe3progress.html
Any chance we might see a youtube video or two of this Conquest of Elysium 3? It's easier for my family to gain interest with what they can see instead of trying to convince them to read a text file update log. Thanks.
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  #54  
Old December 14th, 2011, 02:12 AM

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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by NTJedi View Post
Any chance we might see a youtube video or two of this Conquest of Elysium 3? It's easier for my family to gain interest with what they can see instead of trying to convince them to read a text file update log. Thanks.
Ha! I totally agree.

Do an AAR via youtube, make sure the name clearly states "Beta" and get everyone keen before the release.

No pressure. None at all
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  #55  
Old December 15th, 2011, 10:08 AM
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Default Re: Conquest of Elysium 3 dev log

"* A dmg 1 attack has a 20% value of becoming a dmg 2 attack, enabling snakes a small chance to damage armored units."

So no open die rolls in CoE3?
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  #56  
Old December 15th, 2011, 04:38 PM
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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by WraithLord View Post
"* A dmg 1 attack has a 20% value of becoming a dmg 2 attack, enabling snakes a small chance to damage armored units."

So no open die rolls in CoE3?
Everything else EXCEPT dmg 1 attacks already uses open die rolls, so that little update is just rectifying a minor problem and making snakes (the real ones) a lot more annoying than they already are...

EDIT: To clarify, snakes have a dmg 1 venomous bite, which generally does a number on any standard unit they manage to bite, because while the damage from the bite is generally very low, the poison tends to be fatal more often than not.

Also, "snakes" is, for me at least, a general term for any wandering independent stack, which are anything from a nuisance to a hazard to an aneurysm inducing aggravation (indie stacks, if left alone, tend to take flagged resources and unflag them, sometimes with critical results when resources are tight).

The reason for that term being "snakes" is in a hotseat MP game where we had something like three stacks of serpents, five or six stacks of snakes and sundry deer, boar and wolf stacks unflagging everything in sight and requiring two dedicated vermin extermination squads to keep under control.

Therefore, {deer, boar, wolf, serpent, soulless, longdead, ghoul, dispossessed spirit, giant ant, snake, bandit, brigand, etc} == snake

Seriously, one does need to plan garrison/extermination squads, since otherwise wandering independents will ruin your economy.

Last edited by Edi; December 15th, 2011 at 04:47 PM..
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  #57  
Old December 15th, 2011, 05:25 PM
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Default Re: Conquest of Elysium 3 dev log

Also worth mentioning is that some wanderers can include Manticore, Griffins, Chimera, Beholder, and worst of all is Creeping Doom. Some things that you end up HAVING to leave wandering because it takes abit to get a force big enough to kill it. Pretty rough when you are also trying to gain enough resources to GET an army that can kill it. Early gathering can be a real game of chance.

Last edited by Gandalf Parker; December 15th, 2011 at 05:43 PM..
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  #58  
Old December 15th, 2011, 05:41 PM
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Default Re: Conquest of Elysium 3 dev log

My experience with CoE2 was that only bandits, deer and wolves actually wandered. The rest of the indy's just stayed put where I found them. So you're saying that has been changed?
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  #59  
Old December 15th, 2011, 06:34 PM

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Default Re: Conquest of Elysium 3 dev log

The game is sounding more fantastic with each update and the more I learn about it. Honestly, just like with Dominions, it's as if Illwinter could read my mind and make a game just to meet my desires.
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  #60  
Old December 15th, 2011, 09:43 PM

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Default Re: Conquest of Elysium 3 dev log

So what about combat, is it the same autoresolved blob vs blob as in COE2 or there are some kind of improvements? I really wanted to like COE2, but combat killed it for me.
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