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  #61  
Old December 15th, 2011, 09:55 PM
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Default Re: Conquest of Elysium 3 dev log

Blob vs Blob. In fact, even more so than Dom3. There are no formations. And you can only select spells from the wizards spell list but not script them.

On the other hand it does give the game much less micromanagement. It is meant to be simpler, faster, and quicker games. No "one turn a day" games for this one. There is lots of fun game play though
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  #62  
Old December 16th, 2011, 10:33 AM
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Default Re: Conquest of Elysium 3 dev log

Quote:
Originally Posted by samoht View Post
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?
Yes. There are wandering stacks of many sorts of independents and there are also sites that generate more independents who then go on to make nuisances of themselves. Flagging such structures puts a stop to those shenanigans until someone unflags it (so better leave a garrison if possible).

And like Gandalf said, some of the wandering independents can be really tough. A good starting army can take down a Manticore...maybe...if they're lucky...and if they have defensive terrain - or not. Some of the other stuff that can be found wandering on its own will makes a manticore look tame.

The early game can be a real game of chance (including if you chance to go in a wrong direction and find nothing while ini the opposite direction there would have been plenty...) and sometimes you just can't win.

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CoE is supposed to be unfair =)
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  #63  
Old December 16th, 2011, 10:36 AM
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Default Re: Conquest of Elysium 3 dev log

nordlys, the combat is similar to CoE2, except the graphics are much better and the mechanics are more transparent (as well as explained in the manual), which gives better opportunities to estimate how a given engagement may go (unless the enemy has invisible units you can't see, of course).

The basic rule of thumb is that there is no such thing as overkill.
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  #64  
Old December 16th, 2011, 11:18 AM
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Default Re: Conquest of Elysium 3 dev log

Heehee. My basic rule of thumb on combats has been "if you think you army is twice as strong as his, then it might be worth trying"

And "pray that he attacks me first". If I can be in a defensive spot, and get the first round of combat for being the one attacked, then it helps a lot
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  #65  
Old December 17th, 2011, 02:43 AM
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Default Re: Conquest of Elysium 3 dev log

Will there be unit upkeep?
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  #66  
Old December 17th, 2011, 02:50 AM
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Default Re: Conquest of Elysium 3 dev log

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Will there be unit upkeep?
No, there is not. The economics of the game preclude that or otherwise the income from everything would have to be increased 10x, which would create far more issues than it would solve.
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  #67  
Old December 19th, 2011, 03:16 PM
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Default Re: Conquest of Elysium 3 dev log

A few vids on utube would do a lot to help the game sales, the sooner the better
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  #68  
Old December 23rd, 2011, 02:12 PM

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Default Re: Conquest of Elysium 3 dev log

I'm dying for an update, it's been 9 days . . .
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  #69  
Old December 23rd, 2011, 04:42 PM
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Default Re: Conquest of Elysium 3 dev log

You think you are? Me too. But Im not going to comment on holiday time they might be taking.

But *drool* Im eager for a new version. The network stuff puts it back into one of my prime zones for testing. Plus I am REALLY eager to see what these "portals" are about.
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  #70  
Old December 23rd, 2011, 07:52 PM

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Default Re: Conquest of Elysium 3 dev log

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Originally Posted by Gandalf Parker View Post
Plus I am REALLY eager to see what these "portals" are about.
It's good to hear they're thinking with portals.
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