Conquest of Elysium 3

General questions, debates, and rants about RPGs

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Avoraciopoctules
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Post by Avoraciopoctules »

Cool. In that case, I'll just look forward to seeing the class when it is out.
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Post by gp1628 »

New patch released which might fix all that.

Also the game is on sale 35% off at Desura for the next week
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Post by Username17 »

gp1628 wrote:New patch released which might fix all that.

Also the game is on sale 35% off at Desura for the next week
Reading the 3.09 Mod Manual, there still doesn't seem to be a "name ritual type" command or a "transform" ability, so I still can't make the Count. I need to be able to define casters to be able to upgrade themselves with special rituals and I need to be able to create named summoning ritual types. Right now I can't do those two things (or if I can, the mod manual does not explain), so that's that.

Until I can define the Count into being able to turn himself into a Vampire for Hands and define the Initiates to be able to upgrade themselves for Sacrifices, there's no Count class. That I can't name the Blood Rituals of the Initiates is very annoying, but I'm stuck at stage one as long as I can't have the characters level up.

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Avoraciopoctules
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Post by Avoraciopoctules »

Hilarious synergy:

Tartarian spirits have a weapon that enslaves. If you are playing a powerful necromancer and get the "gate to Inferno" event, it is essentially giving you free Devils.
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Post by Username17 »

By the way: the Count class is almost done. I'm currently waiting on the next patch to actually drop so that I can name the rituals, put the pikemen in rearpos, and let the Count get all his spells when he transforms into a Vampire. But if anyone wants the current version, it's playable.

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Post by Avoraciopoctules »

You know, I'm pretty interested. Sure, I'd like to get a chance to try the mod out. That would let me do a little bit of extra prep before my next hotseat game.

EDIT:
I forgot I had some pictures to upload from my necromancer game.

First off, Tartarian Chains are useful. Image
Tartarians can throw down regeneration spells on their allies. Combined with the fact that Devils are also mid rank, you have some really nice synergy.
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Finally, a lot of the high-end summons don't synergize well with skeleton armies. The banshee and big corpse eating mound are useless out of melee.
Image
Last edited by Avoraciopoctules on Sat May 26, 2012 4:50 pm, edited 1 time in total.
Username17
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Post by Username17 »

The current version of the Count is Here.

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Avoraciopoctules
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Post by Avoraciopoctules »

Thanks, I just started a game.
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Post by Avoraciopoctules »

Is the Wolfherd supposed to be generating wolves so slowly right now? Parked in an ancient forest, it seems like I get one wolf every 3 turns or so.

Images:
Troll king rushes can definitely be a problem. But that's true for most factions.
Image
Image

The wolfherd experiment.
Image
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Post by Username17 »

Currently, there is no "location spawn" option, so the Wolfherd generates a wolf every other turn no matter where he is. Once I can get "forestspawn" or something similar, he'll generate every turn but have to park in the wilderness to do it. As is, Wolfherds are best stuck into marching armies, where they will slowly and passively regenerate your chaff.

Another known issue is that when you upgrade the Count to a Vampire, he doesn't get any 1st level spells, he just knows two 2nd level spells. Not a huge issue by itself, but if he upgrades again to 3rd level he ends up with only 4 spells known and 4 prepared spells - so if he gets one of those shitty "kill both armies" spells, he won't be able to turn it off. Of course, he's a flying Immortal badass at that point, so you might be OK with him being a nuclear weapon that destroys the entire battlefield whenever deployed. That is definitely going to be fixed with the next patch, as Kristoff confirmed it was a bug.

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Post by Avoraciopoctules »

Thanks for the clarification. I've played a bit more, and the faction feels strong, but not overwhelming. The wolves were kind of awkward to move from where they were, so I left them as a stronghold defense force.EDIT: and occasionally to bulk up the soldiers on outgoing, freshly recruited commanders/EDIT

Images
First major battle of the second game.
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First time I've seen a High Cultist with genuinely nice level 2 spells.
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I got a bit lucky with special recruit offers. This pyromancer came with a sword that would be a nice addition to the Count when I finally brought the two together again.
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Several stacks of troops combined in one attack on an Amazon province after fighting a few smaller battles nearby.
Image
Last edited by Avoraciopoctules on Sun May 27, 2012 4:58 am, edited 1 time in total.
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Post by Avoraciopoctules »

There've been some significant changes in the last couple CoE3 updates.
Monthly ritual possible for Enchanter and Slave Hunting.
Front row pikeneers are now placed in the rearmost front rows.
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Post by Korwin »

like what? tell more.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
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Post by Avoraciopoctules »

A lot of things that added mindless micromanagement are gone.

Units with Long weapons automatically stand behind ones that don't, so you don't have to be careful about the order you buy infantry in anymore.

You don't have to manually recast Terra Cotta Warrior making every turn anymore. You can just set an enchanter to cast monthly until the swamp is drained.

Mictlan just lost a massive source of tedium. It has a bunch of Summon Allies capable commanders that can be set to do it monthly.

EDIT: allegedly, the AI has been improved. There's also some new modding commands.
Last edited by Avoraciopoctules on Fri Aug 17, 2012 5:20 pm, edited 1 time in total.
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Post by Avoraciopoctules »

I tried the new build's Priest King freespawn toggle, and it really cuts down on micro. The soldiers are created at the end of your turn with commanders scripted to summon monthly, and you can actually lose track of them, since there are no cues that the summoning took place unless you count the troops in the square next turn.

EDIT: I'd like it if you got a message at the beginning of each turn saying "you autosummoned X units".
Last edited by Avoraciopoctules on Fri Aug 24, 2012 2:24 am, edited 1 time in total.
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Post by fectin »

Dunno what it cost before, but CoE is on Steam for $9 right now.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Avoraciopoctules »

I think that's about half off from what it was earlier.
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Post by Avoraciopoctules »

Actually, looks like 70% off.

There's a new class in the latest update.
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Post by Avoraciopoctules »

Voice of El seems to be all about a cascade of increasingly high quality freespawn. Powerful if they get some breathing room. The freespawn starts with a ritual, and there are 6 more to improve what you get.
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Post by Avoraciopoctules »

The Voice of El is really fond of super-powered freespawn under AI control. The 4 Horsemen and higher-ranking angels are all pretty powerful, to the point that the game might break if they could be moved intelligently.
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Post by Avoraciopoctules »

One of my angels just drowned itself in a lake.
EDIT: One of my Harbinger angels decided to ambush a bear. It barely survived, and was left with a major affliction.
Last edited by Avoraciopoctules on Sat Oct 27, 2012 1:39 am, edited 1 time in total.
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Post by Avoraciopoctules »

The level 4 priest's big selling points are extra annual tithe income and half-off on hiring crusades and inquisitions. Probably only worth it if you want to send crusades against your enemies, since that 600 gold could do quite a bit of other stuff.
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Post by Avoraciopoctules »

PROTIP: That seventh seal? Maybe you should leave it be, dude. Apocalypses can be a little.... imprecise.
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Post by Orion »

So I've decided to branch out a little bit from my old standbys (High Cultist, Barbarian, Bakemono, Dwarves) and try to figure out how to play some of the other characters. As a result, I have some questions. First, the Priest King. This seems easy enough; snag a couple of tribal kings and make fat stacks of chaff, then back with them up with lots of tiny casters to do the actual killing. I was able to get my income up to 50+ gold and a pile of sacrifices no problem. However, something about the summoning doesn't work the way I'd expect. No matter how many times I cast, I literally always get Beast Bats and Tlaloques. How do you get the toad warriors or couatls or onaquis to show up?

Second, the Voice of El. What are you supposed to do that doesn't suck? You don't have a special resource that directly makes troops, so you have to do all your early conquest with just gold. But, you're also spending gold just to put up the little crosses in each town which makes it really hard to buy more troops early on. Your mages are potentially really strong if you luck into multiple charm spells, but often sit around casting useless buffs like magic resistance and Blessing (which becomes good eventually but isn't at the beginning.) I don't even buy more Bishops because I need money for troops and they're too likely to suck. Speaking of troops, your temple guards are sacred, which looks awesome until you remember that your priests are going to spam bless everyone anyway. I'm seriously losing games to jester AIs here. As a result, I also have some unresolved mechanical questions. What does breaking the first seal do, and is there any point to increasing "favor" until you have? It seemed like maybe I needed to break the first seal to get the freespawn saints and flagellants, but I wasn't sure.
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Post by Avoraciopoctules »

Break open the first 2 seals as soon as you can. That gives you controllable paladins and flagellants as freespawn based on how the RNG is feeling each turn. These are more valuable than any other seal result.

Your summoning problems sound like a bug. Or possibly a result of the terrain tiles you summon on.
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