Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used.
The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).
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| Edirr | Feb 20 2012, 5:13pm Anchor | |
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This thread will function just like the bug rporting thread in the bug subforum, but this is the place to make feature requests. Note that the feature requests should be reasonable, more in the line of tweaks to the existing structure than redesigning it from the ground up (i.e. no initiative system for combat etc). To start off with a few:
Add your own, we'll hash out a shortlist later. |
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| ZephyrDoo | Feb 20 2012, 5:54pm Anchor | |
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Sites that when captured generate freespawn. Nothing game changing like freespawn manticores but say a holberg city that freespawns little holbergs or a merman seaside village. These sites could be somewhat well defended, so not able to be captured in the early game and thus unbalance the game. Fortification is already identified by the tower shield symbol, your suggesting something more instantly easily identifiable like a castle wall right? |
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| profanicus | Feb 20 2012, 5:57pm Anchor | |
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Here are a few that spring to mind:
ZephyrDoo wrote:Fortification is already identified by the tower shield symbol, your suggesting something more instantly easily identifiable like a castle wall right?
The shield shows a defensive bonus, eg. it also shows up on mountains and various things. I think he means something to show a structure that would fall under "siege" rules. Unless the citadel Crown icon covers this? Edited by: profanicus |
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| nikolajwa | Feb 20 2012, 6:21pm Anchor | |
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| profanicus | Feb 20 2012, 6:31pm Anchor | |
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nikolajwa wrote:
Make it optional, since I don't think moving and clearing Shroud/FoW should be undoable. |
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| nikolajwa | Feb 20 2012, 6:43pm Anchor | |
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profanicus wrote:
nikolajwa wrote:
Make it optional, since I don't think moving and clearing Shroud/FoW should be undoable. Yeah, that's true. In some games, undo is only allowed if you didn't clear any FOW during the move. I'd be ok with not being able to use undo in such situations, or when running into hidden enemies. |
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| ZephyrDoo | Feb 20 2012, 6:43pm Anchor | |
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Change the terrain tile for hills to make them stand out against plains just a little more |
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| Tarrax | Feb 20 2012, 6:58pm Anchor | |
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The suggestions that I have: * Make the tooltip of the terrain show the AP cost (I don't know whether I'll be able to catch that enemy stack two squares away from me) Edited by: Tarrax |
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| Admiral_Aorta | Feb 20 2012, 9:09pm Anchor | |
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A quit to menu button would be nice, right now you have to quit out of the game entirely. Also a load game button from the in game menu for the same reason. |
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| Giaddon | Feb 20 2012, 9:46pm Anchor | |
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Lots of good suggestions here. My quick one: make independent stationary "guard" armies have a different colored background or icon, so I can quickly tell which armies may attack me and which will sit around. Really enjoying the game. Great work. |
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| Larzm42 | Feb 20 2012, 10:25pm Anchor | |
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Command line switch to indicate the directory for savegames and other writeable files (key, config and maps). This is so I can run it off of a USB key and have the savegames on the key instead on the hard drive (on Windows). I was able to accomplish this but I had to write a batch file and change an environment variable. |
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| Volthar | Feb 20 2012, 11:33pm Anchor | |
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- Instead of the green X when you're selecting units, draw a green rectangle around the unit instead so you can actually see what the unit is. Edited by: Volthar |
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| jsv | Feb 20 2012, 11:48pm Anchor | |
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- an ability to customize keyboard shortcuts (the movement keys 'qweasdzxc' do not make much sense for dworak or colemak users). |
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| calmforce | Feb 21 2012, 1:24am Anchor | |
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- an option to turn off the battle screen coming up when summoning minor things, it gets annoying to have it come up every round when rounding up slaves with the priest king, conjuring animals and similar chaff. I would love to have it optional, like the optional battle reports. - in a similar line of thinking, there was the monthy ritual in Dominions3, which saved a lot of micromanagement. I would love it to come back, as sometimes there are enough recources to summon the same things every round, for many rounds and it gets old to always do the same clicks, that the PC could do faster and better anyway |
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| Thalic | Feb 21 2012, 1:31am Anchor | |
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Volthar wrote:
- the AI should ALWAYS leave one commander in it's home citadel. Playing against the default AI (jester?) during Dark Ages, I'd say that at least half of the AIs kill themselves off during the first 10 turns. Possible 'quick fix', an option to start each AI off with an immobile commander and possibly a few weak immobile troops in it's main citadel. I agree on that. I played against the 5 AI (Baron), and always one of the AI is dead within turn 10. -- Ubuntu 12.04 64-bit |
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| Edirr | Feb 21 2012, 1:52am Anchor | |
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ZephyrDoo wrote:Fortification is already identified by the tower shield symbol, your suggesting something more instantly easily identifiable like a castle wall right?
Nope, like profanicus said, that's just the defense bonus. It tells you nothing about whether siege weapons are usable in battles there. Places like cities, town, ports, magic libraries and guard towers allow the use of siege engines, which instantly changes the balance of power if one side has them and the other doesn't. Right now you need to know that. The crown icon only marks a citadel, but a citadel is not automatically a fortification. Some examples of non-fortification citadels are the Drui'd Hut, the Warlock's Magic Cave and the Barbarian Camp. ZephyrDoo wrote:Change the terrain tile for hills to make them stand out against plains just a little more
No argument from me or anyone else, I suspect. Volthar wrote:- Instead of the green X when you're selecting units, draw a green rectangle around the unit instead so you can actually see what the unit is.
Set the cross opacity from the preferences to somewhere around 30 and it will be very, very easy to see what the unit are even with the crosses. The default value is in my opinion too high and I had to fiddle with that to get it to a comfortable level. That's why the manual specifically recommends lower than default settings for this Volthar wrote: - the AI should ALWAYS leave one commander in it's home citadel. Playing against the default AI (jester?) during Dark Ages, I'd say that at least half of the AIs kill themselves off during the first 10 turns. Possible 'quick fix', an option to start each AI off with an immobile commander and possibly a few weak immobile troops in it's main citadel.
Ideally, yes, it should leave one or two troops on guard. The problem decreases noticeably as the AI difficulty level is cranked up. |
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| calmforce | Feb 21 2012, 2:11am Anchor | |
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The game always shows a small message, saying it´s my turn. I find it superfluous. It would be a necessity for hotseat, but for singleplayer or networked multiplayer I don´t see the point |
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| salvat | Feb 21 2012, 6:50am Anchor | |
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Please, add the standars menu option to create a new map from within the game without having to quit. If you really want to make the player's decision important and to make him suffer its consequences, do it as in dominions 3, allowing saving only when you quit the game. As implemented now, the game actually does not prevent what the feature is intended to do (as you can save whenever you want, what I ironically only do when I quit the game) but only hurts the game's usability. Edited by: salvat |
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| onomastikon | Feb 21 2012, 7:05am Anchor | |
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Just a couple! THANK YOU for listening - Make the green and white "X"s on the transfer troops grid smaller (so one can identify what troops are hidden behind them) [\quote] I had no idea! How can you tell the difference currently? Edited by: onomastikon |
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| Ulm | Feb 21 2012, 7:16am Anchor | |
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I second the idea of unit descriptions - maybe not in the patch (too big feature for this i think), but in expansion pack or something? |
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| Murmanda | Feb 21 2012, 7:19am Anchor | |
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Just a couple as they come to mind... -Would love it if on mouse over, the season at the top right also told you what year you were in. |
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| profanicus | Feb 21 2012, 7:49am Anchor | |
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Lots of good ideas there onomastikon. I just wanted to comment on a couple: Quote:- Magic is wacky and random: Good! But spells with a range of 1-999 are actually less wacky, since most units in the game have less than a 0.1% chance of not insta-dying. Wouldn't 1-120 be more suitable?
I don't mind this so much. I just lost most of my front row to a 9 hit point Banshee's Death Wail ... and it was awesome! It's called Death Wail for a reason, I think you are meant to feel lucky if it doesn't instakill a unit. Quote:- Units that "run away" in fear seem to be gone for good -- is that a feature or a bug? If a feature, then that seems suboptimal, since the spell is functionally equivalent to "kill: resistance negates" (instead of: fear: resistance negates). Make fearful troops show up next turn adjacent.
If you are seeing that then it is a bug. Units that run away are supposed to be returned to your army if you win the battle. Quote:- Is it a feature that a lone stealthy assassin will automatically be attacked when an enemy enters its square? That seems bizarre.
Yes, two opposing armies in the same square always trigger a battle, even if one or both parties have stealth. I don't think IW should start introducing "exception" rules like "but if there's only 1 unit in the army then do not trigger a battle". Edited by: profanicus |
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| onomastikon | Feb 21 2012, 8:39am Anchor | |
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Thanks much! To comment on your helpful and good comments: Edited by: onomastikon |
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| jsv | Feb 21 2012, 8:55am Anchor | |
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onomasticon wrote:When ALL units in an army are stealthy, and when NO units with acute
senses can detect them, then it seems to me as if the stealthy army should avoid engaging in combat, sort of Dominions-like. The stealthy army can be quite strong. That's why you need a scout when wandering in the forests early in the game. And I haven't met Horrors yet, but I guess running into one can be rather unpleasant. Having an ability to decide if you want to avoid detection or setup an ambush would be nice, but it would probably overcomplicated things. onomastikon wrote:How do I use quotes here?
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| Edirr | Feb 21 2012, 9:01am Anchor | |
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I've had soulless survive 1d999 attacks and take only 1 point of damage, so it can happen. Most of the time the effect is instakill, which is as it should be, but there are the lucky (very) few who survive. |
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