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).

Feature Requests
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Leige Feb 27 2012, 8:24am Anchor
Leige

are the AI supposed to die off round by round? :D because i allways start with allot of em and then after 6 rounds or so only 1 is left ;D

Edirr Feb 27 2012, 8:25am Anchor
Edirr

Heavy infantry are only good for garrison duty or to accompany siege trains (catapults, ballistas, trebuchets).

As High Cultist, your mid level summons are the best to bulk up troops, since a significant percentage of them are war shamblers of pillars of the depths. You can also summon next to any body of water, not just sea. A lake will do just fine for fishing Deep Ones. Almost any deep summon is better than standard human troops. Eitehr they have more HP or more attacks or both and they are all poison immune.

dave74 Feb 27 2012, 9:38am Anchor
dave74

Could the morale system in Dom3 be added? Morale does not seem to be such an issue in non-magic battles at present?

Edirr Feb 27 2012, 9:52am Anchor
Edirr

Not feasible. Morale is only relevant against fear attacks, meaning fear caused by monsters or spells. Of which there is quite the variety.

saklaus Feb 27 2012, 6:52pm Anchor
saklaus

The basic idea of the ranking system and the fact that I cannot, for example, change my vampire from back- to front-row is fine as it is. I would, however, like to be able to tweak that a little by introducing the idea of subranks:

Each rank would be divided into at least 2, preferably 3 subranks, called battle-behaviour. The three battle-behaviours would be called: courageous, standard, cowardly. Battle behaviour is the preference as to where within a given rank a unit will try and position itself. Mid-rank units will still never go in front of front-rank units and each line will still consist of 20 (standard sized) units.

Let me try and explain the mechanics with the help of examples:

Example 1:
The army consists of 1 Captain 40 Ba'alite zealots and 10 Ba'alite spearmen
Setting the battle-behaviour for the captain would be insignificant in this example, as he is a mid-rank unit and will never join the front rank regardless of battle-behaviour: He will always make up the fourth line. Setting the zealots to aggressive and the spearmen to standard, however, will place 20 zealots in the first line, 20 zealots in the second line and 10 spearmen in the third line. The spearmen will now be able to throw their javelins.

Example 2:
The army consists of 18 spearmen and 5 pikemen
Setting the spearmen to aggressive and the pikemen to standard will place 18 spearmen and 2 pikemen into the first line and 3 pikemen into the second line, allowing them to use their long-ranged weapons. It will NOT place 18 spearmen into the first and 5 pikemen into the second line, because one line will always consist of 20 (standard-sized) units.

I would prefer being able to set battle-behaviour for each unit rather than each unit-type (Being able to set Alarik the Captain to aggressive but Herbert the Captain to cowardly), this would, however, require a cleverly designed interface.

I hope my explanations are not too abstruse.

Edited by: saklaus

ZephyrDoo Feb 27 2012, 7:05pm Anchor
ZephyrDoo

Over the net allies can team up together in battles, via hotseat they don't. It would be great if in hotseat play allied teams have their turn together like in internet games.

Edited by: ZephyrDoo

Kintak Feb 27 2012, 8:39pm Anchor
Kintak
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I heartily agree with saklaus. Some units offer a lot from the back lines of a front rank, but by luck or just pure oversight they end up at the front. This kills half the strategy of army composition. Some way to make javelin throwers stand behind spearmen while still being in the front rank would be really nice. It's not as big of a deal when you have a large army, but army composition and utilizing units to their full extent are integral to surviving the early game.

saklaus Feb 27 2012, 10:07pm Anchor
saklaus

My example of javelin throwers is just one of many uses for this system. Midgame you could set 20 gladiators (mid-rank-units) to aggressive combat behaviour, forming a shield wall for your archers after your front rank has fallen. Also, in lategame, ever had an awesome summoning with the fear ability or an AOE melee ability blocked from the first line by measly goblins/swordsmen/other low dpr units? Right now the only solution would be to peel off those units blocking your summoning and sending them somewhere else, which is against immersion, sub-optimal and counter-intuitive. In my suggested system, you would simply have to set the chaff to standard and your summoning to aggressive and your problem was solved. There are more examples but I think my reasoning has become clear.

finalgenesis Feb 27 2012, 11:34pm Anchor
finalgenesis

- Ironman : no saving, for the weak of will (like yours truly), having no save locked in I'd play much more carefully and derive more fun from it when the mood strikes me.

- Terrain clarity : Make hills, some mines, some cannibal villages ...etc easier to see, differentiate them more. Maybe it's just my poor eyesight...

- Event frequency setting : Allow player to set event frequency

- More Event types : add more events, although maybe I just haven't seen that many, in the 8 or so quick games I played I've seen 5 events types: crater, forest fire, horror veil, merchant, season longer. Adding more common events like merchant offering artifact for sale, certain animal/monster rampage or breeding season ...etc would be lovely.

- Pathing or flagging : add unit pathing, or barring let allow us to flag squares for our own attention. Maybe it's just my poor memory.

- Shift click troop select : Allow us to select a section of troops using shift click. Currently if I want to select say 50 / 100 of a certain unit type it's... painful.

- Troop reorder : Give us a few button to reorder troops: by troop type (click again cycles troop type order), reverse, randomize ...etc (by front, mid, or back rank). No need to give us troop by troop organization (imagine the micro...), but it'd be nice to have a few quick short keys so I can say get all my necropod at the start of the ranged line up, or to see at a glance how many dwarf guards vs dwarf warrior I have (picking out random unordered sections of similar looking dwarfs out of 100+ is... ugh, even with double click select all). I'm sure 3-4 well thought out button can give player the power to organize their army as they like in a few clicks.

- Better army view : Just a quick (and flawed) example to demonstrate better army view. For army transfer screen, perhaps split it into 3 sections top, mid, bottom representing front mid back. in each section all specific troop types are shown by themselves (no rim guard mixed with flame guard and devlin guards in an eye watering clump) in their own row with numbers of troop next to them. have a button somewhere that switch between this back to "battle" view, where the formation you see is how it is shown in actual battle, the troop reorder buttons can go into "battle" view.

A word representation:
Front row
Rim Guard: 31            xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx (x = troop figures)
Flame Guard: 17        xxxxxxxxxxxxxxx

Middle row
Dwarf arbalest: 20     xxxxxxxxxxxxxxxxxx

Back row
Poop the Golden wizard * (commander star)
Tiny the rune smith *
Cat familiar: 2             xx

I'd do my troop assignment in this screen for big armies =3.

Edited by: finalgenesis

onomastikon Feb 28 2012, 5:34am Anchor
onomastikon

The dragon (third-tier Troll Mum summon) will consistently use its poison breath attack *instead of* biting on 100% poison immune troops (those Cultist amphibian things for example).

Edited by: onomastikon

Edirr Feb 28 2012, 7:06am Anchor
Edirr

That's a bug, not a feature request. Added to bug shortlist.

TBShunter Feb 28 2012, 4:53pm Anchor
TBShunter

I'd like to be able to 'bribe' neutral guards to join me rather than fighting...especially those of my race. 

For example, as Dwarf Queen, I come across an Iron Mine with 8 dwarf guards. If there was a special mechanic that allowed me to move next to them, use my special ability as a commander (i.e. a menu item appeared called bribe or negotiate) and pay the cost (100 gold, whatever, variable based on the value of the troops and possibly their alignment to me i.e. 100 if your a dwarf, 500 if your a troll).

ZephyrDoo Feb 28 2012, 5:05pm Anchor
ZephyrDoo

An option of "map already explored". Fog-of-war remains but map is known.

onomastikon Feb 28 2012, 5:05pm Anchor
onomastikon

Shouldn't there be at least one spell, be it ever so minor, in a Necromancer's repetoire for controlling or harming undead?

ZephyrDoo Feb 28 2012, 5:18pm Anchor
ZephyrDoo

Different victory conditions, like capture 75% of these special castles on the map. Or each turn you hold a special castle on the map you get one point per special castle held, first team to 50 points (or whatever) wins.

Due to recoding the AI for this, its probably a down the road type of thing. I'd like to see the AI recoded for better vs human play first, as discussed in the other thread.

Lykourgos Feb 28 2012, 9:12pm Anchor
Lykourgos

Forgive me for asking, but why isn't "larger unit graphics during fights" on the feature request list? It's not necessary to play the game, but it would increase my enjoyment a lot. As it is, I have to squint to see them; I know other people feel the same way, because when the game first came out this was a frequent complaint.

Murmanda Feb 28 2012, 9:20pm Anchor
Murmanda

Agree with finalgenesis - an Iron man mode would be great! I am weak on occasion when it comes to a reload...

onomastikon Feb 29 2012, 3:22am Anchor
onomastikon

One more item to add to the transfer troop screen (which has a number of suboptimalities mentioned elsewhere), which I believe needs to be almost entirely overhauled. Here is why:
An often face-palming frustration happens when I assign troops which have already used their movement points (some or all) to a commander with troops with more movement points. This happens frequently when I am consolidating troops from different directions / commanders. I can deselect slower units, but not units which have already moved more. Once I do that, I CANNOT SEE which are the units I have mistakenly assigned, thus hampering the commander with the fresher troops from moving anymore that turn. I cannot undo this. With armies of 50 to 200, it is painstakingly awful to sort them out, and I usually just end up sighing and hitting end turn.

- An ability to sort troops by their remaining movement points. If the entire troop selection screen cannot be redone (with drag-and-drop boxes similar to Dominions, e.g. a commander each taking a slot on separate discreet parts of screen and troops sorted out on another), then I suggestion using hotkeys 0-4 for the following: 0 selects / deselects all troops with 0 remaining AP, 1 selects / deselects all troops with 1 remaining AP, etc.

God this would be so helpful!

FrankTrollman Feb 29 2012, 5:46am Anchor
FrankTrollman
Edirr wrote:Heavy infantry are only good for garrison duty or to accompany siege trains (catapults, ballistas, trebuchets).


I disagree with this completely. Heavy Infantry are great for any faction that can summon on the road. every turn you use up two movement points and your main caster summons something. So the fact that heavy infantry only have two movement points to spend doesn't really matter. High Priestesses, Demonologists, and Necromancers love their heavy infantry. And with good reason.

If Witches and Druids could build heavy infantry, they would. 

-Frank

onomastikon Feb 29 2012, 3:49pm Anchor
onomastikon
Kristoffer.Osterman wrote:A contrl undead spell should be added. As edi said it is currently not implementable (is that a word), but it should be a quick fix. I have a vague recollection of a talk where JK and I said that control undead spells should be added. It has obviously slipped our minds since then. Add it to the feature requests.

I hereby add a "control undead" spell in the necromancy grimoire to the feature requests ;.)

You know what I also miss? More battlefield support spells. Particularly "Wind Guide". Since there is no precision in COE3, couldn't there be something called Wind Guide which gives all bows and slings +2 damage?

I also wish there were more magic items. Lots more. Particularly armor. They don't have to be game-turningly good, just a suit of mail with +1 armor (+2 if nicely magical) would be fantastic, a simple +1 sword, a nice helmet with some armor or increased vision, something simple. It would REALLY help the RPG immersiveness; anything that gets us attached to individuals, creating uniqueness, is always good.

Kintak Feb 29 2012, 4:37pm Anchor
Kintak
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I'd love it if you could set a commander to repeat the same action every turn. Specifically, I'd like this for the Priest King class so I can set up tribal kings in towns that automatically recruit slaves instead of being forced to manually summon them every time.

TBShunter Feb 29 2012, 4:47pm Anchor
TBShunter
Quote:I also wish there were more magic items. Lots more. Particularly armor. They don't have to be game-turningly good, just a suit of mail with +1 armor (+2 if nicely magical) would be fantastic, a simple +1 sword, a nice helmet with some armor or increased vision, something simple. It would REALLY help the RPG immersiveness; anything that gets us attached to individuals, creating uniqueness, is always good.

Agreed, but not TOO many more items, because then it might become a little tedious to micromanage them (which is actually pretty hard using the interface we have). Agree that +1 Armor, +1 Damage etc (i.e. low level magic items) could be introduced without damaging balance.

finalgenesis Feb 29 2012, 9:03pm Anchor
finalgenesis

I second Kintak's monthly auto action option. Much like monthly cast in Dominions 3.

Guubsable Feb 29 2012, 10:13pm Anchor
Guubsable

One thing i would really, really like to see is, if not complete control of who goes where in what rank (which is out for balancing issues i assume), can we please at least get that control for a few special units?

I had an Unexpected Hero right, and i had him all decked out in some great magical items i was lucky enough to get my hands on. The problem is, i had him in my main army which at that point was quite large and had a few rows worth of front line troops, and my pet Unexpected Hero whom i put a lot of effort into optimizing rarely if ever saw any action. it was a real bummer, and really frustrating. In fact this was even a problem for me in another game when i had a front line hero unit in a small army that didn't even have one full row of front line troops under normal circumstances, but i did have that one item that summons 10 longdeads at the start of the battle. Seemingly nearly every time this would put the hero just out of the front row and out of the battle. Again, an extremely frustrating side effect of the rank system.

So the (presumably) simple solution as i mentioned at the start would be to give us the option to tag a certain few special units (Unexpected Hero, Hero, etc) as 'always front line among the front line'. This small change would go a long way for my enjoyment of the game and imo it just makes sense (he's a HERO, what's he doing back there?!).

Thanks for reading.

Edited by: Guubsable

carltonbauheimer Feb 29 2012, 11:13pm Anchor
carltonbauheimer

New top level summon for the Druid

Name: Voracious Rabbit

In effect it would look like a normal rabbit to a foe, much like how a werebear looks like a normal barbarian warrior.  But in battle it would do damage reminiscent of the rabbit from Monty Python and the Holy Grail.  It would get multiple high damage and armor negating attacks per turn.  Would be vulnerable to fire.  Would have some sort of effect that makes it hard to hit, similar to etherealness.

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