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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).

New Classes
by member
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Jack.Thompson.Steam Feb 19 2012, 6:50am Anchor
Jack.Thompson.Steam

What new classes would you like to see in updates? Any answer is fine. It can be a Dominions based one, an excluded CoE2 one, or even a totally novel one.

I'd like to see a Jomon based Daimyo class to go with the Bakemono.

Thalic Feb 19 2012, 6:58am Anchor
Thalic The Vampire Lord

I'll like to see Dragon Lord (draconians). They were available in CoE2.

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Ubuntu 12.04 64-bit
Want to play a cool mod for Dominions 3? Try Nosophoros - The Vampire Lords

Strabonic Feb 19 2012, 7:06am Anchor
Strabonic
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Well, I'd like to see all 8 CoE2 classes, that weren't updated. And maybe Guru class inspired by Kailasa/Bandar Log/Patala from Dominions.

Edirr Feb 19 2012, 7:13am Anchor
Edirr

Let's just say that as far as I know, there will be some new classes in patches, one of which is going to be the Cardinal of El. There has been no word even to the beta test group on that, but the High Priestess class description makes so many references to the Cardinal that it would be very, very strange indeed if that class did not appear sooner rather than later.

As far as classes I would like to see, the Elf classes from CoE2, or perhaps rather a combination of both of them. Maharaja could be interesting, but I would also like to see something based on Machaka, perhaps as a cannibal type nation. Wouldn't mind having more stuff based on the far east, either, something like T'ien Ch'i.

vladikus Feb 19 2012, 8:51am Anchor
vladikus The Lazy One

Fun question! I'm just going to let fly with this:

The class leader I am proposing is the Chaos Sage, a guru who spent most of the time meditating at the citadel and leading a group of chaotic monks. These monks would be rather crazy fellows, and a good lot of them who had meditated with the guru for a long time would learn random magic (meaning their magic sometimes backfires, sometimes bringing good fortune, and sometimes might just fizzle out and lead to a fireworks display). Especially powerful chaotic monks might walk through land tiles, go insane, and thus completely change the land that they are on (without control over what the tile would become) or perhaps turn an entire village (as well as themselves) into goats. They might also change mines to towns and vice versa. I envision them roaming the lands, creating havoc, having more frequent random events (both good and bad), and the battles they take part in would be haphazard (lots of random polymorphing that affected both sides positively and negatively). May never live to see the day, but I think it would be both fun and worth bragging rights if you beat the game with this class, though the developers would have to be careful to keep them from absolutely ruining a multiplayer game by changing the whole map or polymorphing a class leader, such as a senator, into a mushroom.

Some random events might be that your monk decides to go into solitude when passing through an ancient forest, and this monk would perhaps return later in the game (if you make it that far), transformed and with new abilities and perhaps a few forest people. In another case, one of your monks may increase income for a month by performing party tricks with random magic at a village, or a monk might accidentally curse himself (or a village) with misuse of magic. If a monk happens to take a gallows, perhaps they would make a group of hands come to life and attack the nearest necromancer (this would be a passive chance). These monks would also have random chances of finding other monks when hanging around mountains. Since these monks would own nothing (have hardly any equipment except a robe and maybe a staff), I think they would have a few more action points and thus be capable of moving swiftly across the landscape.

Edited by: vladikus

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Slackware 14.0
Debian 6.0.6

carltonbauheimer Feb 19 2012, 3:58pm Anchor
carltonbauheimer

I'd also like to see a return of some of the classes from CoE2, but I'll have to see what the new classes are like.  The Orc class was basically a different color Barbarian class, and we have a goblin/bakemono class now, so that might not need to make a return.  Like Edi said, the elf classes could be combined.  It would be great to see the Draconian class back.  I would mind seeing the Cardinal back, but the Cardinal of El would need a lot of changes I think because it was basically a lame baron with a couple different units... but I'd still like to see it back as a sort of balance to the priestess of Baal class.

I never really *got* the Shaman when I played it, so I don't care one way or another about that one.

TBShunter Feb 19 2012, 4:00pm Anchor
TBShunter

Elves. They design themselves and everyone understands them already

ZephyrDoo Feb 19 2012, 4:13pm Anchor
ZephyrDoo

Cardinal of El could include angelic summons from Dom 3.

I'd like to see a C'tis Maisma style class. Corrupted tiles spread outwards from your citadel and cause..... I don't really know. Still a lot of good lizardman sprites available :)

Edirr Feb 19 2012, 4:41pm Anchor
Edirr

The Cardinal of El would almost have to be an angelic summons kind of thing given the way the High Priestess is and would also have some other mechanics involved. It should say something that out of all the obsolete CoE2 units that were in the game when the beta test started, the few that haven't been totally axed are precisely the kind of units that would go straight into the Cardinal's army.

kagata Feb 20 2012, 3:14am Anchor
kagata

In Conquest of Elysium 2, there was a super rare independant called the Illusionist, and he looked like a giant but was just a normal mage (Using his illusion powers to make himself look more awesome I guess =P). I'd love to see an Illusionist class like that.

I'd also like to see a Philosopher King type class to kind of mimic Ariscophale in Dom 3.  He'd be just as useless as the senator, but maybe the more skeptics, philosophers and engineers you get, the more recruitment options you'd have and the more interesting things your civ would be able to do.

Admiral_Aorta Feb 20 2012, 5:06am Anchor
Admiral_Aorta

If the dragon lords come back I hope their dragon summons work better, in coe2 there's no real reason to use the dragons because they cost lots of gold to maintain and they can't leave your mines. You can't even summon them in forts. The shaman stuff has been incorporated into the barbarians(totem pole, spirit summoning), so there's no need to bring them back.

Quote:the Cardinal of El would need a lot of changes I think because it was basically a lame baron with a couple different units...

The cardinal was actually quite different from the baron, once their congregation gets higher they start getting angels randomly arriving and eventually you get the inquistion running around attacking enemies for you. They can also unleash the 4 horsemen of the apocalypse who again aren't under your control but move around seeking enemies.

Ulm Feb 21 2012, 7:42am Anchor
Ulm

Personally I'd like to see Ulm (Dark Forest)...
They was my favorite faction in Dominions 3, with all those elite ghoul guardians, vampire lords and their thralls, secret orders that ply their trade... (or something like that:) ) . Faction with very unique atmosphere to it.

onomastikon Feb 21 2012, 7:54am Anchor
onomastikon

I'd like to see a bizarre society of golem-like creatures run by a mixture of a few homonculi, together with a few robotic masters as well. In this society, the golem have more or less taken over, and willingly tolerate their so-called "masters" (or creators, since they can hardly be said to "rule"). Toss in a few frightened slave-like humans. The golems, mostly fire-, slash- and pierce-resistant but shock- and blunt-vulnerable (and of course are mindless, charm- sleep- and poison-immune) are expensive and slow, but hardy, and fairly immune to terrain difficulties (although they require 3 AP to enter swamps). Their weak, fearful, mad homonculus creators usually start with a modicum of insanity and might get more so when attempting to upgrade them, which only they, not the golems themselves, can do. Every now and then, a "magical" item of technological advancement becomes ready. And every now and then, one of the golems goes beserk. EMET

gp1628 Feb 21 2012, 10:19am Anchor
gp1628

Golems? Have you played the Enchanter yet?

Kintak Feb 21 2012, 11:38am Anchor
Kintak

A frost giant and/or viking class would be cool. Big fan of Norse mythology right here. Love frost giants in Dom3.

onomastikon Feb 21 2012, 4:15pm Anchor
onomastikon

Yes, I meant a society of crazies and serious tension between creators (not masters) and their servants. Something like Black Enchanters, or f'thang f'thang argh....

Kamamura Feb 22 2012, 4:46am Anchor
Kamamura

Elves
Anarcho-syndicalist communes of self-ruling peasants (hordes of low quality chaff, abilities centered around farms and villages)
Mongol-style light-cavalry based raiders (fast, light armored units, less ties to buildings and gold)
Magic-opposing theocracy (Marignon?)
Intellingent plant-life hating all animal life (humans included)
Astrollogers/oracles centered around scrying and information gathering + power of the stars
Lycanthropes/shapechangers with units masking as animals or common bandits
Puppet masters - magicians focused on hypnosis, charming, and controlling other units

Edirr Feb 22 2012, 7:02am Anchor
Edirr
Kamamura wrote:Elves
Anarcho-syndicalist communes of self-ruling peasants (hordes of low quality chaff, abilities centered around farms and villages)
Mongol-style light-cavalry based raiders (fast, light armored units, less ties to buildings and gold)
Magic-opposing theocracy (Marignon?)
Intellingent plant-life hating all animal life (humans included)
Astrollogers/oracles centered around scrying and information gathering + power of the stars
Lycanthropes/shapechangers with units masking as animals or common bandits
Puppet masters - magicians focused on hypnosis, charming, and controlling other units


Dominions 4?

Jean=A=Luc Feb 22 2012, 11:13am Anchor
Jean=A=Luc

1. Don't know if it fits the devs' vision for this world but I wouldn't mind a gunpowder faction (colonizers from across the sea?) with muskets, bayonets, grenadiers, canons, etc. Muskets could fire once in 3 rounds but (partially?) ignore shields, armour and do really high damage.

2. A race of intelligent (or at least conscious) plants (plant beings?) that can use any forest or swamp tile as a citadel. They "hibernate" during winter (cannot recruit, immobile or other penalties) but get livelier in the spring.

They don't use gold but gain "fecundity" from each fertile tile they control (forests provide the most followed by swamps, hills, savannas and plains, nothing from towns, mountains, mines, deserts, mesas, etc.). No fecundity income in winter, a bonus in spring, normal in summer/autumn.

They gather "carrion" after battles that can be used in dead (burned) forests to grow "necromantic plants". Static defenders like Venus Traps can be recruited to secure territory. Fecundity can be expended to restore burned forests, convert plains into swamps or deserts into plains.

Druidic magic but no animal spells or spells that present themselves through artificial manifestations (like vine "arrows"). All units have 2 action points but no movement penalties in forests and almost all units have forest stealth. Lose health when ending turn in deserts.

Edited by: Jean=A=Luc

Tiavals Feb 22 2012, 12:01pm Anchor
Tiavals

That sounds really interesting conceptually, Jean=A=Luc. If nothing else, someone can always mod it in, yes?

FrankTrollman Feb 22 2012, 2:38pm Anchor
FrankTrollman

I'd love a Black Forest faction. You use gold and Hands of Glory once you get Vampires. You don't start with a necromancer, so you don't start with a Hand of glory income. But once one shows up, population centers start doing double duty. You also get hedge witches that collect mushrooms from forests and swamps, but again you don't start with one.

The most similar factions would be the Barbarians and the Hoburg. You'd even get periodic werewolf and ghoul recruitables the way the barbarians get werebears and amazons.

-Frank

Quote:As far as classes I would like to see, the Elf classes from CoE2

I'd be OK with Elves as long as they were at least as weird as Dwarves are. It's tempting to basically just make them a Witch/Druid hybrid. You tag forests for magic resources, you can buy high quality archers, you collect forest friends, and your late game rituals can only be done in Ancient Forests or Fairy Rings. Yawn.

The CoE3 Elf needs to feel as inhuman as the Dwarf faction does. I would like them to do something with the seasons. Like having to tag lakes to get your nymph and naiad economy rolling (which would require waiting for Winter and then leaving before the end of Winter for most commanders). Possibly even have a "changeling" setup where they need to charm humanoids and then they can trade those humanoids out for elvish troops in forests.

-Frank 

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