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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Bard Class Concept (Games : Conquest of Elysium 3 : Forum : Modding Discussion : Bard Class Concept) Locked
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Dec 8 2012 Anchor

Hello everyone. Got an idea of a class I've been trying to implement in all sorts of games (mostly tabletops) but I feel that CoE3 would suit it best, thus far.

The rough sketch is a Bard class that utilizes spellsongs and secret names for it's summons, learning lore to expand it's magical capabilities.

I'm not sure what resource they'll use yet, but I do know I want the bard's learning tree to be dependent on different sites (ancient forest, city, coastal village, etc) for the learning of different powers. That can get a bit tricky, especially if I don't want a specific order to it, which I really don't. I'm aware that probably isn't possible currently though.

Aspects of the class are currently imaged as:
--a variety of magical powers, none too focused (hopefully themetically musical)
--powerful summons gained from learning secret names of ancient powers (powerful creatures of all sorts)
--a very wide basis of recruitable units, each individually unlikely to appear (so as to create a wide variety of units)
--no standard recruitment basis
--recruits drunken poets, who can learn lore to become bards

Things I'm pondering
--Why would a bard want to conquer elysium?
--Unique creatures perhaps?
--Maybe bard upgrades to a Loremaster?

Questions I have:
--Is it feasible to create a new school of magic (I don't think it is)
--Can I make a class upgrade differently based on the site upgraded at?
--Can I make new spells entirely (that aren't ritual spells)?
--Can I use Dom3 sprites openly in my mods for new creatures for CoE3?

More might come to mind. In any case, I want to create a balanced mod that works well in any game, nothing overpowered. I'd like to use existing units and spites from Dom3 if I'm allowed. This will be my first time actually modding ANYTHING, so it's gonna be a bit of an undertaking. Help and suggestions appreciated.

Edited by: Cassavyr

vladikus
vladikus The Lazy One
Dec 12 2012 Anchor

If you have any questions or troubleshooting while you're developing the mod, post it up and I'm sure the community will try and help out.

As for using Dom3 sprites, I think it is permissible so long as you ask the author of the sprites (most likely they will allow for it--probably with credit commented in the modfile or elsewhere).

--

Slackware 14.0
Debian 6.0.6

Dec 15 2012 Anchor

Will do. Thank you.

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