BATTLEMODE Plays: Conquest of Elysium 5 | Dwarf Queen | Ep. 17

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  • Опубликовано: 7 фев 2025
  • Another attempt to conquer Elysium, this time with the super defensive Dwarf Queen class. I've got a new found love for this class after previously hating on it a bit, and I'm keen to see if I can win the game on a fairly high difficulty.
    Conquest of Elysium 5 is a versatile 4X/roguelike strategy hybrid game that boasts a remarkable amount of content and a depth of gameplay that isn't immediately apparent on first glace.
    Check out illwinter.com for details on Conquest of Elysium and Dominions.
    www.explorminate.co

Комментарии • 15

  • @I_am_Locutus_of_Borg
    @I_am_Locutus_of_Borg 6 дней назад

    I like that this game has a detailed battle log, it helps to understand what's going on.

    • @battlemode
      @battlemode  6 дней назад +1

      Agreed! It's a real godsend in learning what's going on in combat

  • @1Maklak
    @1Maklak 7 дней назад +1

    When sending a Quee's Councillor to get a new Dvala, give him 20-40 Dwarf Workers. That's plenty to get that mine's defences up.

    • @battlemode
      @battlemode  7 дней назад

      Good idea, I'll remember that, thanks!

    • @merrydiscusser6793
      @merrydiscusser6793 6 дней назад

      The version that I use is to give him a small escort army. 1 row of melee units, 2 row of ranged units. Dwarfs and Sappers is fine. Then just set him to sleep once you have set up the mine.
      That way your Councilor is protected while he gets to the mine, and the Dvala is protected while she grows up.
      Once she grows up you should have enough workers there to quickly get some good defenses up and then send the Councilor off to the next mine.

    • @1Maklak
      @1Maklak 6 дней назад +1

      @ Seems like a good system, but as the game progresses, the Workers tend to multiply in old mines, so it's good to occasionally hire a new commander to move a stack of 60-150 to a mine closer to the frontlines.

    • @merrydiscusser6793
      @merrydiscusser6793 6 дней назад

      @@1Maklak
      Ah, that is another problem altogether.
      Yes, you usually have more workers than iron income to upgrade them all. Especially if you go for Ballistas.
      Letting those pile up in a save mine is no real problem.
      Or you can just grab 3-4 rows, add some Arbalests and use them as chaff.
      I don't really see the need to move workers to the frontline as I have spaced out Portals that make my production mines always pretty close to said frontline.
      At a certain point I just tend to set a mine to auto recruit Outdoor Dwarfs, Sappers, Arbalests and Dwarfs each. Sometimes also Ballistas and Warriors. Depends on the situation and Iron income. Then I just have one commander cycling through those mines via portal to gather all the recruitments. It's really quick to do that with auto movement.
      That way I have one central place to gather all my units and no mine will ever run out of Dwarf Workers. It also makes upgrading very easy, as I just need 1 Elder Runesmith until I have more than a total income of 60 Ruby, Sapphires and Emeralds combined.

  • @ShivaX51
    @ShivaX51 7 дней назад +1

    Don't mines take 2 movement points to traverse? That would be why Vimur II is always down a point, you kept moving him into a mine with one point left.

  • @littlebit8901
    @littlebit8901 6 дней назад +1

    When you move a unit it will always cost the movement point cost of the tile you are moving into. If you only have one movement points before you move and move onto a mountain tile, it still costs that 3 movement points. So the one movement point that you had at the start, then next turn you subtract the 2 movement points that it cost to move onto the tile.
    Movement isn't free. It will cost you 3 movement, no matter if you only have 1 at the start. The movement tax must be paid lol

    • @I_am_Locutus_of_Borg
      @I_am_Locutus_of_Borg 6 дней назад

      Interesting mechanics, good to know, thanks 🙂

    • @battlemode
      @battlemode  6 дней назад +1

      Yeah I get that, I forget what this is referring to now but I think it turned out that I had a non-mountain move unit mixed in which was confusing me.

  • @merrydiscusser6793
    @merrydiscusser6793 5 дней назад

    1:33 I think you severly overestimating what a White Wizard can do for you in battle. At least in regards to keeping your units alive. Honestly, out of battle healing speed is probably going to have a much bigger impact. Dwarfs just don't have enough hp to consistently survive to be healed. That is something that works a lot better for 20+ Templars with multiple healing Bishops. The only big thing I can see is getting Luck on all your units.
    2:00 I agree. The issue is that Dwarfs do not have "so much hit points". A Dwarf with max XP and Enchanted Armor has 12 hp. 14 if it's an Dvalin Enchantment. Healing spells only heal up to half your maximum hp. So any 6, or 7 damage hit will just kill the Dwarf. If you calculate in the armor and shield, that's still ony requires a 10 or 11 damage hit. And those are not particularly rare to see even from 1-5 damage units. Heal spells also only trigger once at the end of a battle round. If the Dwarf in question is hit by 3 times 3 damage hits, the is dead as well. And any armor negating damage is going to have an even easier time. Even Dvalin Guards only go up to 19 hp. Though they do actually come into the territory where multiple healers with level 2 healing spells can keep a frontline alive for a lot longer. But a single healer? Especially White Magic, which I think doesn't have a level 3 healing spell? A caster that would cast in battle regeneration would probably be far far better as: 1. That can heal units up to full hp. 2. You get half your max health in negative hp to come back from.
    3:11 Yep, Animist is level 2. He also can be upgraded to level 3. Most of the mercenary mages can be upgraded.
    4:53 Yeah, you could definitely pick up some animals from Ancient Forests. Though I don't understand why you are moving that army in range of that Baron's army?
    17:19 Piercing damage has no additional effects. This isn't dominion. There piercing damage is better against armor.
    26:21 Still putting all the good items on your backline mages that don't use them 99% of the time? :D
    26:29 True, you can always just promote a new Runesmith.
    28:53 I suggest just promoting that Dvala and then making a portal there. Dwarfs have a very easy to set up, though limited, portal network. If used right, the frontline is never far away. Still waiting for your portal plan by the way.
    32:14 Yep. 8 is the limit. Spacing portals out and keeping some in reserve is a good idea on bigger maps. Fun fact, if you use that scroll that teleports you to Kyotos, you can set up a Dvala in the mines down there. And also make portals there. Though that isn't really recommended, as then all the demons will start pathing to Elysium through that.
    37:13 No. The number of units upgraded is always 5. So if you have 2 Guards and 3 Warriors, both get upgraded. It's just that the Guards only get upgraded after all the Dwarfs and the Warriors got upgraded.

    • @battlemode
      @battlemode  5 дней назад

      I like my mages being well equipped, if things go sour in a battle it can keep them alive, and that's saved my commanders many times in CoE. My armies are already pretty killy, a few items on the front line won't help much there. That's a defensive benefit as far as I'm concerned.

    • @merrydiscusser6793
      @merrydiscusser6793 5 дней назад

      ​@@battlemode
      It honestly depends a lot on the item.
      Something that guards the mage from getting killed by a random stray shot? Yeah, that's a good idea. Some actual armor, regeneration or etherealness are all useful in that regard.
      But some items are just so useful for frontline units all the time while not having any affect on the battle when they are on a mage. Those I give to the front. Most common are just random weapons. In this case, a Shock Gauntlet isn't really helping a mage much. Not unless you fight against enemies that use lightning. The +1 armor isn't going to save a mage if he gets in combat. Not unless you have a battle were winning or losing is determined by your mage killing enemies in melee. I try to avoid those battles, and the AI does as well. :D
      On a frontline unit on the other hand? An enchanted Guard with 4 armor that shocks everything that hits it in melee? That will be used almost every battle were the enemy actually reaches you. It can cut down attrition and increase the kill speed of even a very killy army. Basically, I think some of the items are better used to keep my mages alive via giving them to my melee units.
      Another reason is that I like to build thugs in CoE if I can. It's usually not really possible, but some units in CoE have a statline that a few good items can allow them to really take on a small army on their own. A ethereal, regenerating Minotaur Commander with 5 armor for example is just a treat to watch in battle. And you currently do have enough items to kit out a Choosen of Dvalin to thug level.

    • @battlemode
      @battlemode  5 дней назад

      @@merrydiscusser6793 That's a really good argument, I'll look to redistribute those items a bit better then.
      I had a Scourge Lord with Armour 5 and a bunch of regeneration stuff on, he was pretty difficult to kill, he took on an entire army alone and only lost after killing several hundred troops