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Elemental: Basic Gameplay

Elemental: Basic Gameplay

2010-05-20_2012

Elemental is a turn-based strategy game that takes place on a world that was once filled with magic but now finds itself recovering from a great conflict known as “The Cataclysm”. In this post-cataclysm world, only a handful of of beings are capable of casting spells. These beings, known as Channelers, have begun to set up realms across the world.

As one of these Channelers, you are the sovereign of a Kingdom or an Empire.  The Kingdoms are realms set up by sovereigns who channel magic through the power of life.  The Empries are realms set up by sovereigns who channel their magic through the power of death.  As their realms expand, the environment changes based on which source their magic comes from.

Across the world are strewn the four basic elemental shards of power (Earth, Air, Fire, Ice). Controlling these shards allows a given sovereign to cast ever more powerful spells.

In addition to magic, players can research technology, design units, go on quests, negotiate treaties, build a family dynasty, recruit heroes and much more.

Amassing Power

As one of the few channelers in the world, you have the capability of sacrificing some of your essence by imbuing champions in your realm with the ability to cast magic as well. On the one hand, this decreases your ultimate individual power capability, on the other hand, your champions can become powerful enforcers of your will across the world.

More than 4X

While amassing resources is a critical part to building a successful realm, the world of Elemental is filled with neutral beings of various forms who can be recruited to your side.  Moreover, players can quest to obtain key artifacts, weapons of great power, and critical knowledge. Having the biggest army is not necessarily the best path to victory. There are many different strategies that change from game to game.

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Reply #26 Top



While amassing resources is a critical part to building a successful realm, the world of Elemental is filled with neutral beings of various forms who can be recruited to your side.  Moreover, players can quest to obtain key artifacts, weapons of great power, and critical knowledge. Having the biggest army is not necessarily the best path to victory. There are many different strategies that change from game to game.

End of quote

This is the key gameplay element, imho.   There should be multiple path to victory, in a sense that, you can win, if you have most towns, most $, best magic, best troop, most powerful Sov, OR tech.    The keyword is OR here.    In most 4X games, you need to have a big spawning empire (if not the biggest) to win; because being big is the prerequisite of being great  other aspects.     I do not want that anymore.

In EWOM, maybe you are the greatest adventurer & greatest diplomat amongst your peer.  You managed to charm 4 dragons to serve you, so just using that 4 dragons (& your troop/magic/sov/economy is otherwise pathetic compare to your opponents), you may narrowly edge out and completed a military victory.   You managed to conquest all others because you have the 4 dragons (while all your components only managed to tame a total of 1).     Those newly captured empire by the dragons aren't that useful to you either (because you are so low at Civil tech), but it does not hinder you from your future conquests either.   Dragon only need humans to be feed, and you provide them with plenty of nourishment.  They are happy.

In EWOM, one should become a generalist & win, but others can be a specialist to win too.   Having a balanced build no longer serve as the only way to win.  A relatively small kingdom, excel at 1 (or 2) area should be given a equal footing to victory.

Reply #27 Top

To me the its whats inside the borders that matter. I have no time for such frivolous aspirations.

Next you'll be asking for modable borders and different border flavors for each faction and cool animated interactions when the skull borders meets the celtic knot borders.

Reply #28 Top

Quoting John_Hughes, reply 18
@Tormy

Any ideas on how they might present the Border? A wiggly line does seem a bit weak.

It appears to use your Faction color palette, Check the SoV.

Any real object would have to be torn down and moved as the Empire expands...

Perhaps a transparent 2 foot high wall (assuming a 6 foot tall SoV) that appears gelatinous\malleable in nature?

 
End of John_Hughes's quote

I am not sure John...Some simple yet decent "textured" border could work I think. :)

Quoting ZehDon, reply 23
That was actually my thoughts as well Orvidos.  I was thinking perhaps a Celtic knot style border myself, something such as:

however the language idea is also very cool, assuming of course Brad and co. have created the characters for one.
End of ZehDon's quote

Yeah, even this celtic knot style border would look much better than the current border style.

Reply #30 Top

Quoting seanw3, reply 27
To me the its whats inside the borders that matter. I have no time for such frivolous aspirations.

Next you'll be asking for modable borders and different border flavors for each faction and cool animated interactions when the skull borders meets the celtic knot borders.
End of seanw3's quote

Why wouldn't graphics like that be moddable? ^_^

Reply #31 Top

Just a thought but, what if the borders were to convey more useful information than simply the edge of an empire.

For example, imagine your country has borders with three neighbors; a hostile neighbor to the north, a friendly neighbor to the east, and a western neighbor in anarchy (uncontrolled, perhaps like the "bandit" example in the OP).

The northern (hostile) border might reveal a small but imposing looking wall with itsy-bitsy guard towers interspersed along that border's breadth. The eastern (friendly) border might have a more relaxed appearance, perhaps a gentle picket-styled fence with sporadic (itsy-bitsy) farm houses occasionally dotting the line. The western (uncontrolled) border may show a bit of chaos from the lawless neighbor--perhaps spots of devastation, abandoned buildings, and an untended wall or fence line with periodic gaps and breaks.

Other additions might appear as visual queues; trade, war, alliances--each could be visually inferred from tiny elements that pop up on a border.

Even if it doesn't go so far as a graphical representation--such as walls and towers--it could include iconic information to relay that same information. Small swords for war, money bags for trade agreements, doves for peace, etc. This would also allow a player to quickly see the relations of other countries with *their* neighbors: "Oh, so Count Vlad is at war with Mixilprix the Fairy? And is trading with my enemy, Grom Badbreath?"

I'm sure someone more creative than I could come up with a more interesting and practical variant of the concept, but it would be nifty to see the borders used to a more informational purpose than is traditional.

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Reply #32 Top

Quoting ZehDon, reply 23
That was actually my thoughts as well Orvidos.  I was thinking perhaps a Celtic knot style border myself, something such as:

however the language idea is also very cool, assuming of course Brad and co. have created the characters for one.
End of ZehDon's quote

 

I like the Celtic knot idea. good call ZehDon.

 

Great screenshot of the action. Really looking forward to this. Gotta luv the 'bloody party of adventurers'. Now the shoe is on the other foot.

XD

 

Reply #34 Top

Quoting Dereliction, reply 31
Just a thought but, what if the borders were to convey more useful information than simply the edge of an empire.

For example, imagine your country has borders with three neighbors; a hostile neighbor to the north, a friendly neighbor to the east, and a western neighbor in anarchy (uncontrolled, perhaps like the "bandit" example in the OP).

The northern (hostile) border might reveal a small but imposing looking wall with itsy-bitsy guard towers interspersed along that border's breadth. The eastern (friendly) border might have a more relaxed appearance, perhaps a gentle picket-styled fence with sporadic (itsy-bitsy) farm houses occasionally dotting the line. The western (uncontrolled) border may show a bit of chaos from the lawless neighbor--perhaps spots of devastation, abandoned buildings, and an untended wall or fence line with periodic gaps and breaks.

Other additions might appear as visual queues; trade, war, alliances--each could be visually inferred from tiny elements that pop up on a border.

Even if it doesn't go so far as a graphical representation--such as walls and towers--it could include iconic information to relay that same information. Small swords for war, money bags for trade agreements, doves for peace, etc. This would also allow a player to quickly see the relations of other countries with *their* neighbors: "Oh, so Count Vlad is at war with Mixilprix the Fairy? And is trading with my enemy, Grom Badbreath?"

I'm sure someone more creative than I could come up with a more interesting and practical variant of the concept, but it would be nifty to see the borders used to a more informational purpose than is traditional.

End of Dereliction's quote

 

This is a very good idea.  Visual cues/information built into the design/flavor of the game is good

Reply #35 Top

Also, if we have learned anything from Chechnya it is that borders are sometimes more like fields of contention. If we go to war with a neighboring country it would be really cool to have those borders dissolve to be mostly combination of military control and indigenous population...

 

If you have time. :pout:

Reply #36 Top

Looks great so far! But you know, something about the map doesn't strike me right. I mean, the world was quite scholarly before the Apocalypse, so why not represent the unexplored part of the map as a portrait of what the world looked like before the apocalypse? For instance, what was once known as verdent farmland would become, as you explore it, spoilands and blighted expanses. An impassable mountain range might be what was once known on the old map, but when explored you would find a terrible, jagged hole torn through it. Your map of old would show the location of famous cities and capitals of granduer but when you arrive to explore them, they are nothing more than ruins buried beneath an eon of ashe and dust or bustling dungeons and necropolises.

A feature like this would certainly add a very chilling feel to the game. You could achieve it by taking the game's currend randomly generated map and running a similar but modified generation algorithm on it that favors a more orderly and verdent end result.
End of quote

I like the idea, but rather than have the "old map" automatically at the start of the game, why not make it a possibility of artifact discovery or research?

"You have uncovered a map of the Old Empire", and then you get to see the valley to the north. You see in the valley there was 2 cities and a mage tower, along with old mines. Obviously, those are devastated. But maybe there'd be a shard in the mager tower? Maybe the cities have now been populated by barbarians? Or refugees?

In short, the "Old Map" would give you focus/hints/pointers to explore, the same way the stars did in GalCiv2. You know there is SOMETHING there. You just don't know what.

 

Reply #37 Top

Quoting Cikomyr, reply 36

Looks great so far! But you know, something about the map doesn't strike me right. I mean, the world was quite scholarly before the Apocalypse, so why not represent the unexplored part of the map as a portrait of what the world looked like before the apocalypse? For instance, what was once known as verdent farmland would become, as you explore it, spoilands and blighted expanses. An impassable mountain range might be what was once known on the old map, but when explored you would find a terrible, jagged hole torn through it. Your map of old would show the location of famous cities and capitals of granduer but when you arrive to explore them, they are nothing more than ruins buried beneath an eon of ashe and dust or bustling dungeons and necropolises.

A feature like this would certainly add a very chilling feel to the game. You could achieve it by taking the game's currend randomly generated map and running a similar but modified generation algorithm on it that favors a more orderly and verdent end result.


I like the idea, but rather than have the "old map" automatically at the start of the game, why not make it a possibility of artifact discovery or research?

"You have uncovered a map of the Old Empire", and then you get to see the valley to the north. You see in the valley there was 2 cities and a mage tower, along with old mines. Obviously, those are devastated. But maybe there'd be a shard in the mager tower? Maybe the cities have now been populated by barbarians? Or refugees?

In short, the "Old Map" would give you focus/hints/pointers to explore, the same way the stars did in GalCiv2. You know there is SOMETHING there. You just don't know what.

 
End of Cikomyr's quote

 

Yeah, it seems that having a old map would just ruin my sense of exploration. Finding an old map though with some hints of treasure, that would get me into the game more.

Reply #38 Top

Quoting Dereliction, reply 31
Just a thought but, what if the borders were to convey more useful information than simply the edge of an empire.

For example, imagine your country has borders with three neighbors; a hostile neighbor to the north, a friendly neighbor to the east, and a western neighbor in anarchy (uncontrolled, perhaps like the "bandit" example in the OP).

The northern (hostile) border might reveal a small but imposing looking wall with itsy-bitsy guard towers interspersed along that border's breadth. The eastern (friendly) border might have a more relaxed appearance, perhaps a gentle picket-styled fence with sporadic (itsy-bitsy) farm houses occasionally dotting the line. The western (uncontrolled) border may show a bit of chaos from the lawless neighbor--perhaps spots of devastation, abandoned buildings, and an untended wall or fence line with periodic gaps and breaks.

Other additions might appear as visual queues; trade, war, alliances--each could be visually inferred from tiny elements that pop up on a border.

Even if it doesn't go so far as a graphical representation--such as walls and towers--it could include iconic information to relay that same information. Small swords for war, money bags for trade agreements, doves for peace, etc. This would also allow a player to quickly see the relations of other countries with *their* neighbors: "Oh, so Count Vlad is at war with Mixilprix the Fairy? And is trading with my enemy, Grom Badbreath?"

I'm sure someone more creative than I could come up with a more interesting and practical variant of the concept, but it would be nifty to see the borders used to a more informational purpose than is traditional.
End of Dereliction's quote

I think this is an absolutly great idea an would love to see it employed into the game if possible

:grin:

i would really really appreciate it if the game creators maybe incorporated in some way that The AI is just as intelligent as you but can also make some mistakes at times ei. go down the wrong path when after you.. or battle something thats waaay out of their league.... for like lets say maybe easy and then as it progresses along with all the other strategic aspects they get smarter and less likely to make mistakes. :pout:

 

Reply #41 Top

Maybe its not the right thread, but a big issue I have is that the kingdom information screen gives you all the vital information of all the opposing groups even if you haven't met them. Its one thing to incorporate a workable espionage system, even if a relatively basic one (put money into "spies" and info slowly revealed over time like in Galactic Civilizations 1). But just giving all that information negates some basic challenge in a strategy style game. You guys do great work with the ideas and design, but this for me really is just big let down. Whats the challenge in a game where you know what your enemy is doing just by default?

Reply #43 Top

I don't know how to start a topic, so frogive me if this is niot the correst place.  I'm new to this forum stuff.  I have played several marathon games of EWoM, and I have a IMHO well thought out suggestion for FROGBOY, the DEVELOPERS, etc re: fixing the tactical combat problem:

Tactical Battles

 

Current system uses the ‘combat speed’ of the unit to determine its APs allotment.  One side acts, then the other.  Repeat until only one side remains on tactical field.  Side that acts first has immense advantage.

 First change:  Determine APs based on the unit’s movement. Higher movement = more APs.

 

Now use the units ‘combat speed’ and change it to ‘initiative.’  (Actually, can leave the ‘label’ alone if you want…just change its function to initiative in the tac screen)

 Finally, change the combat acting queue to be unit specific, not ‘side’ specific.  Now assign every unit (of both sides) a place in the combat acting queue.  Ties are decided in favor of the unit currently having more APs. 

 Each unit now is given commands when its ‘turn to act’ comes up in the combat acting queue.  When the last unit in the current queue ‘acts,’ the round is over.  All units (except those ‘frozen, etc.) are now assigned a fresh set of APs to use.  The number of APs is based on their respective current initiative.  The PC now assigns all units a place in the next ‘combat acting queue.  Rinse, repeat.

 Initiative per unit – not side.  Action points refer to how much a unit can do (already in game).  Initiative refers to when it can expend its APs.

 This, all by itself, would remove the horrible advantage given to whichever “side” ‘moves (uses all its action points) first. 

 Definitions of words/concepts:

APs = action points. 

Act = unit uses its APs to move/attack/fortify/cast. (User may now give it commands)

Initiative = units current ‘combat speed’ (as in current code)

Round = completing one combat action queue.

Combat action queue = the order/ sequence in which each unit of either side is assigned to act. Each unit ‘acts when its turn comes up in the combat action queue.

Initiative = determines where in the ‘combat action queue’ each unit is placed: highest initiative first, lowest initiative last, etc. Ties in the sequence are resolved in favor of unit with more APs, and if APs are =, then a random roll.

 Immediate commands: (unit expends its APs immediately)

Move, melee, volley, cast, fortify.

 Next design steps:

ALL UNITS: Reduce the strength of units that have zero AP’s remaining.  (say 10%?)  Defenders should have an advantage, just not the all or nothing of the current system.

 ARCHERS: Redesign archers so that as range increases, the attack strength of the volley decreases.

Create various types of bows with various strengths and ranges.  Give archers a sight range increase if on higher ground then their target.

 CONDITIONAL COMMANDS:

 “Round” refers to when all units, both sides have, as permitted by each unit’s initiative, either expend their APs obeying an immediate command or have been given conditional commands. 

 Immediate commands: (expends units APs immediately)

Move, melee, volley, cast, fortify.  (Already in game)  

 Conditional commands are assigned to units so that they don’t use their APs immediately.  The APs are stored in the unit (for the duration of current round) and used to act (implement/do) the conditional commands currently given the unit.  Unit waits and responds to actions of enemy units.  APs are not, however, accumulated from one round to the next.  Once the round is over (all units of all sides have acted), any unused APs are gone.  The unit used its time doing the conditional command.  It may have acted in response to enemy actions, or it may have waited for an opportunity that did not happen.

 Suggested conditional commands: Once unit expends its APs, it will only defend.

 Close and Melee = engage if enemy approaches within x (trigger) distance.  X is assigned per unit, 1,2,3,4, as part of conditional command.  When triggered, the unit immediately moves towards E and melee attacks.  ((so, some units with an enhanced ‘counterattck’ would just defend, while units with enhanced attack strength would move towards E and attempt to attack first.))

Volley engage = archers volley at E if it gets within x distance.  X may be assigned per unit, 1,2,3,4,5.

Counter volley = archers volley against archer unit that just attacked it.

 MAGIC USERS: Redesign MU (magic users) so that as spell levels increase, so does the related casting times.   Also, the number of levels the caster is above the actual spell being cast reduces casting time of that spell.  The following is illustrative.  I really don’t know what percentages, etc. would be effective.  However, consider the pace of the battle given the above ‘round’ system…  Developers decide percentage, AP cost, etc… [or allow user to modify these in a game customize input page.]

 Level 1 MU casts level 1 spell = uses 100% of base cast time.

Level 2 MU casts level 1 spell = uses   90% of base cast time.

Level 10 MU casts level 1 spell= use   10% of base cast time.

Level 10 MU casts level 5 spell= use   50% of base cast time.

 

Each 10% of MU time consumes an AP.  So, some spells take a long time to cast – perhaps the MU will stand and work on casting a powerful spell while the troops go through several rounds of movement.  Interesting?

Thank you Frogboy, et al for listening!

 

 

 

Reply #44 Top



Elemental is a turn-based strategy game that takes place on a world that was once filled with magic but now finds itself recovering from a great conflict known as “The Cataclysm”. In this post-cataclysm world, only a handful of of beings are capable of casting spells. These beings, known as Channelers, have begun to set up realms across the world.
As one of these Channelers, you are the sovereign of a Kingdom or an Empire.  The Kingdoms are realms set up by sovereigns who channel magic through the power of life.  The Empries are realms set up by sovereigns who channel their magic through the power of death.  As their realms expand, the environment changes based on which source their magic comes from.
Across the world are strewn the four basic elemental shards of power (Earth, Air, Fire, Ice). Controlling these shards allows a given sovereign to cast ever more powerful spells.
In addition to magic, players can research technology, design units, go on quests, negotiate treaties, build a family dynasty, recruit heroes and much more.
Amassing Power
As one of the few channelers in the world, you have the capability of sacrificing some of your essence by imbuing champions in your realm with the ability to cast magic as well. On the one hand, this decreases your ultimate individual power capability, on the other hand, your champions can become powerful enforcers of your will across the world.
More than 4X
While amassing resources is a critical part to building a successful realm, the world of Elemental is filled with neutral beings of various forms who can be recruited to your side.  Moreover, players can quest to obtain key artifacts, weapons of great power, and critical knowledge. Having the biggest army is not necessarily the best path to victory. There are many different strategies that change from game to game.

End of quote

 

Reply #46 Top

Quoting roybadaan8, reply 45
heyy all
plz can you tell me the product serial numberof the game elemental war of magic plzzz  
End of roybadaan8's quote


You should have received your serial in e-mail or it will be somewhere on the disc case if you bought a boxed version. If you bought a digital copy and lost the email with the serial, you should be able to get some help from [email protected]