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A Preview of Elemental Beta 3-B

A Preview of Elemental Beta 3-B

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Beta 3-B is the big one. It’ll be the first beta build that should start to feel like a game.

First off, there are the major features being enabled in the public beta:

  1. Tactical Battles
  2. Master Quests
  3. Near Final technology tree
  4. Near final city improvement list
  5. Tons of game play tweaks
  6. Lots of bug fixes

This beta will start to show just how much impact the beta community has had on the game.  I’ll be doing a video preview in the next day or so.

Coming up: Tactical Battle Preview

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275,684 views 104 replies
Reply #101 Top

Strongest memory is Heroes of Might & Magic III. The bigger your stack, the more units dies from the other and thus less retaliation. Got disappointed in the Heroes system in Armageddons Blade where 284 Minotaur Kings with Luck (double damage), killed my entire 80 Minotaur King stack. Now he got 284 Minotaur Kings and I got none....slippery slope....

This is just a problem with the systems and not epic battles.  If this was properly modeled than all these units simply would not be able to phyically fight each other all at the same time for one.  Second, the other guys should be fighting back not just taking it on the chin because it's not their turn.

I definitely like the idea of epic battles but it's only good if the system is good.  As Elemental has many elements to it I'm not worried that they scaled things back.  I can see where moving 100's of units in a turn based game could be overwhelming, not to mention boring for the other player.  Large battles like this need some special handling.  Hopefully those who mod it in will do it right.

Reply #102 Top

As a total war player, I can tell you the option to change "unit sizes" in the options menu is very valued and ought to be considered for elemental. For instance, the "normal" sizes could allow for feasible 1000 men armies. Small could mean 250, large could be 4K or whatever.

With that said, i rarely go above the normal setting in total war. This is because the terrain and other features (especially castles, forts) were designed to be so wide so a certain number of people could be fit. If i turned the option to "Huge armies" I could not fit all of my troops on the wall and as a result most of my army tiddled their thumbs while the other fired their arrows.

 

If Frogboy has set a limit, its because they are tailoring their maps and other game concepts based upon those limits. Skills and abilities would have to be rebalanced if larger or smaller armies were used. (1 poison damage a turn from a spider is fairly meaningless when you have 1000, 6 hp soldiers).

 

Anyway, we will find out more this weekend.

Reply #103 Top

Quoting Austinvn, reply 89

The important point is that it's not hard coded or an engine limitation, then the possibility for huge armies still exists (assuming one rebalances other game mechanics to make them viable).

Exactly. That's the most important thing. I had assumed since everything else was left open this would be as well. It's just always nice to get clarification and Stardock is awesome at delivering. :)

Thanks Austinvn

Quoting Bellack, reply 90

So what if it turns out to be laggy as hell on a high end machine then what will you do?  My hope is that you will adjust to what the game and average PC's can handle. I would really like to play a DL mod.

At that point I would scale back slowly until things run the best and on "most" machines just as I've done and seen it done over the years at various jobs I've had. Fear not Bellack. That last thing i would do would be to waste 2-3 months making a Mod no-one can play.

When it comes to the DL Mod it will mainly come down to a balance between two things.

1 ) What sticks closest to the Books storyline.

2 ) What is the most Fun for the player fitting in with the Epic nature of Dragonlance.

Who knows. After we get the tactical battles and we get to play with them a bit, maybe I'll find that I can get a truly Epic and Grand feeling with only 5,000 soldiers on each side. It will all come down to how it "feels" vs "how it plays". Just don't expect this to be something I can do over a weekend. I'm anticipating at least 1 month, more like 2 as I'll have to learn a little Python for scripting some of the world events that will take place to further the player along the DL story.

Reply #104 Top

@ Annatar, yep ... I probably won't even look at changing the ways battles function for quite a while, and will probably choose some sort of middle ground. That being said, it is nice in this case to have far reaching goals that are hopefully eventually possible.