Frogboy Frogboy

Labor Day notes

Labor Day notes

It is great to be back to the land of high speed Internet connections. 

The team got v1.07 out this week which addresses some of the issues reported by players. There’s a lot more to do of course.  Here’s a few notes on what’s on our plate right now:

  • Enabling multiplayer. Why isn’t it up now? Because the same problems that would cause a user a problem in single player would happen in MP too except now there are now multiple human beings involved which increases the frustration.  I’m going to look at the response to v1.07 this weekend and see where things stand.
  • Improving the AI Part 1. There is a little (lot) of confusion on the AI.  Minor factions aren’t supposed to build. They’re just there.  I think we’ll have to change that to either make it more obvious that they don’t do anything (like change the style of city to be more obvious) or have them behave more like major factions. 
  • Improving the AI Part 2. I am hoping to be able to get my AI updates into v1.08 (next week) to make the major faction AI substantially more capable. The basic problem with the AI is that a lot of data changes were made very late in development (values for weapons and armor and how much various improvements do) that heavily altered the AI’s evaluation of what was “worth” constructing or how much it needed to protect its sovereign and such. This is the kind of thing that will have to be addressed – for starters.
  • Game Mechanic Changes. There are going to be quite a few game mechanic changes based on our own experience and reading on the forums.  Keep posting your suggestions. 
  • Magic System Changes. This is an area that’s going to get a lot of changes. For instance, Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards. The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want.  Various spells will gain a mana “maint” rather than using “enchantment slots”. This all brings us to the next part
  • General UI. There are some outstanding posts on the forums with suggestions about the UI that we’re looking at. But generally speaking, we want to eliminate a lot of what I’d say (with the benefit of hindsight) gratuitous complexity (enchantment slots, tile limitations on cities, obscured game mechanics, etc.).  We’ll get very specific with the community as we start to put these in.
  • Performance, Compatibility, Memory.  These three things remain the most troubling and frankly, heart breaking issues.  On a personal note, nothing pains us more than when someone accuses us of “rushing” the game.  The phrase “works on my machine” is not an acceptable excuse. We just blew it on so many levels that it will require a detailed post-mortem (which I do plan to provide so players, customers, and others can learn from our mistakes in general and my personal mistakes in particular).  When I read the check-in logs, I wince at how specific each “crash” is (“Crash caused by user having 8X AGP card in 4X AGP motherboard with soft lighting turned off when in the unit design window”).  There’s a reason most games license their engines (Civilization and Fallout 3 use Gambryo for instance, other games use Unreal, and so on).   We use our own home grown one “Kumquat” which is proving to have serious teething issues that we are most definitely suffering the consequences for.

There’s a ton more to add here but these are a few of the things on our mind. It’s been, as you can imagine, a horrible horrible couple of weeks.  We’re doing out best to make sure Elemental lives up to its potential which brings me to the final part.

Elemental’s original release schedule was to have the first release (War of Magic – Book 1: Relias) and 2 expansion packs (Book 2: Cerena and Book 3: Magesta). 

What we’re going to do is that for users who own the game by a certain date will get (at least) the first expansion pack for free as a token of our appreciation for hanging in there with us.  As some long-time Stardock gamers can tell you, our expansion packs aren’t minor things. 

Have a good weekend!

680,201 views 265 replies
Reply #226 Top

That is an option? let alone default. Thanks will change that right now. As for the scroll in and out to reset map does not work for me.

Reply #227 Top

As for magic suggestions, I'm looking foward to Boolean Essence and the shared mana pool.

I think it would be funner though if using magic and learning spells were dependent on having the crystal that powers it.  Like, you need to have a fire crystal to cast infernal.  Maybe have a few spells which aren't crystal dependent, but just a few.  Given the similarity of the different elemental schools, I think maybe that was an original design decision. 

Since right now you can pick any school you want, it leads to a narrowing of the gameplay experience as most players will just pick the stongest ones and those that don't will still tend to pick the same spells from game to game.

In the magic tech tree you could always have options for extracting, say, fire essence from air crystals, but by default you would have to use whatever school you have crystals for.

Make magic more powerful but also make it more rare and precious, like spell books need to be found through adventuring or diplomacy with other factions.

Maybe have essence be a resource like gold without any limits, which you spend when you cast a spell?  Given the title and fluff of the game, I think essences should be divided into elemental variants.

Reply #228 Top

You have yourselves a really fantastic game. I’ve been haunting these boards for awhile and purchased the game shortly after release. I whole-heartedly applaud you guys for continuing your work even after it hit retail. There is a TON of potential here and your player base knows this. Keep up the good work!

 

At the risk of redundancy, I’ll post some suggestions and observations.

 

Suggestions:

Option to disable animations / speed them up during tactical battle: I like to play with legions of archers. At times this can make the game feel tedious as I wait for archer animations to process.

 

Increased customization / variety / flair for Sovereigns: I’ve seen this mentioned before. Perhaps including the option to buy a special ability during character creation might help diversify them.

 

Unit grouping / Hot Key binding: Losing your battle group when they stop in a city is frustrating.

 

Chance to hit enemy calculated: while hovering over an opponent with the weapon icon displayed, it would be nice to see the probability of your attack hitting and possible damage range.

 

Observations:

 

Adjusting camera angle in Tactical Battle throws off unit selection: I’ve readjusted my angle and at times have been unable to mouse / select individual units. I’m not sure if this is a bug.

 

Confusion increased my damage: I had confusion cast on a unit of warhammer weidling troops (I think 12 guys in total). I clocked an opponent for roughly 2000+ damage. This has happened twice I believe.

 

Reply #229 Top

^Wouldn't just fixing shard damage scaling fix that. When player gets fire shard, he'll pick fire damage spells over others, etc...

Reply #230 Top

Great and everything, but where exactly does making the game fun fit in? As it is now, the game is a huge mess where there is nothing to do early on, and dragging the game on becomes a chore.

Reply #231 Top

Quoting Shurdus, reply 230
Great and everything, but where exactly does making the game fun fit in? As it is now, the game is a huge mess where there is nothing to do early on, and dragging the game on becomes a chore.

 

 This might not really be your kind of game. The pace of the game is how most of us like it.

Reply #232 Top

Quoting nobalkain, reply 231

Quoting Shurdus, reply 230Great and everything, but where exactly does making the game fun fit in? As it is now, the game is a huge mess where there is nothing to do early on, and dragging the game on becomes a chore.
 

 This might not really be your kind of game. The pace of the game is how most of us like it.

Agreed. It's like Civilization but there is more to do. It's not for everyone and they'll never make everyone happy.

Reply #233 Top

I certainly appreciate the candour and openness that you are displaying with your product. I am a software developer so I know how nasty the public can be. Your willingness to stick with the product is the main reason I am sticking with Elemental. I have played 6 games so far, and only last night have I managed a win. My overall feeling is that this is a diamond in the rough. The patches that you are putting out are great and the work you are talking about doing is exciting. All the best to you and your team.

Reply #234 Top

What we’re going to do is that for users who own the game by a certain date will get (at least) the first expansion pack for free as a token of our appreciation for hanging in there with us. As some long-time Stardock gamers can tell you, our expansion packs aren’t minor things.

I hope I'm not too late. Downloading now.

Reply #235 Top

Very good.  This addresses many of my concerns as far as the gameplay

Reply #236 Top

Quoting edpfister, reply 24

The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want.

This sounds not so great... I can already determine which spell books I want. The problem is that there is little to no trade off for picking them and not enough difference between the books. Moving the spell books into the tech tree only makes things worse. Rather than having to spend a (what could be) valuable resource in the form of sovereign points to access a book instead I just wait 5ish turns to research it. All sovereign will still have access to all books for little to no cost.

I have to say I agree that I'm not so found of this change.  I want to see sovereigns (as well as other stuff) have more differences, not less.  Moving this to a researchable tech means that all sovereigns will have access to all books and especially later in the game will likely start to feel similar.

The rest sounds great though.

Agree. Global pool? Great! Maintaince instead of enchantment slots? Great!

Moving spell books to tech tree? No good!

Listen to your customers SD.. I'm 100% certain almost everyone would agree with this.

BTW I know you hate to be compared to MOM. But do you notice a trend? Your first two changes are inline with MOM/AOW.

Your last not so much..

 

That said I can see your point

Magic has 2 issues..

(1) It's too easy to get all spell books

(2) They are too similar anyway..

 

(2) can be fixed only by adding more interesting spells, and totally revamping the spell books, even in my wildest dream you won't be able to do this.

 

Given (2) trying to fix (1) is somewhat redundant.

 

So instead of pretending it's an interesting choice in sovereign design , you might as well put it into tech.

Sad.. 

 

 

 

 

 

 

Reply #237 Top

To clarify.

In MOM

(1) Spell books had distinct spells..

&

(2) You could only pick some of the spellbooks (it was almost impossible to get all.. except by reloading over and over again when sacking dungeons)

 

Both together makes the decision making hard. 

Without the first, it doesn't really matter if the second is met or not.

 

Reply #238 Top

Quoting UltimateElemental, reply 222
One more idea... in MoM you had spell books for each magic school, something similar based on spell levels would be effective in EWoM, so sovereigns would have to research spell level for each school they had, limiting them to all powerful in one school or jack of all trades in all schools.

Actually in one early dev journal they actually described a system like this. I have no idea what happened after that, that resulted it this totally stupid magic system.

Arrogance? That they wouldnt copy MOM? Or some sort of copyright issue? (don't think you can copyright a mechanic right?)

 

 

Reply #239 Top

You want to to know the competition?  Why Elemental makes me cry ? 

Rise from Erebus mod for Civ4 (A mod started off of the FFH2 but much much more).

http://greyfox.me/rife/ 

Reply #240 Top

All these changes sound great and like they will result in a much improved system, something everyone is looking forward to.

As most people have stated I have concerns about the spellbooks changes unless you intend to do something like this:

1) Make each Spell book into their own individual tech tree within magic, thereby forcing a player to learn level 1, 2, 3, 4, 5, 6, 7, in order to get those high level spells that we will want .... along with:

2) Make magic scale in power and usefulness better so that we want to go for the high level spells since they will give us something to look forward to and maybe even drool for.

3) Give each spell group their own"flavor", referencing MoM (the spiritual predecessor of E:WoM) I would suggest something like a system where each spelltree has certain similar themes, special effects or types of spells available earlier, later or not at all.  For example:

        Earth    -   Early gain of summoning of minor earth creatures, A focus on single target spells and defense / food

                       building spells 

        Fire      -   Early gain of short range direct damage spells, Creatures that are available are high damage dealing but

                       low health, spells which enhance offensive capabilities and metal mining ability

        Air       -   Creatures that are of higher movement capacity, Spells which tend to have more random but intense effects

                       (i.e. A storm that strikes 5 random locations with 3 space of the target space dealing huge damage to them

                       and stunning the targets), Spells that have non random but very low damage effects. Movement and ranged

                       weapon enhancing spells (including the caravans on roads)

       Water   -   Spells which reduce movement speed or stun targets, mostly spells that affect all targets in area of effect but

                       not for as severe of damage.  Terrain changing spells.  Trade enhancing / limiting spells.   Defense reducing

                       / armor penetrating spells.

4) Make it so that there is a "resistance" or "magical defense number" that is given to all units, this will be a base number that is further enhanced by the number of levels of spell research in each "spellbook" up to the amount of essence of the highest essence hero in that stack.  This also makes it worthwhile then to have high essence heros in different stacks and changes the synamics of multiplayer games based on what spells those players around you are researching and which mana are available to hold for casting spells.

 

Using a system similar to this would give spellbook research meaning and change the replayability as well as enhance the mutiplayer aspects in my opinion.

 

Reply #241 Top

Quoting Storm, reply 241
The idea that shards simply add to a Global Mana pool though, sounds to me like taking the easy way out.  Now we'll just grab any ole shard to increase mana. Doesn't matter if it's fire, earth, wind. etc  A shard simply adds +x mana to my pool.

Actually, shards currently add to your mana pool (aka Essence). Each shard you build a shrine on gives you +10% to your Essence. So nothing different here.

Reply #242 Top

Ouch! I can't read 242-post threads (even if I just come back from a Front 242 concert! Was mega-cool!)B)

So my 2 cents:

 

- About minors. Why do people want to make minors more like majors? We already have majors. Minors provide more variety and can have very interesting mechanisms. I remember we talked about it in the dev journal when they appeared and also on the Diplomacy thread. (In fact, I fear that these forums become a few never-ending threads with forumers repeating ad nausea their same arguments on X or Y feature. Seems to me that we already covereda a lot of ground during the Alpha Beta; better put it to good use!)

 

- About the 'free expansion'. I beg your pardon for not jumping from joy and kneel from gratitude at that news but...it would seem normal not to pay again until everything BoogieBac wrote on his Master List finds its way to the game (which has by now been acknowledged as being barely a game). Sorry to be harsh but I can't see me paying again for Elemental till at least 6 months in the future (and I already paid 100$!! between the CE and the 20$ of added tax that the postman extorted me this morning. x_x ). Like someone somewhere else said "expansions are for adding new content" like, say, an underground plan or dungeons or underwater cities and factions (Think Rl'yeh and Atlantis!).

Reply #243 Top

You know what bothers me with spell system.

There are too little of them of higher level. pretty much 85% of them are crammed into first 5 levels.

For example, there is just 1 (and with letters: one) 6th level spell in whole game!

Also many spells are duplicate versions of different school. Blizzard, Infernal. Chain Lightning, what's the difference: NONE!

Then, there are several strategic spells that do the same thing: destroy resource tile by water, sand or air, your pick.

 

P.S.

Summoning school is delayed too much. You can more quickly discover 3 and 4th level elemental summons that outclass any summon from summoning school.

Reply #244 Top

Quoting nobalkain, reply 231

Quoting Shurdus, reply 230Great and everything, but where exactly does making the game fun fit in? As it is now, the game is a huge mess where there is nothing to do early on, and dragging the game on becomes a chore.
 

 This might not really be your kind of game. The pace of the game is how most of us like it.

 

There was a poll and apparently not "most of us" like it.

Reply #245 Top

I have a question that maybe doesn't belong here. I saw in locked AI thread that you are porting code to Python and that is easier for players to read. Why is that I am using C++ and I did some moding for M&B in Python and I didn't notice that Python would be any easier.

Reply #246 Top

Why is that I am using C++ and I did some moding for M&B in Python and I didn't notice that Python would be any easier.

Because we won't be releasing the C++ source code for users.

Reply #247 Top

Quoting kryo, reply 247

Why is that I am using C++ and I did some moding for M&B in Python and I didn't notice that Python would be any easier.


Because we won't be releasing the C++ source code for users.

Hey what that over there ???

*takes kryos C++ Source Code and flees*

 

On a more serious note: Awwwwwwwwwwwwwwwwwwww, and released C++ Source Code makes for some really good mods! :grin: (Not that i would have any  idea on what to do with it.)

Reply #248 Top

Releasing the Source Code would mean releasing the Engine which is a very, very bad idea, financially. Some random person could completely rip it off.

Secondly, you'd have to recompile the entire game for your tweaks, which isn't something Impulse::Reactor can support, nor something that the average user is up for the task. Plus, it would be a HUGE compile. I imagine it would take a good amount of time...

Reply #249 Top

What we’re going to do is that for users who own the game by a certain date will get (at least) the first expansion pack for free as a token of our appreciation for hanging in there with us.  As some long-time Stardock gamers can tell you, our expansion packs aren’t minor things. 

- nice

The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want.

- nice

Reply #250 Top

Quoting Storm, reply 241

Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards.
I have to be honest.  This concerns me a bit.  Shards become less special as simply feeding your mana pool.  I really liked the initial concept that Shards would increase the strength and power of your spells.  Perhaps this would come in the form of greater damage, maybe reduce mana costs for a specific school or even have x shards required to cast higher level spells of a given school.

The idea that shards simply add to a Global Mana pool though, sounds to me like taking the easy way out.  Now we'll just grab any ole shard to increase mana. Doesn't matter if it's fire, earth, wind. etc  A shard simply adds +x mana to my pool.

In MoM the shards, hum... nodes of your books were adding more mana (in fact not mana but magic power that you wouldsplit between mana, research and skill - how much mana you can use per turn). And that was a brilliant system. You had to do choices : lots of mana ? few research and few spells. A lot of research ? few mana and low skill (you couldn't cast a lot of them)

Elemental should borrow that system.

For the books : in MoM it was really hard to get new ones after those you chose at start. So you spent a lot of time learning spells from your books, not discovering new books. So initial choices were significant because you had to do with what you've chosen.