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Brad’s Beta 3-B Walkthru Part 2

Brad’s Beta 3-B Walkthru Part 2

This is both a walkthru and my critique of where we are on the game.

This is going to get updated a lot as I go through this so keep refreshing.

The New Economy

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We definitely listened to your feedback. After considering the reports and lots of prototyping we came up with a significantly better, more original, more interesting way to run your Kingdom/Empire.

The world of Elemental is populated with many resources. Admittedly, the screenshot above represents one of those really lucky moments where there’s a lot of resources together but it does illustrate the way things work now very well.

Cities no longer produce resources on their own beyond the absolute most basic research, materials, and arcane knowledge.

The action comes from the very finite number of resources scattered about the world that you can now make use of if they are within your territory. If a resource is in your territory, just click on it and choose build. You don’t have to create any special units to make use of it.

The most common resources are:

  1. Fertile Land.  Produces Food
  2. Old Growth Forests. Produces Materials.
  3. Lost Libraries. Produces Knowledge
  4. Ancient Temples. Produces Arcane Lore
  5. Gold. Produces (well gold)

Your settlements don’t produce these things anymore in any real amount. Instead, the improvements improve upon these resources.

So a market doesn’t produce gildars anymore. It provides a bonus % to the existing production of any resources associated with that settlement.

Magical Speed Up

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A Dangerous World

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There are other things in the world trying to ruin you besides other factions. And they will if you’re not careful.

Tactical Battles

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These need more polish (for instance, the movement tiles are far too opaque), the sound is highly iffy, and the overall play tuning still needs work.

Combat & Conquest

The conquest technology tree continues to be an issue in the beta. Too long to get boring stuff. This is something that is high on our list to do something about.  It just takes way too long to get the conquest stuff going.

I’m 37 turns into my game and I have no armor items and my only decent weapon is a boar spear.

Diplomacy

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Diplomacy is coming along nicely. Of all the aspects of Elemental that still need work, this is the area that seems to be potentially the most interesting.  Unlike GalCiv which was goblygook, Elemental’s diplomacy system is much more straight forward and provides a lot more potential opportunities for trading.

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213,175 views 118 replies
Reply #76 Top

a bit off topic form the current magic debate, is it possible for a enemy unit to raze a resource tile that is not directly attached to a city? i saw its possible to lose a city this way but what about a resource tile with in your influence. if so, can we assign a unit to protect it? maybe even fortify it?

Reply #77 Top

Quoting psychoravin, reply 62




For starting play, you should be able to pick a limited number of spells based on a random group of common spells (and a couple uncommon for higher Int or whatever) according to your spellbooks.





NO! No picking and choosing at the start this is what was a major problem with MOM as you found spells you liked better than others and then one began picking those same ones every game. Don't give us a choice let NATURE make the choice, let FATE make the choice for us. The more RANDOM in the game START the better. Or at least make this OPTIONAL for those that don't want to have to be put in the position to choose what spells to start with.

An example from MOM was playing Death Magic and being able to choose GHOULS from the start. GHOULS were very powerful in the opening of the game and if you didn't take them you were gimping yourself. But, if I hadn't of had a choice I would have played a lot more games without them and learned other ways to win with opening spells of a different nature.

This is why BLIND research is an important feature I'd like to see in this game (like Alpha Centauri had) I just want to pick a PATH of research NOT the ACTUAL SPELL.

I strongly disagree with this we should be allowed to choose and please no BLIND research.

Reply #78 Top

Quoting Bellack, reply 75

Quoting Austinvn, reply 37


Quoting Tridus,
reply 34

... and why would you do that? Spells scaling off Strength doesn't make a whole lot of sense.


Well, there's always wisdom. We have to do something with the stat (starting spell points don't count) - and, really, it would be nice if casters had another stat that directly affects spells, so they just don't stack lots of int. Melees can up attack with str or defense with dex or health with con, casters can up effectiveness (of some spells) with int and mana pool with essence and (??) with wisdom. So int and essence are your only real choices when levelling up, and starting stats are worse, int is the only thing you really need to worry about - pretty one dimensional.

That being said I still think int should affect as many spells as possible, it's odd that it helps half your spells and does nothing for the other half. Then have wisdom do something else useful - increased regen or max mana, reduced mana costs? Something insane like longer range on spells? (that would be interesting). I'd mention spell points but that's already been done and taken out.

I would like to see Divine magic in the game that is based off Wisdom much like in D&D. And of coarse they would have thier own unique spells and some cross over spells. So we would have Arcane and Divine Magic. And if you wanted to put in Psionics into the mix you could based this off of another stat ( I know this is usally Int. but we can always use another stat for this.)

 

Divine magic does not fit the ethos, though I'm sure it could be modded in.

that said, one thing I think is lacking is medicine or some other tech/spell to heal things up quicker.

Spell Points will be useful later on I think for tactical battles.

 

Reply #79 Top

Quoting Wintersong, reply 70
Will diplomacy ever have something in the lines of SoaSE with "enemies" giving you missions and offering a reward for its achievement? Not at the same level than in SoaSE where you had them constantly, but more from a time to time (and according to circumstances).
 

 

What is 'SoaSE?'

Reply #80 Top

Except there's several problems with that:

1. Melee sovereigns can spend a bunch of essence and it really doesn't affect them. They still have enough to cast what they need and support enchantments. Every time a caster sovereign uses essence, he gets weaker as a caster. This will be even worse in tactical combat most likely, because dropping my mana cap reduces the spells I can cast during one fight and significantly weakens me. The melee guy's sword doesn't run out of mana.

2. Even more importantly, it's not fun. Gameplay wise, giving people a limited use stat and saying "here's all the cool things you can spend it on, go nuts!" is fun. Saying "hoard this because you completely gimp yourself as a powerful spell caster if you use it" is not fun. Using cool things is fun. Hoarding is not.



Fun is one of the things Elemental doesn't have a ton of right now, and this is one of the easiest areas to get a lot of fun for not a lot of changes. Let players spend it. The decision should be what fun thing do I choose to empower with it. It's fun to sit down and decide if I want to spend some essence on a new champion, on some farms (and bigger cities), on whipping up a hurricane, or on empowering the currently dormant artifact runeblade Azurewrath that I just stumbled on at the end of a quest.

It's NOT fun to say "if you do any of those fun things, you can now only cast one fireball in tactical combat instead of two."

I fullheartedly support this statement.

Reply #82 Top

Nice Idea :

  1. Make minerals(resources) apear in the map after we research the technology
  2. Do not have the technology as an option to pick if we dont have the specific minerals(resources) in our region...

 

why? 

Because you cant research something which you cant hold in your hands.. (How can you learn to make iron shords without having iron or another metal.)

I dont know much about how shards (i am not in the beta) work but this could also be applied to the spells they are used for..

 

(this could not happen in Civ cos you would have to pick what to research... In real life(or in a fantastic world hehe) your subject of research changes as you research. An example : If someone doesnt know what iron is.. how can he make a desicion beforehand to research for it.)

Reply #83 Top

Quoting edmellon, reply 82
Nice Idea :


Make minerals(resources) apear in the map after we research the technology
Do not have the technology as an option to pick if we dont have the specific minerals(resources) in our region...

 

why? 

Because you cant research something which you cant hold in your hands.. (How can you learn to make iron shords without having iron or another metal.)

I dont know much about how shards (i am not in the beta) work but this could also be applied to the spells they are used for..

 

(this could not happen in Civ cos you would have to pick what to research... In real life(or in a fantastic world hehe) your subject of research changes as you research. An example : If someone doesnt know what iron is.. how can he make a desicion beforehand to research for it.)

 

You aren't researching new technology, you are recovering lost technology. The tiles that generate research are called lost libraries. You're learning to use things lost to the trials of time and the end of the world. With regard to civ, there was nothing more irritating than researching something only to find out all the deposits of the necessary resource were outside your territory. If the deposits are on the map beforehand you're not going to research something that specifically requires a resource you do not have. Blindly researching things in the hopes that they appear within our grasp is annoying at best.

Reply #84 Top

Quoting Bellack, reply 79

Quoting Wintersong, reply 70Will diplomacy ever have something in the lines of SoaSE with "enemies" giving you missions and offering a reward for its achievement? Not at the same level than in SoaSE where you had them constantly, but more from a time to time (and according to circumstances).
 
 

What is 'SoaSE?'

 

I'm guessing Sins of a Solar Empire

Reply #85 Top

You are right about researching, so just replace this world with recover.. (recovering is also researching check the archaiologists but anyway...)

I think you didnt undestand what i am proposing... the problems you mentioned about Civ will not exist with my proposal and the current system this game uses for RECOVERING(researching).

 

You will always research on resources you have but will not be able to see the resource till you do the research. (it is recursive somehow but the randomness used in the system of research used by this game makes it happen)

 

I think this will create a new dimension on 'border' wars

Reply #86 Top

Quoting Bellack, reply 77

I strongly disagree with this we should be allowed to choose and please no BLIND research.

And the title of mister clueless passes over to Bellack.

Ahem, not to spoil the fun of being oblivious or anything, but do you know that research IS HALF-BLIND in this game? Anything but most basic techs MAY appear on the breakthrough list and you never know which ones will not. As a matter of fact there is research that you aren't even being informed about until you get lucky.

***

Random generation works if it is well made. From what I see in Elemental, it only needs tuning not reworking.

Reply #87 Top

Quoting edmellon, reply 85
You are right about researching, so just replace this world with recover.. (recovering is also researching check the archaiologists but anyway...)

I think you didnt undestand what i am proposing... the problems you mentioned about Civ will not exist with my proposal and the current system this game uses for RECOVERING(researching).

 

You will always research on resources you have but will not be able to see the resource till you do the research. (it is recursive somehow but the randomness used in the system of research used by this game makes it happen)

 

I think this will create a new dimension on 'border' wars

 

What's the point of hiding the resources if techs only unlock when you've got them within your territory? If I can't research Ironworking, I know I don't have iron, if I can research beekeeping, there are bees somewhere in my territory. I see no reason to hide resources from the player while at the same time limiting the technology they can research to hidden things under their influence. Why not keep resources visible so you can more easily plan city placement and limit research to the things you control?

 

Reply #88 Top

Some random thoughts...

 

At the beginning, placament of Cities will be based on obtaining as much territory as possible... as you dont know where the resources are...

in the middle of the game, you start to specialize your cities based on the resources that you know are near.... You also try to place new cities in such a way that your territory riches near important resources that you know...

What i am proposing doesnt cause problems on the placement of cities because now all that matters is territory..

Because the research is random, if the option ironworking doesnt come out, you dont know you dont have iron, (but you might guess that you dont...

                                              if beekeeping comes out, you know that you have bees. An EVIL developer would give the non existance of bees a very small possibility.(Mouahahaha......) when the research pops up.

Most importantly, you dont know the position of unknown resources while your opponent might do know..

 

I agree with psycoravin on the spell research matter. What i propose is removing some information we have, thus making the game more difficult and more fun.

Reply #89 Top

Quoting edmellon, reply 88
Some random thoughts...

 

At the beginning, placament of Cities will be based on obtaining as much territory as possible... as you dont know where the resources are...

in the middle of the game, you start to specialize your cities based on the resources that you know are near.... You also try to place new cities in such a way that your territory riches near important resources that you know...

What i am proposing doesnt cause problems on the placement of cities because now all that matters is territory..

Because the research is random, if the option ironworking doesnt come out, you dont know you dont have iron, (but you might guess that you dont...)

Most importantly, you dont know the position of unknown resources while your opponent might do know..

 

I agree with psycoravin on the spell research matter. What i propose is removing some information we have, thus making the game more difficult and more fun.

 

You're not in the beta so I'll give you a free pass on the random research thing, but it's not truly random research. Everything has a chance of showing up, when you research your first ranks of civic technology you will have a pretty static list with maybe a few rares to choose from if you're lucky. Things such as working with iron, markets, lumbermills, and farming will always be choices when you're researching, they are "green" techs, "yellow" techs are a bit more rare and random, while "red" techs are the rarest, once your possible list of techs to get each level is only red techs there is a chance you get nothing at all.

If basic things such as metalworking (with iron) or lumbermills, markets, schools, monasteries, were missing from your tech list you'd know exactly what was missing from your territory. Blindly expanding in the hopes that you gain access to an invisible resource you can't see until you've already got it wouldn't be difficult, it would just be an annoyance.

Reply #90 Top

Question- should essence-costing spells be allowed to provide some resources or switch resources , like alchemical magic- iron to gold for example?

 

 

Reply #91 Top

I am sure the developers could optimize the green yellow red system on the basis of obscuring information but even if they dont or cant effectively, I think technology should be a factor on what to see when you expand.. i think its fun...

This will make 'research vs expansion' a difficult choice...

shards are also  resources and spell learning could use my system too.

-EDIT-

Some resources could be semi hidden.. example: You see some ruins.. It could be a temple, a library or nothing importand like an Old mill... Do you build a city near to claim the ruins?

Reply #92 Top

Quoting arstal, reply 90
Question- should essence-costing spells be allowed to provide some resources or switch resources , like alchemical magic- iron to gold for example?
 

Yes!  See now spells like that is what essence should be used for, provided they get it Essence balance.

Transmutes like that, would allow you to change the very shape of your game, and would be very fitting of essence level spells.

Spells like:

Raise Ruin(random or picked library/temple)

Gold > Iron, or Iron > gold

Enhance Metal/Wood(Old growth to ythril, iron to ventri)

Those are both choices, and powerful. And could cost like 8 essence and still be worth it in the case of enhance.

 

Reply #93 Top

Any word on possible release today? Hope Hope!

Reply #94 Top

They said earlier it was supposed to be out yesterday or today.  Usually Stardock delivers when they say that, but not always.

 

 

I'll have to work a double tonight , so I'll check at midnight when I go in.  Usually Stardock patches hit in the evening. 

 

It's a lot better then Valve Time at least, or Paradox's "it will be ready when it's ready"

Reply #95 Top

Quoting jeffalford, reply 93
Any word on possible release today? Hope Hope!

 

I saw a few posts from Frogboy that it would be out today, nothing on when though.

Reply #96 Top

Frogboy posted in the "Maybe Today?" thread (that was posted yesterday) that it would actually be today. But, don't expect it until later in the afternoon and quite possibly later evening since they're cramming it.

Reply #97 Top

Thanks everybody, just trying to decide if I want to blow town for the weekend  or stay here and BUG hunt!

Reply #98 Top

Just a thought here.. but what about making wisdom provide spell points (maybe 2-3 per point of wisdom) and a very slight bonus to mana regen (maybe +1 per 8 points). Essence allows you to cast higher tier spells and also increases spell regen (maybe +1 per 5 points). Essence is NOT tied to any stat at character creation. Instead the sovereign starts with 5 or 10 (depending on how much essence spells require) and can gain an additional 5 by choosing one of the character traits (probably in the same section where you would choose if he is a warrior, royalty, etc). Additionally you could add a bonus to spell regen as one of the point cost traits for 5 or 10 points for a +50% mana regen bonus. Sitting in a city with a spell point producing building should vastly improve spell point regeneration (by 250%), as well as choosing an option to 'meditate' in the field for a +100% bonus. Erm to clarify the point cost of the +50% mana regen, it should be 5 points if it is additive, 10 points if multiplicative.

A high wisdom caster could then cast multiple spells in combat but have a fairly long recharge. A high essence caster could cast one big spell, but have a shorter cooldown on his next casts. A high intelligence caster could cast multiple smaller, but more devastating spells. On a side note, I think most spells require 'too much' essence. It's pretty much a requirement to raise it every level even if you start at 15. I agree with the idea that it should increase automatically every few levels independant of other stats. HP should also increase the same way, and constitution is merely a modifier of total HP.

Reply #99 Top

I'm not crazy about arcane/divine/psionic etc. in the core game, but it would make a lot of sense to have the "key stat" that determines a spell's power be a flag that can be easily altered for purposes of modding. 

Reply #100 Top

Quoting Elurian, reply 99
I'm not crazy about arcane/divine/psionic etc. in the core game, but it would make a lot of sense to have the "key stat" that determines a spell's power be a flag that can be easily altered for purposes of modding. 

Yeah, although I could see Divine/Mental/Other being great xpack items. There was an Armageddon, so chances are some civilizations got totally isolated with no shards and had to make do.

Arcane however is imo just general non-typed magic, like levin bolts, majick missiles, Tenser's exploding barrage and such :}