Frogboy Frogboy

Elemental: BETA 2 Tour

Elemental: BETA 2 Tour

Greetings!

Here’s a walk through of Beta 2.

Game Mechanics

image

[more]

image

image

image

image

image 

 

Things that are Disabled

image

image

image

image

image

 

image

image

In nearly all cases, things are disabled because we’re in the process of hooking the AI up to them which introduces stability issues that would complicate the public beta.

 

 

OPTIONS

image

image

MULTIPLAYER

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

image

image

image

image

Hope this helps.  We anticipate Beta 2 being released within the next 24 hours.

431,987 views 157 replies +2 Loading…
Reply #51 Top

Hope this helps. We anticipate Beta 2 being released within the next 24 hours.
End of quote

f5 f5 f5 f5 f5 f5 f5 f5 f5 f5 f5 f5 f5 f5 f5 ...

Reply #52 Top

To those still confused by the stack comment, think of it like Age of Wonders instead of Civilization/FFH.

 

I imagine the tactical battles will be very similar to the ones in the AoW games. So imagine that sort of battle going on behind the scenes when you clash with another army.

Reply #53 Top

Quoting Hyrim, reply 49
Is there still a team working on the graphics side of things? I'm just wondering becuase because in the first screen shot it looks like random buildings pushed together rather than an organic city. Sorry if this has been asked to death
End of Hyrim's quote

I guess it depends on what part you're looking at. The city structure looks very organic, it flows out into whatever spaces and directions the player has chosen. If you're looking at how the tiles "fit" together, then I can see where you're coming from since there are no natural-looking transitions between adjacent tiles and two tiles of the same variety have no variation between them (as in minor props, etc).

Variations could probably be handled in a mod of some sort, though maybe only in a clunky manner (Farm1, Farm2, Farm3, etc.). Hopefully something that will come in time though.

As for natural-looking transitions, maybe just getting rid of the obviously-square shading beneath the tiles would do it (the market under construction and even the huts seem to blend with the underlying terrain better).

Reply #54 Top

Quoting Frogboy, reply 41

Quoting Grove12345, reply 40good to hear.

so the stack thing again..

if i have archers in my army with my foot soldiers.

Does that mean my archers will shoot first b4 my infantry is engaged or does it just combine attack points?

I guess if its supposed to turn into a turn based strategy battle it means each unit will fight individualy, archers and spellcasters can usually hit first due to range weapons, and then the math will work out.
Your archers will engage first and keep firing until the enemy closes.

Of course, if you're all archers and the other guy had mounted warriors, you'll get murdered.
End of Frogboy's quote

I was thinking about the possibility of modding in an all archer faction. Entrench in with either placed or shot in pike walls then retreating to fire. Will this be possible to mod in?

-Othello

Reply #55 Top

Im excited, but it kind of sucks to lose features we already had in beta 1. Oh well, you win some you lose some. Bring it on! 

Reply #56 Top

So my question is what is the main screen option inbetween campain and load..

Reply #57 Top

Im not sure how you would "mod in" an all archer faction ... unless you mean new equipment and tools to counter the use of mounted units vs your archers. I mean, you could simply build all archers and it would be an all archer society.

You design your own units.

So ... you could have heavily armored archers, lightly armored archers, long range archers, short range archers, invisible archers, and magically enhanced archers (magic archers).

And also, of course, using your Sovereign/ Champions for SPELLZ which have nothing to do with archery but is an important part of the game.

Reply #58 Top

It seems to me the power of the archer is usually in mass numbers.  And since you can probably train 5 archers for every 1 knight.  Theoretically speaking of course, not in game terms as I've never played.

But of course,  I don't think you can EVER go wrong with sticking some canon fodder to absorb a charge from some Calvary.  Hell I could easily see an archer / peasant army destroy a full Calvary army.  But then again, thinking back to games like Total War; I think they did a pretty terrible job at calvary units.  Generally Calvary is designed to charge and keep running through, not charge, and then stop.

So i suppose in hindsight, the Calvary would just charge through the peasants straight into the archers.  Maybe peasants with pikes....  Hmm :P

Reply #59 Top

I think at this point it's fairly safe to say it isn't coming tonight. :(

Lucky for all those with a free weekend ahead, sucks for me, but ah well!

Reply #60 Top

So if I go ahead and pre-order now, can I get in on this Beta, or would I have to wait until the next phase?

I mean....I'm preordering regardless. >.>

But I'm curious.

Reply #62 Top

Fantastic!

I went ahead and preordered my copy then. I've been debating on purchasing this game for quite some time, but I decided to finally ante up, Stardock has never led me astray in the past, after all. :)

Reply #63 Top

Quoting Tasunke, reply 57
Im not sure how you would "mod in" an all archer faction ... unless you mean new equipment and tools to counter the use of mounted units vs your archers. I mean, you could simply build all archers and it would be an all archer society.

You design your own units.

So ... you could have heavily armored archers, lightly armored archers, long range archers, short range archers, invisible archers, and magically enhanced archers (magic archers).

And also, of course, using your Sovereign/ Champions for SPELLZ which have nothing to do with archery but is an important part of the game.
End of Tasunke's quote

Well, presumably technologies are moddable - we already know Kingdoms and Empires will have different techs available, so you'd think that it'd be possible to mod a new faction with a unique third set of techs different from Kingdom/Empire. This new set of modded techs could include a variety of bow/crossbow/etc techs, and some way for archers to counter units such as cavalry, but no techs for other weapon types - so even though you're still designing your own units, your only weapon choices are bows. That is if one was really set on the idea of an archer-only faction, and not content to simply play a normal faction and build only archers.

Not that I think it's a good idea - I prefer FFH-style balancing where, for example, elves are encouraged to use archers by having stronger-than-average archer units. They still can and probably should build other types of units, they'll just tend to have more archers and fewer swordsmen than other civilizations. Elemental modders could definitely do that, by giving a new faction all the standard technologies plus stronger-than-normal bows.

But hey, the whole point of modding is making the game the way you want it, want an all-archer faction? Go for it, with all the modding possibilities Elemental is meant to have, it's got to be doable.

Reply #64 Top

I am SO happy there's turn based combat.  Holy crap.  AGHHGGHGHGH

Reply #65 Top

Beware the consequences of "Armies are not Stacks".

But I feel I think I understand the significance of that statement.
End of quote

I am not really sure about what kind of message Frogboy wanted to pass, but if it can help, here is a summary of my experience with Beta 1 combat which was only with hand to hand weapons.

The combat was between a single unit and an army. It was either my super combatant sovereign againts wandering armies or group of NPC, or a troll against my super combatant sovereign and some cannon fodder.

Each turn works the same way: the single unit attacks the easiest target in the opposing army while ALL units in the ennemy army attack the single unit. The combat speed of each unit determines how many attacks a given unit can make in a turn. A single unit will attack different targets in the same turn if it hasn't used all its attacks for the current turn and its first target is already dead.

It isn't a one to one combat. The important thing is that ALL units in an army are engaged in the combat.

I guess that Frogboy is refering to stacks as in Civilization's stack and not as in MoM's stacks or MOO's stacks (which are effectively armies as they all fights during the same tactical battle)

Battle rating can help to sense the odds of winning/loosing a battle. But it can be misleading as you can see with this post https://forums.elementalgame.com/380340

And it may difficult to have a correct sense of the outcome with only the battle rating since the result will depend a lot on how many damage each side can make on the other. Even with only attack, defense, HP and Combat speed it can be tricky in beta 1 to estimate if you have a chance to kill a troll (lots of HP,  high attack, no defense, low combat speed). So it will be more difficult with range attack, type of damage (if different type of damage are available) or immunities (I am pretty sure that some mods will have some kind of weapon immunities for undead or werewolves) 

Reply #66 Top

Quoting Austinvn, reply 63

Quoting Tasunke, reply 57Im not sure how you would "mod in" an all archer faction ... unless you mean new equipment and tools to counter the use of mounted units vs your archers. I mean, you could simply build all archers and it would be an all archer society.

You design your own units.

So ... you could have heavily armored archers, lightly armored archers, long range archers, short range archers, invisible archers, and magically enhanced archers (magic archers).

And also, of course, using your Sovereign/ Champions for SPELLZ which have nothing to do with archery but is an important part of the game.
Well, presumably technologies are moddable - we already know Kingdoms and Empires will have different techs available, so you'd think that it'd be possible to mod a new faction with a unique third set of techs different from Kingdom/Empire. This new set of modded techs could include a variety of bow/crossbow/etc techs, and some way for archers to counter units such as cavalry, but no techs for other weapon types - so even though you're still designing your own units, your only weapon choices are bows. That is if one was really set on the idea of an archer-only faction, and not content to simply play a normal faction and build only archers.

Not that I think it's a good idea - I prefer FFH-style balancing where, for example, elves are encouraged to use archers by having stronger-than-average archer units. They still can and probably should build other types of units, they'll just tend to have more archers and fewer swordsmen than other civilizations. Elemental modders could definitely do that, by giving a new faction all the standard technologies plus stronger-than-normal bows.

But hey, the whole point of modding is making the game the way you want it, want an all-archer faction? Go for it, with all the modding possibilities Elemental is meant to have, it's got to be doable.
End of Austinvn's quote

 

anything preventing people from creating an oober faction or unit?

 

ok  340 am over here in Florida. Just got back from a night of partying. Hoping to see something

Reply #67 Top

Sheer cost in both training and resources should even out the all cannonfodder race vs the all doomy knights of doom race. So for every doomy knight of doom I produce the cannon fodder guy can produce a thousand peasants with clubs.

Reply #68 Top

Chances of it happening in the depths of the night are slim, since they've already culled themselves a 24 hour timeframe. Get some sleep, folks.

Reply #69 Top

Ya, not looking like I'll be playing it this morning. I leave in 3 hours though and will be gone 10, so hopefully it will be up when I get home.

 

I'll still keep checking until I leave though. 8| At the very least it would be nice to download it while I was away, so would be cool if they put it up around 7 EST.  :thumbsup:

Reply #70 Top

I hope I find enough people to play during my wake hours (GMT +2), anyone up for the challenge? (Of matching GMT+2 waking hours that is   :grin: )

Reply #71 Top

exciting stuff... looking forward to playing after work!  Thanks for the visual walk-through froggy!

Reply #72 Top

I am very much looking forwards to it! :D

Reply #74 Top

Damn you Frogboy! Your evil use of awesome screenshots combined with cool game ideas has forced me to pre-order this game now!

Reply #75 Top

grrrr ... come one, post it now! :)