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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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276,068 views 104 replies
Reply #76 Top

Quoting Tridus, reply 71

Because those things aren't the problem, and changing them changes balance in other parts of the game? You're looking at something in isolation and saying "change whatever it takes to make this work", which would have dramatic impacts on everything else.

The problem is how do you balance champions against 4 units in the early game, and 10,000 later in the game? That's an astronomical amount of scaling that would lead to your champion being completely godly if you managed to get ahead of the army size curve.

Whether or not changing every number in the game to make the number you want possible is "too time consuming" is not really an opinion, and even if it is, the only opinion that matters is that of the project manager. They've got a lot of game to work on, and someone decided that it would take too much time to make the numbers work as compared to removing the huge army option. Besides, how would you even train 10,000 at once? There's no city that big to draw the people from.
 
They haven't shown how you make an ability then add it to a standard soldier through training, which is what I was asking about.
End of Tridus's quote

Very true, my friend, very true. As I say above in another post, I already know I'll have a LOT of re-balancing to do for my Dragonlance Mod. Most likely this will involve me having to re-balance the Entire Game to get the numbers I want and I'll have to be creative in how I do it. What it will come down too will be following the story in the books while giving the player the freedom to change the way things turn out. It will be a very unique and fun experience I think. Though, Yes, I do expect it to take me a few months to do on my own.

You're also correct in that they haven't shown us how to Mod trainings yet. So far the only actual Mod Work I've done is changing some of the base graphics for armors and faces. I haven't tried anything else yet as I don't want to do a bunch of work now and then have to change it al later once another Beta comes out or when the actual release comes and that changes everything again. It's best for me to wait until I have all the tools and info I'll need, then start seriously working on the mod.

Somehow though I doubt I'm the only one who wants massively huge epic armies in my game. Anyone doing a LotR Mod will most likely want the same thing which will require them to do a shit ton of re-balancing as well.

Edit Note: In case anyone was wondering how I changed any of the graphics, some of them are saved in PNG format which can be edited with Photoshop and other art programs.

Reply #77 Top

Quoting Tridus, reply 73

The game plays exactly the same if there's 40 guys in a unit or 4000 guys in a unit (except for how you balance champions against it). This is just graphical stuff.

So no, a 400 vs 400 battle isn't likely to cost many sales over a 10,000 vs 10,000 battle when the gameplay is basically identical. And hell, they changed the entire combat system midway through for gameplay reasons. That's more likely to affect sales then how many thousands of individual troops are visible on the screen at once.
End of Tridus's quote

Indeed, also quite right. Which leads me to ask "Why not just change the Display Numbers to be Larger so the battles feel more epic?".

In the Back-End, in the Engine, just have 5 guys Be Shown as 50. When one man actually dies, ten men will fall down. All that's changing is what you're looking at and how that "feels". The numbers behind it in the engine won't change at all. It's just all a matter of Opinion, which we have established already ;)

Note: No, when I make the Mod I won't just be changing what's displayed. I was just giving a simplified example.

Reply #78 Top

Well I could see where watching 5,000 guys doing the current death animation, all at once, would be hell on the morale of the other 5,000 guys... LOL!

P.S. At .2 Gildar per head for maintenance, a 10K man army would cost 2K Gildar per turn. Good luck with that. :typo:

3B lurks...

twitch twitch ;P o_O :S

Reply #79 Top

Quoting John_Hughes, reply 78
Well I could see where watching 5,000 guys doing the current death animation, all at once, would be hell on the morale of the other 5,000 guys... LOL!

P.S. At .2 Gildar per head for maintenance, a 10K man army would cost 2K Gildar per turn. Good luck with that.

3B lurks...

twitch twitch
End of John_Hughes's quote

When I think about how Huge the 64Bit Maps will be, and then think about having 20-30 cities under my control at the half way point through the game, I think bringing in 5,000 Gildar per turn would be quite reasonable. The numbers and how much money or food something needs is all arbitrary and handled on the back end. You can tell the player every soldier needs 1 food per turn, but then in the coding have them only use .5 Food per turn. The player doesn't need to see the back end. The player needs to see what the player thinks is "cool".

;)

Edit: You're definitely right about having 5K men do the same animation at the same time. That would look cheesy as hell and you can rest assured that Will Not Happen in my Dragonlance Mod :)

Reply #80 Top

Quoting Raven, reply 79

Quoting John_Hughes, reply 78Well I could see where watching 5,000 guys doing the current death animation, all at once, would be hell on the morale of the other 5,000 guys... LOL!

P.S. At .2 Gildar per head for maintenance, a 10K man army would cost 2K Gildar per turn. Good luck with that.

3B lurks...

twitch twitch

When I think about how Huge the 64Bit Maps will be, and then think about having 20-30 cities under my control at the half way point through the game, I think bringing in 5,000 Gildar per turn would be quite reasonable. The numbers and how much money or food something needs is all arbitrary and handled on the back end. You can tell the player every soldier needs 1 food per turn, but then in the coding have them only use .5 per turn. The player doesn't need to see the back end. The player needs to see what the player thinks is "cool".

End of Raven's quote

No No No Raven X. You don't be telling me one thing in game and have the Engine be doing something funky with the Math. That is very bad Karma dude.

I am not against 10K armies, but given the current Graphic interface, pretty much a lock now I would assume, I just can't see getting two 10K armies into a place on any Map such that they would all make the Tactical Map at once?.......

 

Well Ok. If the RMG somehow recreated the Plains of Abraham, perhaps... LOL!

 

 

Reply #81 Top

Quoting Frogboy, reply 62
It's moddable. if you wanted to, you could have a million people on there. It's just XML and a number.

 
End of Frogboy's quote

Pure awesomeness. Thanks for the clarification Froggie! :thumbsup:

Reply #82 Top

Quoting John_Hughes, reply 80


No No No Raven X. You don't be telling me one thing in game and have the Engine be doing something funky with the Math. That is very bad Karma dude. 
End of John_Hughes's quote

Really? Try telling that to almost everyone who made a video game between the years 1980 up to Now :P

I can't even begin to count how many games there are that tell the player one thing while doing something else entirely behind the scenes where they think the player isn't looking. I see what you mean though ;)

Reply #83 Top

Quoting tesb, reply 2
always those small screenshots that can't be made larger
End of tesb's quote

It's to tease us. Or make us blind: )

Reply #84 Top

Quoting Bellack, reply 83

It's to tease us. Or make us blind: )
End of Bellack's quote

Actually it's simply because Brad is EVIL. Seriously. He makes Sauron look like Barbie riding a My Little Pony....you people just don't have any idea.

J/K Frogster ;)

Reply #85 Top

Quoting Denryu, reply 31
I am very happy to hear that tactical battles will follow a MoM like model, obviously with nice 3d graphics and the terrain modifiers as a nice plus. Hopefully be trying this out this thursday p.m. - do I have any sick days left for Friday off???
End of Denryu's quote

You probably won't want to take Friday off if they release it that day because you may run into problems with the download or they mey download lat etc. The day you want to take off would be Monday when you know you will get the whole day to play.

Reply #86 Top

A: Elemental has multiplayer. To ensure that it is robust, we basically threw money at the problem (i.e. set up servers around the world to just host the game) rather than monkey around with trying to get players to connect with one another.  However, Elemental IS a single player game that happens to have multiplayer.  Out of the box, Elemental’s multiplayer will be essentially skirmish on fixed maps that have been pre-balanced (i.e. not randomly generated). 

 

 

I would rathere persoanly just have mutilplayer be exactly the same as single player, so me and my freinds can play it as it was meant to be played, with full features be them over top or not if there good enouggh for single player there good enoughf or mutilplayer, get 3 people playing there own kingdoms with extra 10 or more computers involled allr unning our own kingdom be awesome, just like playing civlization, we love civilization becuase we can custmiz it to allow 20+ othere AI civlizations plus we are able to play over interent with the 5 of us.

Reply #87 Top

Rather disappointing with unit numbers... was hoping to see a very new and novel idea to allow for scaling, such as leadership and reinforcements. Oh well... another modding thing.

 

Reply #88 Top

Quoting seanw3, reply 33

[]Quoting Cauldyth, reply 30I choose to believe that every "person" in the game actually represents 10 people.  Problem solved![]

 


I choose to believe that wach one of my "people" in the game actually represent 100, while yours only represent 10.

 

End of seanw3's quote

 

Ah, so ten of his people are an equal match for 100 of your people.  I see.   ;)

Reply #89 Top

Quoting Frogboy, reply 62
It's moddable. if you wanted to, you could have a million people on there. It's just XML and a number.
 
End of Frogboy's quote

Also slightly disappointed by the small scale Elemental ended up going with, sounds like no epic LotR-style battles of thousands of guys hitting each other in Elemental, but this is excellent news - as long as it's moddable all is forgiven. As many people have already pointed out, 10,000 man armies won't work anyway with the current economy/population/upkeep systems, but that is certainly no problem to change in a mod. The important point is that it's not hard coded or an engine limitiation, then the possibility for huge armies still exists (assuming one rebalances other game mechanics to make them viable).

Reply #90 Top

Quoting Raven, reply 69



Quoting ddd888,
reply 65

i dont tbh

never found a combat more fun based on how many units there were

 

but ofc my opinion like yours is based on assumptions since we have no clue bout elemental tactical battles

maybe in here it would be fun, who knows



My honest opinion, the Total War game's battles are a LOT more fun when you have bigger armies instead of just a few units. That's just me though. Also, as we know, the TW games are Real Time, while Elemental is Turn Based, so the same may not apply to Elemental. It's all up to the players personal tastes.

I can tell you for certain now some people are going to Love my Dragonlance Mod, other people are going to Hate it. It's up to each person individually. I'll make sure to put plenty of Warnings in the "Read Me" for the DL Mod though...

Warning: The Dragonlance Mod Contains EPIC Amounts of Fun. If you don't like Epic Amounts of Fun with Huge Armies I would Recommend Not playing this Mod. Thank You, and have a Elemental day!!!!


End of Raven's quote

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.

Reply #91 Top

I am not really all that worried about the population thing, for in a world of magic a few well trained well spelled soldiers could fight like an army.  Simply makes more sense to me.

I just hope Brad addresses my question of non-hero, spellcasters.  Otherwise it will be Elemental: War of 1-2 casters per side.

Reply #92 Top

Quoting midn8t, reply 86
I would rathere persoanly just have mutilplayer be exactly the same as single player, so me and my freinds can play it as it was meant to be played, with full features be them over top or not if there good enouggh for single player there good enoughf or mutilplayer, get 3 people playing there own kingdoms with extra 10 or more computers involled allr unning our own kingdom be awesome, just like playing civlization, we love civilization becuase we can custmiz it to allow 20+ othere AI civlizations plus we are able to play over interent with the 5 of us.
End of midn8t's quote

I'm with you on this one... I'd like to see the multiplayer same as the single player, whether in competition or co-op. However, they had a caveat in their answer... "Out of the box..." So perhaps the multiplayer we'd like to see will happen in an expansion?

Reply #93 Top

well ... I'd still personally like to see (not in release but maybe a mod) large battles where Each individual soldier is a separate object.

Basically, while the unit is bought together, trains together, and moves together ... each soldier is a separate object with its own attack, defense, and HP.

So even a giant force of 1000 peasants, separated into 10 units of 100, cannot attack ALL AT ONCE with all 100 peasants ... instead the peasants attack one at a time once they come within combat range of an enemy.

So if ur fighting vs Pikemen you will be attacked by 2-3 rows of pikes, and if ur fighting vs daggers you will be attacked by 1 row of daggers, and likely only 1 or two daggers if ur a single person.

 

equally, if you attacked the rear or flank of a phalanx formation you would be attacked by less enemies than if you attacked them in the front ... due to the lack of flexibility of the formation.

Meanwhile, a mob is weaker but has no proper flank, and attacking from the rear won't confer any advantages other than lowering the enemy's morale.

// While a Phalanx is a stronger formation and increases morale, yet it cannot do as much damage to enemies attacking from the flank or the rear ... do turn the whole formation would take a "movement point" or in other words 1 combat speed/ combat round.

Reply #94 Top

Quoting Bellack, reply 83

It's to tease us. Or make us blind: )
End of Bellack's quote
I'm seeing.. I'm seeing.. what appears to possibly maybe tentatively seemingly by chance maybe be a bear. In a mist.

Reply #95 Top

I'm fine with low numbers of soldiers (unless uber giant sized 64 bits maps?). Fits the "Rebuilding the world from near extinction" thingy. And visuals = numbers. If I take 1 peasant from my city, I want to see one, not a thousand. XD

Reply #96 Top

There won't be 10,000 unit armies in v1.0. It'll probably top out at hundreds instead of thousands in a given fight. We'll look at increasing the limit in the future.
End of quote

Is this due to memory, time or game balance/mechanics?  With the current system I was finding it hard to imagine armies that big but it was something I was looking forward to and was thinking it would be available for modding if nothing else.  Would a modder be able to add this or will that not be feasible until you guys make fundamental changes?

Reply #97 Top

well ... I'd still personally like to see (not in release but maybe a mod) large battles where Each individual soldier is a separate object.

Basically, while the unit is bought together, trains together, and moves together ... each soldier is a separate object with its own attack, defense, and HP.

So even a giant force of 1000 peasants, separated into 10 units of 100, cannot attack ALL AT ONCE with all 100 peasants ... instead the peasants attack one at a time once they come within combat range of an enemy.

So if ur fighting vs Pikemen you will be attacked by 2-3 rows of pikes, and if ur fighting vs daggers you will be attacked by 1 row of daggers, and likely only 1 or two daggers if ur a single person.



equally, if you attacked the rear or flank of a phalanx formation you would be attacked by less enemies than if you attacked them in the front ... due to the lack of flexibility of the formation.

Meanwhile, a mob is weaker but has no proper flank, and attacking from the rear won't confer any advantages other than lowering the enemy's morale.

// While a Phalanx is a stronger formation and increases morale, yet it cannot do as much damage to enemies attacking from the flank or the rear ... do turn the whole formation would take a "movement point" or in other words 1 combat speed/ combat round.
End of quote

Good luck with that one.

Reply #98 Top

Some guys sure seem to like epic battles. I don't.

 

In both RTS & TBS, epic battles feels unbalanced. A slippery slope of power. Though it's milder in RTS since you can escape at any time and there's no "I shoot first and you just sit there and take it".

 

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....

 

StarCraft II. 8 Stalkers firing against 6. Slippery slope.

 

The higher the numbers, the worse the problem becomes.

 

These epic battles are also closely related to turtlers so I'm wary of them.

Reply #99 Top

10,000 guys require 1000 gildar per turn to maintain
End of quote

Are we going to continue to have fixed costs for maintanence?  I assumed this was just a placeholder.  Shouldn't my elite cavalry equipped with plate mail, magic shield and flaming sword take more to maintain then a common peasant?

Reply #100 Top

Quoting edpfister, reply 96

There won't be 10,000 unit armies in v1.0. It'll probably top out at hundreds instead of thousands in a given fight. We'll look at increasing the limit in the future.


Is this due to memory, time or game balance/mechanics?  With the current system I was finding it hard to imagine armies that big but it was something I was looking forward to and was thinking it would be available for modding if nothing else.  Would a modder be able to add this or will that not be feasible until you guys make fundamental changes?
End of edpfister's quote

Oops, guess I should have read all the posts before posting as this was already answered.