Frogboy Frogboy

AI WARS!

AI WARS!

Which Elemental AI is the most lethal? Are the Kingdoms better than the Empires or vice versa?

Round 1: Gilden

Round 2: Tarth

It’s looking like the last of the issues from v1.09t (beta of v1.1) have been resolved as with this many battles over and over it’s gotten very solid.

I’m just an observer in this world.
120,689 views 69 replies
Reply #26 Top

I too think that the post release support is one of a kind, this is a real gem of a game & will make stardock a fortune as long as they continue to make it all it can be.  I for one have more money to throw at tha game, just waitin for an opportunity.  Wish I could send another $20 or so ya'lls way to make sure the ai is a 9.5/10 instead of 4/10 or 7/10 (heck, even if it was a monthly charge, heh).

Reply #27 Top

Quoting marlowwe, reply 10


At the same time, there have been developers who have released smoking piles of buggy crap and then left it to dry in the sun and be stepped on.


How is that a justification for anything?

End of marlowwe's quote

 

It isn't. The comment was regarding the level of post-release service, and not the justification of a poor release. Stardock has a history of supporting games post-release, and this is where the appreciation is stemming from.

 

Quoting marlowwe, reply 10
When you want to see how well you did something you don’t measure yourself against people that perform worse than you…
End of marlowwe's quote

 

I agree. However, from a consumer's point of view, having dealt with the bad, you tend to appreciate the better. On top of that, Stardock is one of the best game development companies when it comes to post-release support, so they do very well in that category by comparison.

 

Jeez, now I know why people always accuse me of being a fanboy. But it's just hard not to note all the cool things that this company represents, despite the failings in some areas. But then nothing and no one is perfect. O:)

Reply #28 Top

Quoting Frogboy, reply 25
Depends who the mod specialist is. Most of you have probably heard of him.
End of Frogboy's quote

Ooh, who is this person? When will we know? I wonder if I've seen his posts here...

I've gotta hand it to you, Brad. I'm starting to see where this thing is goin'. Building a solid infrastructure to allow the mod community to content the crap out of this will be a real future money maker for you guys. If I had some extra gildar laying around I'd invest beyond my $50. If Derek and crew can patch my real life income daily like they do the beta builds I'd be a happy camper and could throw some Tarthian gildar your way. Derek did tell Toby to do something about my gas in another post so I'm optimistic this will happen.

Despite the initial bumpy road you guys are walking the talk in my humble opinion. Kudos!

Reply #29 Top

Please add the ability to invert x and y camera movement!  Please add the ability to invert x and y camera movement!

This is a recording . . .

Reply #30 Top

Good grief!  I only patched to t this morning!  Or was it u ?  This is great!  And bring on the mop-API specialist!  This is, once again, great!

Reply #31 Top

I just had my first war...

Failed to note the turns, but one empire smothered me with those golem things and warriors.

So yeah, it was a defeat by wipe-out.

Score of 2.  That's one thing I DO remember....that "2" popping right out at me.

x_x

Reply #32 Top

Quoting Frogboy, reply 25
Depends who the mod specialist is. Most of you have probably heard of him.
End of Frogboy's quote

 

And now the guessing game begins. Is it Heavenfall? Seanw3? Is it an experienced and well known mod-developer from another game?

Throw us a clue!

 

Reply #33 Top

Ooh, maybe it's that guy that made FfH2! ;P

Reply #34 Top

Quoting Frogboy, reply 7



Quoting Ratatosk7,
reply 1
Stupid question here. Are AI changes added each patch like crashfixes or are they only added when specifically mentioned in changelog?

 

I'm so glad Stardock has such great post-release support. I wish I could go a few months in the future and play an Elemental I won't even recognize, while a lot of developer/publishers out there simply drop all support post-release as if they never were involved in the game in the first place


I do lots of tweaking to the AI with each build but we don't publicize the specifics since AI strategies are highly confidential. For instance, in last night's build, the AI unit work should have been noticeably better.

In tonight's build, players should notice the AI isn't quite as quick to go to war with you and are much more willing to target each other.


Well "a lot of developer/publishers" also tend to release finished games with concrete systems and a semblance of balance. As far as I am concerned all of these post-release patches we are getting are simply an extension of development. I'm getting a little bit annoyed by posts saying how great post-release support is...yeah it's great because it's easy to support a game that was never finished in the first place. I'd wager one of the expansions (perhaps one that introduces naval warfare) would be an accurate reflection of post-release support.


What are you hoping to accomplish with that statement?  

Elemental was finished on release. That's why we released it. We thought it was finished. We weren't "rushed' to get it out there.  

You get annoyed by posts saying how great post release support is? I get a little bit annoyed by users who say Elemental wasn't "finished" on release.  How do you even define that? You can make the argument that the game was horrendously buggy due to poor QA or that you didn't like the game when it first came out but to say it wasn't finished is not an accurate statement. We felt the game was finished and released it. Most non-developers have no concept of how insane it's gotten in 2010 to make a stable game with a new game engine. Heh, I've been making software for twenty years and I had no clue on how ridiculous it had gotten until Elemental got out there into the wild.

Our customers weren't happy with the game and so we endeavored to do what was required to make sure our customers were happy. That's what we do.

I like you Marlowwe, you're a good guy and all. I just want people to make the distinction between releasing something badly and releasing something unfinished.  I think I've been very open about us messing up on the launch of the game. But it wasn't an issue of not having integrity.
End of Frogboy's quote

If the game was finished on release then why was it necessary to hire Derek Paxton to be the new senior producer if the game was already produced? And why was it necessary to go back and revamp the entire spell/magic system. If the game is finished how come naval warefare is absent. Why is military technology so boringly linear i.e. mace is better than sword is better then dagger is better than spear. But the guy with the spear should be able to hit and kill the guy with the mace first. There is no strategic depth to tactical battles just equip the best weapon and kill. That level of depth is what I would expect at an alpha/early beta stage of development, not a finished product. I understand that "finished" is a subjective term but if you had release Elemental in August with no crashes then you would still not get reviews above 5-6/10 not the 9/10 you were aiming for.

I hope that this post doesn't reflect the true attitude of Stardock but nonetheless it removes any remaining desire I have to play this game at this point. The developers implied they were building the spiritual successor to MoM in the fantasy world. What we have is more of a medieval tbs with a bit of magic thrown on the side. Ok I agree that the core features are in but they need at least another 6 months of polish before i would be tempted to call it complete.

Having a huge selection of dynamic and interesting spells, unique faction traits, special abilities for sovereigns/monsters/units/races, naval conquest, rock-paper-scissors style combat is what is needed to make Elemental a great game. All of this was missing from 1.0 but I hope that you develop these things for the expansion.

Reply #35 Top

Quoting AlLanMandragoran, reply 28



Quoting Frogboy,
reply 25
Depends who the mod specialist is. Most of you have probably heard of him.



Ooh, who is this person? When will we know? I wonder if I've seen his posts here...

I've gotta hand it to you, Brad. I'm starting to see where this thing is goin'. Building a solid infrastructure to allow the mod community to content the crap out of this will be a real future money maker for you guys. If I had some extra gildar laying around I'd invest beyond my $50. If Derek and crew can patch my real life income daily like they do the beta builds I'd be a happy camper and could throw some Tarthian gildar your way. Derek did tell Toby to do something about my gas in another post so I'm optimistic this will happen.

Despite the initial bumpy road you guys are walking the talk in my humble opinion. Kudos!
End of AlLanMandragoran's quote

Expecting modders to build the game that the community was promised and therefore expected is even worse than the paid beta we are going through now. If modders do create a really great new game, so great that noone plays the original Elemental it will be a testament to how mediocre 1.0-1.1 is, even if stability is 100%.

Reply #36 Top

Eh, you can complain about it or help the people who are working on making this game better.

Reply #37 Top

Quoting Heavenfall, reply 4
The AI needs improvement in the areas of

Honestly, I don't know how to solve this. Metal is so important in the game, and yet, the AI never ever has enough to use it well. Don't get me wrong, the AI uses what metal it has in a very smart way - put it all in weapons - but they'll still get rolled because of how they manage it - building solo units that get oneshot by a squad or a raid.

 
End of Heavenfall's quote


yes i also see a lack of units late game without proper gear - due to them misusing it early on .

but this also just made me thing - why on earth is all the metal in the world gone ? - fair enough that the world food supply has been wiped in a cataclysm - but that metal also managed to vanish ?

i would say - add more metal resourches - evenly spread - and then hype up the requirements on metal for units.

or even - dare i mention the great game "mom" - different kinds of metal ?

Reply #38 Top

About war: The AI is very aggressive but can't properly evaluate the strength of the opponent I think. I played a bunch of turns last night as Gilden (difficulty:hard) and two empires kept coming at my town with underpowered forces. All of them single units, of course. I'm not sure if they don't understand that units guarding a city are more powerful than in the open field... If they would have kept coming at a higher pace I might have been killed but they let me and my units heal between the attacks. Still kind of fun though, went to bed at 1am. :)

I have not noticed any difference between empires and kingdoms when it comes to strength.

Reply #39 Top

Perhaps a more economic method should be made available.


I think I vaguely recall the Alchemists Lab name being taken already, but the old premise of Alchemy was to turn things to gold from lesser invaluable things.

Maybe we should make a building that converts x gold to y metal, noting that the ratio should be off a fair amount, reverse the order so to speak since "Gold" is the purest element it can be transformed into Iron.

Just some thoughts on the AI Metal Dilemma.

Reply #40 Top

Will the AI ever be able to play on a map of islands/continents?

 

Reply #41 Top

Quoting AlLanMandragoran, reply 28

Quoting Frogboy, reply 25Depends who the mod specialist is. Most of you have probably heard of him.


Ooh, who is this person? When will we know? I wonder if I've seen his posts here...

I've gotta hand it to you, Brad. I'm starting to see where this thing is goin'. Building a solid infrastructure to allow the mod community to content the crap out of this will be a real future money maker for you guys. If I had some extra gildar laying around I'd invest beyond my $50. If Derek and crew can patch my real life income daily like they do the beta builds I'd be a happy camper and could throw some Tarthian gildar your way. Derek did tell Toby to do something about my gas in another post so I'm optimistic this will happen.

Despite the initial bumpy road you guys are walking the talk in my humble opinion. Kudos!
End of AlLanMandragoran's quote

Indeed.

I said this back in September but it's important even after the success we've been seeing in the past few weeks:

EVEN if Elemental had been delayed to February it still would have been a disaster.

This is important: The problem with Elemental's launch was not an issue of not having enough time. It was a problem of Stardock still operating like a tiny studio while trying to make a AAA title.  Our "logistics" failed.  If it had been delayed until February, it would have still been a disaster.

As sucky as it is, Stardock needed this shake up. If you're going to make AAA titles, you can't make them like a hobby shop. Most long time people know that Stardock's main business is enterprise software. That's what pays the bills. Our software. But with Elemental, we decided to make a "real game".

The very idea that Elemental was seen and designed to content with games like Civilization (which had over 10X the budget of Elemental) should have put the company on a different track. It should have been making its games the same way it makes its software. Full time project managers, organized QA, and lots of other basic processes that just weren't done because our games were usually just a few people working on them.

So after Elemental launched, the best way for Stardock to build the studio to being where it needs to be is to go out and begin attracting the world's best talent.  Kael was the first person I turned to (not just because we're friends but also of his qualifications). Kael's day job was as an ENTERPRISE project manager working with Fortune 500 companies.

The next key position is to bring someone on board who can design games and knows what modding is inside and out. 

Do you guys remember me talking last year about ME learning Python so I could begin putting that into Elemental? Think about how misguided that is. The CEO of Stardock picking up python and trying to learn "on the job" on how to integrate deep modding like that? No. Wrong. The correct path is to find people who are already gods at this.

Not to mention, if we're going to move back to having a second studio team, we will need to bring on an experienced designer/PM from the game industry who is familiar with our genre.

Reply #42 Top

Quoting pad152, reply 40
Will the AI ever be able to play on a map of islands/continents?

 
End of pad152's quote

Yes.  Once they (those bums upstairs) tell me the ultimate way naval mechanics will be handled. There is a lot of internal dislike of the current way ships are handled.

Reply #43 Top

Quoting Frogboy, reply 41

Do you guys remember me talking last year about ME learning Python so I could begin putting that into Elemental? Think about how misguided that is. The CEO of Stardock picking up python and trying to learn "on the job" on how to integrate deep modding like that? No. Wrong. The correct path is to find people who are already gods at this.
End of Frogboy's quote

Modding with Python was one of the things that initially got me interested in the game (that and the real-time battles). I know you answered this somewhere else already and I understand if you don't want to commit to an answer - but when are the Python tools going to be released? At least a year from now was your last answer - am I right?

Reply #44 Top

God I love video games.

Reply #45 Top

Quoting Frogboy, reply 42

Quoting pad152, reply 40Will the AI ever be able to play on a map of islands/continents?

 
Yes.  Once they (those bums upstairs) tell me the ultimate way naval mechanics will be handled. There is a lot of internal dislike of the current way ships are handled.
End of Frogboy's quote
Well I reckon that the best way to do it will be to just let it go for now, and then release an expansion where they are dealt with properly, with unit design - somewhat akin to what's in GalCiv II, though obviously not to that depth. Just hulls, and crews, and riggings (worrying about wind in strategic would be a hassle, but more sails can give more speed, and lateen rigging could improve combat speed). Possibly a later weapon or two. Selecting from options as with units would work fine for this.

 

EDIT: oh wait, there's a thread for this over here: https://forums.elementalgame.com/402208

Reply #46 Top

Thanks for the thoughts and reply, Brad.

Reply #47 Top

Quoting Redaxe, reply 35

Expecting modders to build the game that the community was promised and therefore expected is even worse than the paid beta we are going through now. If modders do create a really great new game, so great that noone plays the original Elemental it will be a testament to how mediocre 1.0-1.1 is, even if stability is 100%.
End of Redaxe's quote

Don't doubt for a second I had my "WTF!" moments when I first purchased the game. However, my attitude changed when I perused the forums and witnessed some open and honest discussions about what happened and the go-forward plan. In the end we can choose to cry over spilled milk or clean it up and pour another glass. It's refreshing to know that user's ideas are at least read and considered here. I fully realize alot of ideas won't make the final product but to know the developers are considering them is enough for me. They have a business to run.

"You can please some of the people all of the time, you can please all of the people some of the time, but you can't please all of the people all of the time." - John Lydgate

Reply #48 Top

Quoting Frogboy, reply 42
There is a lot of internal dislike of the current way ships are handled.
End of Frogboy's quote
There is not much to dislike. O_o Boat that explores. End. :P

Reply #49 Top

Really like the direction the latest builds have taken, great work.

Speaking of Ships, their movement is painfully slow.  Hopefully there will be a pass on Ship animation.

 

Currently playing "Kraxis" on a Medium map at challenging difficulty.

Recruiting Heroes needs a pass.  Early in game I found a couple, then nobody until way late in the game.  Actually flooded with heroes now.  The problem seems to be that Heroes are only spawning in uncontrolled territory.  Would be nice if some Heroes were recruitable in addition to chasing finding them around the countryside.

Food generation is still a bit of an issue.  In the current release I was thinking it would be great if you could get 1 food generated on building a Harbor.  I imagine the expansion will have fisheries and all, but that doesn't help me now  ;)

City Building has been vastly improved but still a bit clunky.  On building to level 4, there are problems with expanding the cities due to some tile constraints.  Not sure what the max tile area is allowed, but it's very difficult to develop level 5 cities right now.  In the same vein, when clearing forest area around cities, you are unable to clear enough area to place a 4-tile building.

The enemy AI has yet to cast spells at me  =(

Reply #50 Top

Quoting Redwind85, reply 37

but this also just made me thing - why on earth is all the metal in the world gone ? - fair enough that the world food supply has been wiped in a cataclysm - but that metal also managed to vanish ?
End of Redwind85's quote

 Surface deposits tend to vanish rapidly when near any advanced civilisation. Once they're gone you've got this highly laborious process of having to learn to mine, which includes such essential technological leaps as removing rainwater from the bottom so it doesn't flood, avoid tunneling into underground lakes and preventing the ceiling collapsing on your miners. And it helps if you figure out some way of finding out where the metal ore is without having to dig holes all over the place. Once all that's done you end up with a whole bunch of iron ore that some bright spark has to work out how to smelt and actually produce a useful metal from, then someone has to figure out how to work it so you can get decent tools from it, which is a whole other bucket of industy.

:P

I don't think it's lack of metal that's the problem, they certainly have sufficient when I trade from them. It's the single units instead which suggests that perhaps the AI dislikes the multiplier on the cost for squads.

Given that a squad is always more powerful than the single unit what it perhaps needs to do is to by default always pick the largest group it can, unless there is a pressing need not to (i.e. it can't afford them / needs a garrison urgently). It sometimes seems to me it'll still churn out a single unit even when I've seen groups of said unit wandering around, which makes no sense whatsoever. Or at least I can't think of any reason I'd want to train a single bowman if I could train a party.