DerekPaxton DerekPaxton

Fallen Enchantress: Armies

Fallen Enchantress: Armies

                Units matter.  Fallen Enchantress comes with several base units already in the game, each designed to look unique and interesting for their faction.  We want to make sure new players find units and see enemy units that look nice.  We had some fun picking some starting traits for these base units, archers start with a trait that improves their accuracy.  Defenders start with Ignore Pain, a trait that allows them to last longer in combat (all Tarth units get +10 to Defense when they are under 50% of their hit points, making their defenders even harder to take out), etc.

                But that doesn’t mean we don’t support unit customization.  Players can still design the armies they want to train.  If you want to create archers faster, make a cheap version without the precision trait.  Or make some elite units by loading up on your favorite armor and weapons.  Just remember that units have an encumbrance limit based on their strength, so you have to make hard choices between massive shields, big weapons and heavy armor.  Especially if you are playing one of the smaller races (each faction has different starting stats).

                Traits are new to Fallen Enchantress and are so much fun to design units we have some unlocked from the beginning of the game.  Initially the design required the player to have certain techs before they unlocked traits and trait slots.  But now players start with a trait slot and a small selection of traits they can use.  Later techs unlock new traits and additional trait slots, so late game units can really specialize.

                One of my favorite new features of the unit design system is upgrades.  When you design a unit you can pick the weapon or armor it will have.  Or simply select for it to get the best possible of that type.  Defenders, for example, always try to get the best armor that player can produce.  So whenever you train some defenders they will have the best armor available at that time.  Players can also upgrade their units, so that if new armor becomes available the player can upgrade his existing defenders (for a moderate cost of course).

                Design your own units, and watch them grow with your empire.  Leveling up champions is fun, but players that decide to rely more on their armies have lots to do too.

 

 

ps. the above screenshots are just me messing around with unit design.  I'm sure the artists are going to give out a long sigh when he see my screenshots (sorry Paul and Akil!) since I didn't match armor or include full sets.

 

206,017 views 83 replies
Reply #51 Top

Quoting Sethai, reply 46
I've definately witness "trait creep" in other games. For example, in the total war games it is a frequent ocurrence to have characters with ~20 traits that no one ever bothers reading.
End of Sethai's quote

I think a good example of traits done well are the old Kohan games. You had parties of base troops (cavalry, infantry, missile etc) and could only add up to 2 specialists per squad. The specialist gave extra bonuses such as movement, defence, etc. Trait creep should be avoided and should be kept meaningful. I don't mind how many actual traits are available as long as you can't nest too many per unit.

Reply #52 Top

Just got back from vacation and these journals are awesome! :beer:

Reply #53 Top

On a side note please decrease transparency on the window background (left side).

Reply #54 Top

Quoting noobshot, reply 48

Quoting jecjackal, reply 43anyone notice the training times on the units in the pictures above? 32 turns! ouch.

yes quite ridicoulous. lets hope training times will be altered. i really hate to be sitting on a town waiting eons for 1 troop to produce. id rather have unit producing be somewat constant and not slow that way you can accually field and move around forces quite fast. to offset factions having good amounts of troops is to have a really nasty tough world that to explore it you need those troops. but waiting 32 turns for a unit to produce is ANTI FUN.

all in all though thx derek for the dev journal so +rep to you. thank you for your vision to make FE a great game in the making. keep up the hard work and it will pay off in the pc gaming community im sure of it.
End of noobshot's quote

 

I'm sure that the times will be adjusted. I was just a bit shocked because i don't think in E:WOM you can make a unit with a 32 turn training time (single model).

 

I am liking the UI and what I have heard about the game.

Reply #55 Top

I think it's better to make the player pay in resources over ridiculous training times. Or alternatively let the training times be long but you can train many units at once if you have the resources. So you might have an uber unit that takes thirty turns but you're not tied up while that guy is going through his training (this makes sense but adds complexity)

Reply #56 Top

I want rare resources that will give a special bonus to an army built in that city!  I'm a big fan of Master of Magic and love finding mithril and adamantium so I can build a new city near those resources!!! :grin:

Reply #57 Top

I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please?

 

Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?

Reply #58 Top

Quoting Ploeperpengel, reply 57
I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please?

 

Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?
End of Ploeperpengel's quote

 

I agree. I'm not looking for "Skimpy female armor" just armor that would fit a woman better (little more curved for instance). Thats actually why in E:WOM, i don't let my character's wear helmets (if champions) because i need to know who is who.

Reply #59 Top

Exactly. It should look like armor. I'm not looking for SM Dungeon acessoires here either. But it should be recognizeable female. And not look like a child wearing a trash can playing knight.

Reply #60 Top

Quoting jecjackal, reply 58

Quoting Ploeperpengel, reply 57I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please?

 

Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?

 

I agree. I'm not looking for "Skimpy female armor" just armor that would fit a woman better (little more curved for instance). Thats actually why in E:WOM, i don't let my character's wear helmets (if champions) because i need to know who is who.
End of jecjackal's quote

 

I say allow multiple armor sets, skimpy and realistic for females, so people can choose what they like.

 

I kinda wish you got rid of arm/leg/chest/head pieces and just had suits.   You'd still have cloaks/rings/amulets/bracers for customization. 

 

Just don't make it DLC like Paradox- I hate that about Paradox these days.

 

 

Reply #61 Top

Quoting Sethai, reply 46
Ultimately, whether a trait in considered meaningful or superfluous is a completely subjective decision.
End of Sethai's quote

Hmm, I would argue that it is in fact a fundamental design decision. Each trait that is added to the game must be meaningful and must have a well defined purpose. A player should never look at a trait and say that it is superfluous. Otherwise what is the point of having it in the game? Instead a player should look at a trait and recognize that there are trade-offs and that the trait may or may not help them. Whether the player succeeds in identifying the trait that will help them the most is dependent on their skill and ability. Either way the trait is meaningful. It's hard enough for the player to evaluate a trait's usefulness without having to wade through dozens of superfluous and useless traits that are there simply because they sound cool.

Reply #62 Top

Quoting marlowwe, reply 61


Hmm, I would argue that it is in fact a fundamental design decision. Each trait that is added to the game must be meaningful and must have a well defined purpose. A player should never look at a trait and say that it is superfluous. Otherwise what is the point of having it in the game? Instead a player should look at a trait and recognize that there are trade-offs and that the trait may or may not help them. Whether the player succeeds in identifying the trait that will help them the most is dependent on their skill and ability. Either way the trait is meaningful. It's hard enough for the player to evaluate a trait's usefulness without having to wade through dozens of superfluous and useless traits that are there simply because they sound cool.
End of marlowwe's quote

Sorry, I meant it as in superfluous traits probably shouldn't be traits in the game, but whether they were so was subjective. And I would include traits for all tarthans and all archers amongst that bracket.

Reply #63 Top

Not liking the return of Unit design, customization antagonizes Uniqueness. This is an escape from having to design proper unique units.

In many occasions, less is more. Loving the discussion over traits.

If they must be implemented, customizations should be restricted to equipment. Is MoM really the guidebook for this game ?

 

 

Reply #64 Top

That's a fair point, traits will do nothing to make units appear more distinct. A unit's look should represent its abilities, not simply be a sheet of numbers from afar. I sure hope there's some fresh 3d stuff going on in FE.

Reply #65 Top

Quoting Krantos, reply 5



Quoting unacomn,
reply 3

 Hmm, any plans of adding upkeep for units?


Pretty sure they already have an upkeep. When I was playing last, I was in my budget window and noticed a "Wages" entry. I assumed this was army wages.
End of Krantos's quote

Your playing FE now.....How?

Reply #66 Top

Quoting Tridus, reply 33



 

No, I think that'd be pretty boring. Traits let you do a lot more interesting things then +5 Dex does. Particularly in the area of either activate abilities or reactive ones. I mean if you tell me that the "Royal Guard" is a special unit who is tough due to elite training that helps them protect their ruler... do you want that to mean the unit has +10 CON, or that the unit has a "Last Stand" ability that lets it ignore what should be killing blows for a couple turns if it's near a Champion unit?

Thematically the second one lets you have scenarios where the guard makes a heroic effort to protect whoever he's guarding. Gameplay wise, it's just flat out more interesting that it can do something nobody else can, rather then every unit being the same only this one has a bit more HP.
End of Tridus's quote

 

I agree bu8t they still should have some traits or whay of boosting the abilities as well. That +10 CON is still important.

Reply #67 Top

Quoting Alstein, reply 60

Quoting jecjackal, reply 58
Quoting Ploeperpengel, reply 57I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please?

 

Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?

 

I agree. I'm not looking for "Skimpy female armor" just armor that would fit a woman better (little more curved for instance). Thats actually why in E:WOM, i don't let my character's wear helmets (if champions) because i need to know who is who.

 

I say allow multiple armor sets, skimpy and realistic for females, so people can choose what they like.

 

I kinda wish you got rid of arm/leg/chest/head pieces and just had suits.   You'd still have cloaks/rings/amulets/bracers for customization. 

 

Just don't make it DLC like Paradox- I hate that about Paradox these days.

 

 
End of Alstein's quote

 

I agree with you on the Paradox Interactive. While i really enjoy the games they publish (Sword of the Stars, Elven Legacy, Mount and Blade etc), i don't really care for their own games. The DLC wasn't the primary reason for this but it does add salt in an already open wound.

Reply #68 Top

Quoting Ploeperpengel, reply 57
I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please?

Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?
End of Ploeperpengel's quote

Heya Ploeperpengel! :)

We actually have 5 definitions for each piece of armor (where needed).  Kingdom male, kingdom female, empire male, empire female, and empire large male (trog and quendar).

One of the new features we added early on is the ability to have one piece of armor, and multiple art definitions for it (the game matches the art definition with the unit model).  So just because we have 5 definitions for armor art, we dont need 5 different pieces of armor (which was what is needed in WoM, which is a pain just with the 2 art definitions it uses).

 

 

Reply #69 Top

Quoting Heavenfall, reply 64
A unit's look should represent its abilities, not simply be a sheet of numbers from afar. I sure hope there's some fresh 3d stuff going on in FE.
End of Heavenfall's quote

I agree with this.  I hope that traits that should alter a characters appearance in some way do just that.

 

Quoting Sethai, reply 46
Ultimately, whether a trait in considered meaningful or superfluous is a completely subjective decision. Personally stuff like defence bonuses below 50% falls a little south of the line because when I ask myself "how will this alter my approach?" the answer ends up being "probably not much." It just seems like a round about way of saying "tougher than average," which I believe can be said more straight forwardly. You have to look at it individually.
End of Sethai's quote

So the fact than an army of Tarth soldier's will be harder (significantly?  not sure) to finish off than an equally sized and equipped army of another faction wouldn't alter your approach when dealing with them?  I have to imagine that, especially early and mid game, that +10 will make a decent Tarth Army something to be feared and would in fact alter your strategy when dealing with them.  Seems like a great trait to me.  

Reply #70 Top

It could also be set up thru traits on faction creation.  Something like the tarth example that would be applied to all units of a faction, if its a trait, should probably be part of the faction creation (equivalent of a racial bonus in D&D).  It should also be something that can be seen at a foreign relations screen once the player has contact with the faction.

For traits on units there should be an indicator on the unit portrait (such as a star) with a number to show how many traits that unit posesses.  This could be broken down by upgrade types (such as sword for attack abillities and shield for defense abilities) or able to be seen in detail when selecting the unit.  It could also be a mix of these.  It would all depend on how much you want to reveal to the opponent before a unit is engaged (could have an info window or scrolling battle log that identifies the actions in combat (such as unit X used attack: Charge).

Reply #71 Top

Question - Are army units traits all assigned at creation or can Army units choose more traits based on experience?

Does an Archer unit that has survived 10 battles gain access to more traits as opposed to an archer unit that has not been bloodied in battle?

Reply #72 Top

Quoting Derek, reply 68

Quoting Ploeperpengel, reply 57I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please?

Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?
Heya Ploeperpengel!

We actually have 5 definitions for each piece of armor (where needed).  Kingdom male, kingdom female, empire male, empire female, and empire large male (trog and quendar).

One of the new features we added early on is the ability to have one piece of armor, and multiple art definitions for it (the game matches the art definition with the unit model).  So just because we have 5 definitions for armor art, we dont need 5 different pieces of armor (which was what is needed in WoM, which is a pain just with the 2 art definitions it uses).

 

 
End of Derek's quote

Derek, you've thought of everything... seems so basic doesn't it?

Reply #74 Top

Quoting Sethai, reply 46
For stuff the stat system can't handle, like movement through terrain, then traits are great. For very specific situations it's great. But every time you try to kill a tarthan you're going to have to get his health below 50%. Are players going to do the calcs and work what effect that has on how they should design their armies? Probably not. If you increase the con across the board are people going to look and think "lots of hit points! maybe best to focus on volume of attacks rather than attack strength!" Very possibly.
End of Sethai's quote

I think your quote here actually undermines your whole argument.  If you simply add health to the Tarthans via CON, then my strategy when fighting them is indeed to focus on putting out the most total damage I can - probably through a large volume of attacks (lots of cheap units?).  Whereas, if their defense increases substantially when under 50% hp, then I would want to go with some bigger single attacks - I need to be able to get them down to 60% hp, and then take them out in a single blow (meaning fewer more powerful units).  The difference is substantial in terms of overall game flow as well - the trait makes them much tougher in the early game, but helps them little later on, while a CON boost would conceivably be a significant advantage all game, but not as big an advantage in the early game. 

Ironically, I totally agree with the sentiment of your posts.  The power of units, both your own and opposing, should be as transparent as possible so the player can make decisions based on correct information without having to drill down and examine tens of traits.  Traits should cover specific situations, rather than being used as an overall (and generic) boost to combat power.  That said, I think the Tarthan trait is a good one - it differentiates the race as one that will be good for early game defense in a way that would be difficult to do using just the stats system. 

Reply #75 Top

Quoting Derek, reply 68


Heya Ploeperpengel!

We actually have 5 definitions for each piece of armor (where needed).  Kingdom male, kingdom female, empire male, empire female, and empire large male (trog and quendar).

One of the new features we added early on is the ability to have one piece of armor, and multiple art definitions for it (the game matches the art definition with the unit model).  So just because we have 5 definitions for armor art, we dont need 5 different pieces of armor (which was what is needed in WoM, which is a pain just with the 2 art definitions it uses).

 

 
End of Derek's quote

Hey Kael :)

That's great news!

Question remains though if your artdepartment is going to use this as an excuse to spend more time in the armory?:P

FE looks much more promising than WoM so far from what I read here on the forums - might actually bring me back into modding as well, we'll see...

Keep up the good work!

Cheers

Ploep