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Pre-Beta Gameplay Example: The Rise of Kir

Pre-Beta Gameplay Example: The Rise of Kir

[note: This game play example is being run inside the debugger so that if bugs are found during play they can be looked into on the fly].

Game Play Examples

If you’re not familiar with Stardock games, we like to play through them before release to the game flows. Does each sandbox game create a unique story? What kinds of things can we do to help players build on their own unique epic and which thing should we leave for the player to envision? Below is a random sand box game of Elemental: Fallen Enchantress alpha build 0.42.

 

The Rise of Kir-Frogbard

imageKir-Frogbard [custom sovereign] founded the Tasari Confederation [custom faction] after years of having acted as hired mercenaries for other lordlings in the wastes.

The Tasari, like many peoples out of the West, have aligned themselves with the principles of the Kingdoms of Elemental.

The Tasari are aware that out there, somewhere are 11 other opponents looking to spread their rule across the world.

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The early days of Tasari

The Winter of 162 AC

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The wilds and former bandit accomplices have either been converted to the Tasari way of life or destroyed.

Kir has recruited UIfnir, an old and rough man.

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He has the unusual trait of Enmity which means he really really hates the creatures of the wild and has a particular relish for killing them.

The other companion Kir met is Bannon Heighsley. This is an irony since Heighsley was the old governor of the town that got overrun by the Butchermen a full years back. A man of integrity and a keen eye for governance, he has great administration capabilities. But for now, he will need his strength with a sword to make the countryside safe for his adopted people.

Heighsley takes us to a hut he remembers where an old Fallen furrier lives.

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Heighsley buys one for himself and returns to Kir.

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Kir thought there was something amusing of seeing the old governor wearing a cloak made from the white timber wolves.

Heighsley reminds Kir that the old Krax bastard, Rostya still lives out in the nearby woods. He is holed up in his fortified farm house.  Soon enough, Kir and his party arrive.

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Rostya has cast his lot with the Empires.

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His compound is surrounded by the bones of..things.  It is a tough battle but with him removed, the countryside is safer.

 

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UIFnir hained valuable experience from the encounter.

Kir was unnerved at how tough Rostya turned out to be. With that in mind, he looks through the book of spells he uncovered long ago when he first discovered he was one of the fabled Channelers, able to cast magic.

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They don’t have armor but they have a magical alternative.

It was also decided that it was time to divide up the loot.

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After exploring a bit, they come across the Legend of Tandis, a tomb long thought lost and worth a great deal of experience. With it, Kir learns two new spells, Aura of Vitality and Heal.

The tale of Myrella

If the lands near the Tasari are tamer than the rumored Wild lands of the wastes, one can thank Myrella, the famed Mistress of the Mace who fought with the Azure Knights.  She has great magical knowledge but, like all non-channelers, cannot use that magic without being imbued or aided by an artifact.

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Unfortunately, she is not interested in joining the Tasari at this point. She quests for her brother and does not see you as a means to her ends without learning more about recruiting.

The Return of Magnar

In the North there is Magnar. Deadly enemy of the Kingdoms, Kir and his group accidentally step near his domain.

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The lands that Magnar…liberated emptied the native inhabitantts who formed a refugee camp.

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There was little Kir could do for them being this close to Magnar. It was a sorry sight.

The Arachnid Desert

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If Magnar controlled the north, what about the south? The answer, the Arachnids. Monstrous spiders who would keep their distance from a mighty group like Kir’s but would stalk and slay any weakly armed group that passed near their perilous lairs.

As powerful as Kir and his group were, they were still no where near lethal enough to tackle the lairs. Their off-spring on the other hand could be dealt with and Kir-Frogbard grew stronger as a result.

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Beyond the Desert

In the deep south is the Kingdom of Altar.

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Ruled by Relias, the Altar are a potential friend. Going any further south would require their permission.

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Passing through the lands of Altar Kir came across an interesting scene.

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A confrontation between Yithril and Ariena [a previous custom faction led by a previously made custom sovereign]. Watching curiously was a band of Darklings who would likely pick off the survivor.

Foolishly, Xander’s army went into the wild lands. No one survives the wild lands.

Pioneering

As previously observed, the desert lands to the south were too dangerous to be traveled lightly. The minute pioneers tried to traverse it, the Arachnids pounced.

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Kir cursed himself for traveling so far.

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Not that the twilight between the Kingdoms and the Wild Lands was exactly safe. Neverthless, Kir began to journey home.

He decided to try to cut through part of the Wild Lands.

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The Pioneers, however, had a different idea.  They would plead their case with Myrella to protect them. The Tasari had learned much on recruiting during this time. It was hoped that now she might be persuaded that the Tasari were viable enough to join.

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With Myrella now lending her might to the Tasari, an outpost was constructed near a vital Air shard (and then promptly destroyed by them once she left..)

It wasn’t until the Summer of 177 AC that Kir and his friends returned to the Tasari Confederation. Along the way they had many adventures and gained valuable experience but that is for a different tale. It was clear now that Kir would have to destroy the Desert fiends if the south were going to become open.

Kir and his friends first had pioneers construct an outpost near the Air Shard (again). Then they guarded it and waited.

It wouldn’t take long.

Spiders, however, weren’t the only fiends in the south…

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Kir’s old nemesis, Tar-Wardell, long thought dead, had managed to find refuge with the Addaraa.

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Myrella puts her famous Mace into action.

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Diplomacy

With the south cleared, Kir began to negotiate treaties with the other factions. It was a big world and with 8 years having passed, he was only familiar with a quarter of the continent.

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Kir began to consider another opportunity. With the Tasari wealth, perhaps they could be…convinced to go to war on the other Empires. If the Empires could devour themselves that would leave only the Kingdoms who could perhaps be persuaded to agree to Tasari hegemony.

 

Part 2

The world of 185 AC was tense. The Empire of Yithril was on the border, powerful and preparing for war.

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Kir-Frogbard, however, had been busy. Having found the legendary Obsidian shield of the Shrills, he and his high council were now amongst the most powerful beings in the world.

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It was time to bolster relations.

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Kir looked at the map, war with Yithril was inevitable.

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Warlord Verga was not the kind of being who one lived in harmony with. He was already at war with Magnar in the north. This was the time to move.

Verga, apparently, felt the same:

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To say Verga was powerful was an understatement:

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A powerful sorcerer and a fierce warrior, he was lethal on his own.

Luckily, he was an idiot (which means a pause as I fix code…)

music…

music…

You see, Verga believed himself so mighty that he would leave his city to challenge Kir and his army in single combat. This decision was foolish on a number of levels…code-fixing levels that is.

First, he left his city lightly defended.

Second, Kir wasn’t sure that even the mighty Verga could destroy them.

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Oh.

Wait.

I’m not sure I was right about his city not being well defended.

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The battle for Allhain-al-Assan

“Yes, it was arrogant presumption for Verga to march out and assume we would take his challenge rather than his city.”

Verga, however had different ideas…

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Verga would carve out a path of death and destruction within Kir’s territory. If Kir wouldn’t meet him on the field of battle, he would lay waste to the country side.

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(typo: Verga’s)

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Not the shard shrines!

Sigh. Yes. The Shard shrines.

Now, it was time for Kir to look at the collected loot during their brief campaign thus far.

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UIfnir graciously traded up his axe to a magical burning axe.

With Verga’s empire crumbling due to his poor decision making, it was time to hunt down Verga himself.

Kir was surprised to find Verga coming to them. Verga had gone out and around while Kir and his party were away.

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Kir had left the mistress of the Mace, lady Myrella in charge of the city while the rest of Kir’s army hunted the countryside for Verga.  Verga had done an end around the army looked to reclaim his city.

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(one might argue that it’s ridiculous for a strategy game to let players zoom in this close to units but it’s still cool to see all the customization they’ve done to one another).

Ultimately, Myrella was no match for Verga.

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The city was his.

Myrella was able to escape thanks to her loyal servants. But she would ever remember the wounds she encountered (a permanent hit to her constitution).

Kir would take on Verga. But not alone.

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Normally, Kir knew he was no match for Verga. But Myrella had wounded him. He was not at full strength. This was the opportunity to take the city and destroy Verga.

This could be Verga’s last stand.

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Good god is Verga powerful. He took down the Earth Elemental in one critical hit.

Kir tried to summon another earth elemental but Verga cast a counter spell. Now it would be a battle just between the two of them.

Victory. Just barely. If Verga hadn’t already been badly injured he would have succeeded in his scheme.

 

The War with Arienenue

It was a time of rebirth for the Tasari. The ravaged countryside gradually returned to where it was. The only concern came from the rising power of nearby Ariienue led by Xander (ironically, a faction and character I made for a previous game).

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They were sickeningly powerful.  But they had the Wildlands between them and us. Mostly.

 

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Meanwhile, Kir’s scouts reported that Magnar was questing in the Wildlands. Who knows what sorts of treasure he might find.

And Xander’s men had found a way through the lakes and swamps. This was unexpected. The war between Ariineue and the Tasari had just gotten hot.

The western part of the kingdom was defended only by Myrella. Her knowledge of magic had grown over the years, it was time to imbue her so that she could gain access to the shards through the Channeler Kir.

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First, with her earth magic, she began building a fence to slow Xander down down. By cutting Xander’s armies off from reinforcements, they could be taken out piece meal.

But the southern desert would never be the same…

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Unnatural mountains now acted as a fence. Unless Xander had an Earth Master, he would not be able to easily bring down that fence.

Now, Kir sent Myrella on the offensive.

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(I really can’t wait until all the new art assets get in…so…much…brown).

Anyway, Xander’s cavalry would be a problem.

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Surrounded, she still had one trick up her sleeve…her escape spell.

Xander would not be as easy to conquer as Verga (not to mention the game had been recompiled and reloaded to fix the errors Verga made – each time I play, I fix AI mistakes).

Escape would not be easy, Xander would track her down.

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And surround her again with no hope of escape. Even the Eastern swamps would be no refuge. Kir sensed Myrella was in trouble and sent a relief force to intercept.

Just as they were about to close in, Kir’s group caught up. Heavily outnumbered, it would be a question of magical might vs. mundane might.

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Kir and his apprentice versus a well armed, well equipped army. But an army without magic.

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[note, balance issue we’re still working on: spell damage vs. mundane damage, this will be one of the focuses of the public beta].

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Ultimately, a well equipped, medium sized army is now match for two high level magical users.

 

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But it was just a diversion. Having drawn Kir and his force out to save Myrella, the main body of Xander’s army struck from behind (I actually didn’t see this coming).

In the battle, Ulfnir is defeated and fordced to retreat. Luckily, a few lost teeth don’t have any stat effect.

Having pursued Xander in vengeance, Kir strikes a victory for the Tasari but at great cost – Myrella is killed.

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Now, Kir is isolated from his kingdom. His champion killed. His army wiped out and the cities between conquered.

And according to the map [I’m not sure if we should get to see this], Xander is training Archers.

To…be….continued….

Some notes about large maps…

They’re big. As you can see after many hours of play, I’ve only explored part of it. 

Update:

One of the unfortunate things about playing a beta is that I can’t continue this particular game. Too much has changed in the underlying game to keep my muti-day game going. Sad smile

153,489 views 81 replies
Reply #26 Top

If treaty lengths turn out to be too long during the beta, they'll be balanced. I'm just saying we're not going to change them prior to beta when people get to try it out and see.

Reply #27 Top

Got ya Frog, not trying to be confrontational. Any way you would consider changing how much time passes with each turn (question mark, sorry my question marks are not working)

 

If not than would it be possible to mod that (question mark)

Reply #28 Top

Updated with Part 2.

Reply #29 Top

I really love the last screenshot with all different lands, it looks really great !! can not wait for beta :-). Just remember guys, do not rush :-) take your time. Polish is what make good games great :-). It finally start to looks like you might have an winner in your hands. Hope it will turn out great, for both of us :-P

Reply #30 Top

Very entertaining AAR.  I really like the changes I see. 

One suggestion:

The wording is a bit convoluted.  I think it might read better as:  "Our outpost to the northeast has been destroyed, M'Lord.  If we do not protect our borders, we should assume that Warlord Verga's group will strike again."

 

 

 

Reply #31 Top

Part 2 was very nice. The game seems like it will be challenging and the game looks great. I really liked the look of the Heal spell.  The Earth Elemental looks awesome too. ^_^

 

I guess I'll wait and see on the open borders thing. Perhaps it will work out well.

 

Liking everything else I see though. :)

Reply #32 Top

1) In tactical battle AI attacks different units, they must concentrate on one unit instead. 

2) All units in tactical battle have dark, grey, ugly colours. Add more life to colours.

3) I cant visually distinguish sovering/hero with other soldiers. They all have ugly dark colours. Soverign/heroes visually must be brighter than other soldiers.

4) Strategy AI must make a one strong group to fight with player, and it must create challange (i dont see challange in this AAR). 

Reply #33 Top

I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map.

Are you completely sure that the land modifying spells are contributing to the game in a fun way?

Reply #34 Top

Quoting Sir_Linque, reply 33
I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map.

Are you completely sure that the land modifying spells are contributing to the game in a fun way?
End of Sir_Linque's quote

 

I had same feeling about it. It kind of make hills and special map locations pointless. Would not be so bad if it would take several turns to lower the hill, with an ability to counter spell it. However, raising or lowering hills instantly does not sounds good to me.

Reply #35 Top

I agree.  I was kinda necessary in WoM, without ships, but it probably would be better if either the ability was removed, or it was capable of being counterspelled, so enemies near (including those in wild lands) would have the opportunity to counter you changing the land so drastically.

Reply #36 Top

I like changing the land, in my opinion these powers are pivotal. I just hope they fixed the issues with pathing and such concerning changing the landscape or when buildings are present on hills or mountains and such. Plus you can only change the land under your countries influence and there is still no ships.

Reply #37 Top

I happen to agree with Omnaxi that raising/lowering land should take a number of turns so that you can't immediately change the terrain without the ability to counterspell it. I suggest 3 turns (the current turn and two additional turns) to change terrain and if this happens in your territory you get a message indicating that a foreign spell is active in your territory so that you can counter it.

To Sir-Linque: I don't know about others, but I use this tactic a lot to secure borders when I'm fighting against a foe in another part of my territory or to block pioneer units from another nearby territory. I would hate to see it removed, but as I said above, it's a bit too easy to use IMO at the moment.

Diplomacy always is a highly desirable feature in these types of games, but IMO game designers really don't implement it in a way that always makes sense to the player at the time. For example, I am a player with a military strength rating (MSR) of 23 and I'm feeling pressure from another territory to the north that has a MSR of 49. To the east of me is another territory that has a MSR of 13 that I would like to make a defensive pact with against this territory to the north. Currently in WoM I can not even suggest this until I have researched treaties, but that actually hampers diplomacy in that game IMO.

However, even assuming that I have researched this, the territory to the east frequently refuses for some unknown reason. I would like to see a +/- breakdown of why this territory is refusing me ( - that territory is friendly with me, hostile to you; - war is likely and I don't want to be caught up with it; + I have a trade treaty with you; - you hold a city that was once mine; etc.). I think something like that would be of a lot of help. Also a mutual defense treaty against ONLY that certain territory would be more desirable than a general if you get attacked, I'll come to your aid type of thing. So if the +/- difference was only a 1, perhaps there is something else I can do that can make my chance to get that defensive pact a possibility. For example, I might trade some desirable item to the nation that gives me another + and then perhaps I can add some diplomatic influence to garner another + now making the nation open to such an agreement. We already see a +/- list on why a territory is friendly or hostile to you, I would just like to extend this to the diplomacy aspect (where perhaps the +/-'s are different). 

In diplomacy, I would like to see the AI be more realistic in their trades. Often rulers value their items extremely unreasonably. If the territory doesn't want to trade a certain item (city/hero/army/resource) I would rather see something like 'Unavailable', 'Not willing to Trade' or a message like that rather than a completely unreasonable price. A 1st level hero that you recruited for 29 gilder shouldn't be offered to you for 2900 gilder, that's not diplomacy, not really, it's just appears that the AI doesn't want to trade that asset. 

I would also rather see agreements be on a on going turn basis until broken with no artificial limits. Killing a open borders agreement should have a different effect than cancelling a defensive pact right before a territory needs it. The option to force or bribe another territory to break an agreement should be available as well. 

How about an agreement to have another territory build you x amount of armies? For example, I want to make a contract to that territory to the east to supply me with 5 guard units. The wouldn't create a defensive agreement with me, but maybe they would be willing to help me by creating me some soldiers or perhaps have a production agreement that lends me some production assets so I can build them myself? Or if ships are implemented, perhaps you can rent another nations ships for x amount of turns?

Can an agreement and a treaty be two different things? Maybe a Treaty will function for x amount of turns and you cannot break it until it expires (for example 99 turn max), but a agreement will function on a turn by turn basis and you can break it at will?

How about a options for a diplomatic offer of aid (military/economic/research)? The offer for aid can be something like an agreement where the other nation will randomly give you something for a period of time to help you out? For example, I am in a war with the territory to the North and I appeal to Altar for military aid. They do not want to enter into any agreements or treaties with me, but they don't want to see me defeated either so they randomly give me some type of aid for x amount of turns perhaps based upon a function of how 1) aligned we are with one another 2) the MSR difference between the two warring nations 3) who is the aggressor and defender 4) their current situation - can they spare anything? 5) does the nation even need it?

Should the game have other ratings rather than a sole MSR? Perhaps we should see rating on each nation for Economic Strength, Research Strength and perhaps a combination of the 3? Should there be a Diplomatic Strength rating as well (i.e. the number of agreements/treaties/trades that a nation has in effect)?

Just some general thoughts while the game is still in a beta stage.

 

Reply #38 Top

Quoting Omnax1, reply 34

Quoting Sir_Linque, reply 33I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map.

Are you completely sure that the land modifying spells are contributing to the game in a fun way?

 

I had same feeling about it. It kind of make hills and special map locations pointless. Would not be so bad if it would take several turns to lower the hill, with an ability to counter spell it. However, raising or lowering hills instantly does not sounds good to me.
End of Omnax1's quote

I think we could probably get away with simply a raise land (from water) so that we still can have little islands near land.

Reply #39 Top

Yes, I agree with one turn being less than 3 months, unlike it is currently.  Or if you can't get a good time scale, just make each turn add "turn number" and leave it up to other influences to work out approximately how long a turn is in terms of game time.

Reply #40 Top

Re tactical AI: Once I get in there, I'm going to put in the concept of Aggro.  The only tactical AI thing (movement wise) I did was change the way it used to just target a unit and follow that one unit around which was horrible.

The AI magic use in tactical is terrible too.

I may hold off on playing further into this until new tactical map stuff and the updated cloth map get in because all that brown is really starting to annoy me.

Reply #41 Top

Quoting Frogboy, reply 38
Quoting Omnax1, reply 34
Quoting Sir_Linque, reply 33I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map.

Are you completely sure that the land modifying spells are contributing to the game in a fun way?

 

I had same feeling about it. It kind of make hills and special map locations pointless. Would not be so bad if it would take several turns to lower the hill, with an ability to counter spell it. However, raising or lowering hills instantly does not sounds good to me.

I think we could probably get away with simply a raise land (from water) so that we still can have little islands near land.
End of Frogboy's quote

 

But raising mountains to block off attack routes, etc. is an awesome way to use the magic. If you can raise some mountains around a certain area to protect yourself from being attacked there, I think that is good strategy. Also, lowering land to open up paths to attack is cool. I don't think taking it out is a good idea. I also don't think taking 3 turns to cast it, with the current timescale of each turn being a season, is realistic. Does it really take almost a year to raise up a mountain with magic. That is just ridiculous. I just can't get past that in my head.

Reply #42 Top

I'll add my vote to being nervous about raise/lower land spells.  It seems like it's way too easy, and devalues the existing natural barriers in the landscape.

Also, minor typo in the foreign relations screen where it breaks down why they like/dislike you: should be "allegiance"  :)

 

Reply #43 Top

Quoting Frogboy, reply 40
... updated cloth map ...
End of Frogboy's quote

Make it foldable, please :D

Today I learned this is a mathematical problem :grin:

Reply #44 Top

Quoting BlackRainZ, reply 41
I also don't think taking 3 turns to cast it, with the current timescale of each turn being a season, is realistic.
End of BlackRainZ's quote

Realistic?  What "realistic" reference point do you have?  :)

I can't think of any fantasy fiction where a caster can raise an entire mountain range, period, let alone do it in a short amount of time.

 

Reply #45 Top

Maybe make 1 turn equivalent to 1 month.  So taking five turns to go from city to city is about five months, and a building that takes 12 turns to make took 1 year to build.  I think 3 months is a bit too much for each turn and 1 week is a bit too little, especially with all the dangerous land around the place and the fact that it is a "world" rather than just a "map".

Reply #46 Top


Sorry, back with some further thoughts about Diplomacy, in particular using Diplomantic Influence.

I always liked this idea in WoM, but it mainly is used as a balancer in that game rather than it's own separate game force. In FE, I see potential for this to be used in many more ways.

  • Since FE introduces the game mechanic of Unrest because of the taxation addition perhaps we can use DI to counter the effect in your own country? How about using DI to effect taxation unrest in other nations? 
  • Under the Diplomatic menu, perhaps we can use DI as a slider effect to change the target nations opinion of us in a positive way? This is awarded on a turn by turn basis and is used until all your DI is exhaused in which case the relationship either moves back in the opposite direction (slowly) or immediately goes to what it should be before it was modified.
  • Perhaps we can use DI as sort of a espionage factor? You can use DI to make production or research slower in the targeted nation. Again, this could be a slider that burns DI on a turn by turn basis.
  • Or this could be used to effect the perception of one nation against another? For example, I would really like nation A to attack nation B or at least be less friendly toward each other so I can spend some DI each turn moving relations in a negative way (you could also do the opposite as well, perhaps make relations between A and B more friendly).
  • I would continue to use DI to influence trades, but not exactly as a balancer but as something that would increase the other nation willingness to do something. So you are not using DI to even out a deal, you are using DI to make a deal possible. For example, maybe the nation is reluctant to enter into a defensive pact with you against nation B, you could burn some DI to change his mind and be open to such a deal.
  • Could DI be used as a pure espionage tactic? IOWs, burn a bunch to reset another cities production back to start or research back to start? Could it be used to create a EVENT in the other nation (i.e. plague, random monster, bandits, etc)?

Something like this would make diplomacy much more interesting and valuable IMO and give you a reason to pursue the diplomatic reseach tree in order to gather more DI influence.

Reply #47 Top

Raise/lower land is a great concept it just needs to be balanced in terms of spell difficulty and mana cost.  No need to remove it.

Reply #48 Top

Quoting StevenAus, reply 45
Maybe make 1 turn equivalent to 1 month.  So taking five turns to go from city to city is about five months, and a building that takes 12 turns to make took 1 year to build.  I think 3 months is a bit too much for each turn and 1 week is a bit too little, especially with all the dangerous land around the place and the fact that it is a "world" rather than just a "map".
End of StevenAus's quote

 

Even in Ancient times it did not take a month to travel from one city to another, it took days for somewhat distant cities (within a nation). When there are roads, it takes an even shorter time to travel. I was saying a week a turn because a day would be too little for all intents and purposes. I guess I could live with a month a turn though. To walk across the United States would take about 2 to 3 months but the U.S. is a very large country.

 

Building buildings did not take years to construct, they took weeks (depending on how small it was) or maybe a couple of months for some larger constructions but most likely ones made of wood. Of course very large constructions like palaces and such would take much longer and wonders like the pyramids would take many years because of the sheer size of them plus the massive amounts of stone which need to be carved, carried, placed, etc. Just for some kind of perspective, the Parthenon took about 9 years to build and the pyramid of Giza took about 20. However, a wooden house or a local bakery or something would not require a significant amount of time to construct. Another good example of something to put this in perspective. It took 6 years for the Romans to build Hadrians wall, which was made of stone and was 73 miles in length, 8 feet wide and 12 feet high in length. There were also 80 small castles and 16 forts built along the wall and of course turrets where men would be stationed with bows and such. So you are telling me it takes months to build small houses and workshops and such (question mark)

 

As far as the other comment on what is realistic to raise a mountain. Yes, this is obviously a fantasy game but think about it. Is a magic user going to be sitting in one spot concentrating for 9 months to create a mountain (question mark) You can still use some common sense to figure these kinds of things out. I remember playing ego draconis 2 and in the expansion, the mage is creating a very powerful spell where he is shielding an entire city from the attacks of floating fortresses. He is casting the spell and can't move or talk because he has to concentrate on that spell. He was able to hold it for I guess you could consider maybe a day or two and then his mind was going to basically shatter from the strain. Casting a spell that takes months is just a stupid, illogical idea despite the fact that it isn't real and it is just a fantasy game. In my opinion it just doesn't make any sense.

Reply #49 Top

I wrote a post at one point about how to properly imagine space in the Elemental world. To summarize, each tile needs to only represent the type of land it contains. The actual area of the tile is only determined by the surrounding tiles. I would think of it as a quantum theory of tile representation. 

So, walking through a grass tile must be imagined as an adventure in and of itself. The path will not be straight. There may be several stops. Days will pass. Each turn starts to make sense with this perspective in mind. 

Obviously everyone sees the game differently and you are certainly able to change the season button to say day or week or blarzak. Just thought a little perceptual positionality would help other's imagination. 

Reply #50 Top

I hope you guys get rid of the pop-up message boxes. It looks very 1999. I suggest having a panel on one side of the screen which manages pop-up messages. Having message boxes pop up the way they do now interrupts the flow of the game and distracts the user (IMHO).

The way Anno 2070 handles this is a good example of how to do it right:

Any events which are of interest to the player are immediately listed on the left side of the screen. Details are provided upon mouse-over. Note the use of icons and non-text objects to simplify and streamline identification.

This brings me to my next point. FE seems to have carried over a lot of text-based UI components from WoM. I don't know about everyone else but I hate "reading" UI buttons and icons. Look at the screenshot from Anno 2070 I posted above. Notice how little text the UI uses to convey information to the player. Unless there is an explicit need to spell something out, like the name of a city or unit, everything is icon-based. This approach is extremely helpful in directing the player's attention to things that matter and makes identifying buttons much faster. Instead of having a button that says "Build", replace it with an icon that looks like a house or hammer. This goes for all the other text buttons as well.