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Stardock's last chance... Elemental: Fallen Enchantress released

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
While you're here, I might as well ask. Would you be interested in doing an interview for our sister site, Tacticular Cancer (they are the strategy side of the Codex and I think this is technically their subforum)? They are trying to liven things up a bit with more content. Maybe in a few months, when you're ready to talk about the new expansion? Think about it, you might get your own MCA troll :lol:
Sure.
Great. Thanks. I'm sure Trash will be pleased. I stand corrected about the Civ V AI.

As for trolls, as an earlier part in this discussion mentioned, I am pretty used to trolls. Ironically, most of the trolling I get comes from the non-game side of things. People get very...passionate about their operating systems still. :)
The trolls I was talking about are the drawings MCA (Chris Avellone from Obsidian) did for the Codex and the members ran with the theme. We use them for emoticons and avatars (your default avatar is one of those too). I'm sure you can handle the other variety just fine. Just keep in mind that on the Codex anything goes and the mods rarely get involved :salute:
 

Frogboy

Stardock
Developer
Joined
Jun 10, 2009
Messages
86
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Michigan
If someone can survive on a lawless and brutal environment like Usenet used to be, the Codex is extremely weaksauce in comparison.

lol. Well, now that you know where my background comes in, you can imagine why some people are aghast at the things I sometimes write. ;)
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,069
The thing is, the designer normally doesn't write the AI. So if you don't like the AI in Civ V, that's not Jon's doing. Now, you could fault Jon for designing Civ V in a way that made it harder to write better AI for.
AI programmer must be able to alter design of the game. Often these are just small shifts that will not alter design too much. (Of course a different AI programmer might like to shift it in different way, and both would be incompatible, which is reason why AI programmers shouldn't be hired ad hoc into an existing projects, and why AI programmers should be designers as well, if they have brain and artistic talent.)

Better Civ IV AI would need more details, but Civ IV was designed as abstract game, thus it had AI as it had. It was decent after few expansions and few patches.
 

Frogboy

Stardock
Developer
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Messages
86
Location
Michigan
Exactly. Civ IV's AI got much better over time. Typically, AI doesn't even start until near the end of development. A lot of AI quality boils down to how good at the game it's,programmers are.
 

Snerf

Learned
Joined
May 24, 2012
Messages
144
After playing it more this weekend, I've got to say that I really appreciate being able to create custom kingdoms/sovereigns. It's upping the replay considerably for me. I have nitpicks still, but I find myself getting caught up in the 4x "just one more turn" thing - which is a good sign. I find that so far at least, the game provides ways for me to play a 4x how I want to. And being able to drop down arcane outposts to block annoying enemy expansion is seriously appreciated. I've read plans to address city creep in future updates, which is a good thing too.

The art though... I don't mind most of the monster art, but the human-style characters are just so... well, it's not what I would done.

All in all, I'm having fun and hope they get the chance to keep working on it - it has potential.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
Glad to see you are posting in a more healthy forum frogboy , i am not kidding, the official stardock forums are so full of praises each time your show your head ,its sickening. If you believe them you will think nothing is wrong and crash into the wall. Maybe codex is lawless and ruthless place, but there's plenty of valid issues mentioned by others, like the obsession for 3D.
Nowadays the reference for 4X games and grand strategy in my opinion is paradox, those dont have exceptionnal visuals although CK2 starts to be really pretty, 2D map an handfull of sprites a few portraits and thats all.Yet i m over 282 hours on it right now, while on Elemental and FE with their full 3D rngine , i maybe spent 20 at best .I am sure they are doing good since they could afford to offer EU3 to everyone who registered on forum. I cant wait for their next game , i cannot say as much about stardock anymore, although it might change.

I hope on next games, would it be gal civ 3 or any other fantasy game youll focus more on diversity , more freedom and features than wasting all that time on a 3D bland and perfectly balanced game.
 
Joined
Mar 10, 2011
Messages
1,160
I didn't play it since I think last patch before 1.0 release. Did game got significantly better since then? I was going to check it out for some time now but I kinda never got around to that (also it's pain to get it from stardock site, have to log in twice for whatever reason and then download like what 3,5 GB in one go which with my current isp and frequent dc's can be tricky and time consuming *thirdworldproblems*). As for my problems with the game. Outpost spam is one of them but I see that in last patch you actually got around to trying to do something with it.
Then there is magic and lack of diversity between factions :M . Lack of diversity is tricky one. Actual problem I think lies with unit designing. Without it you could just come up with bunch of different units, much less work and better effect to boot (doesn't mean idea of unit designer is bad, I like it a lot actually). As it is (or was, remember I didn't play more recent versions) because of unit designer everyone's unit's are the same, sure a little difference in gear here or there but fundamentally they are identical .
Look at MoM ( :deadhorse: ) other than typical dudes with swords you also have some unique units like wyverns, stag beetles or steam cannons, concept with hiring neutrals from camps is really good one but it seriously needs to be fleshed out, would also be good idea to tie it to quest system (meaning it's not just another resource node on the map like iron or something) maybe even make minor neutral kingdoms out of them, but that's not all, there are also race wide perks, like lizardmen can traverse water without ships, every dark elf has magic attack, trolls regenerate, draconians have fire breath etc. yes there are racial perks in elemental too but they aren't as varied. Trogs (or whatever they were called) can wear heavier equipment but does that make them unique? Everyone can do that with few strength related perks from unit designer, sure costs a bit but the point is all trogs have going for them is that they can put out heavy units faster (if I remember right..). They aren't fundamentally different. It's sort of +1 here +1 there bonus. IMHO you should get rid of unit designer perks and focus on making factions unique instead, these perks just get in the way and help to homogenize everything. You can give your units heavy armor but also heavy weapon, you don't have to balance between defense/offense since extra carry weight perks got you covered. Also would help with a bit more variety on battlefield since you'd probably want to mix some different units to do different things on battlefield. Make player choose between alternatives, do I want heavy armor or would I rather take 2 hander? This should go beyond rock paper scissors with armors and damage types.

Another reason why all units look the same is because they all are using identical equipment, making more models would kinda help with it but that isn't where the problem is, IMHO problem lies in tech tree. Progress is too linear, what I'm getting at is that it should be wider than longer. As it is you are confined to few choices, should I research better/heavier armor (my another beef, I saw no reason to do lighter units (they are cheaper I guess duh), I think a split in tech tree between light and heavy armor would help so you can have high level metal plate and high level leather, would help in making specialized units, like to hunt down archers and crap, also that's the biggest offender when it comes to making units look the same, early game you'd see no or leather armor and as game goes along everyone is wearing the same progressively better armor, few racial exclusive pieces don't make much difference) or stronger weapons first? Not should I go for this or this type of weapon. Makes the whole armor types thing pretty insignificant. You don't have to particularity commit yourself to one type of damage or armor, you get it all along the way. It's limited to simply putting out units with appropriate equipment. Different types of materials is something to think about too, to mention MoM again, special metals like adamantium or mithril actually gave your units better attack, could expand on this idea without that much work I think since model wise you'd just use different color for material.

As for biggest offender for me: magic ... I think I'll split that into another post.
 

Frogboy

Stardock
Developer
Joined
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Messages
86
Location
Michigan
Glad to see you are posting in a more healthy forum frogboy , i am not kidding, the official stardock forums are so full of praises each time your show your head ,its sickening. If you believe them you will think nothing is wrong and crash into the wall. Maybe codex is lawless and ruthless place, but there's plenty of valid issues mentioned by others, like the obsession for 3D.

I dunno. I came here for some peace and sunshine! ;) Over there I get comments like "So, when is FE going to get a working AI?" or "When is the combat not going to be totally broken?"

Nowadays the reference for 4X games and grand strategy in my opinion is paradox, those dont have exceptionnal visuals although CK2 starts to be really pretty, 2D map an handfull of sprites a few portraits and thats all.Yet i m over 282 hours on it right now, while on Elemental and FE with their full 3D rngine , i maybe spent 20 at best .I am sure they are doing good since they could afford to offer EU3 to everyone who registered on forum. I cant wait for their next game , i cannot say as much about stardock anymore, although it might change.

Different games have different release qualities. Paradox, after all, did release Sword of the Stars 2. We all have our hicups and it's rarely for the reasons people think (i.e. "running out of money" is usually not the reason).

I hope on next games, would it be gal civ 3 or any other fantasy game youll focus more on diversity , more freedom and features than wasting all that time on a 3D bland and perfectly balanced game.

That would be a topic unto itself. The game development community is a pretty tight group. So the Paradox peopole, Stardock people, Firaxis people, etc. talk pretty regularly. I saw someone bring up Soren earlier. I talk to Soren probably once every couple weeks and bounce ideas off him.

It's amazing how much art can interfere with the game, even when you're trying not to. I speak as an engineer of course, I'd be happy with Ultima IV style graphics.

When we did the original Elemental, we had never done a land based game. Here's a little video I whipped up showing the scale in Fallen Enchantress:
http://screencast.com/t/yfuRrb9lpfM

But we learned a lot of lessons getting to that point that we had no idea of when we started (mostly DirectX 9 level limitations).
 

hoverdog

dog that is hovering, Wastelands Interactive
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Project: Eternity
I have already written several long posts on why Elemental (both WoM and FE) didn't appeal to me (that's an understatement), so I'll just give a few pointers what must be improved:
- larger maps: dunno if it's permissible with the engine. there's not a lot of place even on large maps, especially with the added wildlands. barely enough for a few towns for each faction, nothing left for neutrals (like in MoM). too tight.
- factions - wraiths are cool, the rest is meh.
- units - JohntheRevelator pointed it out nicely.
- tech tree - as above. though I like researching spells and spell-related concepts rather than actual technology. which leads to my last point...
- magic is the biggest offender. it's bland, uninteresting, imbalanced, broken.
 

Frogboy

Stardock
Developer
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Michigan
Well, not liking WOM just means you have taste. ;) (okay, sorry, that's not fair, I've met a number of people who like WOM).

I think that if FE doesn't appeal to you the real answer is to find a different game. I've read threads here by people who don't like FTL. I love FTL. I think as game developers our jobs should be to focus on those who already like the game. FE is already a pretty good game. I have a laundry list of things I'd like to see improved. But if you don't like it, it's probably just not the game for you.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
Ah frogboy you are going in the wrong direction again, you are telling us to find another game, no you should produce one that meet our tastes ! Those disgruntled , greedy, venimous old farts populating the forums, they are your core audience, we are the guys who bought gal civ 1 in an import shop at an outrageous price, cause we are big fan of those kind of games since the dawn of the computer era.

I dont know why you want to cater to another audience werent you doing good enough with gal civ 1 and 2 ?
As you said speaking as an engineer you could cope with ultima 4 graphics , well guess what thats pretty much the kind of people interested in grand strategy, engineer, university degrees and such . The mainstream crowd isnt interested into that, no matter the dumbing down . Thats the "press A something awesome happen " crowd you want to cater to ? They arent even able to fill a paper correctly with their name , surname and adress (not kidding again)

I ,like many other prefer some good 2D that do the job, if i can identify things, the art direction is coherent then its ok for me. Just read on the eador thread, theres a consensus(rare thing here) that the game is very good. A good 2D portrait ala master of magic will always beat any 3D , i still prefer the 2D spirtes to the 3D leathermen dude with spears of fallen enchantress. Anyway 3D games ages very badly.

Having the realm rendered in 3D ,seeing your tiny peons working around its nice , but its just the icing on the cake, features and gameplay is king . What i want to see in a game is plotting dynasties of wizard, marrying heirs , assassinating their relatives, using black magic to fullfill their goals imagine: CK2 dynasty system+ black magic = heaven .

Ah the magic it should be way more diverse but not striclly elementalist some school of magics for offense , fireballs meteorstorm, customizable all of them ! Some to plot in the darkness to plant the seed rebellions in other cities cursing or assasinate rivals , some of them forgotten unearthed in ancient cities. Wheres the necromancy? wheres the demonology? Astral magic (chtullu) ? Pagan magic ? shamanism ? Angelic magic ? yes i get used to the kind of options offered by games like dominium 3 or conquest of elysium, they arent bigger budget than you are , pull you fingers out of your ass and go to work !

Break those ladders into real tech trees! . The schools shoul dallow you you to specialize more , we like to tinker with character builds , to min max ,i want more meat, more stats, right now its far too simplistic.

Thats just wishful thinking, but who knows...
 

Frogboy

Stardock
Developer
Joined
Jun 10, 2009
Messages
86
Location
Michigan
Ah frogboy you are going in the wrong direction again, you are telling us to find another game, no you should produce one that meet our tastes ! Those disgruntled , greedy, venimous old farts populating the forums, they are your core audience, we are the guys who bought gal civ 1 in an import shop at an outrageous price, cause we are big fan of those kind of games since the dawn of the computer era.

Hey, I love you guys. But from a sheer, greedy capitalistic standpoint, it makes more sense to cater to those who already like the game. We have other strategy games in the making that might appeal to you. It would be far far too expensive to transform FE into a game for people who don't currently like it while still satisfying those who do.

At the end of the day, FE is a pretty good game judging by the reviews it's gotten, the word of mouth we've seen and the sales it's gotten. That's what we have to go by. It's not quite the game *I* would want (I just want &%& MOM with updated graphics and multiplayer still) but it's still a pretty good game.

I don't think 3D games necessarily age badly. Galactic Civilizations II looks really good still 7 years later. Just depends on how they're done. But it's not like there's a scenario where FE is goiing to become some 2D, hex based, CK2-like game. That's a different game entirely.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
Well thats 77% on metacritic , thats ok i guess, although less than gal civ 2 , better than warlock,but one point under euro truck simulator! I dont trust metacritic and mainstream reviews much, i prefer to refer to my friend reviews, and usual forums opinions, the overall opinion i can sample is fallen enchantress is ok but missing something. For the sales i dont know, ill trust you on that.

As for the other strategy games, wich one are you talking about ? Gal civ 3 ? or something else you will uncover soon ?
 

Frogboy

Stardock
Developer
Joined
Jun 10, 2009
Messages
86
Location
Michigan
We have a fantasy and space strategy game in development (besides the fe expansion).

I don't necessarily disagree with your views. WOM had dynasties, for instance. But retrofitting existing games makes less sense than to take notes and use them in future new games.

I think e reason warlock is so good is because they got a lot of good feedback on elven legacy. It made more sense for me to create a new game than to retrofit elven legacy.
 
Joined
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Messages
1,160
So continuing from yesterday. Magic.

There are few issues here. To quote hoverdog:
- magic is the biggest offender. it's bland, uninteresting, imbalanced, broken.
Wouldn't use such strong words myself but it is a bit underwhelming especially compared to ridiculous stuff you could do in MoM. Now MoM is quoted again and again as golden standard but it sure isn't ideal, if anything it's always a trade off between depth of the system and balance, MoM is simply on depth and "cool factor" end of scale (example: invisible flying warships anyone? Cool but also broken as fuck). Honestly I can't blame anyone for not going MoM route, balancing such system is pretty much impossible, at most you can only hope to limit completely game breaking combinations. Another thing is AI...
Stardock is simply going practical route with their games, GalCiv 2 is pretty much opposite of what MoM is, side effect is that well it's pretty much a spreadsheet game, hell it doesn't even pretend it's something else with imaginative technologies like Laser 2 that is better than Laser 1 I guess.

But wait a minute, if Elemental isn't as quite far on "cool factor" scale then why is it so unbalanced anyway? Only thing with any depth at all in MoM is magic system itself, almost everything else is simplified civ clone (which IMHO is great design). Elemental is suffering from feature overload, things like unit designer, "rpg system" for heroes (and cities I guess :lol: ) make it that much harder to balance it as whole. TBH Brad and team are actually doing great job with it salvaging game out of WoM. Of course it's not all sunshine and flowers since they also are responsible for feature overload in the first place. So my point is that I don't really expect it to be MoM clone at this point because well to do that you pretty much would have to start from scratch, Elemental is too different.
By coincidence:
We have a fantasy and space strategy game in development (besides the fe expansion).
am I right or am I right Brad? ;)

So .. onto my issues with magic system in FE.

Magic spells tied to skill level of characters. It's not necessarily bad BUT it does make every (for example) fire mage pretty damn identical, I feel this stuff should be moved to tech tree and quests. However another issue comes up, there isn't that many spells to go around so we would end up with "pretty damn identical" mages anyway...

Next are the magic nodes (they are called shards I think?). When it comes to balance in magic system these are THE problem. It's too damn random, power of spells should be more dependent on character skill rather than these. Sure character skills do matter (a lot) but if you roll fire mage and you don't find single fire node you are fucked. Just 2 fire nodes would make at least some of your spells about 2 times more powerful (!). Of course I picked pretty extreme example but they scale too much. One way is to remake these into generic mana vaults or whatever, another is to give all players ability to change shards into desired type (one faction I think could convert shards into death shards which was OP as hell) and make spells scale less with them (so it's not so broken). As it is this system can't be balanced since it relies too much on random map generator.

Last issue I have is with magic equipment. What's the point of these various burning axes in tech tree? I suspect I know why it was made this way, but seriously? We're talking magic here not ford model t. What if I wanted burning spear? Can't have that? Seriously these need to be enchantments you apply on weapons (placing bunch of particle emitters in correct places on weapon models shouldn't be that much work, balance wise they shouldn't be problem either, you already have various rings and gizmos adding elemental damage). Yes I know we already have unit enchantment spells but I also know that we already have axes and armor in other tech tree.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
This thread got me thinking about what we should do post Fallen Enchantress.

Here's what I blogged:

http://www.littletinyfrogs.com/article/439794/The_Past_Present_and_Future_of_Elemental
I'm surprised you managed to get so far and make pretty decent games in the process without a "creative lead" on the team.

There is definitely room for the type of strategy game you propose. I'd just be careful to define core gameplay experience and make sure the extra features you add reinforce it, rather than just exist on their own or even detract from it. If the focus is on city building and empire governance, RPG elements should be fairly simple and tactical combat either infrequent (large battles) and/or quick to resolve (smaller battles). Conversely, if you focus on one or a few hero characters, simplify the city building part.

Warlock does this well; combat is the focus, everything else is just there to provide some depth and context.

I prefer 4X games with focus on the empire building, so I'd like to see your games take that route.
 

Zed

Codex Staff
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Messages
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Codex USB, 2014
As long as there is potential to "one up" previous efforts in a genre, I don't think it's a bad idea to pursue it. Especially considering the knowledge base Stardock must have built with the Elemental games (what was great, what was shit, how to best code some things etc). Eador looks great (and by many accounts it is) and yes perhaps AoW3 is coming, but I think there's room for more.

I love the shit out of fantasy/medieval stuff, but I wouldn't mind a more unique setting. An Alpha Centauri knock-off with proper graphics and maps representing entire planets (xxxxxl) would be nice, for instance.
 

Frogboy

Stardock
Developer
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Messages
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Location
Michigan
I'm surprised you managed to get so far and make pretty decent games in the process without a "creative lead" on the team.

Yea, I agree. The way to think of Stardock is to imagine a regular on RPG Codex -- deciding one day to go make games. Except, of course, back in the 90s when we didn't really have quite the mass communication we have now. So in the early days, the games people were either artists or coders. Even now, we have a hard time "wasting time" letting a designer do designing.

For example, just today, they're adding real-time self-shadows into the FE expansion (so units and such have real shadows cast). But it was like pulling teeth to get someone to just mock up what they wanted the shadows to look like. The coders just put it in and, naturally, it looked like crap because we're programmers. OLD Stardock would have just kept it that way. But post-Elemental Stardock people were smart enough to say "Hey, lets get one of the artists to mock up what a good shadow should look like."

There is definitely room for the type of strategy game you propose. I'd just be careful to define core gameplay experience and make sure the extra features you add reinforce it, rather than just exist on their own or even detract from it. If the focus is on city building and empire governance, RPG elements should be fairly simple and tactical combat either infrequent (large battles) and/or quick to resolve (smaller battles). Conversely, if you focus on one or a few hero characters, simplify the city building part.

Warlock does this well; combat is the focus, everything else is just there to provide some depth and context.

Warlock really is the benchmark on this. Since, after all, they already did this: Warlock == Elven Legacy gone through this process.


I prefer 4X games with focus on the empire building, so I'd like to see your games take that route.

I'm still somewhat biased for getting the MOM game I wanted in the first place. John above kind of mirrors much of my own desires. I want a magic system that isn't tied to unit levels (i don't mind having level requirements but I'd like to see magic obtained by your civilization and the player choosing the spells they want to research). I also don't like the player picking their spell choices at the start of the game and having that tied to shard types. I'd rather see players pick magic area (ala MOM) and have that determine what types of spells are likely to be researched.

I also don't like how much was surrendered for unit design. I could imagine a future version where sure, the humans are adaptable like that but other races may not be so dependent on their equipment but something else that allows us to have drastically different looking (and in turn different acting) races.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,881
The first thing I do when playing new games is turn off shadows.



Fallen Enchantress sucks and is way short of where it needs to be. There's little left to the imagination as to why that is...
 

Spectacle

Arcane
Patron
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May 25, 2006
Messages
8,363
Frogboy, reading about how the "design process" failed when you made Elemental:WoM, was it just plain luck that GalCiv 2 ended up as such a good game, or did you do something different when you made that?
 

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