I just wanted to say that after stumbling accross EWOM I am extremely excited about the game, that, at last there is a nice fantasy/rpg/strat/turnbased/4x experience with good multiplayer support coming out.
My favorite fantasy 4x game has been AOW:Shadow Magic, which I still consider one of the most technically perfected fantasy 4x's ever made and which this game seems very similar to (which is a great thing).
Having read and watched a lot of the videos and info about the game I was just wondering about a few things:
1. In multiplayer how does it handle tactical battles? In AOW:SM you had to watch others fight which was a bit strange. Of course you wouldn't fight every battle tactically when a result was obvious but for the closer battles it was essential.
2. Can you craft magic items? This was one thing I loved about AOW:SM.
3. Although there are human types of units you can create from your population can you also create more exotic units rather than just recruit or train from diplomacy/adventuring? I.e could I find an item and start creating undead units?
4. AOW:SM had the main map, an underground map and a shadoworld map that layered onto the main map through gateways and stairways. Is there any scope for extra maps to be tacked on to the main map? Could dungeons cover this do you think?
It would be great to create dangerous dungeon/seperate maps that players have to fight through to get items to win rather than just slog it out with each other on the main map. AOW:SM had some great Lord of the Rings type win conditions that you could create based on item triggers and event triggers.
5. Multiplayer race tactics were used in AOW:SM as players played their turns out at the same time. Will this happen with EWOM? For example just as the turn begins two opposing armies are next to a city they both plan to attack, there is then a race to attack in real time to stop the other player attacking before you do. This added some excitement to AOW:SM but sometimes was a bit silly with units being quickly positioned before any enemy players could respond, so its semi-rts sometimes. I don't mind this too much but just interested.
Anyhow I just liked to say I think stardock has provided pc strategy gamers with some hope for the future, with dumbed down, cloned re-hashes coming out it nice to see turnbased/strategy titles that are original and provide huge scope for modding and development being produced.
I really hope this is an AOW:SM killer and will enable me to play an up to date fantasy RPG/4x with the depth and elements that made AOW:SM so amazing.
I like informed opinion rather than just
"THAT GAMES CRAP COS I SAY SO".
I never said MOM is crap or rubbish is any way, I just said I found it "paled" compared to AOW:SM. MOM is a fine game for its time.
AOW:SM AI'S could actually use pioneer units perfectly well. AOW:SM AI's built cities all over the place, really.. you should give it a try especially with with all the patches. In AOW:SM the city placement was more in realtion to Nodes than anything else. There wasn't that much complexity to city placement as I remember other than tactical and node based. (Correct me if I'm wrong).
So take your pompous attitude somewheres else because he's right without having to give a long list of reasons why.
Errr. right.. how enlightened.
So if I just criticise someone's opinion without giving any reasons I can be right too?
Seriously this is my last post, I thought the Stardock forums would maybe have less knee-jerk fanboys and more serious experienced and polite gamers.
People will always have fond memories of the games they played, the movies they saw and the books they read when they were much younger. It will always be hard for anything new to hold up to the old stuff in their minds because no matter how great it is, it can't bring them back to the state of awe they had as a kid (or teen or college student or whatever) experiencing the original beloved thing for the first time. So it's generally pointless to argue that modern game Y is better then classic game X, your not just competing with the game itself, your competing with the idealized memories of it.
In general I find these boards to be fairly polite for an internet gaming board, especially given I don't see much sign of moderation. But it's the internet so there will always be people who are rude or insulting.
Gamecat_uk has presented structured thoughts and supported them. I don't agree with all of them (I loved single-player). But it pisses me off seeing people like this hounded from the forums. Not the first time this has happened either.
I agree the Stardock forums are better than most. It's one of the few message boards I can stand to post in or to read on a regular basis.
grove12345
No game out there has beaten this yet.
Probably not, though I may have, I recall just getting board and frustrated with SM and uninstalling it because it simply existed to piss me off. There was more that annoyed me than just the poor AI. But I get that alot of people really loved it, alot of people really love GalCiv2, while I think that MoO3 (post Bhuric's patches/fixes) was vastly superior. Different strokes for different folks, the focus of the games was different, though the setting the same.
The public patch along with the mods transformed AoWSM into an even greater game. I can't remember the details but there was a super-mod that included three of the best total conversions making it easy to install and switch between them. I've been switching the game around between these mods for years and have been really enjoying single player.
The above quote pretty much sums it up for me.
As rude as he is, psychoraven does make the interesting point that as much as MoM is an influential game, nobody has ever really made a really succesfull followup to it. AoW is the closest, but regardless of which is better, it never atteined the status in gaming lore that MoM did. There are other fantasy strategy games that made it far bigger then MoM ever did (ie HoMM). But they don't follow the civilization meets magic formula that appealed to so many.
It kind of raises the interesting question of why that is. I mean even MoM was pretty horribly flawed, but it was still fun just because there something about the civilization + magic formula that was so fun that you played it despite the horrible bugs, AI and balance. Perhaps it's one of those things that seems really cool but is just really hard to work out in practice. I guess it's another reason to be interested in how elemental turns out. Although no matter how great it is, I doubt it will reach enough people to have the influence that MoM did, just like as great as GalCiv is, it didn't reach enough people to have anywhere near the influence that MOO did.
Edit: I notice that someone mentioned a post fix version of MOO 3, how big were the fixes/changes? I played the originally realeased version and it was one of my biggest disapointments ever.
I don't think anyone is disputing that MOM was a great game. Or that Elemental primarily looks to MOM for much of its inspiration. In his FiringSquad interview Brad said, "In terms of other games, we’ve been inspired by everything from Age of Wonders to Heroes of Might and Magic, but our biggest inspiration has been Master of Magic."
This thread is specifically about what AoW:SM did well and I guess is hoping for some sort of clarification on whether the game will replace AOW:SM for those of us that still play it. And there are a lot of us here who do still play it from what I can see.
double post
I don't know anything about either of the two games. But this is a pretty weak argument. You don't debate any of his points, all you do is say "I'm right, because other people think so too". User scores on a gaming "journalism" site? Are you serious? And you just happen to use a review that perfectly exemplifies why userscores are to be taken with a grain of salt on these sites:
"9.5 superbNo game out there has beaten this yet."
Wow, what a descriptive review. I sure know a lot of about this game now and it sure helps your argument.
You seem to be the real troll in this thread.
Actually no I'd say you were since you admitted you know nothing about the two games. Thus you have no real ammunition to make accusations about him or the games or anyone else. At least he provided some links to view. I personally look for user information an accept it long before I accept the biased reviews of palm fed socalled professional reviewers.
I'm another that actually agrees Mom is the better game of the two as I have played both of them as well. That socalled game improver patch that the community made is so multiplayer oriented the single player game suffered from it. The whole crowd of Age of Wonders stands pretty much in the we are the elitist multiplayers and I never could stand them anyway.
I'll just stand that I'm glad Brad is focusing on the single player game an experience. What he and crew does to the MP element as long as it doesn't effect the single player game I don't care.
imo MoM is like a Mercedes and AoW:Sm like a BMW.... people can debate all they want to about which is better and which one they'd prefer driving, but they're both pretty darn good cars
I think part of the reason GalCiv never reached the same influence as MOO is that, if you look at both games objectively as a quick example below:
MOO1 10 races, GalCiv1 6. MOO lot of varied techs with more flavor (I won't count exact techs since I don't know off hand) GalCiv had a lot of generic laser 1, laser 2, etc. techs. Tactical combat in MOO no contest vs. GalCiv combat. So it's hard to get the same acclaim when you can't match the sophistication of core elements of the notable titles of the particular genre. (I won't go into much depth here to keep it short).
Brad says they're using MOM as an inspiration for Elemental... but who cares in a way. The Demigod devs were probably inspired by DOTA (which is 'king' in that genre), yet they failed to match some of the fundamental cores of that particular genre. DOTA had dozens of heroes, and the selection is one of the cornerstones of DOTA, yet Demigod ships with 6 or 8 heroes? Ouch. They had more maps in Demigod but nothing quite of the same scale. More items in DOTA than Demigod. One of the only notable improvements I saw in Demigod as opposed to a DOTA was that you could spend gold on upgrading your creeps. So you were presented a bit more of a strategic element of "Should I upgrade my hero with items vs. do I upgrade my creeps" that wasn't present in DOTA. But DOTA features far outweighted what Demigod brought to the table.
To topple MOM (or AOW), Elemental would just about have to match MOM in terms of character/race selection, spell system, building/city development system, and combat. And if they choose to omit one or more of those elements or if they're not to the same degree of sophistication, then Elemental would have to possess some other core features that tilt the game in its favor.
Generally you expect games to improve over time, but lately we're seeing a lot of games come out that are more "console-friendly" or "streamlined" instead, but when you strip down or simplify features, how can you ever dethrone the classic "kings" of the genre? Esp. in TBS games where complexity and sophistication is a good thing and a draw of the genre. Cleaning up and streamlining a GUI over time is great, but simplifying core systems that strip out the depth won't create a new successor 'king'; if anything it'll create some bastard son that doesn't attain the same fame or becomes long forgotten.
Well you do make some good points there. Galciv was a great game, but I can see how it would never capture people's imaginations in the way that MoO did. The balance and AI were generally a lot better in GalCiv (especially compared to MoO 2) and in many ways the game is more fun to actually play. But it never really gives you the feel of crazy alien races and bizarre space technologies in the same way.
I guess that's really the issue, that the more stuff you have in the game, the harder it is to have good AI and good balance. MoM and MoO II both really captured my imagination with their choices and detail, but the gameplay was always seriously held back by horrible balance and awful AI. Creating a balanced MoM with an intelligent AI would be all that it would really take to dethrone it, but that may be easier said then done. I think this is why people tend to simplify, having more choices isn't necesarily a good thing unless every choice is meaningful and unless the AI can use those choices in an intelligent way.
My only question about the whole game is :
- Why the hell did they go with Squares instead of Hexagons ???
To add to your post, I think AI should be taken in context as to when the game was created. MOO1/MOM were 93/94 titles... I believe I played them on a 33mhz computer and turns took a couple seconds to process, so there wasn't a lot of computational power being used by the AI and there weren't AI coders that had a decades of experience of strategic game AI to do the work. Contrast that with today's hardware, where with multicore processors you can now have an AI dedicated on a single (or multiple) core running in the background at the 2-3ghz range without being noticed by the user while he/she plays the game. Mind you, I don't think anyone would ever find the code to utilize all that computational power in the near-term, and the devs would need some very skilled individuals on the AI team to begin with. But with grid-based tactical combat, you can now for example have the AI run a lot more permutations like a Chess-AI to better its movement and choice of attack, compared to say MOO/MOM where units generally just blindly charged at you (unless they were designated as ranged fighters).
I think AI is something that should be evolving naturally as time goes on, so it really is a cause for concern when any modern game has worse AI than its predecessors. Elemental should (in time if not already) have better AI than GalCiv2, otherwise I'd be fairly disappointed with Stardocks performance in that regard.
I agree with you that having a ton of options just for the sake of more options isn't a good thing and options should always be about having meaningful choices. But on the other hand, I think a designer should look at a game like MOM for example in TBS, and look at all the features and interactions of systems it has, and then one by one strip them down to what doesn't fit or work for their TBS. But before they remove a particular layer, they need to have good reason to leave out a certain facet of the game and to understand what the impact of removing that is on the rest of the game and have something else to fill in its place. You can really miss significant nuances of a particular game and really simplify it too far.
Case in point:Demigod mentioned earlier. Also, flying units can be another specific example. In MOM flight had uses on the overland map to cross seas or some terrain, while in combat it allowed you to dictate which units you'd attack and when, or sometimes cause the turn limit to expire. You could have other movement spells or abilities on the overland map to replace flight in that regard. As for combat, all you really need the AI to do is be smart enough to cast a disenchant flight, or some sort of grounding spell, and flight doesn't become so useful anymore. Or with Stardocks special unit abilities those could be used instead, maybe spiders could be a partial anti-air unit by having a spit-web ability (or whatever else works thematically) that grounds fliers that can then become surrounded and beat down while entangled (thus giving the spider side the ability to take away initiative in commencing combat). If flight isn't in the game though, Elemental will have to rely on other depth that will hopefully be able to make up for its absence. Removal of flight in itself is insignificant, but if dozens of aspects are removed, they start to add up.
Nice post sabbath519.
I don't think developers go out of their way to strip down games. It has more to do with the new technology getting in the way. As an example, the older games were 2d sprites with possibly a few frames of animation. To add a unit or hero in Age of Wonders required these frames to be drawn or rendered and then associated with a unit.
In Elemental the units are full 3d models. To add anything more than just a rehash of an existing unit means that not only does the 3d model need to be made, but all the accessories also need to be made for the model (armour etc). So to add a unit in Elemental as opposed to Age of Wonders requires a much greater effort.
I'm assuming this is why there isn't a massive amount of diversity in the units from Elemental and why they are pretty much all based on a human model.
I agree with your conclusions about comparing the older loved games with more modern equivalents but the new technology is much more a blockage than we realise I think. The saving grace is that Stardock entered this project with their focus primarily in the right places and even if the diversity isn't there in version one, I'm sure it will be addressed over time.
What he said.
I suspect you're right on that . I've been thinking the same myself after seeing the similar models across the factions in the beta. I could see there being a lot of extra work if one of the races were different in stature and they had to redesign the robes/weapons to fit and not look out of place on them. Stardock doesn't have the luxury of a hefty budget to work with which doesn't help in that regard. However, TBS games do have a bit more leeway in terms of graphics compared to other genres such as FPS or MMO's where animations and collision detection need to be 100% precise, whereas in Elemental they can get away with a lot more.
Some games get quite creative with their battle graphics such as say Advance Wars for example, even though they reuse the same battle scenes over again, but I thought it had a neat style and they were engaging to watch. Other games have extremely low budgets such as World of Goo, but look fairly amazing.
But not everything revolves around a graphical component either. The magic system in MOM had you generate mana from various sources, but you could spend your magic generation in 1 of 3 ways : either generate mana to build a mana stockpile to cast spells or pay upkeep on active spells, research points for learning new spells, or caster skill points. All it required was 3 sliders, but the depth behind that was substantial and the allocation changed depending on your situation and goals. You could for example focus your playstyle on using many spells with upkeep but you'd need a lot of mana generation to fuel that. In contrast, you could forfeit casting spells 'now' and focus on research for better spells 'later'. The third choice, casting skill influenced how much mana you could use in combat. So if you had low cast skill you might be able to cast 1 or 2 spells a combat, whereas with high cast skill you may cast 5 spells a combat, although your research suffers as you wouldn't have as large a mana supply.
Well it depends, it's not uncommon at all for a newer more complicated game to have far worse AI then an older and simpler game. MOO 2 is a perfect example of this, the AI was definitely worse then it was in MOO 1, because the game was also so much more complicated. Moo 1 didn't have amazing AI but it good enough to sometimes give you somewhat of a challenge. Moo 2 added so many options that the AI couldn't keep up with them and became trivial to defeat. This was also true for Homm 1 (which had a really amazing AI) and Homm 2 (which had a bad AI, though not quite as bad as Moo2 or MoM).
GalCiv 2 is a simple game in many ways so again the good AI is less surprising. It's unclear how much more compicated Elemental might be, but if it is more complicated then you can expect worse AI. Even if the complexity is the same though, we are almost guaranteed that the AI will not be as good as GalCiv upon release. GalCiv has been out for a very long time and has received a ton of refinement. Elemental has only received a very limited about of testing as a complete game at this point.
Brad Wardell:
Even with the innovations, Elemental is stubbornly traditional in places. "I hate hexes," says Wardell when asked what he thinks of Civ 5's big new feature. "One, I like being able to move in eight directions. I don't like only being able to move in six. Two, it makes the game feel like playing on a hardcore board tile game. I just don't like that look." Wardell also shrugs at Civ's attempt to remove multi-unit "stacks of doom" from the genre. "First of all, we call them armies. And historically, there have been armies, and I like them. I don't like stacks, though -- I don't want to have fifty units that are fighting individually," hence Elemental's seperate tactical combat sequences.
It's interesting that he says he hates hexes, although I think he means hexes in electronic games. I am pretty sure he mentioned playing Settlers of Catan and liking that game, hexes and all.
I'm assuming Brad is referring to the look of 1980's style war-games. There are a lot of games that use hexes where the structure in unobtrusive including Age of Wonders. One of the reasons Civ V decided to go the hex route because they didn't like how easily armies could be by-passed by other units across the diagonal. This is the most frustrating thing about playing the Fall from Heaven mod. GalCiv doesn't really need hexes (although I would argue that it would have been good there as well) but hexes on a land map provide a lot of positives.
When Elemental has hotseat and play by email modes, and a similar amount of races (really different races, not factions) and unit abilities that can be used in tactical combat as AoWSM, it may be comparable. From what I know about the current state of Elemental, AoWSM is still the best fantasy TBS for me.
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