One of my favorite shows on TV is Avatar, the last airbender (not to be confused with the recent movie). One of my long term goals with the AI is to be able to have the AI in tactical battles be able to give the kinds of battles back and forth with players (as well as eventually in MP as well) that I see on that show. Of course, such an AI will take probably years to reach that level but we have the luxury of doing that sort of thing (like with GalCiv before it).
The engine team will eventually need to create more systems to do some of the things it would require (i.e. particle effects won’t be enough) but it should be cool.
For today, I’m going through the a lot of the values (weapons, defenses, city improvements) and relooking at their balance. I’m finding it way too easy to just “rush” nearby enemies because the values grow so much, so fast.
Another thing I’m looking to do in the next few weeks is to start porting my C++ APIs to Python. Not only will this make it much easier to do tweaks without recompling but other players can see what I’m doing directly and make suggestions or even try their own hand on it.
Update
[More dev journals to come this week but I'll be locking comments, people can discuss different pieces in the forums].
Frogboy has some good taste in TV shows.
In RPGs, a similar exercise is when you go through and try to smooth out the leveling curve. In this RTS, I think it is more difficult because your 'level up ding' is from completing research and obtaining new techs and such. The solution in other games is to tweak the number of turns it might take to achieve a given tech at the start (thus addressing your issue associated with 'rush'). But that has the negative side-effect for me of increasing the time between those very fun 'dings'.
How are you approaching this balancing pass, with respect to "..the values grow so much, so fast"?
Well then, once the python stuff is out, try to get into contact with the Better AI Civ IV mod guy or however it was called
Python, eh? *cracks knuckles*
Honestly, there are a number of weapon issues I have now that I've played a long-term game, and wonder if they're something being addressed now. One, I find the Elementium-based equipment extremely under-powered for a resource that apparently doesn't have a mine-able source; needing to find small pieces in quests. The fact that they are technically 3-tiers below the top armor--Master Heavy Plate--also adds to the fact that they're completely useless pieces of equipment; especially since they don't seem to possess any special attributes. I'd also add the fact that every time I was able to obtain the armor, spending just a few more rounds researching immediately surpasses the Elementium armor in costs and stats.
I'd also comment these same things for Legendary armor. I honestly think Master Armor and Legendary armor should be swapped entirely as "Legendary," at least to me, makes one assume it would be the top armor. I'd further assume such armor came from before the cataclysm, so it should be that much more powerful.
As for weapons, right now my only gripe is that there is no 2-handed warning for these weapons...I'll buy a maul because it has a 40 attack, but suddenly realize that its 2-handed...so I wasted my money because I want to use a shield on that hero. I like the tactical decision that needs to be made for something like this, but at least telling us it's 2-handed or not would help a lot in saving money.
While you are busy checking into the weapons balance ...
Think a little more about weapon type and armor type. This is an area of the game that is really weak. When you get down to it there is not much variation. You have really boiled it down to two types; ranged and melee. These two attack types have a number associated with them and the bigger it gets, well it just gets bigger. This would be great IF and only if the unit battles were played out on the strategic map as complete unit stacks. When you take this concept down to the tactical level, it loses a lot. The tactics simply turn out to be take out the unit that has the biggets offense value before it hits anything.
Maybe this is good for the AI as it keeps everything kind of simple, but it makes all those cool units I made seem pointless because as I level up my tech I begin to realize that every unit is just the same as any other, just with a bigger stick. There is no tactical combat dance on the tactical level because there are no other priorities than take down the guy with the biggest stick(highest attack value).
Things would be more interesting if I had more things to worry about. For example, instead of having spears just be a weapon that does X damage they should do X modifiedby Y when attacked by cavalry. If that were the case then I couldnt just take my big stick cavalry and run over everything because there might be spear/pikeman in my way. Things like this will go a long way towards improving your tacical system.
I suppose the trick is getting the AI to evaluate the type of system I am proposing and making a plan to counter the things that counter it.
I wanted to edit this to add a disclaimer. As I have not maxed out a tech tree, I dont think, maybe there are techs in the tree somewhere that makes units of pikeman more effective against cavalry and or other things like that? If there are then my post is pointless, and I appologize.
I think it would help if the Combat Speed determines WHEN a unit attacks and the morale should be important in tactical battles:
- The combat speed determines when a unit can attack in every turn.
- If multiple units have the same combat speed the attacking unit can attack before the defending unit.
- Movement reduces the combat speed by 1 point per square (normal terrain) or 2 points per square (difficult terrain).
- An attack (weapon, spell, special ability) reduces the combat speed of a unit to 0.
- The attacker and the defender start the battle with a morale of 50.
- Natural Leader increases the own morale by 10 points and Intimidating reduces the enemy morale by 10 points.
- Every turn the morale of the attacker and the defender is reduced by 1 point.
- If an enemy unit is killed the own morale is increased by 5 points and the enemy morale is reduced by 5 points.
- Morale 0: Retreat, Morale 1-25: Combat speed - 1, Morale 26-75: No effect, Morale 76-100: Combat speed + 1
I agree - as it stands now you can dominate the game quickly if you tech rush up to warhammers.
A solution might be to have a building which is required to produce weapons with an attack value above X. Maybe "weaponsmith" available at city level 3, and "master weaponsmith" available at city level 4. Just a few thoughts - really looking forward to your AI changes.
no rest for the weary brad...
i have employed the "rush" tactic a few times, and thought there might be something the AI could do to counter this approach... have an AI path that focuses on a few tech trees exclusively... amass units and city defenses, and sit safely in their fiefdom... basically, the "introverts"...
obviously the ideal scenario is to have adaptive AI, but my mind is far too simple to go down that path...
Yes!
Yes, yes, yes!
As it is, units deal way, way too much damage. Or have way too few hit points. No weapon should kill an elite knight in one blow. I actually multiplied the health of basic units by 3, and somewhat reduced the damage of late game weapons. And it really works. The best armor a regular unit can wear is around 25, and that's a very expensive armor. The best non-hero-only weapons should be higher than that, but not by leaps and bounds.
Actually, early weapons are maybe a bit too weak in this picture, because with the base unit having 15 HP means an early spear should be in the 10-15 damage range. Bows are utterly useless. They should deal in the 10-20 damage range. Maybe a late game version should deal almost 25.
Also, please, please make it so that dead squad members don't contribute to the damage. Attrition and skirmishes to reduce the strength of the opposing army should be a valid tactic, and it isn't so yet. Squads are better than they use to be, but they're still quite overpowered because their dead soldiers still fight.
I think frogboy is confusing avatar and avatar with avatar.
Only one deals with awesome tall blue people.
oh, and since your converting to python, just use "import soul" and you should preety much be done with the AI
http://xkcd.com/413/
actually... an Avatar mod might work really well... herm...
Ugh. I wish you wouldn't tell us stuff like that.
Might I suggest while you're modeling tactical combat after a cartoon, you might slip in playing a few *games* that do grid based tac combat well. You sell a couple in your own Impulse store. See how they handle things like combat speed and initiative, movement, counter attacks, target selection strategy, unit roles and tactical variety , which would in turn grant more desperately needed diversity to the unit design process which the game is built around.
With respect, and with apologies for being grumpy, we've had years now of pie in the sky posts about fluffy conceptual goals based on Tolkien or your favorite anime, that have gotten us to where we are currently at. By your own admission during your recent posts, the dev team had become too enamored with that sort of thing during the dev process, at the expense of basic gameplay. We need nitty gritty, down to basics, fundamental redesign of tactical gameplay based on proven mechanisms that work. Not "I want it to be like Dragonball Z...that show is cool!".
I don't know why it was *this* post that I finally snapped on. I've been very supportive on the boards. I think I am just despairing, because this week I actually wanted to play a game that did fantasy tac combat really well, so I re-installed Kings Bounty, and it made me realize just how far removed Elemental currently is from anything that functional, even if it's unrealistic to hope for that much depth to the system in what is basically a "tacked on" combat mode that the game really should have been designed entirely around. It really needs ripped out and rebuilt from the ground up. The Gal-Civ like combat system is completely ill-suited to balanced tactical combat with depth and diversity.
I'm really afraid at this point you guys would be better off getting rid of tac combat altogether, and just focusing on the deep 4x grand strategy kingdom management you guys are good at. You do that well, when you focus on it. I just think you're in over your head on the tac side...I've yet to hear any compelling evidence you really understand why it isn't any good, other than the fact that a bunch of high profile people have criticized the game (it didn't seem to bother you when beta testers would tell you it wasn't ready). Best case scenario, if you successfully remodel combat, that wont really make it into the game for at *least* a year. (if you honestly believe you can get to a polished, successful new combat system in less time from where you are at right now, it just cements the feeling you're out of your depth on the tactical mechanics.)
It's clear I can't handle another year of posts like this from Brad, leading to more disappointment, so i guess I need a lengthy vacation from thinking about the game. It's cool you've made some humbling posts in recent days about that state of the game, but posts like this don't indicate any real change in design philosophy, and I have no desire to play through these mechanics with incremental changes over the next 6 months. I'll check back in a year to see if the game really has fundamentally become any better.
Sorry for the negativity, but "Avatar:TLA" design goals broke me. Good Luck with the game, and I mean that sincerely.
I'm very disconcerted with the current relative costs between buildings and equipment (especially weapons).
There are some crazy gold costs on weapons - making the expensive ones cost lots of metal or matierials (for wooden things) might be a lot more reasonable than just pumping up the guildar prices.
I'm also concerned as to how the 'shop' works. Once you set up a settlement, the first guy there is a trader who can get you anything, if you have the gold! It's impressive, but kinda silly.
It would also be nice to see some special abilities on weapons. Things like armor ignoring attacks (on say hammers, instead of their crazy damage), defence or blocking (staves?), range 2 (spears, polearms), magical attacks (wands?), no counterattack, knockback, cause bleeding (swords), poison...
And more types of bow - there is no reason why both types of bow should be available at the same tech - it should be easy to get the crude one, and there should be better ones to research later.
From another point of view, something that would help counter rushes - when attacking a city, there should be a militia formed from the population, that would help defend the city. At risk of substantially reducing the cities population if the militia die. They could plunder the shop for some weaponry...
It's scary how accurate this post is
One of my long term goals with the AI is to be able to ... give the kinds of battles ... that I see on that show
/Facepalm
No need to explain further, Spyndel already took the words out of my mouth.
I must agree with Spyndel on this.
Some of you really need to quit reading things so literally.
He's just talking about making the magic in the game more back and forth and less direct damagey.
Then don't read his journals. If you want to bitch about the game, find somewhere to do it. We're done with it here. The team is well aware, painfully aware, of what needs to be done in the near term.
Consider this a warning. Back off. If you can't show a little respect or at least a little restraint when talking to us, then you won't be welcome to participate in the forums.
Maybe, but that was so badly said ... I'm sorry but we've seen loads of that kind of posts during the development, i actually enjoyed that tone back then, because well i had faith into stardock. But now as spyndel said, i see it's that kind of spirit that led to the collective blindness that doomed elemental ...
May be it's time that either brad start having a more down to earth approach to game design, or give the game designer role to someone else ... May be having 3 jobs at the same time for extended periods of time is not the best thing to do also .. (afaik, brad is CEO, game designer et AI designer at the same time, how can he handle all those task by himself ?)
I concur. This approach can be somewhat acceptable in a Pen and Paper RPG - but not in a video game (and not in most non-video games). Mark Rosewater, R&D of Magic the Gathering at WotC, could write a whole novel with what is wrong with that approach: it ends up with things that are cool to look at, but in the end extremely frustrating because they do not possess the complex interactions and large set of valid strategies which make a good strategy game. Turn Based strategy games are first and foremost based on intellectual challenge and decision making. And as such, what "good decisions" are should vary from game to game, and from style to style. For tactical combat to work on Elemental, it needs to work on a spreadsheet first, not on a TV screen.
He's not handling all the tasks by himself. He's just posting development journals.
We, as a team, are getting collectively sick of every little post since release being dissected and analyzed. The problems with Elemental at launch are exhaustingly well known.
If you don't want to see more developer journals, keep it up.
What I read in all the drama surrounding Elemental is how desperately this fraction of the gaming community wants a good TBS game. There are so few, if any. This genre was largely abandoned in favor of interactive movies. However, TBS is the style of game that engages your imagination.
I've waited years for a good TBS. I can wait another while this game evolves.
Ok. I'm locking this thread and will back off on making journals for awhile.
While I agree, perhaps an Avatar reference kinda put me at edge (not an anime fan) I'm not going to hold it against them. Brad and the devs still need to have some fun making this game and programming it. Don't take that away from them because it'll be at the expense of the game no matter what they do.
Anyways, Brad and team, check out some of the recently released mods for a direction to head on item balancing. You guys should also implement some of the "hidden" armors that are unused and locked away while your at it.
Good luck!
it's good to have some conceptual goals. players want to look at something and think it's cool. this is after all just entertainment.
personally though, i don't think that tweaking the numbers within the existing stat system is ever going to cut it, and i'm sorry to say this, but i don't think battles will ever be fun while the concept of combat speed remains in the game as it is. i'm not alone.
https://forums.elementalgame.com/395308
ultimately i also believe there must be some kind of magical resistance to make non-damage offensive magic work. and i personally believe there needs to be a fundamental move away from 1dN as pointed out in the master list.
i don't mean to make this post sound like an ultimatum. it may be that the dev team is starting to echo some of the thoughts on the forums and that's what brad's talking about.
personally i don't want this to be a hardcore, complex civ building game, i want it to be a game about a war of magic. i don't believe this can be done with only attack, defense, combat speed and hitpoints as variables.
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