I've kept a close eye on this thread here: Epic Battles and it's become Very Obvious that a whole lot of people were expecting to be able to have the types of large Grand Scale battles that are in the picture on the side of the box. The picture many of us drooled over when we first saw it. The same picture that was my desktop picture for 6 months. This picture (which I'm pretty sure Stardock is sick of seeing by now lol).
I would like to put forth a Official Request from the Player Base of Elemental to Make The Game Look Like This, with these kinds of Epic Numbers. It doesn't have to be in Real Time. It doesn't have to be in We-Go. What it does have to do is have Epic Numbers...Without Us Modding Them In.
You've got the tools and talent to make this happen. Us modders can't do it easily because it causes issues with units appearing in groups, but you guys at Stardock have the animation tools to fix that.
When people see Elemental in the store and pick it up and think about buying it, they no doubt took notice of this picture. In fact I'm Sure there are some people out there who had no clue what Elemental was until they saw it in the store and saw this picture and decided to buy it. After getting it home and playing it and realizing these numbers couldn't easily happen, more then a few people were let down. This post is to represent All those people and all of us who have been here from the start two years ago who wanted and expected a game of Epic Scale and Proportions.
I figure if enough people all get together and request/demand that Stardock live up to this picture then maybe they'll re-balance the numbers to make this possible. Food, Gildar, Housing, and a few other resources will need to be adjusted. The animations will need to be adjusted. But with a whole team of super smart programmers and animators it really shouldn't be a big deal to get done especially since these kinds of numbers were possible at least at one point with an internal build of the game.
If you bought Elemental and you'd like to see these kinds of numbers in battle. Please sign/reply to this thread and say so. If the community really wants this, which I'm sure most of them do, please say so now as now is the right time to do it while other mechanics get revamped. I'm sure all those people who bought Elemental based on this picture would greatly support this change, as would I.
Thank You and thank Stardock for making such an awesome and epic game that we can all enjoy for many years to come.
To those who weren't here through-out the beta process, there was a time when things were planned this way, which is where the above screen shot came from. This was from the continuous turn system that was set up but got cut. We don't NEED Continuous Turns to Achieve these kinds of Epic Numbers. It CAN be done within a Turn Based Environment with some creative animation techniques to make the units look like they're fighting between turns. I'd really, Really, like to see Stardock live up to this, and so I think those of us who want this should make this Official Request so that Stardock can truly see how many of us want this. The Beta Testers never even got to see this system in action. We were told it was changed from continuous turns to better fit the "feel" they wanted, but that doesn't explain why the unit counts had to be cut down so drastically. 12 guys in a unit does Not Feel Epic in my book.
If you Don't Want to sign the request, but would rather debate it, then please reply in the other thread going about Epic Battles here: Epic Battles
If you DO want to see them live up to these numbers. Please Say So here. No one will get mad at you for voicing your opinion or asking that they live up to this picture that so many people bought Elemental based on. Again, if you Don't want to see this, please keep your replies in the other thread. Thank you.
~ Raven X and the Elemental Community
This post is a reply from page 10, but I thought it should be added to the original, because here is the proof some people might want to see who weren't here for the whole beta process, who didn't hear the devs go on and on about the Inspiration for the Game. This is what was in the hearts and minds of All Of Us when we were all getting excited about Elemental:
Here is the proof, Frogboy had Total War and Lord of The Rings Epic Scale Battles IN MIND when dreaming up what Elemental would be:
Post By FROGBOY: Elemental: scale of power , https://forums.elementalgame.com/343449
Here's a Quote from Frogboy from that post:
"If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units."
There are others back in old Dev Journals too. Now, NO ONE can deny that Frogboy had Total War Type, Epic Scaled Battles, IN MIND when PLANNING Elemental: War Of Magic. For all you new people who wanted to see quotes, there it is. I can dig up more old quotes too. So, if Frogboy is Now Saying that ONLY MoM was his inspiration, well, something is fishy in Denmark...
Here's another one where Frogboy Specifically says "huge army" and "vast armies" in the same paragraph!!!
Post By FROGBOY: Design elements of Elemental discussed , https://forums.elementalgame.com/329219
Here's a List of Quotes from Frogboy from that post, some of which are mechanics that either changed, or were simply left out completely from the game we have now, like where he talks about having Walls in cities be a Big Part of tactical battles:
Quote:I understand if some stuff is being kept internal, but here are the things I'm wondering about: 1. Are there non-military victory conditions? 2. Does the game include a campaign? If so do you think the story of the campaign will attract gamers? 3. How are you addressing the steamroller issue of TBS games (ie: spending the first half of the game building a massive army and the last half rolling it over all opponents as a repeatable strategy to every game)?1. Yes. Most of the victory conditions are non-military. Some of the previews may cover this so I won't say anything until after the previews hit. 2. Yes. I think the story is compelling but I'm highly biased. 3. The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.Quote:Can we build walls? Us turtelers need to know. Yes. One of the key game mechanics of Elemental is how cities are built. In Elemental, when a city grows, it gains a new tile which can be placed where the player wants it to go (as long as it's adjacent to an existing tile). So cities are a multi-tile affair in the game. Now, how you choose to build up your city heavily determines how defensible or productive, or rich it is. Cities are only conquered when the keep tile is taken which could be in the utter center of the city or could be at the end of a peninsula.Quote:What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort). There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want. Quote:I guess it will have random maps, what is the target for sizes? From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds. Quote:What type of feedback are you looking for the beta process? Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game. On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place. I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part. Quote:Any extra payment for the MMO part? what is the general idea of this? No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends. Quote:Brad - will there be any way to quick-resolve combat? Playing out tactical combat is fun when the sides are at all matched, but it's just a drag on my patience when you're going to steamroll the other side or whatever. And sometimes you just want to get combat over with because you're focusing on the bigger picture or a "technology win" or something.
Totally. There's instant-resolve (i.e. two armies meet, one dies), there's auto-resolve where the game zooms in and shows a tactical battle but it's all handled by the AI (ala GalCiv II fleet battles) and then there's full tactical battles where both sides play. One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.Quote:What's your combat system going to be built around? Master of Magic-style tactical combat, or Civilization-style randomized abstraction? Or will both be options?It's tactical but it can be made to play like Civ if you have instant-resolve enabled. I will likely play with auto-resolve as I'm not a huge fan of playing out tactical battles but I enjoy seeing the carnage. If anyone has ever seen Fellowship of the Ring where Sauron is whacking out tons of elves and men around, that's the look we're going for. Though, in Elemental, the creatures are much more powerful than a lone Maiar up against a bunch of punks. Dragons in Elemental are incredibly powerful and each of the channelers are equivalent (by late game) to Valar. Enough Tolkien geedkom. Quote:The few available screenshots look great. Hopefully we'll get a look at the spells soon. The spells are going to be intentionally de-balancing in late game. I.e. by late game, you'll be able to do Populous level damage to the world. A lot of the reason we had to create a new engine was because we needed one where the world could be truly wrecked.Quote:By doing that, you can then open the way to have extremely large maps in which players are viable for a long period of time with different paths to victory.
If anyone wants to play catch-up and read the rest of the Dev Journals that talk about the inspiration behind the game, behind the Original Vision, you can find them here:
https://forums.elementalgame.com/forum/513/page/7
Notice how many times Frogboy uses LotR as a direct example of both scale and feeling for the envisioned world of Elemental. He uses it in reference to the Scale Of Battles. He uses it in reference to the Power of Sovereigns. He uses for a lot of things because it is what is commonly known to a lot of fantasy lovers.
That's the very last page in the Dev Journal History. Hopefully some of this information, quoted Straight From The Source, will clear things up for those who may be questioning what the original vision was and what the vision is now. How many things here simply aren't even a part of the game now? A lot that I can see, but, this thread isn't about any of those. This Thread is about the game living up to it's EPIC INTENTIONS. This is about Follow Through. This is about a Vast Part of the Elemental Community wanting the vision to be maintained and lived up to because we want Elemental to be Successful. We want Elemental to be the VERY BEST Fantasy Strategy War Game on the market and some of us will not rest until either that happens, or we're cold, dead, and buried.
In closing, here's a mock-up screen shot I did just now. This took about 5 minutes in PhotoshopCS4. Please don't get crazy over the details. This picture isn't meant to be super detailed, it's just meant to show how the game should feel. The feeling of truly epic armies clashing for control of a ruined world. I only did one army, not two, but I could do a mock-up of two massive armies fighting if I wanted to, but I think the point is served none the less. I didn't spend a lot of time cleaning it up or smoothing over where I patched in clear land that was covered by rocks or cactuses that I just copy and paster terrain over. It's just meant to show the feeling of what it would be like to command a Real Army that's the size of what a Powerful Sovereign of a mighty civilization truly deserves.
From now on I'll only be replying to civil posts in a civil manner. I'm not going to defend my wording of the post any longer as I've stated what I meant more than enough times. I'm sorry if anyone took offense to my wording, but if you're one of the people who did, then this thread wasn't for you anyway, as it was only meant to Count The Numbers of those of us who want the game to live up to it's original vision and potential as much as possible.
I urge those who still want to see this to Please Keep Posting and let your voices be heard. Keep the memory of what the game was supposed to be alive in your mind and hearts and keep the ideas alive in the minds and hearts of Frogboy and the Team who have poured their blood, sweat, and tears into this game right along side of us who have been here with them. We've all invested a lot of time and energy and expectations into this game, and this game is a work of art. Lets strive to make it live up to it's potential and keep your voices being heard. Thank you one and all.
There is a difference between giving us the ability to have large population/armies or small population/armies and forcing one or the other down our throats.
The game was designed from the ground up to be fully moddable. You can't fully mod a game if you don't have true control over a fundamental resource such as population or units.
In other words, I'm pickin' up what you're layin' down.
you are delusional that you don't see your own hypocrisy.
besides, she never claimed to speak for others, she states very clearly in her first post that if you support her message to sign here. So in effect she is speaking only for those who agree with her by signing their name on this thread.
On the other hand why are you here? Don't you have a rock to crawl under?
/signed in favor of OP's message.
I represent all of the Lurkers waiting for Elemental to come to fruition, which includes tactical battles represented in the box art. As the official representative of my fellow Lurkers expecting accurate box art, I hereby defer all of the authority invested in me unto Raven. Raven speaks for my entire community. Thank you and keep up the good work!
The game concept good have easily changed over time. I was not in the Beta, and clearly have not followed the game as long as you have, so I do not know the answer to your question. However, just in what you said---a world with thousands of men. A good portion of those thousands are going to be regular citizens, farmers, construction workers, etc. They are not all going to be soldiers. I simply said in the games I have played, the population in my entire Kingdom has not reached the scale of the combat you are looking for. So for me, these large scale battles do not fit into the concept of the game. The game that has been release are Kingdoms and Empires reestablishing themselves. Early on in the game large scale battles do not fit. Eventually when I play the larger maps that will take thousands of turns to beat, after building a Kingdom of 15 cities or so, than yes larger armies will fit the bill. By your last post, I get the impression you think I am against your idea. If that is so, again let me clarify, I am all for your suggestion if what you are saying is coming at the end of a large scale game. I still want game to focused on Magic, not troop building. If in the process of gathering more and more magic I need a larger army--than great.
I know man, I know. I'm just done with all the drama and all the bullshit. I know there are concerns from some people about what would happen if this gets implemented, but, it was Supposed to be implemented in the Original vision, and the concerns were addressed then, and then made moot when everything was boiled down to pre-school math. I'm just done with it. I was doing people a favor and service by posting this, and I got some support and some thanks, and that was cool and I appreciate that greatly. I also appreciate the well thought reply of yours here my friend, thank you, I'm just done being "flame-baited" as you call it. It's odd, as long as I've been on the internet, I've never heard the term flame-baited until now...lol.
I appreciate the civil and thought out reply, thanks for not acting like a jack-ass and changing the flow to something more calming, it was very refreshing. I'm just done for now. The other people who want to see the game live up to it's potential can carry on where I left off here. I've done my part, and now I'm bowing out before I blow a gasket...lol.
I think summon magic (or the various elemental spell books getting summons) would be sweet for building armies. I think a faction that actually does create their armies through magic (and maybe needing crystal to build their endgame units) would be really, really sweet.
And imagine shards buffing all their summons, and then forming an army with them. *sigh* If only I could...
Of course. I'm sorry I took your reply the wrong way too, which seems to be a recurring theme now. Of course th large armies should only come from large cities, which you don't get until end game. I guess when I put stuff like that forward I expect everyone else to have put the same levels of pre-thought into it that I did and that's just not the case. My temper is all bent out of shape over a lot of stuff going on in my life and not just the game here, so, at least until I can calm down to more rational levels and make intelligent replies again without feeling like I need to kill people, I'm just going to bow out and let the others take over.
I appreciate the second reply here Hobbit, good form my friend, good form.
That's totally understandable. Thank you as well for starting an interesting discussion.
(edit: Oh, and perhaps I just coined the term "flame-baited," it just seemed like an accurate description for what was happening with some of the more poorly thought out and articulated posts. )
Every unit in that screen shot was not built individually. Just like you can already do in Elemental, and could in MoM, you can build groups consisting of multiple units, and it only requires once click to build that group.
To be perfectly honest, it makes very little sense to build a single unit anyhow, unless that unit is a hero/champion type unit. Particularly in how weak one unit is in the game. Even in the wee stages of a city or an empire, you are not going to construct the beginnings of an army by building one unit. You are going to gather a group of men and train them.
Unit groupings should start at 4 when the game launches, and increase from that point. As such, sovereigns and champions should be stronger to accommodate this change.
As with cwg009, appreciate the post and the discussion it has brought. If I actually knew how to insert the picture of the beer mug, I would certainly do so at this point. Since I don't, I guess I will just drink it myself. Cheers
I told my parents I would fly by simply flapping my arms one day. Imagine the relentless badgering I still receive well after I understood something I had hoped would come though didn't.
Things change, realities emerge. Wanting something doesn't make it so.
It doesn't matter what he said whenever ago, it apparently was deemed not-doable for whatever reason, being it scaling, balance, time or budget. The reason simply doesn't matter anymore. I never even looked at my box, but if that picture is on there then shame on Stardock for that, but unless they explicitly stated "Battles of over 1000 units included!" I see nothing promising me such a thing. Again, it was an idea, a hope, it didn't happen. Stardock is still doing refunds last I heard; plead your case of they lied to you to the sales department. You noted you would like to see it. Duly noted, don't make more of a frenzy out of it than there is.
What did they say, 80,000 units were sold? From my reading here you have what, under 2 dozen people signed on to your request? Even if it were twice that I wouldn't go about claiming there is a huge demand for this just yet. While I think it would be damn cool to have, I respect the publisher's right to create the game they can or choose to create.
Well, dont forget that not everyone post on the forum . By the way, it's just a request, something someone wants. No need to insult or argue with that(I dont imply that you did, it's just a message to those who did): it's just a request .
It's a request. Your speculation (and yes, it is purely speculation, because I know you do not work for Stardock) behind the reasoning why does not make it not so. The number of people that have signed the request does not validate or invalidate the request, either, as there is simply a small percentage of people that own the game that even visit the boards.
Also, Raven is in far better touch with the Elemental community than you are. He has been here, and highly active and CONTRIBUTING GREATLY, for at least a year.
His original post was both thorough and concise, and was not a "frenzy" of words. It was well-thought out. With the technology available today, there is no reason why we cannot achieve those goals. Stardock may not have the resources, but that is not a determination that any of us can make. Leave that to them.
They can also give US the ability, as a community, to mod this in effectively. Therefore, resources become a moot issue.
While I agree that the concept you're putting forward would be pretty cool, I don't feel it's an ideal direction for the game. Yes, balancing and resources and all could be adjusted to make it work, but ultimately it's a lot of effort for a mostly visual improvement. I am getting the impression that most fans of Elemental are more concerned with how the game plays, especially in the areas of tactics and entertaining spells/abilities, than they are with making the game more appealing to watch.
Personally, I believe that this sort of change is as much a distraction from making the game more enjoyable as it is an improvement to what the game currently is.
Thank you for supporting Raven and me, but we are both men, as far as I can tell at least
It is speculation, I said "was deemed not-doable for whatever reason". I never claimed to know the reason, I stated WHATEVER reason doesn't matter, they came to a different end than their plan.
As to validating or invalidating, I HAVE read the entire painful post and the OP has chimed in with words to the effect of "you can't deny the numbers of people that want this". Well, based on the thread, that number is small in comparison to that of the overall ownership and even forum members for that matter.
As to who Raven is or where he's been, I don't see that as much of a matter. If I say gravity keeps you on the earth and he disagrees, does he get more credit for being here longer? Being on the forum longer doesn't in itself make ANYBODY more right.
His original post may have been thought out and concise, but the following ones including the swearing tirade took his point from valid to frantic and frenzied. And now YOU are speculating that Stardock can do it. My proof stands with the fact that they didn't. If they didn't, they had a reason as I highly doubt they simply 'forgot' to put it in there. If they had a reason, no matter what the reason, it's for their business to decide, and I choose to let them make the decisions that run their business.
And we aren't owed the ability to mod anything.
Again, very cool idea, but the followup arguments seem misplaced.
Some random thoughts, in no particular order:
- This is the problem with open development - elements that are considered key points in the original concept get phased out.
- I would like to see larger scale battles, but I want them towards the end of long games.
- Whats the maximum squad size, and the most squads allowed on a side in a battle?
- As the AI gets more competitive, games will go longer and we will see larger scale battles become more the norm in later games.
- As the game becomes more stable, large maps with epic game settings will also lead to larger battles.
- I love you Raven.
Kind of hypocritical since your entire stance is that "Stardock turned it off so we can't do it." Considering that they never said why they turned it off or that they would never turn it back on, that is an equally valid argument... using your logic.
As for his "tirade..." He got trolled and flamed and took the bait. It happens to everyone, particularly to those who feel passionately about something. Welcome to life. I am sure you think adding to that antagonistic approach somehow sheds a dark light on Raven, but it doesn't. Which is my point about him being a greatly contributing member of this community. He established himself here. He has the pulse on this game as significantly as anyone else does except for Stardock themselves. He even apologized for his outburst, so he even displays humility. Give him a break.
Your gravity analogy does not relate. This is not law or physics. It's a game with varying opinions on its vision and direction. But if you think it relates, that probably goes further into the explanation why you don't argue a point other than "Stardock turned it off." We're not in a vacuum. We're not in a one-dimensional or unidirectional environment.
Of course it is their decision. That is why there are "Suggestions" and "Requests." Funny how one of those words even appears in the title of this thread.
As for your thoughts on modding... This game was built upon the premise that it would be fully moddable. So while we are not "technically" owed this, it is still at the core of Elemental. It was a design-time decision, built from the gound up. It was a promise from the developers to the community. That promise will not be broken. They continuously post about modding Elemental as well as continuing to provide us with the tools to mod it. So whether it is owed or not is completely irrelevant. It's a part of the game.
Regardless, I am done arguing semantics with you. You made your point, I humbly disagree with your assessment.
Armies that rival the best of fantasy literature are probably more relevant for mods than for the lore of the base Elemental game world. That being said, I believe (and so does Stardock based on numerous postings by the dev team) it is mods that are going to make Elemental a long-term classic.
I think the whole desire for epic armies could be fueled by people envisioning the kinds of mods that they'd like to play... I want to battle Pictish hordes in the Bossonian Marches, I want to overrun the walls of Minish Tirith, I want to burn the forests of Qualinesti, I want to restore Melnibone to its former glory. All of these, to feel as rich as the source material, need a way to effectively represent the huge forces and large kingdoms involved.
To do big armies, they don't need to be and probably cannot be graphically represented at a 1:1 scale...but, I'd like the underlying engine to support a way to do a 1 to many relationship beyond mentally pretending that 4 figures represent 100 men. Such a scaling could be focused more for mods than the barren world being simulated in Elemental. We've already seen this discussed in other threads (and even this thread) how this can be balanced via game mechanics where large numbers of low quality forces can be countered by small numbers of elite troops and even lone powerful heroes (think Conan standing atop a mountain of corpses...) The engine just has to support a way to do it...that's all I'd like to see Stardock ultimately deliver (they have a lot of other things to work on first.)
If lots of people want the base game to be at the scale of two college marching bands duking it out, though, more power to them and they've got their game in Elemental in its current design. I completely admit that what I want to see in the game may not match up with what anyone else wants, but that is why Elemental has so much potential with its strong focus on modding.
I often wish I had $50 million or so to invest in hiring a team to create MY perfect fantasy game engine. Since that'll never happen, I'll have to settle for /signing threads like this to try to get the OPTION for the engine to support real fantasy armies in a way that works both graphically and in the underlying engine (did I really just say "real fantasy armies"?)
Hmmmmm. Some creative modellers (and modders) could probably create a unit model that has 2 or 4 units in one single model, thus doubling or quadrupling the army's appearance. Everything else can be easily modified accordingly.
It MAY be an option...
Everyone needs to calm down and have some
This thread needs to die.
Can't we agree that as many people want it as don't and call it a wash? Even if one side had an advantage, the thread is moot because:
1. This isn't the direction their going, by their own admission.
2. Even if 1 wasn't true, there is too much else wrong with the game for this to be on the list of to do items at this stage.
Don't make me start an OFFICIAL "KILL THE EPIC REQUEST THREAD REQUEST" TO STARDOCK FROM THE COMMUNITY thread.
I guess I am one of the silent players out on the forums. But I would love to see this happen and I am with this game for the long haul so I am patient.
Does anyone know where in the XML we can increase the default max unit and army size? (Currently 12 and 12). What I want to find out is what the maximum number of units you can even fit on the tactical map at a time.
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