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.
Yep, it worked like a charm in the King Arthur game as well.
While I really like your ideas from your post (really, really like), this does not eliminate giving us the ability to incorporate unit quantity on a greater scale. While it may not fit directly inline with Elemental's lore, it is also a game that was built from the ground up to be completely moddable, which means us (as a community) may want this ability. While your examples may apply to the core game, they do not necessarily apply to the modding community, either.
There is no reason why your concepts and a greater scale of combat cannot work hand in hand. Give us both.
Maybe the most underrated and under the radar game in history...?
IMHO, of course... But it is a pretty stellar game that no one has really heard of.
Don't know where people get the idea that the smaller battle scale jives with the Lore. It doesn't.
You are able to have dozens of cities with literally thousands and thousands of citizens in the late game, but yet you're relegated to no more than a couple dozen soldiers per army?
So according to the city sizes, the game is actually supposed to be very large in scale. It just makes no sense for a city with 5000 citizens to have an "army" of 16 soldiers defending it.
You can currently build more with technologies. Groups of 4/8/(12?) in a single unit * the stack size. But it's not all that efficient to build a 12 man unit.
If "box art drama" is going to replace "release drama" I might as well leave. The release drama got insane on both sides.
Well, if they want to put this in - it's going to lead to more rebalancing even if they balance the current systems.
So, realistically imo, a decision will have to be made on this for a lot of systems in the game. City population, how will stats be handled, combat mechanics, etc.
It's better than the TW games imo...but really...it was underrated? I've only seen a couple of reviews, but those reviews were absolutely positive.
Note: My only problem with the vanilla game: no sandbox mode, however now we have sandbox mode + diplomacy as well, thanks to the recently released expansion.
Meh. It was a concise, formal request (of Stardock) which asked customers to sign in agreement. The drama was inserted afterwards by people who felt that they were being spoken for, when they actually were not. Either sign the suggestion or don't. That was all that this thread was intended as.
Yeah, I pretty much meant that in the aspect that it's not getting a lot of recognition when it should. I should have clarified.
If this game would have been released by EA, Bioware, or (insert big name publisher here), it would be a rock star. Instead, it's a cool local band that wails as good as anyone on a record label, if not better.
Ah I see, and as for the bolded text: I absolutely agree with you.
One thing I LOVE about Elemental and something that really turned me off of King Arthur is that "I" am not represented as a unit in King Arthur. In Elemental, I am the Sovereign adventuring, battling, and casting spells. In King Arthur, I am Arthur, a great hero of legend, who never actually fights in any battles... Other major characters of the Arthur mythos were included as units so I never understood why the designers didn't represent Arthur on screen.
Otherwise, King Arthur was a good game that got too little press. On a side note, I'm still hoping that Creative Assembly (Total War) departs from history one of these years and does a game based in Hyboria.
But, to keep this relevant to the topic at hand, lots of great ideas recently regarding why big armies would make Elemental richer (IMHO). I doubt the engine could ever really do justice to a battle like the Pelennor Fields, though. The Rohirrim alone numbered over 6,000 in that climactic engagement and various references put the forces of Mordor at over 80,000... A 1:1 ratio won't cut it for armies that big in this engine...and in no way would I expect Elemental lore to support armies of that size. I'm just wondering if there is any way an accurately-sized LOTR mod could be done... It would definitely require dropping the 1:1 ratio and allowing heroes to join units, though...neither of which I've ever seen the designers say is something they will consider adding to the engine. Although, the engine cannot represent the Elemental armies pre-cataclysm, either. Some of those battles had over 100,000 combatants...
I'd pay for a future expansion that changed the focus of heroes to a system where they have a ton of options regarding leading cities, questing, adventuring, fighting other heroes, performing acts of subterfuge, engaging in diplomacy, travelling with armies, etc. On the battlefield, though, they join army units to provide them all kinds of special abilities, cast spells as befitting their abilities, add attack/defense bonuses and also fight 1:1 with other heroes, unit leaders, etc. Heroes can be wounded in unit combat, be killed in personal combat with other heroes, etc. Hyborian War PBM represented heroes like this, as did the Rune Wars boardgame. The War of the Ring boardgame also did a good job of (abstractly) showing the capabilities of heroes both while leading armies and while performing activities like protecting the ringbearer on the quest to Mordor, hunting for the ring, activating neutral armies, etc.
Typically, in this type of system, armies on the global map do not DIRECTLY attack adventuring heroes and vice-versa (think armies vs. parties.) Armies interact with armies and heroes interact with heroes (at the global level). Heroes only get involved in army-level battles when they embed in an army unit. There are often INDIRECT affects of armies on heroes, however (armies may block hero movement, cause them to retreat out of the area, etc.) However, armies cannot scour dungeons, find ancient treasures and relics of power, etc. Both have a place and both are critical to the success of a kingdom. This type of system also allows for asymmetrical gameplay where some kingdoms are army strong, others are hero strong, etc.
Anyway, as I've said before, what I would love to see in the game is probably way out on the fringe of what other gamers would like. Notwithstanding my tangents, at least this thread has become more constructive in the past few days.
Good gaming!
Can a dev please confirm this is being worked on? If not, my interest in the game is nil. I'm happy for those of you who like it for what it is, but I like it for what is was supposed to be.
I think there would be a pretty good market if Creative Assembly dipped into the Fantasy genre.
( a market that has yet to be taken full advantage of imho )
The game is what it is supposed to be. The epic battles being pushed for in this thread is not, as far as I can tell, what the game is supposed to be, but merely a desire expressed by what really amounts to a same amount of individuals in the community. That said, Epic battles will appear in Elemental, if only a user mod. The game supports this functionality and really would only take a motivated individual to make it happen. I have followed this thread for a while now, and even commented in it with my feelings on the subject. Yet, RavenX pointed out that no member of the dev team has posted here, and the only reference which seem to be found concerning this, are from a long time ago. In my opinion, it is simply because the type of "epic" battles being discussed in this thread are usually unfun. If I take the TW series for example ( a game which is considerably epic in scale), battles in those games have a normal maximum of 20 units per side. While a single TW unit is between 60-120 men conceptually, in practice these concepts are mere window dressing for a system which still only considers 20 units per side. If you consider something like sins of a solar empire where you can have hundreds of ships and fighters, battles become mere masses where tactics almost become meaningless. Most fun tactical games - Starcraft, HoMM, etc - promote small tactical battles which support and progress larger strategic encounters. It is this that made galciv 2's combat interesting with tactical fleets, and it is what makes elemental's 12 unit battles interesting. While one super huge battle against a near omnipotent dragon might be interesting as a picture, I can't really imagine doing this in anything but some pre-scripted battle, which sounds more like a chore to overcome, ie the guardian of Orion in MOO2.
Really, this thread needs to be locked as it is really a massive debate concerning a picture, which is nothing more than some pretty concept art. I would really hope the community who wants this, just goes out and makes a really kick ass mod, while the rest use the effort to help support a really amazing game.
Unfortunately, the "concept art" is the crux of MANY of the problems with Elemental, Kenata.
Look at https://forums.elementalgame.com/397507 for another of these threads, this time concerning a much, MUCH, *MUCH* better looking UI than we ended up with. A Stardock employee commented that it was just an old mockup, so it's not in the same league as deceptive box art but it's a sad insight as to how very far Stardock strayed from their early ideas, and almost universally for the worse.
No, it shouldn't be locked. And that is not the point of the debate.
This is the point of the debate. Your opinion of fun differs than other people's opinion of fun. Starcraft, for me, was average to good. Starcraft 2... more bark, little bite. The novelty of HoMM wore off after the first one and it was far too simplistic for my taste. It barely qualifies as a strategy game in my book.
Stardock wants to know what everyone's opinion of fun is, that is why this thread is 16 pages long and has survived a couple of arson attacks, yet it remains open. They want to make Elemental a better game. If this topic helps that along in some way, then it's a good thread. Even if they gather one or two morsels from all of the discussion.
Last I checked, having a discussion like this is not even remotely causing anyone any harm.
HoMM argueably. Nice and coulourful but not very deep for a tactical game.
Starcraft yeah, could well be. Starcraft 2 definitely not. That one has been designed as a twitch game, not a tactical game.
The scale - especially how many figures are displayed in a unit - is largely meaningless for the "fun" part.When you can trick the enemy and roll up his left flank with a glorious cavalry charge from a hidden gulley - now that's epic.
Shadow of the Horned Rat did that right. Oh so right.
i think at this stage , i think only modders can fix the game. the goal should be to hope SD create the most moddable game ever including ability to mod as much of the game mechanics as possible in hopes that the modders to create the great game we were promised and not what we actually got..
MOM mods anyone?
After seeing Frogboy's latest Dev Journal I guess it's ok to talk about this a little.
I had a conversation with Frogboy and Boogie yesterday and after hearing about some of the upcoming changes to tactical combat they have in mind and are working on, I can now say I believe that when we see what they have in store for us battles will look a Lot More like what we have in the picture on the side of the box .
I can't/won't go into any of the details he told me about because I'm Sure the team wants to hammer out the details before they make any official announcements, but, I can Guarantee you that ALL of us, no matter what side of the fence you were on here, will be a Lot Happier with Tactical Combat.
Go Stardock Go!!!
I'm a little late to this thread but agree I was looking forward to battles of the scale of what was depicted in early screen shots.
If we do get something along those lines in 1.1 can someone email me how to mod the <battle> button on the battle interface to <on my command, unleash hell>
Frogboy didn't say by 1.1 , but probably by the first Expansion. Version 1.1 is laying the groundwork with the new mechanics for what they want to build up to in the Expansions. We'll have to be patient as it takes time to do things of this magnitude when they're re-working the entire combat system. The end results will Definitely be Worth It though .
From what he was telling me with casting times and what will be possible we'll be seeing bigger armies and a lot of other cool stuff too. I'll let him get into it if he wants and I'm sure he will in a dev journal when the time is right and things are more solidified.
I definitely encourage everyone to keep posting. They are listening and they are taking note. I know all of us will be happy with the end result. Frogboy's latest dev journal and his latest replies involving population and casting times in "The Elemental all-purpose mega thread" elude to some of what he has in mind and was telling me. I think we all have a lot of cool stuff to look forward to by the time the first and second expansions roll out. All those review sites will have to write new reviews and eat their words and I can't wait to see the expansions get GLOWING reviews.
not this old turkey again.
VERY interesting.
Thanks for the update RavenX!
Woot! From Frogboy's latest dev journal:
Underlined for your convenience
There are many great features available to you once you register, including:
Sign in or Create Account