So right now the team is working on getting v1.09 of Elemental out this week. I’ve been working on the AI which continues to generate a considerable amount of pain for me but it’s getting better but as I’ve gotten better at the game I’ve found it very problematic at certain things.
What I’m working on tonight is a detailed user manual update that will be based on v1.1 of the game (global mana and population as a resource). Population as a resource was something discussed in the beta a lot and was one of the core design elements of the game got lost because, at the time, the engine didn’t support non-storable resources (i.e. resources that are calculated each turn).
Playing Civilization V
I’ve been playing a lot of Civilization 5 recently. I am enjoying it quite a bit and I really really wish the Civ and Elemental communities would cease sniping at each other. It may seem hard to understand this but Stardock and Firaxis are on the same side. We’re not competitors. We’re friends. I think I can safely say that we want Civilization V to succeed and Firaxis wants Elemental to succeed. What neither of us want is for everyone to just throw their hands up and decide that Elemental II/Civilization VI should be a first person action game.
Anyway, my point is, please don’t use our forums to criticize Civilization V. Given the state Elemental launched in, it makes us wince (glass houses, stones, etc.). But flaming Civilization V is about the same as flaming Elemental to us. They’re our friends. Please back off.
Elemental UI
Now, a lo of people have been talking about the original Elemental PAX Beta UI:
So why did we change from that to our current UI?
There were a lot of reasons but a big one was, at the time we had to do a UI, performance. These are development journals so one assumes some of you guys like technical details. But basically, at the time we had to finalize our UI, we couldn’t support having a context-sensitive detached UI like this (the highlighted object would bring up a context-sensitive mini UI where the current item was). It also required 1280x1024 which we weren’t prepared to require as our minimum resolution.
After Elemental: War of Magic, we’ll be able to reevaluate what the engine can support.
Other Ramblings
So v1.09 is still mostly about bug fixing, memory optimization, etc. A broken API got fixed that made the AI considerably better but it’s still way way too unaggressive. Having a non-cheating AI kind of stinks sometimes because the AI doesn’t usually know how weak your cities are. In GalCiv, the AI could come up near your planets and see how poorly defended. But the same technique fails in Elemental because they don’t get close enough to your cities to see how weak they are and then coordinate. So it’s something I’m still trying to deal with. But if anyone wondered why the AI wasn’t “aggressive” enough now you know. It’s something I’m painfully aware of.
Demo version
The demo version won’t come out until v1.1 and will be based on that.
Best Buy and Walmart content
v1.09 will also coincide with the special content for people who bought the game as Best Buy or Walmart. They get their own special quests. That said, we will be providing this content for free to all users 90 days after their availability to those users (they paid for them so don’t feel like you missed out).
Similarly, if you bought the book Elemental: Destiny’s Embers, the full map of Anthys, will be released this week for those who bought the book.
The book is at a bookstore near you. We’re pretty happy how it turned out and the book takes place 800 years AFTER the War of Magic so you can get some hints and allusions to things coming up in the game world over the next several years.
Yeah but you can't just add arbitrary negatives or you lose believability. It needs to make sense... the negative side of mounted units should be increased time and cost to train and increased maintenance cost. And of course, their inability to take on spearmen and pikemen effectively.
Thank for the hard work! Keep it up!
I agree
I would recommend a Diplomacy or Messenger kit. Not much need to design a unit. You just use a basic diplomat unit (like the Pioneer) that can be researched early on. It can travel through any player's realm and can give diplomatic bonusses somehow (shorttime one-fire ability or an embassy style long term thing). Naturally Messenger have only words as weapons. It would be a nice mechanic to be able to expell them from your realm. Any time you attack a Messenger inside your realm and you are not at war with its controller the messenger is not killed but persuaded to leave with "utmost politeness".
EDIT: The UI in the shots looks so much better. Sleek and stylish.
No offense but if you want Calvary to have a realistic role in unit design, the very first thing they have to be is NOT rare. You have to actually be able to make them when you need to, otherwise you might as well throw them into the same category as elementium equipments. There's just no way you can make them meaningful if they aren't readily available.
This is not to mention their extremely easy acquirement for heroes the moment the tech is research. Every hero should be riding one. What's the point of walking heroes? None.
Believability is nice and all, but so is ease of implementation. The whole system I suggested can be done right now with a few values in xml, without any further coding. The main work is balancing. Besides, negatives on mounts can be extremely easy to explain, say the horses/wrags in this world are very fast but difficult to control (wild mounts). A rider who needs to keep their attention on controlling their mount can't fight as effectively. Makes enough sense to me. You can go even further and add things like trained mounts with less negative, but a gold cost and training time added to represent difficulty to train and higher maintenance cost. It's a pretty flexible system.
I think I generally agree that we need very very obvious distinctions between calvalry, archers, and melee units each with their own pros and cons.
The challenge is coming up with ways that are FUN, INTUITIVE, and can easily be explained to the user in a way that makes sense.
I think this is one of the most important challenges that we need to address for the mundane technology tree in the future.
In the traditional strategy game, you would just solve this with pre-made units. But since users can design units, we need to make sure that there are definite reasons NOT to create the uber armored horse mounted mega archer.
The reason those never existed is because armor slowed the horse down, and the really good bows (longbows and the really powerful versions of crossbows) could not be used on horse back. And it is hard to aim from the back of the horse, but that might be hard to add in.
I just believe reality offers already all explanations. If in the middle ages didn't use that it was because being on and horse and having a big armor would definitely hinder your aim, while the armor would slow down your horse.
By adding realistic rules you would allow yourself some latitude for tweaking.
For example an "uber armored archer on a horse" wouldn't be able to shoot effectively at a long distance and could be peppered with arrows from far away by lighter archers while not even being fast enough to escape from light cavalry.
That means several things:
1 You need to make rules for heavy armors to slow down units
2 You need to include distance as a factor to hit
3 combining the three disciplines (armor horse bow) could require a HUGE amout of training and be expensive...
Etc...
(by the way missile cavalry was used in the east and was quite powerful I don't think they were heavily armored, though)
For example:
REGARDING ARMIES: if you make heavy infantry move by 1, light infantry move by 2 , Wolves and wild animals move by 3 and cavalry move by 4:
Someone on a horse wearing an armor would move by 3: something in between regular cavalry and infantry.
(besides I have always thought that a wolf should be faster than a man while in the game it is not)
REGARDING HEROES - On the tactical map the armour could just remove 50% of the action points, thus becoming a real handicap.
If you also add a rule for distance: SHORT MEDIUM LONG being on a horse would force you to scale down your allowed shooting distance, same for the armor (also long bows could not be allowed etc...) - By being BOTH on a horse AND wearing an armor you would end up only being able to shoot at short distance, only one of those handicaps would allow you to shoot at medium.
Mounted archers were effective, unless then enemy had archers that could out range them. And mounted archers were never heavily armored because the idea tactics for them were to hit and run, as they (like all archers) get decimated if then enemy melee troops get to them.
The mongols had pretty good bows though on horseback but were lightly armored.
I really think that with a rule for arrow (and magic?) distance and a rule for armor to slow down as I mentioned in my previous post you would have a pretty good starting point for an effective system.
They were, but from horse back (on the move) they were inaccurate, as such they were used to wear the enemy down until they could be defeated.
It might be good to allow for items to have separate stats for units with mounts so this can be represented.
The problem is really just with bows and armor... Heavy armor should have a larger penalty when using ranged weapons. I don't see why it would give a penalty when on a mount since IRL knights had heavy armor even on horses. Either that or make it so that ranged weapons forbid you to use any armor heavier than chain mail. I don't see how anyone IRL would be able to pull back a bow and fire it in an effective way in a full suit of armor.
That is also a possibility, or follow my system above which also makes a distinction between light cavalry (4 movement points) and heavy cavalry (3MP).
The Mongols had composite bows and stirrups which are essential for effective horse archers, so it's a technology thing. You could have really high end warfare techs that make mounted archers more effective.
I think archers really need a skill stat though, that controls their chance to hit. The reason archers are so powerful now is that their ranged attack is the same as a melee attack that suffers no counterattack. The chance that an archer hits even an unarmoured unit should be low to begin with and increase as they level up. This would force a player to use plenty of archers if they want ranged attacks to be effective, taking away army slots for melee units.
I think that a combination of all the suggested systems would probably work best.The formation cohesion system I outlined above would probably be most applicable for cavalry, which relies on the heavy impact of the charge.The CC system reflects that by making the bonus/penalty situational so the cavalry can't charge every turn. (Note: a charge attack should have a greater impact on infantry morale than a normal attack)If cavalry were to casually saunter up to the enemy and engage slowly, they'd give up their mass/impact advantage.Since cavalry has those bulky horses, they do not have as many swords per square meter. When fighting stationary, they are at a disadvantage to equally well equipped foot soldiers.So they'd get a penalty for staying around to fight after the initial charge.Cavalry is supposed to use their superior mobility to disengage and line up for another charge.
A flat bonus / penalty based on equipment or horse cannot model this situational penalty. The CC system can.
Cavalry should not be able to use very large shields or longbows / crossbows.And no 2-handed melee weapons... like pikes or 2H swords. A spear or lance is one-handed.
For distinguishing infantry, flat item bonuses seem more apropriate than the CC system.Infantry ranged units can use pavises. Medieval archers and crossbowmen had the problem of being vulnerable and not having a free hand for a shield.So the pavise was invented. A bloody huge shield with a spike that you could set up to hide behind, having both hands free to fire / reload.This would be a major defense bonus against ranged attacks only. It was pretty useless against melee attacks. Too bulky to use in a melee.
Pikes were a classic infantry weapon. Too unwieldy for cavalry, it gave infantry the "first strike" ability.In game terms, the unit would execute it's counterattack first. It would lose that bonus on consecutive attacks vs a stationary unit.Pikes were not the only weapon of the unit because it would get nasty if enemies got through the wall of pikes and into the formation.Maybe the unit's damage would be assigned by it's normal melee weapon, like a mace.The pike would be a "bonus item" only giving the first strike perk but not being a real, equipped weapon.No idea if that makes sense...This bonus item system would allow more freedom for equipping the infantry.
Hmm. Idea.What if pikes were offhand items like shields? (but still not allowed for cavalry)That would solve several issues. They would prevent the use of shields (which would look silly), making pikemen with their first strike ability vulnerable to archers.With pikes adding no to little damage, they would more or less be "just" for the ability.
2-handed swords were a classic weapon against pikes and somewhat against mounted troops. They were used to chop off the lance heads and reach up to the riders.These "double soldiers" (double wages were paid for this very dangerous job) did not make up whole units so it doesn't work too well with the WOM unit system.But maybe someone finds a way...
So infantry with 2H swords would eliminate the pike bonus and have more ATK but have considerably less defense. No shield...Infantry with sword&board would have better defense and a shield. Shields are great vs arrows... With pikes being offhand items, you couldn't have the perfect infantry unit. Either have 2H swords to be good against pikes but not so much against cavalry but lose the shield. Or use weapon and pike for the cool first strike bonus. Or sword & shield for straight melee and good defense.... finally some hard choices! =P
Oh, and please put the shield's dodge bonus on the list of "things to evaluate".The current bonus has obviously been assigned under the assumption that "100 dodge" would mean 100 percent dodge.But it's not. A shield with "15 dodge" only gives a 1.5 % dodge chance, which is pretty ridiculous.Shields should also get some extra bonus (however small) against ranged attacks.
Also, shields should make up a much bigger share of the unit's current defense value.Using a shield should give a serious benefit for giving up the more powerful attack of a 2H weapon - or giving up the first strike bonus from an offhand pike.Right now shields are about on par with one generic armor piece. That's wrong because it doesn't create much of a choice.
I would like to see an entire technology/training tree for archery
Example of Archery Research Tree Branches
1. Ranged Weapons: Short Bow > Long Bow > Composite Bow > Crossbow
2. Mounted Archers Tree
Without research: Mounted Archers = -50% Accuracy, 1 ranged attack per turn
3. Archery Unit Actions Tree (selected by the player from the unit's action tab) - Reflects development of Archery tactics, researching this tree requires Building: Archery Training Grounds - which reduces archery research time by 50%. (Only Expert or Elite Archers can acces these actions)
I'd like all military tech trees to be extended to bonus ability techs like those above. This thread has some probable items for ranged tech.
Right now, you research one tech and you know everything you'd ever want to know about archery.That's not right. It creates no choices when everyone has the exact same military options.
The military tech tree needs to have multiple branches for many small boni. You should not be able to simply research everything in every branch.There should be incentive to specialise maybe in bows, neglecting the sword and crossbow trees.You would get strong archers and be able to equip them with pavises but would have to adjust your tactics to avoid melee combat if at all possible.
The swords alone should not be the end of research. It's not the size of the tool. It's how you use it. =P
Cavalry (especially heavy cavalry) was so powerful because of lances and charge speed (so morale crushing + power of first impact), i miss this two things in Elemental. It would be quite interesting if combining gear + training could give special skills to units.Cavalry charge + 50% attack after first attack -> could be achieved by buying horse, lanceCavalry causing fear +20% chance to crush enemy morale -> could be achieved by buying horse, heavy armor, scary helm + how to scary enemy trainingSpear + Armor -> +30% defense vs unit on horseImagine potential to discover special skills hidden in various units designs. It would make tactical combat much more fun. (But i think it is only good for SP).
Spears wouldn't help that much. Pikes, however, would achieve that by letting the infantry attack or counterattack first.The cavalry should be weakened by that so that's a form of defense right there.Pikes did not really help defending the unit They scared off / harmed / killed the enemy first so there would be less enemy left to defend against.
I don't know, but historically, we see a Japanese Samurai shooting the enemy with his bow while riding a horse and wears heavy armor. He even brought his spear, musket, katana, and wakizaki all along with him when in a battle.
I think what prevent the Historical Lords from equiping his army with the best armor and weapon is because of the economy reason. He wants to equip all his soldiers (with numbered in thousand) with Platemail, Long bow, Sword, and spear all together. But because of the price that he must pay for these equipment (including the time to master the weapons, shield, and armor) then He just equip the majority of the militia with spears and bows, while give the more elite units (like Knight) with better equipment.
Well, I think we should raise the price of the weapons and armors (including the time to master them). Then, we should able to upgrade the existing units and give them better weapons and armors. For example, you have a peasant design, and upgrade it with better weapon and armor and named it "Foot Soldier". The previous peasant unit can be upgraded to Foot Soldier.
The idea is that you can equip your rookie with the best weapon and armor you got. But because of the price that you must pay (including the time for the unit to use the equipments), then you'll find that giving a rookie with a war hammer is pointless. It will only waste your money and production resource.
a rookie is... I say an untrained peasant who know only how to plow a farm. So basically, they are just cannon fodder who will died quickly when face the enemy veteran unit.
To prevent the player to spam a super unit with best weapon and armor, I think you should create a rule that reduce the capability of new unit.
For example, a longsword give you 8 dmg. If you give it to a unit with standard strength (10), then it will give the unit 8 to the damage modifier. But because of the rookie is an untrained soldier with only 8 point in his strength stat, then he'll get reduced benefit to the weapon. So, rather than give the rookie with a sword (that is expensive) you should give him a club / spear instead. It is cheaper and more effective for the rookie.
After the rookie gaining experience via killing monsters and enemy units, he will become a veteran status with strength 12. Then, you can give him a sword for him to be more effective in battle.
Example :
Peasant :
level Rookie :Str - 8; Dex - 8; Con - 8; Int - 8; Strategic move : 2; battle speed : 1
level Veteran :Str - 12; Dex - 10; Con -12; Int - 8; Strategic move : 2; battle speed : 3
Effectiveness of Weapon and Armor
- Oak Spear : Dmg 6 (Eff Str - 8) A Rookie will get the standard effectivity of the weapon with only str - 8.
- Long Sword : Dmg 8 (Eff Str - 10). A Rookie will get reduced damage. Because of the price, the player will choose Spear instead of Long sword for his Rookie standard equipments.
For Armor :
Leather Clothes (eff Con - 8) With this armor, the Rookie will able to use his full manouver capabiliy on the map and tactical battle
Padded Armor (eff Con - 10) With this armor, the Rookie will get reduced Strategic Speed and battle speed. Because of battle speed 0, he will only become the enemy prey in combat.
For bowman to become balance, you need to limit the ammo.
Of course, the player should able to unlock the better version of a unit. For example is noble / knight. They got better stats, but require more resource and time to train. After that, Scissor, Paper and Rock rules should be implemented, So the losing party will always has a hope to counter the situation and win the game.
Well, Gwenio is right about Longbows and heavy crossbows. The size of the weapon prevent you to use it effectively from the back of the horse.
Basically, It is hard to aim from the back of the horse, but still possible for some veteran warriors to master it. the problem is that it require a lot of time to practice. The reason of the Mongol excel in horse archery is because they live with the horses since their early life, and horse archery is the most basic requirement for a steppe hunter to kill their prey. But of course, the reason of they were lightly armored was because of the economic reason.
the Manchuria, the more modern Nomads from the northern China had Heavy Cavalry. They were excel in using bow on the back of a horse while using the heavy armor suit. the Japanese Samurai were also excel in using the bow on the back of a horse, even with heavily armored suit. the problem is that they need lifetime training method. Every Samurai started their horseback archery training from his earliest day.
the problem of the ancient warfare method is that because everything of it based on the state tradition & live Style. The Mongol could produce a lot of horse archers because there are abundant horses on their region. Their lifestyle force the people to practice Horse Archery from their earliest day. While their opponent, the Song Dinasty of China were lack of Horses, and the people were only peaceful Peasant who know only how to plow the farm. That's why they had more Infantry than cavalry, and the government always look for the most easiest weapon and armor for the untrained peasant to handle; the Crossbow.
Maybe you could add "Culture" tech to the future Elemental, where you can research the life style and tradition for your young civilization. That way, the player can choose their own lifestyle, such as Feodalism, where the society is ruled by nobles, or aristocracy (like the ancient China Dinasty) where even the poorest peasant can become an officer, or life like Nomads, or anything. Every lifestyle has their own strength and weakness, but once you have choose your lifestyle, you won't be able to turn back and change. Tradition and lifestyle is not something that can be changed easily.
I think the idea that was mentioned above to give equipment special abilities, such as:
Pike - always get first hit on mounted units in melee
Heavy Armour - Reduces ranged weapon accuracy
Hammer - Ignores 33% of armour stat
Crossbow - Requires 3 action points to attack with (I live in hope for a greater variety of side-graded weapons)
That sort of thing could go some way to helping. These abilities could then be prominently displayed so that all players can see that they exist.
Another, possibly easier option might be to have all units start with more "attack speed" stat, but have armours reduce it that much more severely, have mounts only add to "move distance" and unable to perform an attack action with less than the required "attack speed". Possibly go so far as to make less than 1.0 action useless and unusable.
Did this happen with the v1.09 release?
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