Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on April 10, 2010 By Draginol In Elemental Dev Journals

Greetings!

Today we released beta 1Z.  There are a number of stability hicups that will need to addressed with an update this weekend but overall we’re pleased with the results so far.

However, it is our determination that beta 1Z is not sufficiently stable enough yet to proceed to beta 2. Sorry guys we just want to make sure we aren’t rushing anything.

What’s next

The remainder of Beta 1 will be about stability.  Making game mechanic changes and the process of turning it into something that doesn’t cause psychological damage due to the horrible game play experience won’t begin until Beta 2 when we get real people to play each other.

The criteria we will be using to determine whether we believe it's ready to go to beta 2 would be:

1. Reasonable stability. Defined as the typical beta tester able to complete a full game (win or lose).

2. Robust saved games. Defined as saved games being capable of perfectly reproducing the game state (key for debugging in beta 2).

3. The ability to run a new game from within a new game.

4. Basic game mechanics in place. Defined as meaning that two people playing each other multiplayer can effectively start and complete a game.

Beta 1Z fails items 1 and 3.  Item 2 seems acceptable. Item 4 is acceptable.

We will release a Beta 1Za in the next week or so. (BTW, long-time Stardock people can tell you that yes, we have had betas go up to beta 1ZK before).

The AI

Regarding the AI. There really isn't any AI yet (I haven't written any code yet).  The way the AI is developed is that I specify a series of APIs that the AI will need access to (example AIFindNearestEnemyUnit() ). Once there are enough of these worker functions implemented, I can start.  I don't expect to start coding the AI until Beta 3.

Game Mechanics that will be added post beta 1 but before beta 2

  1. Siege units.
  2. City walls.
  3. Laying siege to cities
  4. Caravans
  5. New road system
  6. City rationing (cutting a city off of the global resource pool via sieges)
  • Naval combat will not be added until beta probably beta 3.
  • Handling of different racial populations in cities is being looked at for the beta 3 phase.

If you have any questions, ask away. We’ll be around.


Comments (Page 1)
2 Pages1 2 
on Apr 10, 2010

So the stability update will actually go live this weekend and not next week? Awesome, the 10 or so turns I get to play before a fatal error, blue screen of death, and system reboot are pretty fun.

on Apr 10, 2010

This weekend's update is just to fix some of the more egregious issues.  Next week will be our first real stability update.

on Apr 10, 2010

I like that Stardock is really looking at the different race populations issue. I myself am really hoping they come up with a good plan that works, and retains the multiple populations. But, why do you need multiple populations of different races in a city if they don't have populations move from city to city?

In MoO2 you can move different race pops to different worlds, but in MoM you take a city and whatever was there is there; there isn't any moving of races to different cities. Personally, I think the MoM way is simplier, and I would be happy with that. Also, after playing the 1Z beta today, and remembering how Stardock did GalCiv2, I can't forsee any reason to move populations to different cities as in MoO2.

I'd be happy with either the MoO2 way, or the MoM way, just as long as there are different races that a nation can control.

on Apr 10, 2010

3. Does that mean to start a game, exit that game, and start another game and have it run without exiting the Program? It sounds like that's what that means.

on Apr 10, 2010

Should we report traits chosen at start that don't work as intended ? for instance if I choose a sov that can raise the research points if he stays in a city, I won't get those extra research points.

on Apr 10, 2010


Siege units. City walls. Laying siege to cities Caravans New road system City rationing (cutting a city off of the global resource pool via sieges)

Are you guys really THAT set on the global economy model? I hate to sound like a broken record, but it has been coming up a lot lately and just straight out of right field after all the discussion that has gone back and forth over the months on the game's economy.

Because I really think you should at least give player feedback a chance on it.

 

Also, on the AI. If it can be made more defensive and less aggressive it would make game testing go a lot better. AI right now seems to have a Kamakazi death wish.

on Apr 10, 2010

Very nice to see a game company intent on releasing a finished product, instead of whipping something up and spending the next 6-12 months fixing it (I'm looking at you, Bad Company 2...) or worse, just forgetting about it. Take all the time you need guys! It'll pay off in the end.

on Apr 10, 2010

Awesome, too bad I am not at home to try it out right now.

SIege sounds awesome. Naval battles I am not too sure about. Will they be available as tactical battles as well? I still see the naval battles of Empire:Total war in front of me. My god, that was a heap of feces of a game. And the naval aspect was pretty much one of the worst thing about it. That is why I am asking, naval battles are fine by itself, as long as it works properly and it is in fact strategic rather than a hopeless uncontrollable and unresponsive mess.

on Apr 10, 2010

Sounds like a very sound plan. We need stability for MP.

on Apr 10, 2010

Frogboy
This weekend's update is just to fix some of the more egregious issues.  Next week will be our first real stability update.

Nice. The 1Z stability is still far from being perfect, however it's much better compared to the older versions. I will try to find new CTDs & lock ups today, because I know that you lads love to fix these!

on Apr 10, 2010

This can only be a good thing. Looking forward to the update.

I've not contributed much in the way of bug reports, as whenever I seem to get one, someone else has beaten me to it. Should I still upload the save, debug.err and such?

on Apr 10, 2010

Ok. Just had a complete game. 250+ turns, but the deal was I had only 1 enemy faction. Will add a second enemy and go again, then add 1 etc.

I already know with 4 or 5(max.) enemies I get Memory Out errors with after +/- 140(ish) turns

Killing Trolls is a total PITA. Yes. I know they will be tweaked...

Some map elements are not accessible without Magically altering the land, which is late stage big time due to research turn costs. There is a Ruin in a lake, and a herd of Horses on an Island (Sable) perhaps.

Add a Quest object spawning offshore...

http://img410.imageshack.us/img410/2379/elemental1z1.jpg

Here is one thing I found that could be a BUG. If you select a Hero and it indicates a Battle(swords), then cancel that battle to try and recruit them, they report the SOV Charisma required as thier actual Battle rating. (doh!) See PIC.

http://img693.imageshack.us/img693/9971/elemental1z.jpg

P.S. Not to bitch but the map could use some smooting around the outter edge. What is with all these little coves with Shards in them that you can't grow even a Town around.

Also, can we get some clairification on why a Pioneer who captures a Bee's Nest, with the proper tech gets the added FOOD bonus, without being connected to a City, vs a Pioneer who captures a Shard but does not get the Bonus added unless a city IS attached...

Double standard....

on Apr 10, 2010

"Perfection is achieved, not when there is nothing more to addbut when there is nothing left to take away" <----- good quote if you you ask me

on Apr 10, 2010

vs a Pioneer who captures a Shard but does not get the Bonus added unless a city IS attached...
I'll look into this...sounds like a bug.  Good catch! 

on Apr 10, 2010

  Just enjoying the feedback and the commitment from you Stardock, and the other people testing Elemental.  I have really had a great time reading all the informal comments and updates that Frogboy, BoogieBac, etc., are making here. 

  Frogboy, I briefly worked for a software co.  We had 2 walls in our support area.  One wall had a bunch of negative problems, comments, etc, directed towards the company or employee's of the company.  This was kept so that we could fix, alleviate, take action or just ponder on ways that could benefit or make changes to the software. 

  The other wall had all of the positive comments and notes.  This was for morale boost.  This wall had very few well wishers.  I think you should have something like this(maybe you already do).  

  Both spaces were helpful.  One helped you concentrate on what needed to be fixed(to a degree in what order) and the other gave you positive reinforcement from company admirers of products or services.  I don't see a need to post every print mail, e-mail, telegram, etc., but it does help if you have a small space devoted to both area's that employees can see and read. 

   

 

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