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 2)
2 Pages1 2 
on Apr 10, 2010

Just want to say that the gameplay is great, fun and addictive, it's come a long way since the start of beta 1. In particular, making the resources global was a brilliant move, they give the economy just enough depth without too much micromanagement. All of which makes it all the more heartbreaking when the game crashes every 20 turns or so =/ But I definitely think the game itself (when it works) is ready for beta 2, as soon as the stability problems are worked out I look forward to multiplayer.

Also, I might be in the minority, but I like the trolls. Since I never get past turn 30 or so, I min/maxed my sovereign to be as strong in combat as possible, to give me something to do during those first 30 turns - trolls are the only thing that presents any challenge, and they can still be killed. I think it's important to have something absurdly difficult present itself early in the game, it gives you something to do with all that expensive starting equipment if you choose to make a combat sovereign, and if your sovereign is a wimp you can always retreat from them and build up your armies - it gives you a goal to aim for, a reason to train soldiers. Why would you want to research the next level of weapons and train a ton of soldiers, if there's nothing nearby that your sovereign can't handle easily? You do it so you can finally get your revenge on that damn troll!

on Apr 10, 2010

Now I haven't tested ranged units yet ie Archers, are they in yet cause when I looks at the tech it gave no new items in the description. Or will they be add in at a later date? (which beta?)

 

So is espionage gonna be added in an expansion or Elemental? (I remember people talking about it but it was awhile ago.)

on Apr 10, 2010

Reducing the game down to just 1 opponent seemed to stabilize it for me as well. I played a dozen games with lots of crashes and on my last one had one opponent and got over 100 turns.

Also in the 100+ Turns.

I was never able to get my sovereign over level 1 as I was not able to win a single combat against anything including a bandit and a lone spider.

I was never able to build any units other than peasants despite researching various military technologies. In my opinion even the weakest sovereign should be able to beat the weakest unit (spiders?) or else they'll never be able to get anywhere in the game (Can't accomplish quests, can't defend, etc)

Pacing of the game is SLOW.... Research costs grow exponentially while research ability grows linearly with building development. Seeing 30 plus turns to still research initial green techs is INSANE.

For me the micromanagement of the new economy is a lot worse. I'm having to manage materials, food, metals, city size limits, (gold seems to be the one abundant material) etc to build anything in my city queues.No long build queues either, I have to come back every few turns when something completes in a town (and it is a pain in the new interface to know when and which town, isn't as obvious as before)

I liked it a lot better before where I could generally build what I wanted if I had the money and resources were largely a factor of time. I could also queue up a lot more and not worry about micro-managing build lists of each town every couple turns.

on Apr 10, 2010

I think that there should be the option to EDIT our custom Sovereigns. I mean, if we find out that we don't want a particular thing, or want him to try a slightly different playstyle (but know that MOST options we still want) then I would like to be able to edit the (custom)Sovereign in-between games.

Not only would it be better from a "fun" perspective, but also from a testing perspective. For instance, removing Hardy, and re-adding Hardy, to see if it does ANYTHING. apparantly Hardy + 20 Constitition = 40 starting HP  ...  FUBAR!!!

Even if you have to save the edited sovereign under a new name, starting from a template you already spent 5 or so minutes on would be nice.

 

on Apr 10, 2010

I was never able to get my sovereign over level 1 as I was not able to win a single combat against anything including a bandit and a lone spider.

Choose a sov with 20 in strength and dexterity (20 in str will double your attack value and 20 in dex will double your defense value), the book of restoration and the trait that gives you 4 points in rresearch and the trait that gives you 1 point spell each turn.

Then go west to kill a spider, then go back to your city, wait until you recover all your health. Choose the spell "mass heal" as soon as you can. then explore a little.

That should get you started.

I was never able to build any units other than peasants despite researching various military technologies. In my opinion even the weakest sovereign should be able to beat the weakest unit (spiders?) or else they'll never be able to get anywhere in the game (Can't accomplish quests, can't defend, etc)

To train other units you see in red the resources you need. for instance a pioneer will need materials and gold. So you need to build early on the workshop, then research lumberyard to build two of them and get 9 material per turn. It's better if you build the second city a little south east where there's an other forest to build lumber yard on.

Remember some equipment will need iron (so you need to research iron mining first)

And I think that a week sov shouldn't be able to beat anytime a spider. I like the fact that they aren't only XP bags.

Pacing of the game is SLOW.... Research costs grow exponentially while research ability grows linearly with building development. Seeing 30 plus turns to still research initial green techs is INSANE.

I totally agree. Even with the trait that gives you 4 more research points it's so slooooow. And there's so much tech to research at start to get your economy and a basic defense: farming, mining, construction, equipment, quests, 1 or 2 magic tech to be able to harvest crystals and get 150 max spell points for that fire giant.

For me the micromanagement of the new economy is a lot worse. I'm having to manage materials, food, metals, city size limits, (gold seems to be the one abundant material) etc to build anything in my city queues.No long build queues either, I have to come back every few turns when something completes in a town (and it is a pain in the new interface to know when and which town, isn't as obvious as before)

I too liked the old system, and I'll need some time to get accustomed to the new one. But I can see the advantages of this one : you speak of micromanagment, but in fact it's just that we lack some kind of report about what are doing our cities (like in civ where you can get some kind of excel sheet of your cities, what theyr are building, how much culture they have etc. You can even build new thing from that screen.) the actual micromanagment isn't due to the new system but to the lack of a way to keep an eye on anything important.

What I'd like to see is a way to set our custom 'triggers", like "When I finish that building I want to be warned" or "Warn me when that unit arrives at destination".

I liked it a lot better before where I could generally build what I wanted if I had the money and resources were largely a factor of time. I could also queue up a lot more and not worry about micro-managing build lists of each town every couple turns.

The problem is you can't ask to build something next to a building that isn't built. There need to be a way to ask for an entire line of buildings like in supreme commander. I can see the problem : if you ask ABCD then destroy C, should D still be in the queue ? It isn't an easy thing to implement. So what we need is a powerful UI to get the job done.

on Apr 10, 2010

vieuxchat

Choose a sov

If you have to choose a specific sov in order to get anywhere in game, there is a problem. Also, you can edit the sovs file under units to cheat.

The whole point was it is a problem that needs fixing.

vieuxchat

To train other units you see in red the resources you need. /quote]

With 50 minimum in every resource I still can't train anything other than peasants, I have no shortages showing for materials.

[quote who="vieuxchat" reply="20" id="2589549"]And I think that a week sov shouldn't be able to beat anytime a spider.

Maybe not anytime, but at full health any Sov even the weakest should be able to beat the weakest unit in the game without building an army (which isn't available early game). This is a minimum. I would also argue it isn't bad to have some "XP bags" in the early game to give you a start if adventuring is the route you choose to go.



vieuxchat
you speak of micromanagment, but in fact it's just that we lack some kind of report about what are doing our cities (like in civ where you can get some kind of excel sheet of your cities, what theyr are building, how much culture they have etc. You can even build new thing from that screen.) the actual micromanagment isn't due to the new system but to the lack of a way to keep an eye on anything important.

While what you say is true, it wasn't my point. When you have multiple cities they're now all working from the same pool of resources and they're a lot to keep track of. Just queuing up buildings in one town can be a pain to manage all the resources you need. But then what you've queued up counts against what you want to queue up in town #2 (and 3).

They wanted people to only have a couple towns and I think they accomplished it. It looks to be hell of a painful micromanagement to have a lot of towns (or a lot of resources for that matter).

 


vieuxchat

The problem is you can't ask to build something next to a building that isn't built.

This doesn't bother me so much. However, trying to built a town next to a mountain range and with the square building plan they're constrained to you can run out of spaces.

on Apr 10, 2010

If you have to choose a specific sov in order to get anywhere in game, there is a problem. Also, you can edit the sovs file under units to cheat.

Remember we're in beta Numbers aren't already crushed and the battle mechanics aren't set yet in stone. And there's traits that don't work as intended.

With 50 minimum in every resource I still can't train anything other than peasants, I have no shortages showing for materials.

That's weird. There's no resource in red in the unit infocard of the building UI when you mouse over it ?

Maybe not anytime, but at full health any Sov even the weakest should be able to beat the weakest unit in the game without building an army (which isn't available early game). This is a minimum. I would also argue it isn't bad to have some "XP bags" in the early game to give you a start if adventuring is the route you choose to go.

And what about sovereigns that aren't made at all for combat and exploring but empire managing (like with traits that gives bonuses when you're garrisonned in a city) ?

While what you say is true, it wasn't my point. When you have multiple cities they're now all working from the same pool of resources and they're a lot to keep track of. Just queuing up buildings in one town can be a pain to manage all the resources you need. But then what you've queued up counts against what you want to queue up in town #2 (and 3).

They wanted people to only have a couple towns and I think they accomplished it. It looks to be hell of a painful micromanagement to have a lot of towns (or a lot of resources for that matter).

Oh. I didn't see it like that. Maybe because I don't start a new city if I don't need one. So even with 4 cities I don't have much to micromanage.

The problem you raise about where you spend your resources is a good one. I hope devs will find a good solution to this.

This doesn't bother me so much. However, trying to built a town next to a mountain range and with the square building plan they're constrained to you can run out of spaces.

It's the same as the problem I raised : whatever will limit you, you can't plan ahead the buildings. That is the problem. Even next to a mountain, if you could plan like in Sup Com it wouldn't be such a problem.

on Apr 10, 2010

"With 50 minimum in every resource I still can't train anything other than peasants, I have no shortages showing for materials."

To build something other than a Peasant, your base unit, besides the new Pioneer, Research as much of the stuff you want under the Warfare tab, Armor, Weapons... etc.

Then select the Peasant template and then Upgrade. Add the gear you have/want, then Save it as a new Template.

Most costs are strictly Gold based, unitl you get into the heavier armor stuff...

Sent a Private to not clog up the Forum with Pics

 

 

on Apr 11, 2010

With 50 minimum in every resource I still can't train anything other than peasants, I have no shortages showing for materials.

In elemental, there is is only 2 standard units: peasant and pionner. You must design all others units.

on Apr 11, 2010

Naval combat will not be added until beta probably beta 3.
thats sounds like you haven't done any work on it yet.

on Apr 11, 2010

KillzEmAllGod

Naval combat will not be added until beta probably beta 3. thats sounds like you haven't done any work on it yet.

I'm still wondering if they've decided on the player being able to build ships in ports or if the unit that reaches water will just build the boat there and move across the water, then destroy the ship when it reaches land. Basically it just turns the army into a ship and it "walks" across the water. Of course they put in a materials cost and add time for labor and say "they built a ship". That turns a mountain of a possibly complex problem into a quick fix.

If it was guaranteed that you'd more often then not need a "Navy" then I'd go with a persistent build-able navy. If water isn't much of a factor then the quick fix would be the way to go. Seeing as how we can get rid of water completely with a spell or possibly just cast "water walking" on a unit to get across having a build-able fleet might be redundant. The only time you'd really even use it is if two ships actually ran into each other at sea and initiated combat.

on Apr 11, 2010


Greetings!

New road system

Are there discussions on how this might be implemented?

I'm curious, because as I mentioned in another post, with the globalization of resources, there seems to be a micromanagement layer removed in the game, which should imply that there already exists trade routes and supply routes that enables these resources to travel across a kingdom (and then again, as I mentioned, romans, french, german etc, built roads for military purposes).

on Apr 11, 2010

OKAY ... can anyone tell me if Transport vessels are currently possible?

I kind of Don't want to be gypped on harvesting resources/accessing quests if they randomly happen to be on an island. Therefore, I want to build transports. However, I don't want to waste a whole game trying to get a Harbor city if its currently not possible.

Thank you for your time,

-Tasunke

 

Edit: Apparently there are no Boats (at all) in this build

on Apr 12, 2010





quoting post

Greetings!


New road system





Are there discussions on how this might be implemented?

I'm curious, because as I mentioned in another post, with the globalization of resources, there seems to be a micromanagement layer removed in the game, which should imply that there already exists trade routes and supply routes that enables these resources to travel across a kingdom (and then again, as I mentioned, romans, french, german etc, built roads for military purposes).

The thing is, even with the current globalization of resources, attacking roads can still be a very vallid strategic move. If you destroy a empires roads or even just put a break in one you should "technically" slow down their caravans and hence slow down their economy. As long as the Caravans are there for a Actual reason and not just there to make it "appear" that resources are being transported then that Should be a valid tactic.

on Apr 12, 2010

The current caravan system has each caravan carrying the same resource back and forth. I thought it was kind of funny to watch a caravan go from a Food Producer, to a non producer city, only to return with the same amount of food, simply going the other way.

Someone needs to grease a few more palms would be my guess. LOL

2 Pages1 2