Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on April 26, 2010 By Draginol In Elemental Dev Journals

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We have been pleasantly surprised at how this has worked out because it gives us the opportunity to look at seeing if we have time to do something we have wanted to do: Develop the RACES further.

The Kingdoms are made up by a single race (Men)

The Empires are made up of three races presently (Men, Trogs, Urxen).

However, with the reality being that people seem to much prefer to create their own factions, it may make sense for us to return to TWO pre-made races (Men and Fallen) and then use the resources saved to put in more content to let people make their own races.

So in the Faction creation screen, you would have a “Race” tab where you would design what they look like along with a very simple Strength and Weakness list.

Illustrating the point

One of the things we thought we would have to wait until a sequel would be to let players mix their races together when they build up their kingdom or empire.  Right now, you capture a city, all the people simply become your faction (and its corresponding race).

So even if you made a race of those Avatar blue guys, when you capture a city from Pariden, the city would remain populated by Men.  You would then be able to created a mixed army where they all have their strengths and weaknesses and visually look different.  So you could create a true “Last Alliance”.

Now, the trade off is that the 10 factions would be made up of only 2 premade races (Men and Fallen) but there’d be enough assets available then to let players create their own Orcs or Dwarves or Elves or Space Smurfs or what have you and then let players create a mixed empire.

So Men might have a +1 bonus to say Economy. Fallen might get a +1 bonus to their attack rating. Then players could also create (for instance) Elves who get a +1 to the range of their archers or any number of other differences plus they would visually look different.  From this, in post-release we could explore other ramifications.

What do you think?


Comments (Page 10)
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on Jul 05, 2010

StillSingle
The idea is great!!  More customisation choices.   The points raised above about have premade factions needing to be included can be gotten around by having a module in the AI algorithm that actually designs its faction/race at the beginning of each game.

 

Please, yes.

This would be great. Reminds me of Warlords 3 where the AI would customize it's side if the player took points to customize his.

 

 

on Jul 14, 2010

i think it's a great idea to allow greater customization of races and factions, but i'd just to say this:

 

if it will be so easy for players to create their own races to play as and against, why can't that functionality also be used to put more races in the game from the get go?

on Jul 15, 2010

I believe these problems could be overcome by a "point and hook" system.  Each trait would be assigned points relevant to its potential and the strength of the trait.  For example, Horse familiarity could be worth 10 points, while Horse Lords would be worth 50 points.  This point system is utilized by Warhammer to create enhanced moddability while maintaining balance for multi-player.  With regards to the AI utilization of these traits, hooks can be implemented which would tell the AI how to use these traits. Horse related traits would be associated with speed, distance, and plains preference. The AI would use these hooks, and the relevant strengths of the traits to determine an appropriate strategy. With associated hooks placed in the environment, the AI would be able to adapt a strategy suitable to its environment. AI level would determine the ability of the AI to manage these hooks. This could result in a plethora of effective strategies that would increase diversity and replayability. This would also force the player to adapt his own strategies, so that he is not repeating the same pattern over and over again.

I fully support focusing upon the two basic races and customization to enhance stability and potential. It would take an inordinate amount of time to create 10 factions and all the possible permutations of mixed races. If you instead focus on two races and the "genetics" of race/trait mixing, you will end up with a stable platform with endless possibilities. Given the "point and hook" system, you could easily generate several viable opponent races to satisfy the time-pressed or uninspired.

on Jul 15, 2010

any system but spores way which is just cosmetic would be fine, spore might have limitless creation but they all have pretty much the same crappy stats...

on Jul 15, 2010

Differentiate! Differentiate! Differentiate! Please!!!

Gal Civ was sold on the fact that there were diverse races to choose from that were truly unique. And it delivered. I just assumed Elemental would take this aspect even further.

I would like to see definite racial choices that go beyond just affecting stats. It would be awesome for some of the races to have different base units. Eg. An Orc race would have goblin, orc and troll base units before you started to add equipment. And the equipment would be limited to each unit base. Eg. Troll base cannot use bows but can hurl boulders. Goblin units can only use light equipment. etc etc.

I don't like the idea of being able to morph too much with conquered cities unless there is some sort of cultural alignment, for example a barbarian city captured by orcs. The game Warlords had no real character because you just collected non-cohesive armies which killed any RPG element the game should have had.

on Jul 27, 2010

Are we going to get the faction customization option back in the game by release?

IGN’s Feature on Elemental Modding : This article from the news section said that faction creation would not be part of the game ui but would go into the xml modding areas.

I think that's probably a bad idea, considering the poll in the journal section, and that most gamers will not want to mess around with the xml. We're not all modders out here.

on Jul 27, 2010

One thing that makes me very sad is the lack of playable "monster" races...

One of my favorite things about MoM was the sheer variety of race options, and since regrettably I have zero experience in modding I worry it will be too difficult to recreate races like "Trolls", or "Gnolls", or "Beastmen"...

I suppose my question is this: How difficult will it be for a novice player to grab ahold of your modding tools and make races? Will it be like pulling teeth, or will it be a very easy "point and click" kind of experience?

on Jul 27, 2010

Palmski83
One thing that makes me very sad is the lack of playable "monster" races...

One of my favorite things about MoM was the sheer variety of race options, and since regrettably I have zero experience in modding I worry it will be too difficult to recreate races like "Trolls", or "Gnolls", or "Beastmen"...

I suppose my question is this: How difficult will it be for a novice player to grab ahold of your modding tools and make races? Will it be like pulling teeth, or will it be a very easy "point and click" kind of experience?

 

Well, XML is basically a text file - so if the key names are easy to make sense of, it would be like changing an .ini file - and you could use notepad to edit it if you had to (I'd suggest notepad++ though).

Making more races might be as simple as making lots of copies of the base .xml file, renaming them (say trolls.xml, gnolls.xml) and then doing what you want inside each file.

Just a guess, but I'd imagine they'd not make it overly complex since they are going this route with it and I'm sure they want "regular" players (as opposed to experienced modders only) to be able to make their own races/factions and such.

on Jul 27, 2010

Are we going to get the faction customization option back in the game by release?

 

a good question ?

on Jul 27, 2010

Well, my original choice was "custom" but ....

now my Favorite is Tarth, followed by Resolyn.

on Jul 27, 2010

Tasunke
Well, my original choice was "custom" but ....

now my Favorite is Tarth, followed by Resolyn.
Not having access to custom, Tarth is my favourite too. Alotugh fi I were to follow the magical girl Sovereign route, Procipinee with Pariden seems the best.

on Jul 28, 2010

Wintersong



Quoting Tasunke,
reply 146
Well, my original choice was "custom" but ....

now my Favorite is Tarth, followed by Resolyn.Not having access to custom, Tarth is my favourite too. Alotugh fi I were to follow the magical girl Sovereign route, Procipinee with Pariden seems the best.

Custom all the way!...but Tarth is decent because of the various military related bonuses.

on Jul 28, 2010

VR_IronMana



Quoting Palmski83,
reply 143
One thing that makes me very sad is the lack of playable "monster" races...

One of my favorite things about MoM was the sheer variety of race options, and since regrettably I have zero experience in modding I worry it will be too difficult to recreate races like "Trolls", or "Gnolls", or "Beastmen"...

I suppose my question is this: How difficult will it be for a novice player to grab ahold of your modding tools and make races? Will it be like pulling teeth, or will it be a very easy "point and click" kind of experience?


 

Well, XML is basically a text file - so if the key names are easy to make sense of, it would be like changing an .ini file - and you could use notepad to edit it if you had to (I'd suggest notepad++ though).

Making more races might be as simple as making lots of copies of the base .xml file, renaming them (say trolls.xml, gnolls.xml) and then doing what you want inside each file.

Just a guess, but I'd imagine they'd not make it overly complex since they are going this route with it and I'm sure they want "regular" players (as opposed to experienced modders only) to be able to make their own races/factions and such.

But can this be done in a user friendly editor?

on Jul 28, 2010

Bellack

Quoting VR_IronMana, reply 144


Quoting Palmski83,
reply 143
One thing that makes me very sad is the lack of playable "monster" races...

One of my favorite things about MoM was the sheer variety of race options, and since regrettably I have zero experience in modding I worry it will be too difficult to recreate races like "Trolls", or "Gnolls", or "Beastmen"...

I suppose my question is this: How difficult will it be for a novice player to grab ahold of your modding tools and make races? Will it be like pulling teeth, or will it be a very easy "point and click" kind of experience?


 

Well, XML is basically a text file - so if the key names are easy to make sense of, it would be like changing an .ini file - and you could use notepad to edit it if you had to (I'd suggest notepad++ though).

Making more races might be as simple as making lots of copies of the base .xml file, renaming them (say trolls.xml, gnolls.xml) and then doing what you want inside each file.

Just a guess, but I'd imagine they'd not make it overly complex since they are going this route with it and I'm sure they want "regular" players (as opposed to experienced modders only) to be able to make their own races/factions and such.

But can this be done in a user friendly editor?

 

If you mean in the game/mod workshop/a gui interface, I don't think anyone knows. I don't think using a text editor is terribly unfriendly, though. Folks use text editors all the time. Heck, posting to the forum uses a text editor.

on Jul 28, 2010

Wintersong

Quoting Tasunke, reply 146Well, my original choice was "custom" but ....

now my Favorite is Tarth, followed by Resolyn.Not having access to custom, Tarth is my favourite too. Alotugh fi I were to follow the magical girl Sovereign route, Procipinee with Pariden seems the best.

 

Oh no! You revealed Procipinee's secret!

I wonder what she looks like before she transforms into Super Sovereign X Procipinee?

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