Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on November 30, 2011 By Draginol In FE Sneak Peeks

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The random maps are definitely getting better and better. I’d almost have guessed this was made by a person with the inland quasi-island and such.

Here’s another:

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Comments (Page 2)
on Dec 01, 2011

Murteas
Sort of related, do we know if this will be able to use 4GB+ of RAM?   I know that it is probably not going to be 64bit   , but I would guess the RAM usage is going to be the biggest limiter on the map size.  

Yep. The map size I was testing out was medium in the screenshots.

Larger is...well larger.

Memory remains the constraint here plus the time to generate the worlds.

on Dec 01, 2011

Frogboy
You can pass through ZOC. The AI might even let you depending on whether it determines it is in its best interest.

Brad - just to clarify. Separate AI's will ignore each other's ZOC or they will allow passage for each other? Thanks.

on Dec 02, 2011

Brad- will there be any chance for multiple underground level of the map? or it just going to be locked down to one level (the surface)

on Dec 02, 2011

Alstein
I thought units could move across water Civ 5 style?

 

Naval stuff is my biggest request for an added feature for the 2nd expansion right now though.

 

 

What make you think Civ5 style transports are a good idea for the Elemental games? This is not a one unit per tile game.

on Dec 02, 2011

harpo99999
murteas, unless it is 64 bit the MAX ram use (unless LAA enabled during compile) will be 2gb, BUT 64 bit and it is a HUGE ball park to play in, not just the tiny 2gb back yard at present

harpo

 

 

Yes, agreed, you are absolutely correct.  I realize that 64 bits is required to use more than the < 3GB limit that 32 bit has.  Not sure what I was really trying to get at there as I know that 64 bit was not coming out.   Let's just chalk it up as a Rick Perry moment.  

 

On another note, I love large maps, but I never seem to be able to finish them.  I always start large maps but then tend to restart again after a little while.   Maybe this time I'll actually play all the way through on large map with all the AI players enabled.

on Dec 02, 2011

AlLanMandragoran

Quoting Frogboy, reply 15You can pass through ZOC. The AI might even let you depending on whether it determines it is in its best interest.

Brad - just to clarify. Separate AI's will ignore each other's ZOC or they will allow passage for each other? Thanks.

 

My understanding is that ZOC will not be a barrier to passage.   The owning empire/kingdom may ask you to leave, but you can choose to ignore their demand (at the risk of starting a war), or they may not care and just ignore your breach of etiquette.

on Dec 02, 2011

NorsemanViking

Quoting Alstein, reply 8I thought units could move across water Civ 5 style?

 

Naval stuff is my biggest request for an added feature for the 2nd expansion right now though.

 


 

What make you think Civ5 style transports are a good idea for the Elemental games? This is not a one unit per tile game.

 

It avoids the building of transports, which are clinky and an AI problem.  Streamlining it just makes sense to me, provided the units can get blown out of the water by warships.

on Dec 02, 2011

Boats will not be in FE. But if and when they do come to Elemental, Brad is pushing for CivV style boats. There is a whole thread somewhere about it. 

on Dec 02, 2011

Well, the CivV boats would be the easiest way to do them, I guess.  And not to hate on CivV, there were other, older and just as hardcore TBS games that also did this.  There has to be a way to balance this out.  The AI needs a way to  be able to cross water effectively, but not so easy that terrain advantage is completely mitigated.

on Dec 02, 2011

I think they would make it so that you needed to find a coast to embark. If the random maps are capable of limiting coastal space, it would be a good way to keep terrain advantages nominal. It would also be nice to see some warships. It all depends on balance. 

on Dec 02, 2011

seanw3
I think they would make it so that you needed to find a coast to embark. If the random maps are capable of limiting coastal space, it would be a good way to keep terrain advantages nominal. It would also be nice to see some warships. It all depends on balance. 

 

You know, having to use coastal areas would be pretty limiting, and not a bad choice and would create choke points.  I'm cool with that, lets do that.  Better than no water travel at all by miles.

on Dec 02, 2011

Lord Xia



Quoting seanw3,
reply 25
I think they would make it so that you needed to find a coast to embark. If the random maps are capable of limiting coastal space, it would be a good way to keep terrain advantages nominal. It would also be nice to see some warships. It all depends on balance. 


 

You know, having to use coastal areas would be pretty limiting, and not a bad choice and would create choke points.  I'm cool with that, lets do that.  Better than no water travel at all by miles.

Yeah, I agree with this completely. I wouldn't even miss building transport ships that much, to be honest.

on Dec 02, 2011

I'm not sure how but Master of Magic AI created boats and loaded units on them. They also crossed water with flying creatures, water walking, and using towers to cross into the other plane and back again. The AI would even know to cast water walking or flying on units to enable crossing. Again, have no idea how but the AI was smart enough to use those methods.

on Dec 02, 2011


Great maps people!

Reminds me alot of the old Miracle Warriors map for Sega Master. Lovely game!

on Dec 02, 2011

Brad - just to clarify. Separate AI's will ignore each other's ZOC or they will allow passage for each other? Thanks.

Diplomatically, the AI doesn't know the difference between humans and AI.