Brad Wardell's site for talking about the customization of Windows.

image So much going on this week and at the same time, so little. A lot of vacations here at Stardock pop up in June since this is one of the prime months here in terms of weather. 

On a sad note, Trent (Mittens) had his last day today. He’s off to Salt Lake City to take a position as a designer at a new game studio.  We’ll miss him.  Combined with the people on vacation, the studio area feels like a ghost town.

My executive planner and marketing manager gave me a “CEO make over” today with a bunch of new clothes. I guess trade show shirts and ratty shorts just aren’t good enough anymore.

Right now, we’re looking at dozens of issues that need to be addressed before we can even do the alpha build of the game.  Everything from the fonts looking crummy to setting priority on what should be on the setup.

For instance, if someone wants to create a custom civilization and in there choose “good” or “evil” that’s fine. But I’m having them get rid of being able to have pre-existing factions be good or evil because it would literally double the writing involved for each faction’s back story.  While that’s interesting to have, I would rather have more depth per faction rather than half the depth but a mirror universe version of each one.

The screen you see here will likely be significantly altered between now and release. But this gives you an idea of how iterative the process is.  I’ll probably eliminate the appearance area and put that into the custom race area. Right now, “design your race” is the only option. There isn’t a formal “choose your faction” area.  Elemental comes with 2 built in races and 12 factions but we plan to let people create their own races and factions as well, but that should be a separate area that is a lot richer. If you try to mash too much stuff together, it’s confusing to new players but still too weak for experienced users.


Comments (Page 10)
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on Jun 11, 2009

Well, quite a lot of unfair dislike for tactical combat...

 

In a game where you are controlling regiments, you are not running through the trenches telling individual soldiers what to do.  You're doing exactly what an actual general would, commanding.  Auto resolve between armies is just silly.  The better led army almost always won in history, being larger or more advanced alone only won with massive disparity.

 

I wouldn't blame shitty AI on tactical combat either.  Lazy developers are lazy developers.  Turn based tactical AI on a small grid is not the insurmountable problem that real time tactical AI in a standard rts is.  You have a vastly smaller quantity problem to tackle, and your only processing constraint is not letting the AI sit there and think for five minutes while people go crazy.  Even students have designed better tactical AI than most games ship with.

 

It's either pure laziness, or, and this is my suspicion, most game developers fucking suck at playing their own games.   I suspect the Frog has no such hindrance as his AI in the Galciv games plays better than I do.  If they can't design a tactical AI that doesn't blow, they aren't trying to.  It's simplicity next to designing the strategic management systems.

on Jun 11, 2009

Annatar11

I am with Luckymann on that one. Tactical Combat does not a good game make.

If you have tactical combat, it gives the human player an edge the ennemy AI doesn't have, unbalancing the game elements. If the AI already struggle with strategy, asking it to go for the tactics as well is not optimal.
And if you don't have tactical combat, you're at the mercy of a simplistic stats and auto-resolve system where there's absolutely no challenge and it all boils down to "more and better wins".

Oh, and contrary to what Luckmann said, Auto-Resolve basically is what a game without tactical combat does. It just has a system for seeing how many units you've got, figuring out their stats, compares with the enemy, and figures out the winner. So those who don't like it can just go auto-resolve on all (which some players in the Total War games keep doing), and those who do like it will play with it. Everyone wins!

 

I'm firmly with Annatar on this point.

Additionally Frogboy can surely make a pretty good tactical AI. Moreover it would be nice if he would make the system in such a way we could program AIs for our user created factions.

on Jun 11, 2009

Denryu
Back to the tactical vs strategic discussion...

I have been thinking about it, and I think that auto resolve that does nothing but number crunching is lame.

Units should have a default behavior. I would love if you could give each unit within an army specific instructions like "protect unit y" or "advance until you are in range then fire volley at nearest enemy", etc. The capability to "program" your units to fight effectively without your direct help could become a mini-game in itself.

In auto resolve, it should play out the battle via algorithm, taking terrain, your scripted instruction (if any) etc etc into account. You should be able to watch a non interactive movie (other than camera angle) of the battle. Basically a lot like Dominions 3, with possibly a bit more depth of scripting behavior. This should be the the most auto resolve option in the game. (To me a bare number cruncher of strength vs strength is just retarded.) Watching the movie optional of course. I do not like the idea of being able to chose autoresolve and then selecting a "do-over" in tactical because you think you can do better.

If I choose to drop into tactical, units should still automatically carry out scripting behavior, possibly have an "All STOP" button on the interface to make units wait for specific instructions. Or I can let units continue with their scripted behavior and just select specific units and over-ride the script with specific new orders.

To me this would really satisfy all camps, you would not have to feel that hitting autoresolve was gimping you because you could control what autoresolve did. It would give you tactical level control without having to tactically run each battle. It wouldn't be designing two separate systems, it would just let the player that chose tactical an option to go in and insert his orders over the units default orders.

And if someone demands that they have the option to have a straight "number crunch" and then ALSO complains that doing so is shooting themselves in the foot - they should be shot in the foot with a twelve gauge shotgun. They should be shot in BOTH feet.

In the past, auto-resolve used to use shortcuts because in a big game with a lot of AIs, they'd fight each other. Going through the full combat algorithm on them really slowed things down for the human.

With the computing power we have now, I don't see why auto-resolve would be anything other then doing the full combat simulation, only without the display. So terrain and all that *would* count.

At least, that's how I'd do it now.

on Jun 11, 2009

I just have to say, using auto-resolve even though tactical combat is available is not shooting yourself in the foot. Really, using tactical combat is like cheating (assuming you are good at tactical combat - not everyone is even if you are). Auto-resolve is fair - it puts you and the AI on equal footing. Tactical combat, on the other hand, gives an advantage to most players over the AI.

Most games have cheat codes. Do you always use cheat codes, because you feel like you'd be gimping yourself by not using an option provided by the game that would probably make things turn out better for you?

 

Luckmann

It's like the issue of micromanagement, which some people seem to think that "more is better" because "if you don't like the 1000 sliders, you can put it on auto-manage";

No, it isn't. The problem with governors and auto-management is that such things do not take into account player strategy. The AI can't read your mind, so it can't figure out what your plans and goals are, so it can't make decisions accordingly. For an AI player, that is not the case. That same auto-management can do a much better job for an AI player because the different parts can all talk to each other.

The same is not true of tactical combat, at least not nearly to the same extent. There is the issue of whether you'd rather sacrifice certain troops to save others, etc, but in my mind that's much less important than the general management of your empire/kingdom/nation. And honestly I don't expect combat AI for AI players to take that into consideration either, so even still it doesn't put you at a disadvantage - rather it puts you on a level playing field.

 

That said, this is one reason why I want the option to fight a battle tactically after viewing the auto-combat results. I personally enjoy tactical combat, but there are many situations when I'd much rather auto-resolve and move on. However, I am a bit like Luckmann in that I'll usually go into tactical combat even in situations where my victory is assured or trivial battles, even though I'd kind of rather not. Being able to decide whether or not to go into tactical combat after viewing auto-combat results would go a long way towards solving this issue. In Total War, auto-combat would often perform about as well as I would (sometimes better), but sometimes it would downright screw up. This lead to me doing a combination of fighting battles tactically that I'd rather not deal with or save/load if auto-combat did something dumb. If they implement this, it means I can fight the battles that I think will be fun, let auto-combat deal with the rest and if I don't like the auto-combat results for some reason I can always give myself a shot. If you auto-resolve and then fight tactically, the results of tactical combat should be final even if you did worse than auto-combat.

 

on Jun 11, 2009

I personally don't like giving the player two bites at the apple - if you go with autoresolve you should live with the results. But that's me, I will play almost exclusively ssingle player, so if it was in I wouldn't care

on Jun 11, 2009

It's an interesting idea. Perhaps rather than a specific auto-resolve result it would just give you a general approximation of what you can expect. Like the TW tactical result summarizes as "Decisive Victory", or "Close battle" and things like that. So you initiate combat, and it gives you a hint of what you can expect, and then if it's a Close Battle you can auto or try to squeeze the most out of it with manual.

That way it's not exactly two bites at the apple, just more information to help you decide which you want. TW has the basic slider, but it's a very generic combat power reading that doesn't take everything into account. Though something like that would also work.

on Jun 11, 2009

Something like in HoMM where it would tell you the relative strength of a stack compared to the one you have selected would be nice.

On the subject of tactical AI, I'd like to point out a post by Sorceresss made on the Demigod forums: http://forums.demigodthegame.com/354259/get;2236466. Sorceresss points out an article by Christopher M. Park. "The approach that I settled on, and which gave surprisingly quick results early in the development of the game, was simulating intelligence in each of the individual units, rather than simulating a single overall controlling intelligence."

 

on Jun 11, 2009

Annatar11
It's an interesting idea. Perhaps rather than a specific auto-resolve result it would just give you a general approximation of what you can expect. Like the TW tactical result summarizes as "Decisive Victory", or "Close battle" and things like that. So you initiate combat, and it gives you a hint of what you can expect, and then if it's a Close Battle you can auto or try to squeeze the most out of it with manual.

That way it's not exactly two bites at the apple, just more information to help you decide which you want. TW has the basic slider, but it's a very generic combat power reading that doesn't take everything into account. Though something like that would also work.

My one problem with that is that sometimes, even when TW predicted a Decisive Victory, the results would be wholly unsatisfactory. Literally, I have gone into combat with more experienced, higher quality troops and outnumbered my opponent by as much as 3 or 4:1 with the terrain to my advantage and gotten horrible results from auto-combat. I am not exaggerating when I say that it lost as many of my own troops as it killed of the enemy. And sometimes, even though my units were capable of easily outrunning my opponents, most of their troops managed to escape. Now, overall TW has a pretty good auto-combat, but that it could sometimes screw up so badly even when it predicted wonderful results really put me on edge committing to auto-combat. It resulted in me fighting even most trivial battles manually, unless I had just saved.

I don't like save/loading, but I don't like game mechanics in TBS games that amount to mindless gambling even more. There's a difference between mindless gambling and strategic gambling. Slot machines are mindless gambling, poker is strategic gambling. In one you pull the lever and pray, in the other you actively try to put yourself in a better position and improve your odds, and you usually have the ability to cut your losses. 

on Jun 11, 2009

Annatar11
It's an interesting idea. Perhaps rather than a specific auto-resolve result it would just give you a general approximation of what you can expect. Like the TW tactical result summarizes as "Decisive Victory", or "Close battle" and things like that. So you initiate combat, and it gives you a hint of what you can expect, and then if it's a Close Battle you can auto or try to squeeze the most out of it with manual.

That way it's not exactly two bites at the apple, just more information to help you decide which you want. TW has the basic slider, but it's a very generic combat power reading that doesn't take everything into account. Though something like that would also work.

 

I like that.

on Jun 11, 2009

Please please please don't fall into the manichean Good-Evil thing. Please include shades of grey, neutral factions, and Order of the Stick-like paladins/goblins, with their "alignment" being twisted around and hard to read (for those who don't know OotS, Goblins are often peaceful while Paladins commit attrocities in the name of good).

In other words, please twist conventions around, play with shades and nuance, and surprise players...

on Jun 11, 2009

I definitely was not a fan of the M:TW auto-resolve.  I haven't tried E:TW, however.  Auto-resolve is nice option, but I too want to direct my army to march across sodden fields of enemies to victory.  Or, if I'm playing multiplayer, to send my units scurrying around in hopes of escape from impending doom.

on Jun 12, 2009

My biggest reason for wanting tactical battles is the possibility of synergistic powers -- stats are very flat and cold.  You can take stats all you want, but something like MoO2's Energy Absorber, Xeno Armor, DamperField, Repair system, and cybernetic race trait has an effect completely out of line with their 'stats' because of the way they synergistically interreact.

 

And I like that idea!

on Jun 12, 2009

Yes, but while MoO2's tactical combat vas very nice initially, I always felt it was more of a chore at the end. Seriously, I got so bored having to always more every single one of my ships at every single freaking battle.

About the "if the AI sucks, let Frogboy develop a new one". I feel like he's already struggling a lot to create the best Strategic AI possible, and that is still a far way down (even if I feel like he's had the best AI in the video game industry). Asking him to impliment a tactical AI on top of that? That'll be downright cruel.

I just don't see the appeal of Tactical Combat in a game such as this. I never felt like Civ4 or GalCiv2 shot me in the foot. The results were randomly generated, and I simply had to make sure I out-strateged my ennemies decisively rather than leave clinching down to luck. That's what a good general do. I like to have me and the AI to be on the same footing when it comes to pure combat. The rest is about where to put my troops on the map, and when to engage.

I guess, if we could have some blur generalling option available (not a direct control over your troops like you have in strategy games, more of a realistic generaling mechanics, where you give orders to your troops and hope they understand what you said and do what you wanted), with efficiency of General being linked to his leadership ability, that might work. Since combats orders have become simplier, you might create a decent AI out of it without much work (compared to a Starcraft-like AI), and they get the very same penalties regarding ordering their armies around than you do.

 

on Jun 12, 2009

Werewindlefr
Please include shades of grey, neutral factions, and Order of the Stick-like paladins/goblins, with their "alignment" being twisted around and hard to read (for those who don't know OotS, Goblins are often peaceful while Paladins commit attrocities in the name of good).

Are you sure you are talking of Order of the Stick? Maybe talking Goblins? Not that Order of the Stick doesn't have stick up somewhere paladins.

on Jun 12, 2009

My one problem with that is that sometimes, even when TW predicted a Decisive Victory, the results would be wholly unsatisfactory. Literally, I have gone into combat with more experienced, higher quality troops and outnumbered my opponent by as much as 3 or 4:1 with the terrain to my advantage and gotten horrible results from auto-combat. I am not exaggerating when I say that it lost as many of my own troops as it killed of the enemy. And sometimes, even though my units were capable of easily outrunning my opponents, most of their troops managed to escape. Now, overall TW has a pretty good auto-combat, but that it could sometimes screw up so badly even when it predicted wonderful results really put me on edge committing to auto-combat. It resulted in me fighting even most trivial battles manually, unless I had just saved.

Yes, I know, I've experienced the same things. But I would fault that on TW's auto-resolve. In essense what I'm saying is to run the actual auto-resolve simulation, and then instead of displaying the actual numbers, just display the general outcome. That way, there's no surprise for the player like you described, if it shows "Decisive" but you end up losing half of your army. If it shows "Decisive" you know that you pretty much obliterated them, but you don't know what you lost - only that it's not a lot. But it could be a few of your rarest and most powerful units, or it can be more of your weaker ones.

Then, you can either slug it out in tactical, or settle with the auto-resolve and then it will show you the exact statistics.

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