Brad Wardell's site for talking about the customization of Windows.
Published on July 18, 2009 By Frogboy In Elemental Dev Journals

image

This is a very very early implementation of the research screen.

We have a lot of work to do on research as we’ve been experimenting with lots of different ideas for the past few months.

The goal was to have something very different from Galactic Civilizations but also something that is easy for people to add their own techs, distinguish different factions with their own techs, and allow for infinite researching.

In this UI, the player has researched the ability to research 3 things at once (no penalty).  This option gives us a lot more flexibility in terms of letting people make interesting choices on what kind of civilization they want to develop (we’ll explain more on this as we get closer).

More to come.


Comments (Page 9)
9 PagesFirst 7 8 9 
on Jul 24, 2009

pigeonpigeon

I think having a system where different AI play styles are chosen based on conditions instead of them trying to learn mid match is far superior. On normal or below you could have the AI just randomly choose a playstyle and on hard or above the AI can change playstyles depending on what it sees the player doing. Having it recognize some obvious player warmongering and responding by changing from say, the expansionist to defensive playstyle is relatively simple compared to trying to make it learn.
Data based mini patches would then improve all of these playstyles over time. The AI would not permenantly learn from a individual player though, it would simply change to a different predefined tactic midmatch. GC2 Seems to follow a fairly similar system and it's definitely one of the best AI's I've seen in any game.

I'm with you 100%. I've pretty much been arguing for what you said in your first paragraph for months now, in various threads here and there. And any patches to AI (or any other aspect of the game) are always welcome, of course.

I'm of this opinion as well. In short, a robust dynamic AI system will be key for the longevity of the franchise. That coupled with personality based activity will make the game environment very rich and challenging.

on Jul 24, 2009

Tourresh
Only hatred I remember was demigod players being mad at getting stuck with them as teammates and opponents when they were looking for humans. No bots checkbox = problem solved.

We are so off topic.

Yep, he was talking about how much Demigod players hated it. The forum reception here was more positive.

on Jul 25, 2009

temporarely back from vacation....

 

Leaving again tomorrow...

 

Nice update thanks

on Jul 25, 2009

Usually researching 3 items at once will only split the research efforts thin, - researching one at a time would yield the three techs in the same amount of time, but the player benefits from the effects of the technologies earlier.

Would 'research without penalty' mean the player has effectively tripled his research output, or is research based on random success rolls, so researching three techs at once increases the chance on a success?

Otherwise multiple research is a red herring, seems useful but distracts from the only correct option 'always research one tech a time'.

Opinions?

on Jul 25, 2009

Well, tech research had better not be based entirely on RNGs.... the random element will completely nerf any balance in the game. That's not saying a little randomness isn't fun, but once it becomes the main aspect of teching.....

as I said before, since the ability to research 3 things at once is an UNLOCKABLE ability (which implies a definite benifit), it's possible that when you research 3 things at once you literally add all your tech points to each tech, increasing your output threefold. (There might be a small penalty, though: triple research output sounds like a BIG boost.)

on Jul 25, 2009

alibenbaba
Usually researching 3 items at once will only split the research efforts thin, - researching one at a time would yield the three techs in the same amount of time, but the player benefits from the effects of the technologies earlier.

Would 'research without penalty' mean the player has effectively tripled his research output, or is research based on random success rolls, so researching three techs at once increases the chance on a success?

Otherwise multiple research is a red herring, seems useful but distracts from the only correct option 'always research one tech a time'.

Opinions?

Realistically, it almost always makes more sense to research multiple things at the same time. Throwing all your scientists on a new metal alloy might make it go a bit faster, but the biologists and aerospace guys you put on the project sure won't be very effective.

The devs could easily make it the opposite of what you suggest where researching less than X techs at a time imposes penalties on the overall amount of resarch points. This puts a stop to gamey rushes to a popular tech and means that nations will increase their technologies in a more natural way.

on Jul 25, 2009

Usually researching 3 items at once will only split the research efforts thin, - researching one at a time would yield the three techs in the same amount of time, but the player benefits from the effects of the technologies earlier.

It really comes down to how it's implemented. If it's a straight up "you have X research points and you can split that up into however many different technologies at once" then yes, it would always be better to to research one at a time. But if you use research points more efficiently by researching multiple things simultaneously then that isn't the case at all. And if unlocking extra research spots lets you research another tech at full speed, regardless of what else you're doing, then it'd be downright stupid to only research one thing at a time.

on Jul 28, 2009

He never even said that we could focus research.

In this UI, the player has researched the ability to research 3 things at once (no penalty)

Way I figure it, when you unlock the ability to add another research slot, that's all you've done. You've gone from putting X research points per turn into 2 fields each to putting X research points per turn into 3 fields each.

on Jul 28, 2009

Way I figure it, when you unlock the ability to add another research slot, that's all you've done. You've gone from putting X research points per turn into 2 fields each to putting X research points per turn into 3 fields each.

Thing is, there are a dozen different ways to put meaning into his post where there is none. When you get right down to it, his post doesn't tell us anything other than that we will be able to research multiple techs at once, and that we will have to do something to gain that capability. We don't even know if this game will use research points at all, and we certainly don't know how they might be divvied up.

on Sep 24, 2009

Quoting Frogboy many pages (and months) ago....

"I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions."

 

If they can't stand to have core techs NEVER show up in some games, just randomly have them sometimes show up later, maybe not at the same time for each faction.

Anyway, I like the basic concept.  I'd like almost anything to force some variety by stopping us from always picking our favorite techs.  In this, as in so many other things, MOM is an example of doing things well, while AOW:SM is an example of close-but-not-quite.  Not a big deal at first, but wait till you've played Elemental for as many years as I've played MOM.  Get enough of these details right, and people will by playing 10+ years, even without modding.

9 PagesFirst 7 8 9