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Published on July 23, 2009 By Frogboy In Elemental Dev Journals

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July is almost over and that means it’s time for another FAQ answer list!

Q: What are channelers and how do they work?

A: Channelers are beings who can harness the magic locked inside the elemental shards that are scattered across the world. When your faction (or an ally) controls a shard, you gain access from its type of mana (which is either earth, air, fire, or water magic). Channelers also generate on their own either life magic or death magic depending on the path they’ve chosen.

The maximum amount of mana a channeler can accumulate is based on their essence. At the beginning of the game, a channeler currently starts out with 20 essence points by default (though this number will change during the beta and will depend on how you construct your faction).  When channelers gain levels, their essence increases.

However, channelers can also (and as a practical matter must also) imbue things with their essence.  For instance, at the start of the game, your channeler will have to imbue the land with life (or death) magic in order to allow you to build a city on it. That means taking away some of your essence. Once essence is used, it’s gone forever so it should be used sparingly. 

Over time, the life force (or death force) that a channeler initially imbued in the land will naturally spread so each founded town won’t usually require the sacrifice of essence to create. However, if the player wants to quickly spam out a bunch of cities (which is a typical strategy in 4X games) it will come at a very high cost.

Channelers can also imbue their minions with some of their essence to make them far more powerful.

To learn more on this concept, see the Wikipedia entry of Morgoth.

Q:How is good and evil handled?

A: Rather than using the terms good and evil we have elected to go with factions that either align themselves with life magic or death  magic.  The Empires make use of death magic and the Kingdoms make use of light magic.

Q: Tactical battles, are they real-time?

A: They make use of continuous turns. This makes the battles play out much like a real time strategy game but without feeling a rush. The Corporate Machine was one of the early games to make use of continuous turns.  Some have said that Sins of a Solar Empire plays like a continuous turn game.

The idea is that winning tactical battles has nothing to do with speed or reflexes but strictly strategy and tactics. Players can control the rate in which time units pass, pause while giving commands, etc.

Q: How advanced is the mundane technology tree?

A: Players always stay within a medieval setting. There will be no space dragons or something.   What we see instead is the continual refinement of existing technologies. Weapons get better and better. Farms become more and more productive.  We are currently not intending for a tech tree to have any practical end though beta testers will have the final word.

Q: Is there going to be a lore book?

A: There will be announcements on this in the next couple months.

Q: Will there be priests?

A:  We do not include pre-built units.  What players choose to call their units is up to them. However, a channeler can choose to imbue a unit with essence that makes him or her able to cast spells.  However, players won’t simply be building armies of priests and clerics.  Those who cast spells are rare and special and lethal.

Q: Will there be summoned units?

A: A magical caster can summon elementals and other beings of magic.

Q: Is there a distinction between the sovereign and a channeler?

A: Yes. The sovereign is a channeler and can imbue units with the power to channel magic who in turn can pass on their essence to others.

Example:

The sovereign starts out with say 20 essence points. Each time he levels up, he gets 5 more essence points.

The channeler might choose to imbue a hero with 5 essence points to make him into a channeler. Now, that hero goes up N essence points per level too and could in turn imbue other units with essence points.

Similarly, since Elemental takes place on a fantasy world, a party of adventurers may have in their ranks a “wizard” or a “cleric”.  These channelers might choose to join your group and thus not have to sacrifice any essence to make them into channelers.

Q: How powerful can individual units get?

A: They can become astonishingly powerful.  Ever see the beginning of Lord of the Rings where Sauron is whacking elves left and right? Sauron was only a Maia.  Not well known but in Middle Earth, there were elves and man so powerful that they could take on Sauron in single combat.

Q: How does modding work in Elemental? How can I make my own creatures?

A: In most game projects, art assets are checked in through source control (CVS, PerForce, SVN, etc.).  In Elemental, we are moving our artists to checking in those assets as if they were modders using the built in UI.

We will have two types of assets in Elemental: Canon and non-canon.  Canon assets are ones we created. Non-canon ones are ones that players have created. Players will be able to pick and choose what assets they want in their games.

We won’t be putting elves into Elemental for instance. No unicorns. No fairies. No gnomes. No orcs. But if someone else wants to use Maya or 3D Studio and export it into the format we’re using (we’re using a standard 3D model format, forgot which one) you can put it into the game and then share it, within the game, for others to use.

Q: How was the economy settled?

A: We have taken the path of keeping it as simple and open as possible and leave it to the beta testers to play through.  One of the things we realized is that when discussing it online, people fixate only on the economy and thus tended to want to have it extremely sophisticated. But when playing the actual game, they might discover it’s better to have it simple.

That said, the key to winning (militarily anyway) will be controlling resources. Having an iron mine is good. Controlling 4 is much better, however.  How much you produce is dependent on how many resources you control.

Q: How will dungeons work?

A: We are still playing around with dungeons.  Realistically, we’ll probably keep them simple and then do an expansion pack later on that will make them what Scott (project lead) wants them to be (where players can literally explore a dungeon). 

Q: Will there be mega events?

A: Optionally. We are planning on vastly more types of events, quests, etc. than we’ve ever done before.  For example, on your 20th game you might come across a great tower that you can’t answer. The tower’s magical door sends you on a quest to get the key. Once you have the key, you can enter the tower which provides you with some strategic advantage.

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Unlike in GalCiv where we had to hard code special events, Elemental has an entire class dedicated to it so that we can add as many of these events as we want.

Q: Will there be mounts?

A: Yes. Researching Animal husbandry will take you to various types of animals you can ride from horses to wargs to bears. Researching those types of animal husbandries will then cause herds of that animal to appear on the map. If players control that resource (building a stable or what have you on that tile) their kingdom then has access to it.

When players design units, they can then “equip” their unit with a horse or what have you.  However, like any other resource, the length of time to build that unit will depend on how many of those resources you have. 

Q: Where does the game stand now?

A: It’s still pretty rough.  Right now we’re putting in the technology tree but there’s a lot of usability issues, cosmetic issues, etc. It’s definitely an alpha.

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There’s a lot of really basic cosmetic stuff that we need to resolve before a public alpha. I know it’s silly but it does matter (it is a video game). 

Magic spells aren’t in the current build nor are tactical battles (they won’t go in until Fall anyway).  The AI is still being API’d up for Python 3. Map generation still needs work.

But given how much time we have left and how much time we lost due to Demigod I’d say things are going well. Progress is swift.  I’ll be a lot happier once the beta is out (PAX).


Comments (Page 4)
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on Jul 25, 2009

Personally I'd like to see the combat system provide battles where multiple players can fight on the same battlefield.  This allows allies to fight side by side during battle and offers more strategies.  Three different enemies could all be fighting each other on the same battlefield.  This feature currently exists within AgeofWonders:SM .

I'd love to see this as well. I'm also hopeful that it will be in, because one of the examples of things he'd like to see in this game are battles ala The Battle of Five Armies in the Hobbit.

on Jul 25, 2009

There are no humans in the game. There are men but they aren't humans. That will be understood better later.

Does this mean that they are in fact Altarians ? See this thread https://forums.elementalgame.com/335522 and reply #23

on Jul 25, 2009

Frogboy

Empires = Fallen, Kingdoms = Humans


There are no humans in the game.  There are men but they aren't humans. That will be understood better later.
How are going the 60k words?

on Jul 25, 2009

Martimus
If you are able to create other channelers by imbuing them with some of your essense, and they are able to gain essense by leveling up, wouldn't that just make the best strategy to give as many people essense as possible and heve them all grind levels so you have as much essense as possible?

I think it would be better if they are unable to gain essense by leveling up, so that it really does matter when you give them your essense as opposed to using it to grow your empire, or keeping it to become more powerful.  As I read it, you could give as much of it away as possible to your sub-channellers, and it won't affect you since they will be able to gain essense faster than you, since they have numbers on their side.  Then they can use that essence to become powerful or grow your empire.

At least this is the strategy I would take, if this was a game mechanic.

 

"Channelers are beings who can harness the magic locked inside the elemental shards that are scattered across the world. When your faction (or an ally) controls a shard, you gain access from its type of mana (which is either earth, air, fire, or water magic). Channelers also generate on their own either life magic or death magic depending on the path they’ve chosen.

The maximum amount of mana a channeler can accumulate is based on their essence."

 

The last line makes it look like each channeler has their own mana pool, rather then a shared empire-wide pool. Assuming the elemental shards use a similar resource system as say an iron resource does, each shard will only give a certain amount of mana per turn. With 20 channelers, that mana is split 20 ways between them. So yeah, you can spam channelers and have lots of essence once everybody levels up, but none of them will have the mana to cast the truly powerful spells that a mana-hoarder can.

on Jul 25, 2009

Oh my!


Q:How is good and evil handled?

The Empires make use of death magic and the Kingdoms make use of light magic.



Hope to see a neutral element added in future expansions.


Q: Tactical battles, are they real-time?
A: They make use of continuous turns. Some have said that Sins of a Solar Empire plays like a continuous turn game.



YES!!!! This is going to be awesome for multiplayer.


Q: How powerful can individual units get?
A: They can become astonishingly powerful.



Good 'ol  kryptonite will teach 'em a lesson... as in a way to counter the all-powerful beings; like throwing the one ring into the volcano kind of thing...


Q: Will there be mega events?
Unlike in GalCiv where we had to hard code special events, Elemental has an entire class dedicated to it so that we can add as many of these events as we want.



Awesome!



Q: Will there be mounts?
A: Yes.



Will there be legendary, extremely rare mounts available to unlock and/or discover?



Progress is swift.  I’ll be a lot happier once the beta is out (PAX).

on Jul 25, 2009

Does this mean that they are in fact Altarians ? See this thread https://forums.elementalgame.com/335522 and reply #23

I am still not convinced. There are so many ideosyncracies between the two games that I just don't think there is a link. It's probably more likely that Brad just re-used names and ideas, which he does A LOT: I remember some ancient and now open-sourced RT"S" (that I am currently attempting to dig up) that used all the major races from GC1, but in a totally different context that was unconected to CG1 in any way.

on Jul 25, 2009

Channelers can also imbue their minions with some of their essence to make them far more powerful.

To learn more on this concept, see the Wikipedia entry of Morgoth.

Yes, this is a really cool addition!

 

Q:How is good and evil handled?

A: Rather than using the terms good and evil we have elected to go with factions that either align themselves with life magic or death magic. The Empires make use of death magic and the Kingdoms make use of light magic.

Considering the question, it seems that good is indeed linked to Life (cf earlier Unicorn discussion ...) and evil linked to Death. Fully ok.

The idea is that winning tactical battles has nothing to do with speed or reflexes but strictly strategy and tactics. Players can control the rate in which time units pass, pause while giving commands, etc.

Yes, the right way to go.

Q: How advanced is the mundane technology tree?

A: Players always stay within a medieval setting. There will be no space dragons or something. What we see instead is the continual refinement of existing technologies.

Yes, thanks for keeping any gunpowder or lasers in GALCIV!!!

Q: Will there be priests?

A: We do not include pre-built units. What players choose to call their units is up to them. However, a channeler can choose to imbue a unit with essence that makes him or her able to cast spells. However, players won’t simply be building armies of priests and clerics. Those who cast spells are rare and special and lethal.

Strange answer, since a priest is not just a magic-user but a user of divine powers - traditionally not the same, like in D&D. Are priests in Elemental just magic-imbued units that you choose to call Priests instead of Wizards??

We won’t be putting elves into Elemental for instance. No unicorns. No fairies. No gnomes. No orcs. But if someone else wants to use Maya or 3D Studio and export it into the format we’re using (we’re using a standard 3D model format, forgot which one) you can put it into the game and then share it, within the game, for others to use.

Not a surprise, but I still hope for the elves and orcs official expansion ... And unicorns, please, please ...! - linked to Life magic! There are a lot of "no's" in the answer above. While I really like the approach to modding, the problem is that not all of us have the time to actually indulge in it. And that is exactly one reason for buying a game in the first place. You buy the work done and can expect it is of good quality. So saying that all of this won't be in but please go ahead and do the job yourself is a bit of a disappointment to all of us who won't be able to mod in a really cool elf maiden riding on a unicorn ...

Q: Will there be mega events?

A: Optionally. We are planning on vastly more types of events, quests, etc. than we’ve ever done before. For example, on your 20th game you might come across a great tower that you can’t answer. The tower’s magical door sends you on a quest to get the key. Once you have the key, you can enter the tower which provides you with some strategic advantage.

Yes, this sounds really cool. Replayability will be much enhanced with LOADS of events and it would make the world feel so much more alive.

Overall comment: keep up the good work!!!

 

on Jul 25, 2009

Just make sure to put a big sign that says about Mega Events being optional. No need for Gal Civ II's flashbacks.

And expansion packs that add new features are always welcome. But optional pack(s) with extra races, props and the like, would be absolutely great. Maybe as some extra in some patches, like those extra Demigods for Demigod. Original or not, many want elves/dwarves/orcs... as races. Be it to mimic MoM, LotR or simply try some traditinal european myths, they are just too popular.

Still, a pity that it seems that models will be used as they are and that no modifications will be possible (reducing height, add some props... think Spore but not as much detailed).

on Jul 25, 2009

Still, a pity that it seems that models will be used as they are and that no modifications will be possible

Well, I am hoping for a Blender-compatible file format, which will allow people to fairly easily make the sorts of "tweaks" you are invisioning.... and I too am in BIG support of excess art being included: Boogie et al, KEEP EVERYTHING YOU DICARD! I don't care if it looks like crap.

on Jul 26, 2009

This game looks like it will be really good.

But remember, Master of Magic (and for that matter all the variants of Age of Wonders) succeeded on the diversity front.

In the expansions, we will all be asking for more canon graphics assets.

(i) More races

(ii) More spells

(iii) More magic creatures (i.e. unicorns)

(iv) More scenery / dungeons

on Jul 26, 2009

In the expansions, we will all be asking for more canon graphics assets.

(i) More races

(ii) More spells

(iii) More magic creatures (i.e. unicorns)

(iv) More scenery / dungeons

Well, naturally, but that is all fat, so to speak.  If an expansion contained only the listed above things, I'd feel like it were an expansion to the Sims (which most of them to me are not worth the price tag given to them).

Expansions should really add something.  Its pretty much a given that any expansion should add new races and scenery, but they should also really improve something.  Whether it be really giving a new story, improving dungeon features, or allowing alternate planes of existance.   And even then I'd want it to feel like something that A: I couldn't have added myself with just a little insight into the game code and B: able to enhance gameplay enough to make me play it for as many hours as dollars spent on the expansion.   (Not meaning to bash Sims specifically, but the Living Large expansion to the 1st sims is the only one that met  A or B.  I remember when "house Party" came out and I was like "ok... they have new animated objects... that wouldn't be that hard to recreate from a mod point of view.  And there are less items in this than in most Sims Mod Sites.  What a waste"  and the same for the dating expansion except add the words "And I bet I could have modded some way to allow my sims to travel to a 2nd town on command."

Sins of a Solar Empire did not really add much other than a few new units that allowed for a subtle change in strategy, but as a result it had a much smaller price tag than what many expansions these day hold.  So I thought that was grand.  If Elemental had a "Micro-expansion" that only had the listed above things, I wouldn't mind.  But Otherwise I'd want a game mechanic improved.

on Jul 26, 2009

You make a good point Landi. Let me explain. MoM and AoW were successful because they had a huge diversity of races, spells and creatures.

The developer posts here suggest that there will be a great engine, a great game, but a comparitively smaller number of spells, races and creatures.

What made MoM and AoW great was the sheer variety. So, when EWOM is released I have no doubt we will all go ... 'cool' followed by ... 'and we are willing to pay teh $$$/£££ for more content'.

landisaurus


In the expansions, we will all be asking for more canon graphics assets.

(i) More races

(ii) More spells

(iii) More magic creatures (i.e. unicorns)

(iv) More scenery / dungeons

Well, naturally, but that is all fat, so to speak.  If an expansion contained only the listed above things, I'd feel like it were an expansion to the Sims (which most of them to me are not worth the price tag given to them).

Expansions should really add something.  Its pretty much a given that any expansion should add new races and scenery, but they should also really improve something.  Whether it be really giving a new story, improving dungeon features, or allowing alternate planes of existance.   And even then I'd want it to feel like something that A: I couldn't have added myself with just a little insight into the game code and B: able to enhance gameplay enough to make me play it for as many hours as dollars spent on the expansion.   (Not meaning to bash Sims specifically, but the Living Large expansion to the 1st sims is the only one that met  A or B.  I remember when "house Party" came out and I was like "ok... they have new animated objects... that wouldn't be that hard to recreate from a mod point of view.  And there are less items in this than in most Sims Mod Sites.  What a waste"  and the same for the dating expansion except add the words "And I bet I could have modded some way to allow my sims to travel to a 2nd town on command."

Sins of a Solar Empire did not really add much other than a few new units that allowed for a subtle change in strategy, but as a result it had a much smaller price tag than what many expansions these day hold.  So I thought that was grand.  If Elemental had a "Micro-expansion" that only had the listed above things, I wouldn't mind.  But Otherwise I'd want a game mechanic improved.


on Jul 26, 2009

I think that somewhere Frogboy (or BoogieBac?) already mentioned something about the number of spells and it was similar to MoM.

on Jul 26, 2009

You make a good point Landi. Let me explain. MoM and AoW were successful because they had a huge diversity of races, spells and creatures.

The developer posts here suggest that there will be a great engine, a great game, but a comparitively smaller number of spells, races and creatures.

It looks like the spells will be as varied as in MoM. The number of races will be much lower, but hopefully the 12 factions will be different enough so that that variety is still there. And yeah there will be fewer creatures, but the creatures in Elemental are being treated completely differently than in MoM. They are rare but extremely powerful, recruitable but not trainable.

I can't speak for others, but I have a feeling I won't be asking for more races or creatures in the first expansions (maybe in later ones). I have a feeling I'll be more interested in having new game mechanics added in - including some that were planned or considered but left out due to time constraints, as well as new ideas. For example, the expansions to GC2 were incredible value and they mostly improved on or added new game mechanics - they didn't add very much 'content,' if you will.

on Jul 26, 2009

One thing I just realized is that the factions don't necessarily have to be physically identical. Probably won't get anything radically different or non-humanoid, but with all the magic zipping around during and shortly before the Cataclysm, I could easily see groups of people getting scales, fins, pointy ears, odd skin colors, and so on.

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