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

Greetings!

Today I’m evaluating the Elemental Alpha.  All the various “platforms” come together to start putting together a game. Next month, the Beta of Elemental will be released for those who have pre-ordered it.  Shortly after, we will

Downloading…

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First, I have to download it from Impulse.  This is the version of Impulse that people will be getting by the time the beta comes out. It’s “Phase 4” and has a lot of new stuff but we’ll talk about that soon enough.

 

For those who aren’t in the alpha, you’re not missing much. There isn’t much “game” there yet.  The primary purpose of this alpha is to let us just get some early feedback on the basic engine and let us get things set up for the beta.

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The Alpha intro screen.

 

The Alpha, like Beta 1, will all take place on the cloth map. The idea here is to take all the eye candy away and let beta testers focus first on just the game play. So again, people looking to have “fun” with the alpha or beta 1 should stay far far away from this. The whole point of a Stardock beta is to let people help mold the final game.

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When a player starts the game, they have just their sovereign. If he (or she) dies, you die.   You will want to build cities near fertile land which, in Elemental, is relatively rare. Fertile land is designated (for now) by a green and yellow flower tile.

 

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Once you build a city, you can begin researching techs.  This screen is still a work in progress (like everything else) and not likely to resemble the final screen. Suffice to say, as you research technologies, new paths open up which are displayed at the bottom.

 

 

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Clicking on a city will allow players to build new things right on the map. At first, there won’t be much to build. But over time, lots of different things will become available (though in alpha 1 we have purposely limited it to just a handful of things).

 

 

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Early on, you will want to build units to protect your cities. You can also design units (though it’s pretty basic right now). 

 

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As your influence grows, your zone of control will grow (which as you can see in this screenshot, I’ve asked to tone down a bit).

In Elemental, the power of your empire will rest on your control of the magical shards which give your side the mana necessary to cast ever more powerful spells. In addition, your economy is based on your control of key resources.  Elemental (unlike Galactic Civilizations) has no concept of “industrial units”.  You want to build something, you better control the necessary resource otherwise it’ll take a ridiculous amount of time.  The more of those resources you control, the faster you can build things.  Thus, control of one iron deposit is not as good as controlling two or three iron deposits when it comes to making steel weapons.

So over the coming weeks, the economy and magic of Elemental will begin to take shape and beta testers will, ideally, find the game fun despite the Commodore-64 style graphics.  Then, when the full environment is added in as well as the tactical battles the fun will be greatly amplified because you’ll be able to see the true effects of your power and we can convey a lot more information visually in a way that is pleasing to the eye (which we can’t really do without the cool graphics easily).

Once the Alpha program gets complete, assets and features will start getting injected into the game at an accelerated rate.


Comments (Page 4)
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on Aug 10, 2009

Good stuff for sure. You just know it will rock on dual 30" monitors!!! 

Did we get any sort of official responce on possible duel-screen support?   It would be very handy in a strategy game to be able to use BOTH screens as different partss of the UI.

on Aug 10, 2009

landisaurus

Good stuff for sure. You just know it will rock on dual 30" monitors!!! 


Did we get any sort of official responce on possible duel-screen support?   It would be very handy in a strategy game to be able to use BOTH screens as different partss of the UI.

No official response yet. However, I think for those of us that want it should speak up! I for one would love dual monitor support.

on Aug 10, 2009


When a player starts the game, they have just their sovereign. If he (or she) dies, you die.   You will want to build cities near fertile land which, in Elemental, is relatively rare. Fertile land is designated (for now) by a green and yellow flower tile.

I am wondering about this having to build on fertile land thing...

Although I understand that this makes sense within the story of the game, it seems like a fairly arbitrary limitation. It sounds like the game is basically forcing me to build cities in rare, pre-determined locations.

Is this the way it is supposed to be?

 

on Aug 10, 2009

Tiefling


I am wondering about this having to build on fertile land thing...

Although I understand that this makes sense within the story of the game, it seems like a fairly arbitrary limitation. It sounds like the game is basically forcing me to build cities in rare, pre-determined locations. 
It offers us a new way to play our usual TBS. In theory no more city spamming between other things. Maybe that can be toggeable in sandbox but I like the change proposed.

on Aug 10, 2009

I withhold my critique till I had a chance to sample and done a bit more research. But from astethic point of view, it frikin rules thusfar. I love the clothmap, but I understand there will be different way of viewing the game, which will be good too.

on Aug 10, 2009

Tiefling

I am wondering about this having to build on fertile land thing...

Although I understand that this makes sense within the story of the game, it seems like a fairly arbitrary limitation. It sounds like the game is basically forcing me to build cities in rare, pre-determined locations.

Is this the way it is supposed to be?

 

No, because your sovereign can turn wasteland into fertile land - at the cost of essence. From various dev posts over time it seems like there will be rare fertile areas already on the map, but that most of the fertile land will be created by the players. A dev also recently said that fertile land will slowly expand outwards, meaning that if you don't want to spend essence rapidly creating cities all over, you can wait for one patch of fertile land to expand enough to fit another city. 

This is intended (I presume) to prevent city spamming; or at least to prevent city spamming from being the only viable method of winning.

on Aug 10, 2009

Excellent to see that the Devs are focusing on game-play over prettiness, even to the extent of keeping the eye-candy out of the Beta. Games like this hinge on the fun factor of the strategic decisions you can make and the power of the user interface to give you easy access to all your options.

If Stardock gets both these things right, this will be a game for the ages. Looking forward to testing the Beta.

on Aug 10, 2009

I fear the particular research model being displayed.  If it's like the Europa Universalis model of there's 6 or so tech groups for the whole game and you divide your research points amongst those groups...  UGH.  That model is terrible.  Focus is almost entirely removed from research.  It just becomes something where you set your percentages at the beginning of the game and then completely ignore it.  

If on the other hand, we're just seeing the breakdown of Laser I - Laser IV ala Galactic Civ...  That's a vast improvement on that model.  The expansive tech tree is key.  I hope Elemental doesn't get rid of it.

on Aug 10, 2009

This post probably belongs in another thread, but I wanted to inject my thoughts to Simplicity123's point.

I hate to be the devils advocate (OK, not really) but regarding division of research points/resources amoung multiple technology groups. This is something that I always liked about MOO, MOO2.

I was actually adjusting these regularly during gameplay based on things like whether I was at war, trying to upgrade planet/city building technologies, etc.

Additionally (and without really knowing what E:WoM is planning magic-wise), it is my hope this concept is carried over in some manner into the spell/magic model. That would more closely mimic the model used in LoM:SE and Dominions 2&3 (that I really liked) where different wizards stationed in towers/libraries across your empire could be researching different spells simultaneously (concretely in LoM and abstractly via the groups in Dom2/3).

You could add more wizards to increase the research speed at any given tower/library, but that meant that they weren't readily available as active heroes/units for attacking/defending/exploring. That was always a great strategic decision to me...just how many of these guys to I use to keep researching new spells vs. building up killer parties/stacks.

I think these are a more realistic construct that makes you strategically choose where to devote these resources.

I think that you could always just focus 100% of the resources on one group/spell if the division really bothered you, but with very little overhead, you've got the flexibility to divide your labor.

As always, just my $0.02 

on Aug 10, 2009

Oh, I have no problem with being able to DIVIDE research.  The Total War: Empires model, where you have a person researching a particular tech...  But it's still a tree in that case.  I just don't want to see a model where you choose between Civilization, War, Magic, Resourcery, or Frobnids with various advances along those six paths for the whole game.  That model eliminates choice.  It also reduces "one-more-turniness" that comes along with having a fresh tech advance coming up.

Now maybe one of those techs in the Civilization path opens up the "Fancy-city folk" path.  And you get advances along that.  Great.  More choice.

on Aug 10, 2009

Sim, agreed. I misunderstood your initial point.

on Aug 10, 2009

The research is similar to GalCiv's except that instead of having say Phasors I, Phasors II, etc. you would just have Phasors with different milestones.

When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things.

The dock on the bottom gradually fills up with different options to choose from.

on Aug 10, 2009

In that case, "w00t!"

on Aug 11, 2009

Frogboy
The research is similar to GalCiv's except that instead of having say Phasors I, Phasors II, etc. you would just have Phasors with different milestones.

When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things.

The dock on the bottom gradually fills up with different options to choose from.

Sounds good, I like it... but does that mean no infinite research? Twas one thing I really looked forward to seeing come to fruition... yet, your system sounds good, even if it does end.

 

Oh, by the way, you keep bashing your current graphics but they are quite nice IMO. Even if not flashy, they have a "smoothness" that is easy on the eyes.

on Aug 11, 2009

Frogboy
When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things.
Well, it sounds like Galc Civ to me.

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