<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>Brad Wardell - Skinning the frog  Comments - Brought to you by JoeUser</title><link>http://frogboy.joeuser.com/rss/comments</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Brad Wardell's site for talking about the customization of Windows.</description><language>en-us</language><pubDate>Sat, 07 Mar 2026 11:38:05 PM -0500</pubDate><lastBuildDate>Sat, 07 Mar 2026 11:38:05 PM -0500</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>zychrias</author><comments>http://frogboy.joeuser.com/article/539651</comments><description><![CDATA[<p>I'm back, like a ghost 😂</p>
<p>Crazy excited to get into this, and mod up yet another great campaign. I'm already drawing up my drafts.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539651</guid><link>http://frogboy.joeuser.com/article/539651</link><pubDate>Wed, 11 Feb 2026 9:32:24 PM -0500</pubDate><pubDateParsed>2026-02-11T21:32:24-05:00</pubDateParsed><title>zychrias on Ashes II Dev Journal: A Preview of Internal Alpha 1</title></item><item><author>zychrias</author><comments>http://frogboy.joeuser.com/article/539651</comments><description><![CDATA[<p>I'm back, like a ghost 😂</p>
<p>Crazy excited to get into this, and mod up yet another great campaign. I'm already drawing up my drafts.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539651</guid><link>http://frogboy.joeuser.com/article/539651</link><pubDate>Wed, 11 Feb 2026 9:32:24 PM -0500</pubDate><pubDateParsed>2026-02-11T21:32:24-05:00</pubDateParsed><title>zychrias on Ashes II Dev Journal: A Preview of Internal Alpha 1</title></item><item><author>Mozo293</author><comments>http://frogboy.joeuser.com/article/540746</comments><description><![CDATA[<p>Awesome, totally agree.&nbsp;</p>
<p>Two requests:</p>
<p>1) Hoping you'll consider nerfing monster and non armored archers/mages when defending against melee attacks (they take SO long to kill) - it seems ridiculous that they defend as well as non archers (if not better sometimes). Maybe a defense penalty when attacked by melee and double when attacked by mounted units, etc.</p>
<p>2) And of course I'd love to see terrain bonuses (or penalties like attacking across a river) so mods could make special units that are better in hills or forests, etc.&nbsp; -&nbsp; and we could use terrain as a defensive strategy.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/540746</guid><link>http://frogboy.joeuser.com/article/540746</link><pubDate>Fri, 30 Jan 2026 11:35:48 AM -0500</pubDate><pubDateParsed>2026-01-30T12:35:48</pubDateParsed><title>Mozo293 on Dev Journal #21: Of AI and Balance</title></item><item><author>scifi1950</author><comments>http://frogboy.joeuser.com/article/540491</comments><description><![CDATA[<p>Frogboy - You did a great job of telling us what to expect in Beta 3.&nbsp; Can't wait to try it out.&nbsp; Is "stay tuned" the best you can do for letting us know when you hope to release it&nbsp;<img src="//web.stardock.net/images/smiles/themes/digicons/Devil.png" alt="" />  &nbsp;</p>
<p>Well, that didn't take long&nbsp;<img src="//web.stardock.net/images/smiles/themes/digicons/Cool.png" alt="" /> &nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/540491</guid><link>http://frogboy.joeuser.com/article/540491</link><pubDate>Mon, 19 Jan 2026 4:25:45 PM -0500</pubDate><pubDateParsed>2026-01-19T16:25:45-05:00</pubDateParsed><title>scifi1950 on Dev Journal #20: Preview of Beta 3</title></item><item><author>Lord Xia</author><comments>http://frogboy.joeuser.com/article/450703</comments><description><![CDATA[<p><div class="quote"><div class="info"><div class="who">Lord Xia</div><div class="num"><a href="#3429730120">reply 120</a></div></div><div class="meats"><br />I would. &nbsp;I think it would be cool to go back to WoM and fix some of the issues around features that are no longer in the new games. &nbsp;Like Dynasties. &nbsp;Focus and fix what makes that game different than the new ones. &nbsp;I think you could re-release it and make money on it. &nbsp;Guess it depends on how much resources you want to put into it.<br /></div></div></p>
<p>&nbsp;</p>
<p>This guy sounds smart, keep listening to him.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/450703</guid><link>http://frogboy.joeuser.com/article/450703</link><pubDate>Sun, 11 Jan 2026 2:11:25 AM -0500</pubDate><pubDateParsed>2026-01-11T02:11:25-05:00</pubDateParsed><title>Lord Xia on War of Magic, should it be brought back?</title></item><item><author>scifi1950</author><comments>http://frogboy.joeuser.com/article/539943</comments><description><![CDATA[<p>You and your team never ceases to amaze me with the love &amp; dedication you have for all your games.&nbsp; I think this one is shaping up to be everything you wanted when you first decided to do a Magic fantasy game.&nbsp; Happy Holidays to everyone at Stardock and thanks for making all of our holidays very merry&nbsp;<img src="//web.stardock.net/images/smiles/themes/digicons/Cool.png" alt="" /> &nbsp;<img src="//web.stardock.net/images/smiles/themes/digicons/Star.png" alt="" /> &nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539943</guid><link>http://frogboy.joeuser.com/article/539943</link><pubDate>Fri, 12 Dec 2025 1:45:43 PM -0500</pubDate><pubDateParsed>2025-12-12T13:45:43-05:00</pubDateParsed><title>scifi1950 on Dev Journal #19: Preview of Beta 2</title></item><item><author>Natasin</author><comments>http://frogboy.joeuser.com/article/539943</comments><description><![CDATA[<p>I quite liked fallen enchantress and sorcerer King&nbsp;</p>
<p>So I'm looking forward to the end result</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539943</guid><link>http://frogboy.joeuser.com/article/539943</link><pubDate>Thu, 11 Dec 2025 6:27:56 PM -0500</pubDate><pubDateParsed>2025-12-11T18:27:56-05:00</pubDateParsed><title>Natasin on Dev Journal #19: Preview of Beta 2</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539943</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2935390227/Elemental+Dev+Journal+19+Preview+of+Beta+2[/confluence]</span></p></span></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539943</guid><link>http://frogboy.joeuser.com/article/539943</link><pubDate>Thu, 11 Dec 2025 1:00:00 PM -0500</pubDate><pubDateParsed>2025-12-11T13:00:00-05:00</pubDateParsed><title>wasabi_md on Dev Journal #19: Preview of Beta 2</title></item><item><author>Arcayer</author><comments>http://frogboy.joeuser.com/article/539863</comments><description><![CDATA[<p>The mockups/descriptions are vague enough that this is all highly speculative, but:</p>
<p>My main concern on Legacies is whether the AI will be able to track and correctly respond to/play around Legacy effects.</p>
<p>The Traditions mockup reminds me of Metaphor: ReFantazio's Royal Virtues. From prior description, I expected something more like the current level trees for heroes, except applied to factions? This system seems less versatile than that?</p>
<p>I think it would be cool if some Tradition choices were mutually exclusive. That is, I'm thinking like in World of Warcraft's system where some talents give an option between two abilities, and when you select one, the other is then impossible to receive. In particular, this would work well with the trait system for Brave, Intimidating, Etc.</p>
<p>As listed, it seems like the faction at hand is, Kraxis? Yithril? I don't think those traditions would fit Resoln well, much less any Kingdom.</p>
<p>I would lean more towards implementing the same as the current hero system, except for lineages, with each sovereign starting with some particular Tradition tree that's set at sovereign creation, maybe with four built in trees to start out with, and more possible via modding and/or future updates?</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539863</guid><link>http://frogboy.joeuser.com/article/539863</link><pubDate>Thu, 04 Dec 2025 8:35:02 PM -0500</pubDate><pubDateParsed>2025-12-04T20:35:02-05:00</pubDateParsed><title>Arcayer on Dev Journal #18: Dynasties in Beta 2</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539863</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2916286465/Elemental+Dev+Journal+18+Dynasties[/confluence]</span></p>
<p><!--EndFragment --></p></span></p>
<p><!--EndFragment --></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539863</guid><link>http://frogboy.joeuser.com/article/539863</link><pubDate>Thu, 04 Dec 2025 1:00:00 PM -0500</pubDate><pubDateParsed>2025-12-04T13:00:00-05:00</pubDateParsed><title>wasabi_md on Dev Journal #18: Dynasties in Beta 2</title></item><item><author>Wingflier</author><comments>http://frogboy.joeuser.com/article/539651</comments><description><![CDATA[<p>Really good write-up. I agreed with most of your points.</p>
<p>As someone who started playing Total Annihilation in 1997 when I was 10 years old, graduated to TA Spring later, then Forged Alliance, Supreme Commander 2, Ashes of the Singularity, Planetary Annihilation, and most recently Beyond All Reason - I can say that you seem to understand some of the aspects that make this particular genre so great.</p>
<p>In particular, I'm glad that Ashes 2 is going even further in the direction of macro-oriented low-micro playstyle - this is the direction that RTS games <strong>NEED</strong> to be moving in as a whole already. The latest two examples or RTS games that attempted to replicate the micro-heavy Starcraft style of gameplay, Battle Aces and Stormgate, crashed and burned in spectacular fashion despite being multi million dollar projects.&nbsp;</p>
<p>For me that's a message from the RTS community, loud and clear, we want to move in the direction of epic-scale, macro-oriented battles. The heavy micro small scale RTS games had their heyday, and that era is now past. So the recent trend of RTS games like Warno, Broken Arrow, Sins of a Solar Empire 2, and now Ashes 2 means we're finally moving in the right direction.</p>
<p>However, I do want to both emphasize the final point you made and also urge a word of warning:</p>
<p>You are correct in saying that the 2v2 style Player vs AI battles are ABSOLUTELY the most enjoyable and replayable parts about these games that keep people coming back forever. However, ALL of that is contingent on having a good AI.</p>
<p>Just as a prescient example, Sins of a Solar Empire 2 is probably the best RTS made in at least a decade in EVERY CONCEIVABLE WAY that is held back by one profound design flaw - The AI is absolutely atrocious. Even with massive resource cheats and huge advantages over the player, it is so incompetent and irrational in its decisions, it cannot be relied upon to make interesting or close games.</p>
<p>This is a shame because it's like making the highest quality sports car known to man, then forgetting to include the driving wheel, the gear shifter, or some other intractably important component that the game can't survive without. Games like Sins 2 and Ashes 2 will NEVER have a big and consistent enough community to always sustain the large PVP style games that people love, and even if they did, most players just don't enjoy PVP.&nbsp;</p>
<p>There are 3 major ways to handle this:</p>
<p>1. In 2025, the easiest and most sensible solution is to find a way to make machine learning work for you. With all the modern AI options available to developers, there's simply no reason you could not invest in a machine learning solution that would create - without any doubt - the best and most advanced AI ever created for an RTS to date. The upfront cost of developing this system might initially be problematic, but once the system was in place, the algorithm basically teaches itself.&nbsp;</p>
<p>This is the best option not only because it produces the best possible results, but because of the NOVELTY of the approach. You can advertise Ashes 2 as being the first major RTS ever made to use machine learning to create an unbelievably powerful AI that does not need to cheat or be given unfair advantages over the players just to keep up. This creates more hype and excitement about the game as not just another RTS sequel or TA spinoff, but something profoundly unique and interesting in its own right.&nbsp;</p>
<p>2. Make the AI moddable to players, or alternatively, allow players to create an AI from scratch for the game.</p>
<p>This is basically crowd-sourcing the AI to your own community, but nonetheless, the community will be willing to create a better AI in most cases than your team can, and for free.</p>
<p>Again, a big disappointment I have with Sins 2 that I hope you can learn from is that they have one of the most modder-friendly and easily accessible modding architectures of any RTS ever made - except for the one area that actually matters the most - allowing the community to tweak and develop the atrocious AI.&nbsp;</p>
<p>3. The third option is the traditional method of just hiring some very experienced developer(s) to create an AI for you, but I find this to be the weakest and least attractive option of the 3. It doesn't have any novelty, it's what every other RTS is already doing and has always done, and in the end, no matter how talented the AI devs are, once the players understand how to beat the scripted design, it becomes boring and the outcome is pre-ordained.&nbsp;</p>
<p>The value of the first 2 options are NOT ONLY that they can create better AIs and that they will continue to produce better AIs until the end of time, either by machine or community - it's the multiplicity of different AI engines that you are capable of creating by either outsourcing this to machine learning or modders.&nbsp;</p>
<p>So my final thoughts are, learn from Sins 2's tragic mistake. If you're going to make a game designed around PVE, then God damnit, make a game designed around PVE. Do something no dev has ever done before and structure this design axiom into your game from the ground up. If you launch the game with a mediocre and predictable, scripts-based AI, while calling it an epic scale PVE game, don't expect people to review it well on Steam. Expectations are high, and you have to have something that sets you apart from the pack.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539651</guid><link>http://frogboy.joeuser.com/article/539651</link><pubDate>Thu, 04 Dec 2025 12:42:14 AM -0500</pubDate><pubDateParsed>2025-12-04T13:42:14</pubDateParsed><title>Wingflier on Ashes II Dev Journal: A Preview of Internal Alpha 1</title></item><item><author>Wingflier</author><comments>http://frogboy.joeuser.com/article/539651</comments><description><![CDATA[<p>Really good write-up. I agreed with most of your points.</p>
<p>As someone who started playing Total Annihilation in 1997 when I was 10 years old, graduated to TA Spring later, then Forged Alliance, Supreme Commander 2, Ashes of the Singularity, Planetary Annihilation, and most recently Beyond All Reason - I can say that you seem to understand some of the aspects that make this particular genre so great.</p>
<p>In particular, I'm glad that Ashes 2 is going even further in the direction of macro-oriented low-micro playstyle - this is the direction that RTS games <strong>NEED</strong> to be moving in as a whole already. The latest two examples or RTS games that attempted to replicate the micro-heavy Starcraft style of gameplay, Battle Aces and Stormgate, crashed and burned in spectacular fashion despite being multi million dollar projects.&nbsp;</p>
<p>For me that's a message from the RTS community, loud and clear, we want to move in the direction of epic-scale, macro-oriented battles. The heavy micro small scale RTS games had their heyday, and that era is now past. So the recent trend of RTS games like Warno, Broken Arrow, Sins of a Solar Empire 2, and now Ashes 2 means we're finally moving in the right direction.</p>
<p>However, I do want to both emphasize the final point you made and also urge a word of warning:</p>
<p>You are correct in saying that the 2v2 style Player vs AI battles are ABSOLUTELY the most enjoyable and replayable parts about these games that keep people coming back forever. However, ALL of that is contingent on having a good AI.</p>
<p>Just as a prescient example, Sins of a Solar Empire 2 is probably the best RTS made in at least a decade in EVERY CONCEIVABLE WAY that is held back by one profound design flaw - The AI is absolutely atrocious. Even with massive resource cheats and huge advantages over the player, it is so incompetent and irrational in its decisions, it cannot be relied upon to make interesting or close games.</p>
<p>This is a shame because it's like making the highest quality sports car known to man, then forgetting to include the driving wheel, the gear shifter, or some other intractably important component that the game can't survive without. Games like Sins 2 and Ashes 2 will NEVER have a big and consistent enough community to always sustain the large PVP style games that people love, and even if they did, most players just don't enjoy PVP.&nbsp;</p>
<p>There are 3 major ways to handle this:</p>
<p>1. In 2025, the easiest and most sensible solution is to find a way to make machine learning work for you. With all the modern AI options available to developers, there's simply no reason you could not invest in a machine learning solution that would create - without any doubt - the best and most advanced AI ever created for an RTS to date. The upfront cost of developing this system might initially be problematic, but once the system was in place, the algorithm basically teaches itself.&nbsp;</p>
<p>This is the best option not only because it produces the best possible results, but because of the NOVELTY of the approach. You can advertise Ashes 2 as being the first major RTS ever made to use machine learning to create an unbelievably powerful AI that does not need to cheat or be given unfair advantages over the players just to keep up. This creates more hype and excitement about the game as not just another RTS sequel or TA spinoff, but something profoundly unique and interesting in its own right.&nbsp;</p>
<p>2. Make the AI moddable to players, or alternatively, allow players to create an AI from scratch for the game.</p>
<p>This is basically crowd-sourcing the AI to your own community, but nonetheless, the community will be willing to create a better AI in most cases than your team can, and for free.</p>
<p>Again, a big disappointment I have with Sins 2 that I hope you can learn from is that they have one of the most modder-friendly and easily accessible modding architectures of any RTS ever made - except for the one area that actually matters the most - allowing the community to tweak and develop the atrocious AI.&nbsp;</p>
<p>3. The third option is the traditional method of just hiring some very experienced developer(s) to create an AI for you, but I find this to be the weakest and least attractive option of the 3. It doesn't have any novelty, it's what every other RTS is already doing and has always done, and in the end, no matter how talented the AI devs are, once the players understand how to beat the scripted design, it becomes boring and the outcome is pre-ordained.&nbsp;</p>
<p>The value of the first 2 options are NOT ONLY that they can create better AIs and that they will continue to produce better AIs until the end of time, either by machine or community - it's the multiplicity of different AI engines that you are capable of creating by either outsourcing this to machine learning or modders.&nbsp;</p>
<p>So my final thoughts are, learn from Sins 2's tragic mistake. If you're going to make a game designed around PVE, then God damnit, make a game designed around PVE. Do something no dev has ever done before and structure this design axiom into your game from the ground up. If you launch the game with a mediocre and predictable, scripts-based AI, while calling it an epic scale PVE game, don't expect people to review it well on Steam. Expectations are high, and you have to have something that sets you apart from the pack.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539651</guid><link>http://frogboy.joeuser.com/article/539651</link><pubDate>Thu, 04 Dec 2025 12:42:14 AM -0500</pubDate><pubDateParsed>2025-12-04T13:42:14</pubDateParsed><title>Wingflier on Ashes II Dev Journal: A Preview of Internal Alpha 1</title></item><item><author>kgbbela</author><comments>http://frogboy.joeuser.com/article/539699</comments><description><![CDATA[<p>i like the idea of choice on how to use fame , i also saw a nice idea from the upcoming endless legend title where you can spend a few turns to find a good starting location and you get a buff to everything once you settle your city to make for loss time.</p>
<p>faction specific quests to evolve your faction or get your faction powers in the first place. could be tied to fame accumulated to time when you can get it. maybe even have chain event to get multiple powers.&nbsp;</p>
<p>maybe adding quests to everyone depending on starting location to improve faction , like you settled next to a coast , your harbors are better or you settled on a river you get better transportation or desert you get better resources when placing buildings on desert tiles etc.</p>
<p>auto resolve battles and then manually fight them if you dont like the result is in a lot of games today and i like it</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539699</guid><link>http://frogboy.joeuser.com/article/539699</link><pubDate>Tue, 02 Dec 2025 11:46:31 AM -0500</pubDate><pubDateParsed>2025-12-02T12:46:31</pubDateParsed><title>kgbbela on Dev Journal #17: New vs. Remaster</title></item><item><author>Natasin</author><comments>http://frogboy.joeuser.com/article/539699</comments><description><![CDATA[<p>I know when I played the alpha or beta version recently of this remaster that I was sad to not see what kind of expected production and stats that a settler would give on the formation of a new city.&nbsp;</p>
<p>&nbsp;</p>
<p>So if I have a settler selected then the tool tip. If I hover over a land then will tell me what the land might give me if I settle on a city.&nbsp;</p>
<p>&nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539699</guid><link>http://frogboy.joeuser.com/article/539699</link><pubDate>Sat, 29 Nov 2025 3:53:02 PM -0500</pubDate><pubDateParsed>2025-11-29T15:53:02-05:00</pubDateParsed><title>Natasin on Dev Journal #17: New vs. Remaster</title></item><item><author>Arcayer</author><comments>http://frogboy.joeuser.com/article/539699</comments><description><![CDATA[<p>This reminds me of the Faction Law system as per Heroes of Might and Magic Olden Era (which is a very good system)<br /><br />As I keep harping on, beyond else, I'd really like to see everything in the game actually work, in particular, accurate auto combat, and thus, AI vs AI combat. I can't actually advocate for new systems when I don't think the old systems are technically sound.<br /><br />With that said, making fame a more interesting resource does sound fun. This also gives more room for something kind of like Alpha Centauri's Secret Projects (not so much the competing to win races for cool stuff part, but the way factions develop over time, how they unlock new powers and mechanics as they mature). I would also hope for space for faction/allegiance/dynasty specific content within such a system.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539699</guid><link>http://frogboy.joeuser.com/article/539699</link><pubDate>Fri, 28 Nov 2025 11:48:03 PM -0500</pubDate><pubDateParsed>2025-11-28T08:48:03</pubDateParsed><title>Arcayer on Dev Journal #17: New vs. Remaster</title></item><item><author>scifi1950</author><comments>http://frogboy.joeuser.com/article/539699</comments><description><![CDATA[<p>I certainty can give a thumbs up to the idea of adding new &amp; different content.&nbsp; Something related to the Dynasty feature seems appropriate.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539699</guid><link>http://frogboy.joeuser.com/article/539699</link><pubDate>Fri, 28 Nov 2025 2:24:33 PM -0500</pubDate><pubDateParsed>2025-11-28T14:24:33-05:00</pubDateParsed><title>scifi1950 on Dev Journal #17: New vs. Remaster</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539699</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2891513864/Elemental+Dev+Journal+17+New+vs.+Remaster[/confluence]</span></p>
<p><!--EndFragment --></p></span></p>
<p><!--EndFragment --></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539699</guid><link>http://frogboy.joeuser.com/article/539699</link><pubDate>Fri, 28 Nov 2025 10:30:00 AM -0500</pubDate><pubDateParsed>2025-11-28T11:30:00</pubDateParsed><title>wasabi_md on Dev Journal #17: New vs. Remaster</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539651</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2881814535/Dev+Journal+Preview+of+Internal+Alpha+1[/confluence]</span></p>
<p><!--EndFragment --></p></span></p>
<p><!--EndFragment --></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539651</guid><link>http://frogboy.joeuser.com/article/539651</link><pubDate>Mon, 24 Nov 2025 1:00:00 PM -0500</pubDate><pubDateParsed>2025-11-24T13:00:00-05:00</pubDateParsed><title>wasabi_md on Ashes II Dev Journal: A Preview of Internal Alpha 1</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539651</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2881814535/Dev+Journal+Preview+of+Internal+Alpha+1[/confluence]</span></p>
<p><!--EndFragment --></p></span></p>
<p><!--EndFragment --></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539651</guid><link>http://frogboy.joeuser.com/article/539651</link><pubDate>Mon, 24 Nov 2025 1:00:00 PM -0500</pubDate><pubDateParsed>2025-11-24T13:00:00-05:00</pubDateParsed><title>wasabi_md on Ashes II Dev Journal: A Preview of Internal Alpha 1</title></item><item><author>Mac2411</author><comments>http://frogboy.joeuser.com/article/539545</comments><description><![CDATA[<p>I don't care for this change at all.&nbsp; The previous approach seemed more balanced and more tied to the logic of the in-game universe.&nbsp; I also lament the reduced number of black holes and nebulae</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539545</guid><link>http://frogboy.joeuser.com/article/539545</link><pubDate>Thu, 20 Nov 2025 8:59:36 PM -0500</pubDate><pubDateParsed>2025-11-20T20:59:36-05:00</pubDateParsed><title>Mac2411 on GalCiv IV: Dev Journal #110 - Strategic Space in v3.1</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539643</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2875686913/Dev+Journal+25.11.20+-+a+Tale+of+Two+Terrans[/confluence]</span></p></span></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539643</guid><link>http://frogboy.joeuser.com/article/539643</link><pubDate>Thu, 20 Nov 2025 2:00:00 PM -0500</pubDate><pubDateParsed>2025-11-20T14:00:00-05:00</pubDateParsed><title>wasabi_md on GalCiv IV Dev Journal #111 - Tales of the Terran Alliance: A Tale of Two Terrans</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539644</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2875031600/Elemental+Dev+Journal+16+The+Road+to+Beta+2[/confluence]</span></p>
<p><!--EndFragment --></p></span></p>
<p><!--EndFragment --></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539644</guid><link>http://frogboy.joeuser.com/article/539644</link><pubDate>Thu, 20 Nov 2025 11:35:08 AM -0500</pubDate><pubDateParsed>2025-11-20T12:35:08</pubDateParsed><title>wasabi_md on Dev Journal #16: The Road to Beta 2</title></item><item><author>Dizos</author><comments>http://frogboy.joeuser.com/article/539545</comments><description><![CDATA[<p>One unintended consequence of reducing random blackhole distribution is that there will be fewer suitable gateway sites&nbsp; &nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539545</guid><link>http://frogboy.joeuser.com/article/539545</link><pubDate>Tue, 18 Nov 2025 2:38:08 PM -0500</pubDate><pubDateParsed>2025-11-18T14:38:08-05:00</pubDateParsed><title>Dizos on GalCiv IV: Dev Journal #110 - Strategic Space in v3.1</title></item><item><author>tasgilt</author><comments>http://frogboy.joeuser.com/article/539545</comments><description><![CDATA[<p>I like the concept of this change. The more challenges the better.&nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539545</guid><link>http://frogboy.joeuser.com/article/539545</link><pubDate>Sat, 15 Nov 2025 11:37:15 AM -0500</pubDate><pubDateParsed>2025-11-15T12:37:15</pubDateParsed><title>tasgilt on GalCiv IV: Dev Journal #110 - Strategic Space in v3.1</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539545</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2846556167/Dev+Journal+Strategic+Space+in+v3.10[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539545</guid><link>http://frogboy.joeuser.com/article/539545</link><pubDate>Thu, 13 Nov 2025 1:00:00 PM -0500</pubDate><pubDateParsed>2025-11-13T13:00:00-05:00</pubDateParsed><title>wasabi_md on GalCiv IV: Dev Journal #110 - Strategic Space in v3.1</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539543</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2845900818/Elemental+Dev+Journal+15+So+viele+Sprachen[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539543</guid><link>http://frogboy.joeuser.com/article/539543</link><pubDate>Thu, 13 Nov 2025 11:30:00 AM -0500</pubDate><pubDateParsed>2025-11-13T12:30:00</pubDateParsed><title>wasabi_md on Dev Journal #15: So viele Sprachen</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539491</comments><description><![CDATA[<p data-renderer-start-pos="1">If you&rsquo;re new to the <em data-renderer-mark="true">Ashes of the Singularity</em> RTS universe, let&rsquo;s start with a primer:</p>
<p data-renderer-start-pos="89"><em data-renderer-mark="true">Ashes of the Singularity</em> is a real-time strategy game set in the near future in which players fight for control of worlds. The scale of the maps tend to be very large and are broken up into regions. Controlling a region gives the player access to the resources within which can be extracted to be used in the war effort. Each side starts with a central base that if destroyed, causes them to lose the game.</p>
<p data-renderer-start-pos="498">Resources are consumed as they are used rather than up-front, meaning a player can order the production of units and buildings without having to stockpile the full amount. Instead, the skill is in trying to spend the same amount of resources per turn as you are extracting, making economic skill become one of the factors towards victory.</p>
<p data-renderer-start-pos="838">Because of the scale of the game, the pacing tends to be somewhat slower than has traditionally been seen in the genre. Unit composition and placement matter most and, in fact, units do not have special abilities that are activated by the player. This is a game about conquering territory through military and economic strategy. Fast reflexes (actions per minute) do not play into it.</p>
<p data-renderer-start-pos="1224">Now, if you love RTS games like I do, you probably wonder how this game compares to other games of the genre. I&rsquo;ve seen <em data-renderer-mark="true">Ashes of the Singularity I</em> compared to <em data-renderer-mark="true">Supreme Commander</em> (or <em data-renderer-mark="true">Total Annihilation</em>) a lot. This is mostly because of the scale and the &ldquo;streaming&rdquo; economy. This makes me a little sad because it means that the streaming economy mechanic didn&rsquo;t become the main way resource management in RTS games were handled.</p>
<p data-renderer-start-pos="1654">In my opinion, from a fun point of view, I much prefer not having to wait to build a barracks or queue up units until I have saved up enough resources. Having resources spent as they are consumed is probably the biggest reason <em data-renderer-mark="true">Supreme Commander</em> (and <em data-renderer-mark="true">Ashes of the Singularity</em>) don&rsquo;t require a high APM and I really wish more games adopted that innovation. Until then, we&rsquo;ll just have to keep polishing our statue of Chris Taylor.</p>
<p data-renderer-start-pos="2084">Below I will put the broad strokes of the RTS family in a table. If you disagree or if miss something, please add it in the comments below. Note: this chart is ridiculously over-simplified.<br /><br /></p>
<div class="pm-table-container with-shadow-observer" data-layout="custom" data-testid="table-container">
<div class="pm-table-wrapper" data-number-column="false" data-layout="align-start" data-autosize="false" data-table-local-id="af1c5af6-c082-4a52-955a-7aeda86d44e7" data-table-width="1800" data-vc="table-node-wrapper">
<div class="sentinel-right"><a href="https://cdn.stardock.us/forums/73/67/7367586/3b422798-b960-401b-aca2-ff9f192311a6.png" target="_blank" rel="noopener"><img style="display: block; margin-left: auto; margin-right: auto;" src="https://cdn.stardock.us/forums/73/67/7367586/3b422798-b960-401b-aca2-ff9f192311a6.png" alt="" width="100%" /></a></div>
</div>
</div>
<p data-renderer-start-pos="4411"><br />I&rsquo;d like to add more rows to this, but it&rsquo;s a challenge since we don&rsquo;t want to get into the minutia. C&amp;C is particularly tough because it depends on which iteration. This isn&rsquo;t really meant as a feature comparison, but rather a way of seeing the different &ldquo;families&rdquo;. I really should have <em data-renderer-mark="true">Dawn of War</em> here instead of <em data-renderer-mark="true">Company of Heroes,</em> but I felt, given the thousands of hours I put into CoH, I owed it to that game even though <em data-renderer-mark="true">Dawn of War</em> came first. I also feel like <em data-renderer-mark="true">Northgard </em>deserves an entry. Of course there are new games that have picked up the torch like <em data-renderer-mark="true">Tempest Rising,</em> which comes from the C&amp;C family, and <em data-renderer-mark="true">Stormgate,</em> which comes from the <em data-renderer-mark="true">StarCraft</em> family.</p>
<p data-renderer-start-pos="5079">Other shoutouts would be <em data-renderer-mark="true">Homeworld</em>, <em data-renderer-mark="true">Majesty</em>, <em data-renderer-mark="true">AI War: Fleet Command</em>, <em data-renderer-mark="true">Kohan</em>, and <em data-renderer-mark="true">Myth</em>. I list these in terms of being progenitors of RTS mechanics. You could argue that <em data-renderer-mark="true">WarCraft 3</em> is different enough from <em data-renderer-mark="true">Warcraft 2</em> to deserve its own spot, and <em data-renderer-mark="true">Warcraft </em>itself is progenitor of <em data-renderer-mark="true">StarCraft</em>. It&rsquo;s just turtles all the way down. And who will be first to mention I didn&rsquo;t list <em data-renderer-mark="true">Dune </em>or <em data-renderer-mark="true">Powermonger</em>? <em data-renderer-mark="true">Powermonger </em>the FIRST RTS. There, I said it!</p>
<p data-renderer-start-pos="5517">Anyway, post your thoughts and I&rsquo;ll do a newer, better version of this. The hard part (for me) is coming up with 1 or 2 word descriptions without trivializing the feature.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539491</guid><link>http://frogboy.joeuser.com/article/539491</link><pubDate>Wed, 12 Nov 2025 12:45:00 PM -0500</pubDate><pubDateParsed>2025-11-12T09:45:00</pubDateParsed><title>wasabi_md on Ashes II Dev Journal #9: A Family of RTS Games</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539491</comments><description><![CDATA[<p data-renderer-start-pos="1">If you&rsquo;re new to the <em data-renderer-mark="true">Ashes of the Singularity</em> RTS universe, let&rsquo;s start with a primer:</p>
<p data-renderer-start-pos="89"><em data-renderer-mark="true">Ashes of the Singularity</em> is a real-time strategy game set in the near future in which players fight for control of worlds. The scale of the maps tend to be very large and are broken up into regions. Controlling a region gives the player access to the resources within which can be extracted to be used in the war effort. Each side starts with a central base that if destroyed, causes them to lose the game.</p>
<p data-renderer-start-pos="498">Resources are consumed as they are used rather than up-front, meaning a player can order the production of units and buildings without having to stockpile the full amount. Instead, the skill is in trying to spend the same amount of resources per turn as you are extracting, making economic skill become one of the factors towards victory.</p>
<p data-renderer-start-pos="838">Because of the scale of the game, the pacing tends to be somewhat slower than has traditionally been seen in the genre. Unit composition and placement matter most and, in fact, units do not have special abilities that are activated by the player. This is a game about conquering territory through military and economic strategy. Fast reflexes (actions per minute) do not play into it.</p>
<p data-renderer-start-pos="1224">Now, if you love RTS games like I do, you probably wonder how this game compares to other games of the genre. I&rsquo;ve seen <em data-renderer-mark="true">Ashes of the Singularity I</em> compared to <em data-renderer-mark="true">Supreme Commander</em> (or <em data-renderer-mark="true">Total Annihilation</em>) a lot. This is mostly because of the scale and the &ldquo;streaming&rdquo; economy. This makes me a little sad because it means that the streaming economy mechanic didn&rsquo;t become the main way resource management in RTS games were handled.</p>
<p data-renderer-start-pos="1654">In my opinion, from a fun point of view, I much prefer not having to wait to build a barracks or queue up units until I have saved up enough resources. Having resources spent as they are consumed is probably the biggest reason <em data-renderer-mark="true">Supreme Commander</em> (and <em data-renderer-mark="true">Ashes of the Singularity</em>) don&rsquo;t require a high APM and I really wish more games adopted that innovation. Until then, we&rsquo;ll just have to keep polishing our statue of Chris Taylor.</p>
<p data-renderer-start-pos="2084">Below I will put the broad strokes of the RTS family in a table. If you disagree or if miss something, please add it in the comments below. Note: this chart is ridiculously over-simplified.<br /><br /></p>
<div class="pm-table-container with-shadow-observer" data-layout="custom" data-testid="table-container">
<div class="pm-table-wrapper" data-number-column="false" data-layout="align-start" data-autosize="false" data-table-local-id="af1c5af6-c082-4a52-955a-7aeda86d44e7" data-table-width="1800" data-vc="table-node-wrapper">
<div class="sentinel-right"><a href="https://cdn.stardock.us/forums/73/67/7367586/3b422798-b960-401b-aca2-ff9f192311a6.png" target="_blank" rel="noopener"><img style="display: block; margin-left: auto; margin-right: auto;" src="https://cdn.stardock.us/forums/73/67/7367586/3b422798-b960-401b-aca2-ff9f192311a6.png" alt="" width="100%" /></a></div>
</div>
</div>
<p data-renderer-start-pos="4411"><br />I&rsquo;d like to add more rows to this, but it&rsquo;s a challenge since we don&rsquo;t want to get into the minutia. C&amp;C is particularly tough because it depends on which iteration. This isn&rsquo;t really meant as a feature comparison, but rather a way of seeing the different &ldquo;families&rdquo;. I really should have <em data-renderer-mark="true">Dawn of War</em> here instead of <em data-renderer-mark="true">Company of Heroes,</em> but I felt, given the thousands of hours I put into CoH, I owed it to that game even though <em data-renderer-mark="true">Dawn of War</em> came first. I also feel like <em data-renderer-mark="true">Northgard </em>deserves an entry. Of course there are new games that have picked up the torch like <em data-renderer-mark="true">Tempest Rising,</em> which comes from the C&amp;C family, and <em data-renderer-mark="true">Stormgate,</em> which comes from the <em data-renderer-mark="true">StarCraft</em> family.</p>
<p data-renderer-start-pos="5079">Other shoutouts would be <em data-renderer-mark="true">Homeworld</em>, <em data-renderer-mark="true">Majesty</em>, <em data-renderer-mark="true">AI War: Fleet Command</em>, <em data-renderer-mark="true">Kohan</em>, and <em data-renderer-mark="true">Myth</em>. I list these in terms of being progenitors of RTS mechanics. You could argue that <em data-renderer-mark="true">WarCraft 3</em> is different enough from <em data-renderer-mark="true">Warcraft 2</em> to deserve its own spot, and <em data-renderer-mark="true">Warcraft </em>itself is progenitor of <em data-renderer-mark="true">StarCraft</em>. It&rsquo;s just turtles all the way down. And who will be first to mention I didn&rsquo;t list <em data-renderer-mark="true">Dune </em>or <em data-renderer-mark="true">Powermonger</em>? <em data-renderer-mark="true">Powermonger </em>the FIRST RTS. There, I said it!</p>
<p data-renderer-start-pos="5517">Anyway, post your thoughts and I&rsquo;ll do a newer, better version of this. The hard part (for me) is coming up with 1 or 2 word descriptions without trivializing the feature.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539491</guid><link>http://frogboy.joeuser.com/article/539491</link><pubDate>Wed, 12 Nov 2025 12:45:00 PM -0500</pubDate><pubDateParsed>2025-11-12T09:45:00</pubDateParsed><title>wasabi_md on Ashes II Dev Journal #9: A Family of RTS Games</title></item><item><author>scifi1950</author><comments>http://frogboy.joeuser.com/article/539418</comments><description><![CDATA[<p>Already playing in the preview build.&nbsp; It hadn't flipped to 1A yet, but I see a new download ready now, so I'll start a new game.&nbsp; Thanks as always Illauna.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539418</guid><link>http://frogboy.joeuser.com/article/539418</link><pubDate>Thu, 06 Nov 2025 10:54:13 PM -0500</pubDate><pubDateParsed>2025-11-06T07:54:13</pubDateParsed><title>scifi1950 on Dev Journal #14: In a Sea of Bugs</title></item><item><author>Illauna</author><comments>http://frogboy.joeuser.com/article/539418</comments><description><![CDATA[<p>Hello, go ahead and report bugs when you run into them. The preview build is available for opt in if you want to see if it's still present in the latest build.&nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539418</guid><link>http://frogboy.joeuser.com/article/539418</link><pubDate>Thu, 06 Nov 2025 9:37:02 PM -0500</pubDate><pubDateParsed>2025-11-06T21:37:02-05:00</pubDateParsed><title>Illauna on Dev Journal #14: In a Sea of Bugs</title></item><item><author>scifi1950</author><comments>http://frogboy.joeuser.com/article/539418</comments><description><![CDATA[<p>Do you want us to start reporting bugs from our Beta 1 games or wait until 1B comes out?</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539418</guid><link>http://frogboy.joeuser.com/article/539418</link><pubDate>Thu, 06 Nov 2025 2:24:30 PM -0500</pubDate><pubDateParsed>2025-11-06T14:24:30-05:00</pubDateParsed><title>scifi1950 on Dev Journal #14: In a Sea of Bugs</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539418</comments><description><![CDATA[<p><!--StartFragment --></p>
<p class="pf0"><span class="cf0"><p><!--StartFragment --></p>
<p class="pf0"><span class="cf0">[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2814246922/Elemental+Dev+Journal+In+a+sea+of+bugs[/confluence]</span></p>
<p><!--EndFragment --></p></span></p>
<p><!--EndFragment --></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539418</guid><link>http://frogboy.joeuser.com/article/539418</link><pubDate>Thu, 06 Nov 2025 1:00:00 PM -0500</pubDate><pubDateParsed>2025-11-06T13:00:00-05:00</pubDateParsed><title>wasabi_md on Dev Journal #14: In a Sea of Bugs</title></item><item><author>UnleashedElf</author><comments>http://frogboy.joeuser.com/article/539334</comments><description><![CDATA[<blockquote>
<p>We're shocked and grateful and humbled by the community response to Elemental: Reforged. In the first week since Beta 1 hit Early Access, we&rsquo;ve hitwishlist numbers and sales approximately 6X higher than our most optimistic projections.</p>
</blockquote>
<p>Congrats to the team!</p>
<p>It also highlights that this genre seems to be very popular and that there may be enough demand someday for a true successor - a ground up game made in a 64 bit engine made natively with late 2020s era graphics (or early 2030s graphics).</p>
<blockquote>
<p>Your support means I get to steal er borrow er assign more engineers and artists to the effort.</p>
</blockquote>
<p>I'm glad to see that this means that the Reforged will be a more ambitious overhaul than originally planned.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539334</guid><link>http://frogboy.joeuser.com/article/539334</link><pubDate>Tue, 04 Nov 2025 12:46:04 AM -0500</pubDate><pubDateParsed>2025-11-04T13:46:04</pubDateParsed><title>UnleashedElf on Dev Journal #13: Overwhelming Response &amp; Technical Foundations</title></item><item><author>Carol_D</author><comments>http://frogboy.joeuser.com/article/539334</comments><description><![CDATA[<p>I agree that the art is good, I do find the icons for the various things found on the map tend to be oversized and get in the way of seeing the wandering monsters, or even where to click to build on them. Sorcerer King (if I remember right) had a cloth map that gave very good information about where everything is.&nbsp;</p>
<p>Also, can we build roads? I'm hoping we either can or will be able to, I loved running my armies around on the roads! <img src="//web.stardock.net/images/smiles/themes/digicons/Smile.png" alt="" />&nbsp;<br /><br />In any case, I'm really excited to be trying the newest game in this series - I've enjoyed all of them.&nbsp;</p>
<p>Carol</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539334</guid><link>http://frogboy.joeuser.com/article/539334</link><pubDate>Fri, 31 Oct 2025 1:52:40 AM -0400</pubDate><pubDateParsed>2025-10-31T01:52:40-04:00</pubDateParsed><title>Carol_D on Dev Journal #13: Overwhelming Response &amp; Technical Foundations</title></item><item><author>Arcayer</author><comments>http://frogboy.joeuser.com/article/539334</comments><description><![CDATA[<p>Regarding the art, I think generally, elemental looks good? I would mostly maintain the artstyle as is, while increasing diversity.</p>
<p>With that said, my number 1 ask would be improved mod support. In some cases, releasing guides might actually be more valuable than actual in game code. Mod tools to assist in importing mod made models would be great. As having good mod tools causes the game to accumulate content faster, I expect that having these sooner rather than later would be positive.</p>
<p>As the game progresses, there's a tendency for units to abandon the more varied category of clothes for the less varied category of armor. I would like if there were variant armor types within, for instance, leather armor. There is Altaran Leather Armor, which is a cool one off. And masterwork chain mail. I think more items of this sort would be cool. I think it would be cool if there were some system for selecting variants of the same item, with purely cosmetic effects, so knights in heavy armor don't all appear identical.</p>
<p>I would like more terrain types, mostly for cosmetic reasons. It would be very cool if the world displayed more regional differences, such that you could easily see that you were in say, the far west, not merely because of landmarks and such, but because the entire world looks different over there. If you look at a Heroes of Might and Magic map, I think those are very pretty, in a way that Elemental lacks.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539334</guid><link>http://frogboy.joeuser.com/article/539334</link><pubDate>Thu, 30 Oct 2025 4:12:23 PM -0400</pubDate><pubDateParsed>2025-10-30T16:12:23-04:00</pubDateParsed><title>Arcayer on Dev Journal #13: Overwhelming Response &amp; Technical Foundations</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539334</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2792620033/Dev+Journal+-+Week+of+October+30+2025+Overwhelming+Response+Technical+Foundations[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539334</guid><link>http://frogboy.joeuser.com/article/539334</link><pubDate>Thu, 30 Oct 2025 2:00:00 PM -0400</pubDate><pubDateParsed>2025-10-30T14:00:00-04:00</pubDateParsed><title>wasabi_md on Dev Journal #13: Overwhelming Response &amp; Technical Foundations</title></item><item><author>Lord Xia</author><comments>http://frogboy.joeuser.com/article/539192</comments><description><![CDATA[<p>I remember back when Elemental came out and it had marriage and kids, it was a fun system, it was one that I missed the most as the game evolved.&nbsp; Looking forward to seeing this game become what it always was meant to be.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539192</guid><link>http://frogboy.joeuser.com/article/539192</link><pubDate>Sun, 26 Oct 2025 12:18:57 AM -0400</pubDate><pubDateParsed>2025-10-26T13:18:57</pubDateParsed><title>Lord Xia on Dev Journal #12: It Begins</title></item><item><author>Carol_D</author><comments>http://frogboy.joeuser.com/article/539192</comments><description><![CDATA[<p>I loved Fallen Enchantress and Sorcerer King - I definitely signed up for early access!</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539192</guid><link>http://frogboy.joeuser.com/article/539192</link><pubDate>Sat, 25 Oct 2025 12:05:08 AM -0400</pubDate><pubDateParsed>2025-10-25T13:05:08</pubDateParsed><title>Carol_D on Dev Journal #12: It Begins</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539192</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2764046499/Elemental+Dev+Journal+12+It+Begins[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539192</guid><link>http://frogboy.joeuser.com/article/539192</link><pubDate>Thu, 23 Oct 2025 9:45:00 AM -0400</pubDate><pubDateParsed>2025-10-23T09:45:00-04:00</pubDateParsed><title>wasabi_md on Dev Journal #12: It Begins</title></item><item><author>Arcayer</author><comments>http://frogboy.joeuser.com/article/539004</comments><description><![CDATA[<p>It's looking like Stardock's vision is pushing towards a model where pre-game choices weigh less than they do now, in return for more in-game choices?</p>
<p>My largest concern with this direction is that the factions/characters become generic/repetitive. For instance, the new hero system sounds like every faction gets all the same heroes? Which also means that every hero is as willing to follow any faction as any other. They don't have any particular drive that the world should be one way, and not the other?</p>
<p>I also have a sense that more different factions make the world seem more alive. Where later in the game, territories controlled by different factions present different threats, different opportunities, and simply look different. I have a sense that the system as currently presented causes most of the world to become generic &ldquo;enemy territory&rdquo; by the time the player reaches it, and all AI factions will look and interact with the player in the exact same manner.</p>
<p>This seems like a less moddable experience. Strong factions create a lot of levers for modders to introduce their own stories, mechanics and aesthetics, with the largest barriers to this being systems which can do stuff, noting particularly that the current random event system simply is not set up to be a load bearing system that works locally and per faction and that the AI is not set up to handle weird and somewhat arbitrary rules.</p>
<p>In terms of proselytizing faction unique content, per-alignment content might make sense instead? Where factions/characters choose between say, three inbuilt alignments, and arbitrary additional alignments could plausibly be modded in? Then quests/hero recruitment/etc could vary on alignment, making it easier to generate a basic new sovereign or faction that reuses more pre-existing content, but also giving room for more in depth mods?</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539004</guid><link>http://frogboy.joeuser.com/article/539004</link><pubDate>Fri, 10 Oct 2025 10:20:08 PM -0400</pubDate><pubDateParsed>2025-10-10T07:20:08</pubDateParsed><title>Arcayer on Dev Journal #10: Gameplay Updates</title></item><item><author>reddocker</author><comments>http://frogboy.joeuser.com/article/538909</comments><description><![CDATA[<p>Depends on how "techy" the tech tree actually is. If it&rsquo;s just small % buffs, that's boring. But if it changes gameplay (like unlocking new abilities or unit types), I'm in.</p>
<p data-start="599" data-end="856">I always preferred tech trees personally. It gives me a sense of direction, like I'm shaping my faction's strengths. Buildings unlocking other buildings is too restrictive sometimes, especially if you lose one and suddenly can't make something.</p>
<p data-start="599" data-end="856"><span style="color: #fdfdfd;"><a style="color: #fdfdfd;" href="https://classroom76.app/" rel="follow">classroom 76</a></span></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538909</guid><link>http://frogboy.joeuser.com/article/538909</link><pubDate>Fri, 10 Oct 2025 8:26:43 AM -0400</pubDate><pubDateParsed>2025-10-10T08:26:43-04:00</pubDateParsed><title>reddocker on Ashes II Dev Journal #7: Tech Trees vs. Building Upgrades</title></item><item><author>reddocker</author><comments>http://frogboy.joeuser.com/article/538909</comments><description><![CDATA[<p>Depends on how "techy" the tech tree actually is. If it&rsquo;s just small % buffs, that's boring. But if it changes gameplay (like unlocking new abilities or unit types), I'm in.</p>
<p data-start="599" data-end="856">I always preferred tech trees personally. It gives me a sense of direction, like I'm shaping my faction's strengths. Buildings unlocking other buildings is too restrictive sometimes, especially if you lose one and suddenly can't make something.</p>
<p data-start="599" data-end="856"><span style="color: #fdfdfd;"><a style="color: #fdfdfd;" href="https://classroom76.app/" rel="follow">classroom 76</a></span></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538909</guid><link>http://frogboy.joeuser.com/article/538909</link><pubDate>Fri, 10 Oct 2025 8:26:43 AM -0400</pubDate><pubDateParsed>2025-10-10T08:26:43-04:00</pubDateParsed><title>reddocker on Ashes II Dev Journal #7: Tech Trees vs. Building Upgrades</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/539004</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2738388993/Elemental+Dev+Journal+10+Gameplay+Updates[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/539004</guid><link>http://frogboy.joeuser.com/article/539004</link><pubDate>Wed, 08 Oct 2025 1:00:00 PM -0400</pubDate><pubDateParsed>2025-10-08T13:00:00-04:00</pubDateParsed><title>wasabi_md on Dev Journal #10: Gameplay Updates</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/538909</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2726854679/Dev+Journal+7+Tech+Trees+vs.+Building+Upgrades[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538909</guid><link>http://frogboy.joeuser.com/article/538909</link><pubDate>Thu, 02 Oct 2025 3:00:00 PM -0400</pubDate><pubDateParsed>2025-10-02T15:00:00-04:00</pubDateParsed><title>wasabi_md on Ashes II Dev Journal #7: Tech Trees vs. Building Upgrades</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/538909</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2726854679/Dev+Journal+7+Tech+Trees+vs.+Building+Upgrades[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538909</guid><link>http://frogboy.joeuser.com/article/538909</link><pubDate>Thu, 02 Oct 2025 3:00:00 PM -0400</pubDate><pubDateParsed>2025-10-02T15:00:00-04:00</pubDateParsed><title>wasabi_md on Ashes II Dev Journal #7: Tech Trees vs. Building Upgrades</title></item><item><author>OliverFA</author><comments>http://frogboy.joeuser.com/article/538437</comments><description><![CDATA[<p><div class="quote"><div class="info"><div class="who">Go4Celerity</div><div class="num"><a href="#39785754">reply 4</a></div></div><div class="meats"><br />I believe it is best to keep the beta closed for as long as possible. &nbsp;Lean on willing persons in your community to play test the game as needed.<br /><br />As you already know, early access equals early reviews and early reviews are often unfair.&nbsp;<br /></div></div></p>
<p>I agree 100%</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538437</guid><link>http://frogboy.joeuser.com/article/538437</link><pubDate>Sun, 21 Sep 2025 7:30:30 AM -0400</pubDate><pubDateParsed>2025-09-21T07:30:30-04:00</pubDateParsed><title>OliverFA on Dev Journal #7: Early Access and the Game Industry</title></item><item><author>Go4Celerity</author><comments>http://frogboy.joeuser.com/article/538437</comments><description><![CDATA[<p>I believe it is best to keep the beta closed for as long as possible. &nbsp;Lean on willing persons in your community to play test the game as needed.</p>
<p>As you already know, early access equals early reviews and early reviews are often unfair.&nbsp;</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538437</guid><link>http://frogboy.joeuser.com/article/538437</link><pubDate>Sat, 13 Sep 2025 6:43:11 PM -0400</pubDate><pubDateParsed>2025-09-13T18:43:11-04:00</pubDateParsed><title>Go4Celerity on Dev Journal #7: Early Access and the Game Industry</title></item><item><author>wasabi_md</author><comments>http://frogboy.joeuser.com/article/538534</comments><description><![CDATA[<p><p>[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/2677604353/Elemental+Dev+Journal+8+-+64bit+features[/confluence]</p></p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538534</guid><link>http://frogboy.joeuser.com/article/538534</link><pubDate>Thu, 11 Sep 2025 12:50:00 PM -0400</pubDate><pubDateParsed>2025-09-11T09:50:00</pubDateParsed><title>wasabi_md on Dev Journal #8: The Benefits of 64bit</title></item><item><author>DST1348</author><comments>http://frogboy.joeuser.com/article/538437</comments><description><![CDATA[<p>Nay for me. My most limited resource is time, and I won&rsquo;t spend time on an unfinished game. I usually buy games when version 1.1 releases. But kudos to those who like to spend their time to shape and improve a game.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538437</guid><link>http://frogboy.joeuser.com/article/538437</link><pubDate>Sat, 06 Sep 2025 5:49:22 AM -0400</pubDate><pubDateParsed>2025-09-06T05:49:22-04:00</pubDateParsed><title>DST1348 on Dev Journal #7: Early Access and the Game Industry</title></item><item><author>kgbbela</author><comments>http://frogboy.joeuser.com/article/538437</comments><description><![CDATA[<p>i am afraid i have been burned too many times by early access by other companies already to believe in the concept of it. however i am very much interested in the game and will most likely buy it once it is out.</p>]]></description><guid isPermaLink="True">http://frogboy.joeuser.com/article/538437</guid><link>http://frogboy.joeuser.com/article/538437</link><pubDate>Fri, 05 Sep 2025 1:23:44 AM -0400</pubDate><pubDateParsed>2025-09-05T01:23:44-04:00</pubDateParsed><title>kgbbela on Dev Journal #7: Early Access and the Game Industry</title></item></channel></rss>