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Fun with Elemental: War of Magic v1.1

Fun with Elemental: War of Magic v1.1

I went ahead and put a quick video demo here.  I accidentally got killed at the end from being careless but it should show people some of the things about the game.

225,302 views 71 replies
Reply #26 Top

I just hope that it will be released asap.

 

 

 

Reply #27 Top

Quoting Aeon221, reply 16
Fewer but bigger attacks will make combat, and thus the game, more random. Not sure how I feel about this. More one hit kills is not a good thing. However, combat is already stupid long and imba towards melee. Reducing the melee output 66%-80% would cut out a lot of cheese and make magic out and out better on a per turn basis. 

 

Still, it's lipstick on a pig. 4/5ths of the tech tree is at best borderline useless. 3/5ths of the stats aren't even as good as the Diplo tech line (Dex? Armor is better. Con? Armor is better. Charisma? Are you high?! My sov wanders around with 15 in strength and int, 5 in the rest, and more talents than you could shake a stick at). I'd wager roughly 9/10ths of the spells are in the same boat. 

Most of it is just redundant +1 junk that should be cut. Con can go, make HP a function of level. Charisma can go, replace it with talents. Dex could go, with dodge made a function of armor, but then you'd have to cut strength and int and center the level up process around talents -- which I've got an inkling most people would prefer anyway.

Ditch adventure tech, tie spawns to pop or prestige or average tech level. Ditch Diplo, allow players to "buy" new diplomatic abilities with diplomatic capital, with cost determined by the size of the capital. 

Most spells are junk. But here, the direction is good. I'd still hack the majority of them out, teleport first. Teleport is an I-WIN button for the player that the AI will never use as well -- and if it does end up using it as well, you'll end up with a game where travel is mostly meaningless and wars are decided by who can warp their army around the most in a single turn. 

Most of the armor and a good portion of the weapons should go. Instead of planned obsolescence -- you'd have to be an idiot to use padded when you can use leather, etc -- armor should be viable throughout the game. Easier to balance, more viable choices. No more crap versions of weapons -- longbow and shortbow should provide different functionality in the same type.

For gear, just follow the Guild Wars model of everything is useful. Don't do what they did with skills though, even Arenanet admits they made too many to balance. 

 

The greater the number of strategic choices, the greater the chance that a weakly or strongly dominant strategy will emerge. Elemental has a huge number of choices. Elemental also has a strongly dominant strategy -- rush rush rush, more armor, more strength, bigger weapons. You can tweak, which will possibly work. Or you can cut, prune, whatever and focus on making the few existing systems extremely good. And then add a couple more systems.

 

Either way, I have faith that in a few years, this will be either the best game around or in the top ten. You guys will get it right, mostly because you're willing to stick it out long term. And that's why I own this goofy game right now!

 

 

edit: Having thought about it, I'm fairly certain that the end result of a game where all players are equally skilled with teleport is complete peace. Teleport guarantees second strike capability. An enemy that strikes first strikes by moving into enemy turf and then ending their turn. Player two teleports their sov from city to city until they have a larger army, and then teleports to attack range and goes for the kill. If the enemy sov is present, checkmate in one. If not, army can return to post and wait. Why wait? No way to know if the enemy has an even larger force in reserve. Since this outcome is obvious to all players -- or will be after the first player welps an army -- no other player should be willing to attack unless they can guarantee superior numbers. Which they can't. End result should be world peace. Please, please get rid of teleport. 

Oh my god...I just had a nerdgasm. :dur:

Reply #28 Top

Nooo, F-boy's dead. What has science done?!

Also "lol" at Kevin Kostner. :P

Reply #29 Top

About the very beginning of the game: why didn't you found your capital next to the food resource? The way I see it, the only reason you were able to use it was because you snaked toward it with the beacon of hope.

In a few games of the later 1.09? betas, I've seen AI players never expand due to the food resource being just out of reach, so that's something to be considered.

Reply #30 Top

You don't want to actually be touching the food resource or it is built on the citys time instead of by magical workers who spring from nothing.

Reply #31 Top

That was hilarious.

I particularly liked the team of unarmored staffmen :rofl: .  Frogboy, I think I'll buy your line that you felt sorry for the AI, just because of how funny that was.

I just hope that newcomers who use that tutorial think..."OK, I just won't do what he did" instead of "He wrote the AI, and he can't even win a game? Just how hard is this game?"

Reply #32 Top

He just did it to make the AI look smart ;P

Reply #34 Top

Anyone who says magic is useless except for Teleport hasn't researched the entire combat tree. I have won the entire game with nothing but a sovereign who had every combat tree buff on him.

Reply #35 Top

Quoting Cerevox, reply 30
You don't want to actually be touching the food resource or it is built on the citys time instead of by magical workers who spring from nothing.

Maybe for other settlements than the capital, but since we now start with enough material to build the farm from the start, my build order is farm + hut, so that I don't lose growth from having the capital population reach 10 before I build the hut. And since you cannot build anything in the first 5 turns (due to lack of population) except the beacon of hope (which will only make you reach 10 earlier), I don't find the avoidance of the city build queue that vital for the first farm.

Reply #36 Top

Anybody saying Frogboy is bad at Elemental because of this, I can only assume you've never been laid.

Reply #37 Top

So true fearzone , also agree with gotta make the ai look smart.

Reply #38 Top

Quoting Fearzone, reply 36
Anybody saying Frogboy is bad at Elemental because of this, I can only assume you've never been laid.

Really? You're going with this line? Really? I bet you have, wait for it, I bet you have a mullet!

Herring face.

Reply #39 Top

Sub-title: War of Magic

Main purpose of update (according to fan poll): Fix the magic system

Number of spells cast in 14 minute demo: 0

Demo = FAIL

Reply #40 Top

Quoting Guy, reply 34
...etc...lost the quote...etc...

 

I usually take the green thumb trait as food is this month's gold. Then I setup the beacon and depending on if my Sov found that magical +25 materials drop I'll either build a workshop or hut. If I'm not planning on pumping out a ton of troops early game I'll get the farm building while my city is on its way to lvl 2.

Reply #41 Top

It would be interesting to see if he was even paying remote attention?

As to the whole "you ran in without waiting and didnt attack the same mob" anyone who has played any game knows you are meant to wait for them to come to you if they are melee only.. seems silly that "frogboy" would genuinely make such a mistake.

If i was in that situation you can go two ways.

1) just play as quickly as possible showing what can happen and how it happens (and apparently die) and have people pick apart your skill but its obvious you weren't even trying so they cant really complain or

2) play as expertly as you can and again have people pick apart your stratagey and skills (and therefore the AI), exept this time you cant fall back on the whole i was just showing a demo not playing properly

Also Frail Tobias.. he showed the first like 30 mins of a game in a youtube clip, its not an indepth demo.
You cant expect him to be firing spells off, the only spells i normally have at that stage is maybe heal and another minor spell.

I think it may have been better to show turn 1 then about 50 then 100 then close to the end.. at least that way it would have been nice to see how the town and kingdom expanded and some cooler magic spells

Maybe there will be a part 2?

Reply #42 Top

Quoting Aeon221, reply 6
Dude, Brad, you're bad at your own game!

No offense, but OMG. I'm only going to do this because you are writing the AI, otherwise I would never be this critical of someone else's game. It's goddamn rude, I wouldn't like it and I don't like giving it. But feedback is what you need, and you made a lot of errors. 

Errors in the tactical battle:

YOU MOVED FIRST. Don't. Reposition your troops so that the high def ones are up front and the low def ones are in the back. Let the AI walk and waste its AP moving towards you! Since it prioritizes nearby units unless there is a seriously weak option with a viable path (non-unit obstructions are ignored), it ensures that the targeting priority is managed according to your preferences. This also ensures that if the battle goes poorly, you can retreat in a single turn! Your familiar died before even attacking once because you didn't manage distance and placement! That meant you lost the ability to use that unit to absorb counter attacks and provide damage. It also crippled your group!

Once battle was joined you didn't focus your fire on a single target. This is a first order priority! It guarantees that you minimize counterattack possibilities, and maximize reduction in enemy offensive capabilities. This is the most efficient use of your HP, so do it!

You put a high atk zero def unit in the front line, and then used it to attack first against an enemy with good def who still had attacks remaining. Poor placement, poor management! Don't do this! Use your beefcakes to absorb retaliatory strikes, and then hit with your high attack units.

You didn't run away! It is trivial to escape a battle before the enemy can even reach you. It takes two turns to flee, maybe three. It is functionally impossible for an enemy to reach you before you make it to the exit. When that huge army hit you, you should have moved all your dudes to the exit. You would have then been moved two, three or even four squares away, and they would not have been able to reach you before you could escape on your next turn. 

Strategic errors:

You had a familiar. Familiars are simply not worth the maintenance cost. They are also not worth the 10-15 turns it takes to research them in the early game. Having that silly thing and not having either heal or arcane arrow, both of which are worth another couple of units on the field, was a huge error. You also spent time research magic. Magic has one tech and one tree worth researching -- shard harvesting, and the arcane equipment line. You didn't have the money (or the crystal) for magic gear, and you already had shard harvesting. Furthermore, you had TWO air shards and almost certainly no fire shards. If you really wanted magic, the proper choice was the Book of Air. But, really, magic should not have been a priority. There is nothing in any of the elemental books that can come close to the damage and mana efficiency of arcane arrow, heal and magic blast or whatever it's called. 

You didn't have teleport. If you had had teleport, you would have simply teleported away from that huge army and faced zero repercussions from your Pyrrhic victory. Teleport BREAKS THE GAME. My spell research is heal, level 2, magic arrow, teleport, level 3, magic blast. Once I have those four spells, I dismantle my arcane study things and build more libraries. Every other spell is a waste of time, pops and upkeep cost. There are no spells worth bothering with beyond those four -- although a case could be made for return, simply so that you can cast Imbue and then Return on exploring heroes who are too stupid for teleport. 

Your units were poorly built! Basic staves and no armor? Your sov had armor, this means you had the ability to build troops with basic leather armor and oak spears, this means that if you are going to build a group it should have armor. Armor is, pound for pound, more important than attack. A unit can attack between three and six times in a turn. It can receive between three and twenty four attacks per turn, although six to nine is more likely for a unit. Back of the envelope calculation I use is a 2h weapon must provide at least atk => 2xshield def + 1h weap for me to take it. When the 2h == the adjusted damage of the 1h, I go with the cheaper option -- which is why the war staff is so superior to the mace+shield combo! It costs far less and provides an equivalent amount of utility!

If you had had a properly built unit at your tech level, it would have been 9x4 24 atk, 5x4 20 def. You would have roflstomped the AI with that unit.

You didn't build a study until you had a farm, a beacon, a hut and a workshop! This despite having, what, 15-20 materials? Plus several unexploited goodie huts nearby? That means you went 3+5+5+5+5 == 23 turns without a single point of research. Optimal build would have been hut + workshop, which would have put you at 10 turns, giving you an extra tech level. 

You didn't explore before settling! Really, this is a Monty Hall problem, the right answer is always to switch unless you've got a gold mine, an iron mine and two food resources right on top of you. A refugee camp is, if I recall, worth 100 citizens, and a basic hut only holds 20 people. Since the SOP is three huts in the capital, moving towards it would have saved you 15 turns worth of building and 9 units of materials. This would have allowed you to start researching another 5 turns in advance, putting you a tech and a half ahead of the AI at minimum. 

 

I don't know how many cities you had, but it looked like only two. If you have only two cities by the time you're pumping out munits, your priorities are wrong. Furthermore, based on the quick look at your late video city I'd say specialization was not a priority. 

 

Alrighty then, I now feel like Super Douche. I hope that that helps with future AI builds. 

 

Funny, but true.  This might explain the AI woes to date ... or perhaps Brad was trying to make his AI look good.  See!  It is so good it can even beat me the game designer!  Marketing gimmick.  ;-)

Reply #43 Top

As far as Brad's skill while playing...I don't mind.  You don't have to be an NFL star to design an awesome stadium.

Reply #44 Top

As far as I could tell, Brad was showing off the game and NOT his skills. I can see how it's amusing and definitely worth a good ribbing but there's no need for spite.

Reply #45 Top

Not sure where the spite comment comes in, since I repeatedly apologized and provided massive :words: of feedback. 

 

Speaking of which, anyone know what program Brad is using to film? I'd be willing to narrate a game for feedback purposes.

Reply #46 Top

Quoting Aeon221, reply 45
Not sure where the spite comment comes in, since I repeatedly apologized and provided massive :words: of feedback. 

 

Speaking of which, anyone know what program Brad is using to film? I'd be willing to narrate a game for feedback purposes.

I'm guessing Fraps?

Reply #47 Top

It would be awesome to have someone who has played alot narrate a game.. just try and cut out what isn't required as any more then 10 mins is starting to get pretty large to watch on youtube esc things.

Like i said before.. discuss the original start and set up for city then skip a bunch of turns and discuss early unit design and fighting then skip a bunch more and head in to mid game then late game quick hints?

Anything would be good though.

Id do it but i suck.

Reply #48 Top

Quoting Aeon221, reply 45
Not sure where the spite comment comes in, since I repeatedly apologized and provided massive :words: of feedback. 

 

Speaking of which, anyone know what program Brad is using to film? I'd be willing to narrate a game for feedback purposes.

 

Who said I was talking about you?

Reply #49 Top

Quoting aeligos, reply 9
After a few games, I still find it difficult to keep resources available....food in particular.

I'm not blaming programming/devs at all... just my incompetence .

But my repeated problem is that food shortages prevents hut building which begets low population which begets again another "begets"   for low level buildings.  So I basically cannot advance my kingdom in this regard and then the neighboring kingdoms/empires notice it and eventually have a festival on my dead sovereign's head.



I'll figure it out but from now on I'm going to start a game on "easy" difficulty to see if I can get past 150 turns without reaching stagnation.

Oh, and I also figured out that a harbor cannot be built off a cliff, but only at a shore...  HA!   I sorta chuckled at myself when I figured this one out.  Only once did I get to build a harbor and only after I destroyed 2 workshops and a library.

-.-

To help with the food issue, I grab up the other foot resources with an outpost ASAP.  Also, "Nature's Bounty" is a spell that gives +1 food.  Techs like granary and farm guilds and gardens help, too.  Lastly, don't build up every outpost you make.  If the resource your built next to is just a quarry, more population won't benefit you.  However, if you've got a gold mine, expand that place like crazy.  I just finished up a game where my capital was like the Federal Bank with 502 gildar per season.  I made my tech research cities right by food supplies.  Well, hope that helps!

-Matt

Reply #50 Top

Quoting mvanhowe, reply 49

Quoting aeligos, reply 9After a few games, I still find it difficult to keep resources available....food in particular.

I'm not blaming programming/devs at all... just my incompetence .

But my repeated problem is that food shortages prevents hut building which begets low population which begets again another "begets"   for low level buildings.  So I basically cannot advance my kingdom in this regard and then the neighboring kingdoms/empires notice it and eventually have a festival on my dead sovereign's head.



I'll figure it out but from now on I'm going to start a game on "easy" difficulty to see if I can get past 150 turns without reaching stagnation.

Oh, and I also figured out that a harbor cannot be built off a cliff, but only at a shore...  HA!   I sorta chuckled at myself when I figured this one out.  Only once did I get to build a harbor and only after I destroyed 2 workshops and a library.

-.-
To help with the food issue, I grab up the other foot resources with an outpost ASAP.  Also, "Nature's Bounty" is a spell that gives +1 food.  Techs like granary and farm guilds and gardens help, too.  Lastly, don't build up every outpost you make.  If the resource your built next to is just a quarry, more population won't benefit you.  However, if you've got a gold mine, expand that place like crazy.  I just finished up a game where my capital was like the Federal Bank with 502 gildar per season.  I made my tech research cities right by food supplies.  Well, hope that helps!

-Matt

Haahaha!

Thanks for the headsup.  I'll give that a 'go' next time.  I knew my play technique was faulty and really I just have think more about what I'm doing and where I want to go.

-.-