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Fallen Enchantress: Rethinking land

Fallen Enchantress: Rethinking land

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If you didn’t see the recent Gamespot updates to Fallen Enchantress, you can see them here.

While the art-style in Elemental: Fallen Enchantress won’t be completely different from Elemental: War of Magic, it will be different enough that there will be no confusion about which game you’re looking at.

Ironically, the screenshot I show at the right shows barren land. But the big change in Fallen Enchantress is the sheer number of terrain types. In War of Magic there were only a few. As a result, the world tended to look either “brown”, “very green”, or “very dark brown” with the occasional bits of snow once in awhile.  In Fallen Enchantress, the Fallen areas are being revisited to not give off the “evil” vibe. 

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Reply #26 Top

Make sure there is enough variety that the same terrain type can look vastly different depending upon what tiles are applied. (Spooky swamp with lots of dead trees and bones vs a swamp with an abundance of healthy plant life)

Speaking of terrain mattering, the next UPatch for Age of Wonders: Shadow Magic will feature walls made of ice that 'melt' when the terrain under them changes.

Reply #27 Top

Quoting onomastikon, reply 22



Quoting Alstein,
reply 4
This isn't Civ.  I'm not sure having the land do things, outside of bonus tiles, would help the game be any more fun. 


I could not agree less. If having land tiles in your Zone of Control doesn't have any significant effect on your empire outside of the few bonus tiles it my encompass, then there is not much reason in attempting to obtain a large Zone of Control. If land "does things", it not only gives ZoC a raison d'etre, but it creates strategic options. Currently, EWoM feels like a space genre game, with fertile land like colonizable planets, the bonus tiles the asteroids, and you can ignore everything else.

The only reason I focus on a large ZOC currently is to:

  • Eliminate monster spawns
  • Ensure safe travel for caravans
  • Reduce length of perimeter
  • Grab resources
  • City spam, up to a point, to leverage a logistics road network and bonus modifiers to my capital (i.e. one caravan from each city heads right to capital)

It does tend to feel like a space game in that regard.

Reply #28 Top

I'm going to say it again :D .

It would be nice if caravan's in elemental steal a page from starbases in gal civ 2 - being able to upgarde your caravan's to modify the growth of your economy into other resources so that caravan's are not just about gold and are able to defend themselves. Otherwise i'm gonna spam that zone of control to keep the monsters back.

Reply #29 Top

I would agree with some posters with demanding:

- different terrains having a few effects/bonuses: on the number of moves (ex: yeti moves faster in snow, snakes faster in desert, horses in plains...), on the hiding (can depend on your element of choice: better hidden in swamp if Water as main element, better in desert if Fire,...), on the tactical map if fight occur, on which monsters/races get spawned or which city-state inhabits the the place, ...

- terrain that can change depending on certain factors: spells cast (firestorm, icestorm, volcano of course, tsunami making struck coastal land into swamps,...), ZOC (for lack of a better word) or some equivalent of the dominion in Dom2/3 (I read that in Dom1 the advance or retreat of one's dominion could be visualized on the map. Would be cool here, especially if something like the Miasma dominion was available: swamps expanding with mosquitoes noises...Awesome!) or the domain in AoW2 when you could cast a domain-wide spell.

Reply #30 Top

I think the most interesting land system I've ever played was Age of Wonders climate system.  AoW had a lot of empty land spruced up with cities and capture points, but the land itself still had a large impact on the game.  In AoW, crops only grew in certain climates based on race and military units got morale penalties/bonuses depending on land.

For example, Frostlings grew crops in the ice, got bonuses in the ice, had creatues that hid on the ice, and had spells that turned land into ice.  As they expanded their conquests, what was once desert and grassland got swallowed up by frost and it added immersion to the game - you weren't just fighting the Frostlings to defend your city, you were deploying magic to resist the encroaching glacier that threatened your army and economy.

How could we adopt this in elemental?  We have 10 predesigned factions, many of which could have land based 'themes' from what the limited backstory we have in WoM.

Tarth - Swamp
Gilden - Mountain
Yithril - Barrens, desert?
Magnar - Defiled land
Paridan - Rejuvinated land

You could have maritime, steppe, winter, etc. themed civilizations.  If you don't want to go that route, you could leave all the civilizations essentially equal but have magic work with the land.  Let factions with 3 water shards turn their land to swamps and expand oceans, let them create Frost Elementals, Swamp Snakes, and Giant Squid to fight, etc.  If you wanted to be daring and take a chance, there are a lot of things you could do with the elemental engine to take the game to 11.

Reply #31 Top

Quoting Frogboy, reply 10
Our focus is making Fallen Enchantress an awesome game.

This often-repeated mantra is laudable, while it does, at times, remind me of this monty python sketch:

http://www.youtube.com/watch?v=tNfGyIW7aHM

Let's not forget the small interim steps (like making sure QM feedback loops during beta are not quite so idiosyncratic as they were last summer)!

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Reply #32 Top

I hope to see tile yields or augmentations (like in MoM a mountain tile gave % increase to hammers).

Otherwise, as someone astutely pointed out, it is no different from a space game with vast distances of nothing

Reply #33 Top

Quoting yaromir, reply 32
I hope to see tile yields or augmentations (like in MoM a mountain tile gave % increase to hammers).

Otherwise, as someone astutely pointed out, it is no different from a space game with vast distances of nothing

 

This reminds me AGAIN(!) about Brad saying that Elemental would be an evolution of Galactic Civilizations II....

 

....It's beyond any doubt then....Elementals base is Galactic Civilizations II....

Reply #34 Top

I wouldn't even need this so much.  I'd prefer some thing more along the lines of

A Sawmill (wood cutting camp) must be built on or next to forest tiles.  The amount of forest tiles one can fit under the, "Area," of the saw mill placement determines the materials produced.  In other words, a player needs to work the tiles with a specific job inorder to produce city/empire usable materials.  I'd also expect Old Growth to be surrounded by other layers of forest, not some square off in the middle of no where with no relation to an ecosystem.  I want placing (building) a building to be a strategic choice instead of just saying, "Oh, it gives +25 percent increase to wood (materials)."  I'd also like to see some thing along the lines of city, "Health," like Civ iV had lending to Elemental style techs that modify this.  Perhaps the Fallen ground is poisoness or unhealthy for Kingdom people - the Titan source terraform warping versus the Elemental natural environment.  At any rate, I am intrigued by notes posted.

Reply #35 Top

My wish:  May the fallen enchantress enchant us all, and give us our just desserts.  (dry humours...)

Reply #36 Top

what I want to see... besides more variety in the land plots,

1. increased line of sight if your on a hill, cause I mean that just makes sense.

2. forest tiles are able to be on hills, currently you can't have forests on hills.

3. Improved rivers... this I know is being worked on haha...

all I can think of at the moment.

Reply #37 Top

:)   I am REALLY, REALLY Looking forward to seeing this!  And the Beta, if they will let us play it!

 

:)

 

-Teal

 

 

Reply #38 Top

Quoting Alstein, reply 4
This isn't Civ.  I'm not sure having the land do things, outside of bonus tiles, would help the game be any more fun.  I do think we need more variety in the bonus tiles though.

 

Having certain land have combat modifiers like woodlands/hills/etc, or having it affect tactical maps- might.

 

No it isn't Civ.  But there's nothing wrong with borrowing from a successful and fun game system.  As it stands, there is absolutely no reason to place a city in any particular spot, unless there's a resource nearby, which there usually isn't.

 

There is no strategy to city placement right now, and that's definitely not fun.

Reply #39 Top

Quoting StevenAus, reply 20
Please rethink making MP a cut-down version of SP.  At the very least, make a co-op mode with all SP functionality, and how about having battles involving more than two sides?  What about allies being able to join in battles with their team-mates?  It would be fantastic if you could balance well, having 2 players vs 2 players in the one battlefield, for example.  And this would fit a lot better with Elemental being a game that suits co-op MP much better than competitive.

What do people think?

Best regards,
Steven.

One of the best post I have seen in awhile. I am 100% for thius idea. I HATE is when Turn-Based games dumb down the game for MP just to make the game faster. If anything it should be an option. Personally I would always play MP with all the SP features in it. And I don't care if it takes several sessons to complete a game.

Reply #40 Top

Really emphasizing the return of civilization to your lands would be a nice touch as well. Signs of human activity like little cottages popping up or hunter's cabins would be fantastic.

An alternate method to do this would be to trigger changes at city levelup.  Say the radius of change is 2 tiles smaller than the cities zone of control.  Then the tiles in that radius could be checked- if they contain an improvement tile (building, resource, housing, etc) then it does nothing to them. If they contain the revitalized land (ie the green tiles) that doesn't contain an improvement then it assignes one at random from a generated pool (such as one showing a kind of homestead, one showing more robust plant growth, one with animal life, etc.) to show its 'claimed territory'.  If it already contains one of the 'claimed territory' tiles you could have it alter them by a set randomness or ratio.  Say that the homestead tile has an 80% chance to stay the same, a 15% chance to improve to a more improved tile (advanced homestead), and a 5% chance to drop in grade (either back to a nature tile, or better yet to a dilapidated building tile- which would then revert to a nature tile at the next step).  It could be set up with a kind of branching advancement path that way where if it hit the right change rolls go thrue a cycle of improving and degrading to different states (ie a field to a camp, camp to a homestead, homestead to an abandoned building, an abandoned building to an overgrown brush tile, then to a few trees to a lot of trees, etc).  Something like this would also help make tile repetition less apparent. 

A similar system could be tied to turn advancement to have something like in civ where a forest could claim a tile or be destroyed by weather, though that kind of ties more into events.