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FE: Wild Lands

FE: Wild Lands

Scrapyard

There hasn’t been a lot of talk of the most obvious game play change in the Elemental universe. We call them Wild Lands.

We got rid of “minor races” in Fallen Enchantress.  We had bigger plans for them. And those bigger plans manifest themselves in the form of wild lands. These are chunks of the world that are still trying to hold on to the pre-cataclysm days.

There’s a bunch of different ones, all that look different and feel different. 

You don’t go into the Wild Lands unless, you know, you want to die.  Badly.  But if you are powerful enough to survive there, it’s filled with amazing stuff. A lot of AI work has been put into running the wild lands and in getting the AI to try to take them on (at this stage, I haven’t had a lot of success with the latter, they’re very dangerous places).

To use classic game mechanic terms, thing of Wild Lands as being like Orion (or Antares). If you can take it’s really awesome. But don’t expect to be able to.

34,330 views 40 replies
Reply #26 Top

I thought taking on wild lands would be something you did more than maybe once per game. IIRC it was said there would be several wild land areas on a map, some of which you could take on early in the game, but others would have to be left alone until late game.

Something else I've been wondering, when you conquer a wild lands, does it stay a distinct area, or does it convert into 'regular' grounds?

Reply #27 Top

"Something else I've been wondering, when you conquer a wild lands, does it stay a distinct area, or does it convert into 'regular' grounds"

I was wondering about that myself. Is it conquerable? Is it "pushed" in by your empires influence?

Reply #28 Top

Quoting Thormodr, reply 10
Looks great. Substituting Wildlands for minor races sounds like a great idea.

Also, the more variety the better.

Can't wait for the beta. Getting a little giddy.

 

The trick for us is to pull Paul (Mormegil) OFF of doing Wildlands to do other things.  

I walked by yesterday and he had just made the ruins of the Imperium complete with a functioning city surrounded by impenetrable walls.  

 

Reply #29 Top

Quoting Satrhan, reply 26
I thought taking on wild lands would be something you did more than maybe once per game. IIRC it was said there would be several wild land areas on a map, some of which you could take on early in the game, but others would have to be left alone until late game.

Something else I've been wondering, when you conquer a wild lands, does it stay a distinct area, or does it convert into 'regular' grounds?

Depends on the size of the map.  It's not designed to just be 1 per world. The question asked earlier if there'd always be the same N wild lands. And the answer is that there's a large pool of wild lands to draw from and that the number will depend on the map size.

On tiny, for instance, I"m not sure wild lands will typically be in there because of the size.  On large, it depends on which ones get picked since they're not all the same size.

Reply #30 Top

Perhaps instead of growing by taking cities, they take resources (maybe they could get some kinda boost from enslaving/looting/eating a city based on pop/city lvl), expanding their influence around newly conquered lands gaining horses/worgs, additional metal for the smithies, food for the larva, shrines/nodes for the High Shaman/cleric.  This way they would still be able to grow but be held to tha 'Homeland' being the only way to produce units.

 

Kinda funny, I don't even think about attacking the Wildlands, just ways to make them more powerfull & allying with them (Not necessarily in that order)

 

"On large, it depends on which ones get picked since they're not all the same size"

 

What about on epic sized (I would like to have them all on one map)

Reply #31 Top

Quoting Frogboy, reply 29


On tiny, for instance, I"m not sure wild lands will typically be in there because of the size.  On large, it depends on which ones get picked since they're not all the same size.

Oooh I get it, they are not random in size, but more like terrain stamps.

Kind of like a dungeon crawl on the main map!

Reply #32 Top

Quoting Magog_AoW, reply 31
Quoting Frogboy, reply 29

On tiny, for instance, I"m not sure wild lands will typically be in there because of the size.  On large, it depends on which ones get picked since they're not all the same size.

Oooh I get it, they are not random in size, but more like terrain stamps.

Kind of like a dungeon crawl on the main map!

 

I would tend to think that putting a wild lands right in the middle of 2-3 factions would be almost a must for flavor purposes

 

"The trick for us is to pull Paul (Mormegil) OFF of doing Wildlands to do other things."

 

& how might one go about getting this Mormegil some Karma?

Reply #33 Top

Quoting Frogboy, reply 29

Quoting Satrhan, reply 26I thought taking on wild lands would be something you did more than maybe once per game. IIRC it was said there would be several wild land areas on a map, some of which you could take on early in the game, but others would have to be left alone until late game.

Something else I've been wondering, when you conquer a wild lands, does it stay a distinct area, or does it convert into 'regular' grounds?

Depends on the size of the map.  It's not designed to just be 1 per world. The question asked earlier if there'd always be the same N wild lands. And the answer is that there's a large pool of wild lands to draw from and that the number will depend on the map size.

On tiny, for instance, I"m not sure wild lands will typically be in there because of the size.  On large, it depends on which ones get picked since they're not all the same size.

Thanks, that clears things up. Any comment on my second question? I'm asking because if it does remain a distinct area it'll open up some very cool options for mods I think...

Reply #35 Top

What I really like is that with each game you can encounter different wildland(s). This really ups the replayability factor.

I do hope though, that each wildlands has a different tactical AI strategy so that each wildland's campaign gives the player a vastly different tactical battle experience.

Reply #36 Top

I have been working on a tile model for Le Mont St. Michelle that will make a nice wild land.

Reply #37 Top

Has anyone read Jonathan Strange and Mr Norrell?  Something like the Raven-King's Palace would be an awesome wild-land.

Reply #38 Top

Quoting Frogboy, reply 28

Quoting Thormodr, reply 10Looks great. Substituting Wildlands for minor races sounds like a great idea.

Also, the more variety the better.

Can't wait for the beta. Getting a little giddy.

 

The trick for us is to pull Paul (Mormegil) OFF of doing Wildlands to do other things.  

I walked by yesterday and he had just made the ruins of the Imperium complete with a functioning city surrounded by impenetrable walls.  

 

Give that man a raise! :grin:

 

 

Reply #39 Top

Attach electrodes to that man's chest!

I should be project manager. I really know how to motivate people.  :jafo:

Reply #40 Top

Quoting Frogboy, reply 28
The trick for us is to pull Paul (Mormegil) OFF of doing Wildlands to do other things.
I walked by yesterday and he had just made the ruins of the Imperium complete with a functioning city surrounded by impenetrable walls.

And still no Pink ponies?  I don't want to be the one to tell Lord Xia!